So…I’m expecting to get a lot of hate about this, but I had an idea about jetpacks.
I am just crowd sourcing opinions on this, but how would you all feel about a return of jetpacks to gameplay.
This is also a similar proposal to the Halo 3 carry and droppable personal grav lift. My idea would be a similar sudden upward burst that could allow access to upper platforms, but one that wouldn’t launch the player all the way across the field. There would be no extended duration or hover feature that allowed air travel across the map. This jetpack would be a focused upward boost. I’m looking at this as almost a double jump and a replacement for clamber.
I have considered that people wont like this due to its possibility to escape gunfights fast, however due to the fact that you could not use it in any direction but up and your current direction of travel, (like walking forwards into the halo 3 grav lift drop) this would not be effective in escape.
Also, I would not want clamber to be a mechanic, so that you either make it to the platform or not, no recover option for sloppy use. I would also propose that shields do not recharge during its use. And that you could not fire your weapon.
So, now that I’ve made my case. Let me know your thoughts. I know this isn’t a perfect proposal, but I was considering this idea in accordance of the death of clamber, ground pound, and Spartan charge.
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> Ehh no thanks, I really like clamber.
I personally think it creates an odd height scale for all of the Halo 5 maps compared to the old games. It also makes hard to reach locations child’s play. Some sneaky spots in old halos were tough to get to. Now with clamber and thrust it is near impossible to miss ledges.
well, almost everyone hate spartan charge, so this is something to look on, new abilitys are not baned from the game but they have to be done carefully.
i wouldnt mind give it a try.
I agree, but I feel ALL special movements should be removed. I feel that with this people figure out so many glitches, and annoying things.
spamming spartan charge - all the special super jump things - "ghandi(idk what its called) hopping"I feel that these kind of ruin things, as you can use it all to get to glitch spots, or just spots you shouldn’t be able to access.
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> I agree, but I feel ALL special movements should be removed. I feel that with this people figure out so many glitches, and annoying things.
> - spamming spartan charge - all the special super jump things - "ghandi(idk what its called) hopping"I feel that these kind of ruin things, as you can use it all to get to glitch spots, or just spots you shouldn’t be able to access.
Ghandi hopping has been around forever and is not due to abilities. And I have never heard of a way to spam Spartan charge, but I do want it removed anyway.
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> This is a similar proposal to the Halo 3 carry and droppable personal grav lift. My idea would be a similar sudden upward burst that could allow access to upper platforms, but one that wouldn’t launch the player all the way across the field. There would be no extended duration or hover feature that allowed air travel across the map. This jetpack would be a focused upward boost. I’m looking at this as almost a double jump and a replacement for clamber.
So essentially, you’re proposing a vertically-oriented thruster pack? What ideas did you have for frequency of use? Since you mentioned it, I have to ask what would differentiate your idea from a typical double-jump and how would this be better?
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> Also, I would not want clamber to be a mechanic, so that you either make it to the platform or not, no recover option for sloppy use. I would also propose that shields do not recharge during its use. And that you could not fire your weapon.
>
> So, now that I’ve made my case. Let me know your thoughts. I know this isn’t a perfect proposal, but I was considering this idea in accordance of the death of clamber, ground pound, and Spartan charge.
I would definitely prefer something like a double-jump over a clamber mechanic, but feel there are other promising ideas as well (like a wall-jump). What’s important for me is that the movement mechanic to replace Clamber (if it even needs a replacement once removed) allows uninterrupted “combat readiness” and preferably can be performed (with enough skill) even when not facing the ledge/jump.
So destinys double jump then , just go play that game instead. I think 343 are struggling enough with their halo games let’s keep it simply for now. Bad idea not fully thought through .
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> So destinys double jump then , just go play that game instead. I think 343 are struggling enough with their halo games let’s keep it simply for now. Bad idea not fully thought through .
No, not a double jump at all. There would be minimal forward boost and little directional control and you wouldn’t have the capability to fire til landed perhaps. This would also not have and ground pounds. There would be a decent delay in use so it is a tool with a good delay of use rather than being able to spam it like a double jump to get around fast. This ability would be for getting to high locations that a regular jump cant, but not a double jump in the sense that it would be useful for travel in length.
Also, I know this isn’t fully thought out. This is why I’m crowd sourcing people’s opinions on how this could be a good feature in future Halo. Additionally, I tried Destiny…Halo beats it at every turn in my opinion.
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> > This is a similar proposal to the Halo 3 carry and droppable personal grav lift. My idea would be a similar sudden upward burst that could allow access to upper platforms, but one that wouldn’t launch the player all the way across the field. There would be no extended duration or hover feature that allowed air travel across the map. This jetpack would be a focused upward boost. I’m looking at this as almost a double jump and a replacement for clamber.
>
> So essentially, you’re proposing a vertically-oriented thruster pack? What ideas did you have for frequency of use? Since you mentioned it, I have to ask what would differentiate your idea from a typical double-jump and how would this be better?
>
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> > Also, I would not want clamber to be a mechanic, so that you either make it to the platform or not, no recover option for sloppy use. I would also propose that shields do not recharge during its use. And that you could not fire your weapon.
> >
> > So, now that I’ve made my case. Let me know your thoughts. I know this isn’t a perfect proposal, but I was considering this idea in accordance of the death of clamber, ground pound, and Spartan charge.
>
> I would definitely prefer something like a double-jump over a clamber mechanic, but feel there are other promising ideas as well (like a wall-jump). What’s important for me is that the movement mechanic to replace Clamber (if it even needs a replacement once removed) allows uninterrupted “combat readiness” and preferably can be performed (with enough skill) even when not facing the ledge/jump.
Yes, a vertical thruster of sorts. I was considering a decent delay of use. Much less frequent than current thrusters. Perhaps a 10-15 sec delay? I don’t know what current thruster delay actually is. And I was thinking that there would be no clamber replacement and that you would just simply be able to calculate jumps efficiently after practice.
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> Yes, a vertical thruster of sorts. I was considering a decent delay of use. Much less frequent than current thrusters. Perhaps a 10-15 sec delay? I don’t know what current thruster delay actually is. And I was thinking that there would be no clamber replacement and that you would just simply be able to calculate jumps efficiently after practice.
How would this vertical thruster work differently from a double-jump, though? Anything besides a time delay as opposed to resetting when touching the ground? Does your idea include the current horizontal thrusters as well, or are those to be removed along with Clamber?
If I recall correctly, H5’s thrusters recharge is set to 2 seconds (this might’ve changed, I haven’t played since February).
What would this mechanic’s purpose be for gameplay, if not a clamber substitute? I suppose you mean there would ideally be no “jump-saving” aspect? I can agree that would be for the best.
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> > Yes, a vertical thruster of sorts. I was considering a decent delay of use. Much less frequent than current thrusters. Perhaps a 10-15 sec delay? I don’t know what current thruster delay actually is. And I was thinking that there would be no clamber replacement and that you would just simply be able to calculate jumps efficiently after practice.
>
> How would this vertical thruster work differently from a double-jump, though? Anything besides a time delay as opposed to resetting when touching the ground? Does your idea include the current horizontal thrusters as well, or are those to be removed along with Clamber?
>
> If I recall correctly, H5’s thrusters recharge is set to 2 seconds. What would this mechanic’s purpose be for gameplay, if not a clamber substitute? I suppose you mean there would ideally be no “jump-saving” aspect? I can agree that would be for the best.
I would like to keep the horizontal thrusters, I don’t know if it would be a good thing to use them along with this jump jet of sorts. And perhaps 10 seconds is too long of a delay, but I don’t want it to be spamable. I would like the return of old style halo maps in regards to height layout. Halo 5 has an odd vertical scaling. I think this tool to hop levels would be good. And this is a clamber sub. Clamber allows for sloppy jumping and a thousand different platforms that you cannot traverse without using it 24/7.
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> I would like to keep the horizontal thrusters, I don’t know if it would be a good thing to use them along with this jump jet of sorts. And perhaps 10 seconds is too long of a delay, but I don’t want it to be spamable. I would like the return of old style halo maps in regards to height layout. Halo 5 has an odd vertical scaling. I think this tool to hop levels would be good. And this is a clamber sub. Clamber allows for sloppy jumping and a thousand different platforms that you cannot traverse without using it 24/7.
While I think your idea has merit and would be a welcome improvement over the current system in H5, I’d personally prefer a return to basic player abilities and more inventive map design.
I think Halo works best with simple & responsive movement and map design that makes the most of it. Crouch-jumps, “ghost ledges”, man-cannons/grav-lifts, teleporters, conveyor belts, moving/destructible geometry, etc. If all “enhanced” movement mechanics are tied to the map rather than the player, gameplay can still integrate them seamlessly but players won’t be able to spam/abuse them and they needn’t be ever-present. Different maps can play more differently without leading to players asking why they can’t do this or that.
Frankly I never had a problem with the Jetpack or Armor Abilities as a concept in the first place(Though I did have problems with specific AA’s). The issue was always loadouts(and the unlimited uses).
I wouldn’t have been opposed to on map Jetpacks ala Reach/Halo 4 as long as they were used like they were in the final MLG variants of Reach. The main issue that I have had with Reach and 343 Halo games is that they keep trying to integrate the “fourth layer” directly into the core of the game rather than existing on top of core Halo gameplay.
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> > I would like to keep the horizontal thrusters, I don’t know if it would be a good thing to use them along with this jump jet of sorts. And perhaps 10 seconds is too long of a delay, but I don’t want it to be spamable. I would like the return of old style halo maps in regards to height layout. Halo 5 has an odd vertical scaling. I think this tool to hop levels would be good. And this is a clamber sub. Clamber allows for sloppy jumping and a thousand different platforms that you cannot traverse without using it 24/7.
>
> While I think your idea has merit and would be a welcome improvement over the current system in H5, I’d personally prefer a return to basic player abilities and more inventive map design.
>
> I think Halo works best with simple & responsive movement and map design that makes the most of it. Crouch-jumps, “ghost ledges”, man-cannons/grav-lifts, teleporters, conveyor belts, moving/destructible geometry, etc. If all “enhanced” movement mechanics are tied to the map rather than the player, gameplay can still integrate them seamlessly but players won’t be able to spam/abuse them and they needn’t be ever-present. Different maps can play more differently without leading to players asking why they can’t do this or that.
I would love to go back to this, but I think theres a very slim chance that we’ll see it in Halo 6
What about something like the Jump Jets from Halo 3 that the Brutes used in Crows Nest? They’d only be able to propel you about 2 and a half yards forward and about 2 yards upwards, it’s not exactly a jet pack, but more rather like the thruster pack shown in Halo 4’s teaser trailer. I think it’d work quite nicely actually. I mean I wouldn’t pick it over clamber but still an interesting thought.
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> What about something like the Jump Jets from Halo 3 that the Brutes used in Crows Nest? They’d only be able to propel you about 2 and a half yards forward and about 2 yards upwards, it’s not exactly a jet pack, but more rather like the thruster pack shown in Halo 4’s teaser trailer. I think it’d work quite nicely actually. I mean I wouldn’t pick it over clamber but still an interesting thought.
I’m hesitant about this because it may be too effective at escaping gun fights
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> > While I think your idea has merit and would be a welcome improvement over the current system in H5, I’d personally prefer a return to basic player abilities and more inventive map design.
> >
> > I think Halo works best with simple & responsive movement and map design that makes the most of it. Crouch-jumps, “ghost ledges”, man-cannons/grav-lifts, teleporters, conveyor belts, moving/destructible geometry, etc. If all “enhanced” movement mechanics are tied to the map rather than the player, gameplay can still integrate them seamlessly but players won’t be able to spam/abuse them and they needn’t be ever-present. Different maps can play more differently without leading to players asking why they can’t do this or that.
>
> I would love to go back to this, but I think theres a very slim chance that we’ll see it in Halo 6
Perhaps, but I remember back in the H4 days plenty of people were convinced personal loadouts were going to stay for the foreseeable future. Ironically, their solution for those who preferred equal starts was to relegate it to a playlist. History may not repeat, but it may yet rhyme.
Similar to WerepyreND, I wouldn’t mind a pick-up that enabled thruster-based abilities (including your idea).
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> > > While I think your idea has merit and would be a welcome improvement over the current system in H5, I’d personally prefer a return to basic player abilities and more inventive map design.
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> > > I think Halo works best with simple & responsive movement and map design that makes the most of it. Crouch-jumps, “ghost ledges”, man-cannons/grav-lifts, teleporters, conveyor belts, moving/destructible geometry, etc. If all “enhanced” movement mechanics are tied to the map rather than the player, gameplay can still integrate them seamlessly but players won’t be able to spam/abuse them and they needn’t be ever-present. Different maps can play more differently without leading to players asking why they can’t do this or that.
> >
> > I would love to go back to this, but I think theres a very slim chance that we’ll see it in Halo 6
>
> Perhaps, but I remember back in the H4 days plenty of people were convinced personal loadouts were going to stay for the foreseeable future. Ironically, their solution for those who preferred equal starts was to relegate it to a playlist. History may not repeat, but it may yet rhyme.
>
> Similar to WerepyreND, I wouldn’t mind a pick-up that enabled thruster-based abilities (including your idea).
That is fair, I think it would be good to see environmental map movement become more prominent over this. I just see a trend to go towards “freedom of movement” and I think this would be a good balance to the issues with current gameplay mechanics.