A few Halo 4 suggestions.

-Armor Abilities-
-Armor Abilities would be limited-use powerups on the maps. These uses would be dictated by Forge, similar to how you set the spare ammo on weapons. After the set number of uses, the ability would disappear, and you would revert back to your spawning AA.

-Jetpack would be replaced with a pair of thrusters on your back, that give you a quick boost in height, maybe the regular height of a jump. This could be used as a double jump, but not as abusable as Jetpack is in this game. 1 use by default.

-Drop Shield would be weaker, able to be taken out by an EMP. 2 uses by default with a cooldown.

-Camo would return, but last half as long as regular camo, but be deployable at any time after you pick it up. 1 use by default. Alternatively, it would act as Poor Camo, and last the duration of the actual powerup.

-Hologram would be mostly unchanged. It would consistently show up on radar as a red dot, move at the default speed set by the gametype, cause your crosshair to go red, and show the host’s name. 3 uses by default with a cooldown.

-Sprint would give a short boost like the Jumppack, but forward as opposed to vertical. This would be the default spawning equipment, and have infinite uses, with a cooldown by default.

-Evade would have 3/4 the distance of Sprint, but be able to go in any direction. Mostly unchanged from Sprint, but be limited to 3 charges by default.

-Weapons-
-Default starting weapons would be a 3-shot burst fire Assault/Battle Rifle with a 2x scope. This weapon would be the jack-of-all-trades weapon, like the CE Pistol. It would be dominant in medium range, while being able to kill at short and medium range, anyway. The weapon would have no spread, and be hitscan, for consistency sake.

-The default secondary would be an SMG/Machine Pistol. The weapon would have a very high rate of fire, and a quick weapon swap; making it suitable as a sidearm. The weapon would have a very tight spread pre-bloom, but expand and reset very rapidly, having a very large spread after the 3rd or 4th shot. The weapon would defeat the BR at close range, but lose to any other weapon outside its niche. When bloom is fully reset, the weapon would become headshot-capable, to reward pacing.

-The Plasma weapons would regain their Plasma Stun ability, to differentiate them from the bullet weapons.

-Every weapon would have a unique role, to create less clutter. Every weapon would function differently, to promote variety. Niche weapons would defeat the utility “BR” in their intended ranges.

-Powerups-
-Camo and Overshield would be removed as powerups in place of Red and Blue custom powerups. These would have their own custom traits, while defaulting to their original uses. These would allow for more customization in terms of powerups, and would aide in rebalancing them if need be…

-The Armory-
Armor would be unlocked similarly to how the Military Police and CQB helmets are in Reach. Achievements would be mixed in with credits to determine rank. Credits would increase grade, while gamerscore increased the base rank. Credits would be used to buy some armor, while others are awarded through achievements at no cost. Certain armor would be awarded for “veteran status.” Playing the older Halo titles online would unlock special armor for use ingame.

I’d like to hear any thoughts/ideas on these points, and any others. Feel free to discuss any of these. :slight_smile:
These all cover Multiplayer, so I thought it would be appropriate to post here, if it should be in the Halo 4 subsection, sorry, move it there.

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I agree to a large extent.

However, I think ALL Armor abilities should appear on the map, instead of on spawn, including sprint. I would actually boost the effectiveness of an armor ability instead of nerf them. Maybe indeed add a limited number of uses because of the overpoweredness. This way, it would be worth picking up, and abusing it will only be possible because you earned the AA. Maybe we can even combine powerups with AA’s!

Like, instead of your regular overshield pickup, you would get the overshields (or higher damage resistance) and the ability to TU armor lock on top of that. The overshields would fade, but you would have TU armor lock until you die (or until you used up your charges).

Camo powerup would be the active camo AA with good camo, no radar scrambler, and maybe come with 3 burst of 10 seconds. It would add more strategy, as you can choose when to camo instead of burning through it all at once.

These would obviously OP, but behave like powerups: few spawns per match. The other AA’s would receive similar boosts, with a similar drop timer like was the case with Halo 3’s powerups. Except they won’t be single-use, but contain more charges.

As for the weapons, I agree with your vision on a perfectly balanced sandbox. Every weapon you use would be quite different, and you would be able to say ‘omg, that’s overpowered’ from every weapon in the game in at least one situation.

The BR should make a return indeed (spread or not, I don’t care, as long as it’s hitscan), however, I don’t think they should make it your primary weapon for all gametypes. having a fully automatic as the standard primary weapon has been in every Halo game so far. It’s iconic, as well as having a pistol as a secondary.

The power relationship AR-pistol-BR should be similar to Reach though, but correctly implemented. The AR would be the CE AR: powerful, but quite inaccurate. The pistol would be able to overpower the AR, but it would be (very) hard at close-range due to heavy recoil (or bloom, although i would prefer recoil). The BR would be the Halo 2 BR, overpowered by the pistol at close-medium range, but it would be impossible to beat the BR with a pistol at further ranges due to the recoil.

a machine pistol sounds nice, but it sounds like blending AR and pistol together, which have very different behaviours. It feels contraintuitive. I think sticking to the classic Halo formula will be simpler.

Agreed entirely on the ranking system, sounds very nice. I loved going after achievements just for that Hayabusa and EOD in Halo 3. And credits are nice for rewarding those who play a lot. ideal.

Why wouldn’t we just let armor abilities die with Reach? I don’t want them in Halo 4. Talking about weapons, I don’t really know what to say. I don’t say the ideas is bad, I just say that I don’t know how it would turn out. I don’t mind power ups, I never really used them in Halo. And finally, the Armory. I think it would be better if cR was used to buy certain armor, and certain armor should be unlocked trough achievements. Gaining experience should rank you up in my opinion.

Feel free to disagree with me. :slight_smile:
Have a nice day.

Halo 4 should have spirit of fire from halo wars cause there are three Spartans onboard it, also put a lost covenant cruiser or a lost covenant holy shrine, also aswell as a enemie that has risen on the planet and the covenant find there way or the arbiters ship that accidently found the planet and start searching (could be allies and the UNSC could stumble there because the elites told the UNSC about the planet with an unusual thing in the planet and find half the frigate that masterchief was on and found spirit of fire with the Spartans still in the cryogenic tube which freezes them so they don’t get killed). For forge u could put like a menu and say wat type map u want like e.g. I want a forerunner type map and the layout and -Yoink- makes it unto how u want it.

> Halo 4 should have spirit of fire from halo wars cause there are three Spartans onboard it, also put a lost covenant cruiser or a lost covenant holy shrine, also aswell as a enemie that has risen on the planet and the covenant find there way or the arbiters ship that accidently found the planet and start searching (could be allies and the UNSC could stumble there because the elites told the UNSC about the planet with an unusual thing in the planet and find half the frigate that masterchief was on and found spirit of fire with the Spartans still in the cryogenic tube which freezes them so they don’t get killed). For forge u could put like a menu and say wat type map u want like e.g. I want a forerunner type map and the layout and Yoink! makes it unto how u want it.

  1. We are talking about multiplayer here.
  2. I don’t think that you are in charge of the Halo 4 story… And I hope you never will be with ideas like these.

I disagree with some of your specific AA ideas, but only over the sort of small details that gameplay testing would tweak anyway, your base idea is good. I’d also make it so that the BR is equal t the niche weapons, not beaten by them. But in general, a quality post.

> However, I think ALL Armor abilities should appear on the map, instead of on spawn, including sprint. I would actually boost the effectiveness of an armor ability instead of nerf them. Maybe indeed add a limited number of uses because of the overpoweredness. This way, it would be worth picking up, and abusing it will only be possible because you earned the AA. Maybe we can even combine powerups with AA’s!

Maybe not all, but certain ones to fill a certain role. We don’t see every weapon being used on the map at once, do we?

> Like, instead of your regular overshield pickup, you would get the overshields (or higher damage resistance) and the ability to TU armor lock on top of that. The overshields would fade, but you would have TU armor lock until you die (or until you used up your charges).

That would be cool, but I just don’t like the idea of Armor Lock, anyway. Overshield is to powerful to be deployed at will.

> Camo powerup would be the active camo AA with good camo, no radar scrambler, and maybe come with 3 burst of 10 seconds. It would add more strategy, as you can choose when to camo instead of burning through it all at once.

The number of uses could be changed through Forge, as detailed in my post. :slight_smile: But maybe good camo at a shorter time, and definitely no Radar Jammer.

> These would obviously OP, but behave like powerups: few spawns per match. The other AA’s would receive similar boosts, with a similar drop timer like was the case with Halo 3’s powerups. Except they won’t be single-use, but contain more charges.

They would be like useful equipment if anything. I don’t get how they would be OP.

> The BR should make a return indeed (spread or not, I don’t care, as long as it’s hitscan), however, I don’t think they should make it your primary weapon for all gametypes. having a fully automatic as the standard primary weapon has been in every Halo game so far. It’s iconic, as well as having a pistol as a secondary.

Eh. I think it should look like an Assault Rifle to some extent, just so it is familiar with lower-level players, while starting everyone with a capable weapon in their hands.

> The power relationship AR-pistol-BR should be similar to Reach though, but correctly implemented. The AR would be the CE AR: powerful, but quite inaccurate. The pistol would be able to overpower the AR, but it would be (very) hard at close-range due to heavy recoil (or bloom, although i would prefer recoil). The BR would be the Halo 2 BR, overpowered by the pistol at close-medium range, but it would be impossible to beat the BR with a pistol at further ranges due to the recoil.

The role of the AR would fit better as an LMG if anything; a huge amount of ammunition, useful at medium range, not so good at close, but can pack a punch, and has a low-ish fire rate. I’d like to limit the amount of UNSC automatic weapons, since they all function mostly the same.

> a machine pistol sounds nice, but it sounds like blending AR and pistol together, which have very different behaviours. It feels contraintuitive. I think sticking to the classic Halo formula will be simpler.

I wanted the Machine Pistol to fill the SMG’s close-quarters niche, while retaining the Pistol aesthetic. Since the Pistol is just made redundant by the utility weapon, and the BR is a fan-favorite, it just made sense. How is it counterintuitive, though? I don’t understand.

> Agreed entirely on the ranking system, sounds very nice. I loved going after achievements just for that Hayabusa and EOD in Halo 3. And credits are nice for rewarding those who play a lot. ideal.

I just felt the Armory to be so boring, it was all the same to get everything. I’d like to be rewarded somehow for getting 1000 gamerscore, or playing every Halo shooter.

> I disagree with some of your specific AA ideas, but only over the sort of small details that gameplay testing would tweak anyway, your base idea is good. I’d also make it so that the BR is equal t the niche weapons, not beaten by them. But in general, a quality post.

Equal would be nice, but then there is no point picking up any other weapons, since they would be the same as the BR. The niche should be able to take out the utility, but a skilled utility should be able to kill the niche.

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I liked Equipment in Halo 3, and AAs could work, just not the way they were implemented in Reach. Not having them off spawn, and having a few scattered around the map with weapons could work. I don’t even think my idea could be called AAs, since they are just multi-use equipment.