A Replacement for Equipment

Hello dear internet, and welcome to the forum.

I suppose I should just say it: there has been a lot of talk recently on the subject of Halo 5: Guardians “returning to the roots” of Halo. This is all well and good, and I would love the next iterations of my favourite video game series to share the long-term success of previous titles. However, there is one small feature that I would not want to see return. If you’ve read the title, I assume you know which one: Equipment.

I know I am probably a minority here, but I didn’t like the functionality of equipment in Halo 3 and Halo 3: ODST. In short, it felt to me that it was underused, and when it was used, it felt cheap/irritating. Let me give examples:

A lone brute stands his ground in front of my scorpion. I am reloading the main cannon, and am currently awaiting my chance to blow him sky-high. Then, just as my next shell is ready, he drops a bubble shield. I am forced to sit there for a minute or so, picking my fingernails as I wait for it to fail, as I don’t trust the marines nearby enough to leave the tank alone with them, and the terrain makes it impossible for me to splatter him. A cheap, spammy tactic, and a situation that happened to me once or twice in multiplayer as well.

Another: my friend and I are 1v1ing each other with BRs, leik MLGpros, innit. We are both boxed into separate locations on a map with no nearby cover, fighting via a quite narrow line of sight. We jump and strafe, and I seem to be getting the upper hand. Until he drops a regenerator. we battle a little longer, and I fall, having lost to his durability advantage. All because of one panicked button press. (On a further note, I am actually better than him, or was at that point anyway, so the loss cannot be put down to me.)

I could go on. Equipment seems to me to be far too easy-to-use to possess the power it had in Halo 3. The small mercy was that you didn’t see it very often. I know that many people saw it as being a skilful system, and in comparison to AA’s, it was. Infinite recharge meant that they were infinitely spammable, and some (like armour lock/drop shield) had effects that were almost/just as powerful as equipment. But that does not mean that it (equipment) was the best it could have been, or the best system that there will ever be.

Instead, I propose a different idea. There was much talk of weapon attachments after the beta trailer, and although I don’t believe that they’re going to happen apart from maybe purely cosmetic effects (the fanbase would be irritated/enraged/start foaming at the mouth, they’d be too small and hard to see as pickups, even with the H2A markers, etc), I think that I might take inspiration to name my new idea.

Armour Attachments:

These would be on-map pickups that alter the abilities of your Spartan/Elite/Brute/Knight/Grunt/whatever other species they may be implementing, (possibly replacing one of the ordinary Spartan Abilities if we are short on buttons) until the player dies. You have to hold X/RB/whatever to pick them up, much like you would swap a weapon, so there is no confusion as to what you have. There is also a very large visual cue as to which one you are using on your player model, making it possible to see your enemy and strategize your encounter with them before engaging, adding the “pro” element that some people love so much. They would have a modest impact on gameplay, forcing new strategies to be developed, but the more powerful ones would be difficult to use. You could not simply tap a button once and win, like you could in Halo 3.

I’ll list some ideas, for completion’s sake. Feel free to add your own if you like the idea as a whole.

Centurion Shield: A large, white-metal forerunner unit that attaches itself to the user’s arm. This would function similarly to the Hardlight Shield from Halo 4, but hybridised with the Jackal Point-Defence Gauntlet. When the user switches to a sidearm (any weapon affixed on the hip, rather than on the back) they bring their other arm up, producing a hardlight shield with a firing notch on the side through which a weapon would be fired. They remain in first person, unlike the AA, and can use their weapon normally. It could have some drawbacks, such as incomplete cover of the body, but I would not consider it to have to be balanced with the default abilities since it would not be a spawn option, but a pickup, the equivalent of a power weapon. I could see this making for some epic gameplay/custom games, such as a “swords and shields” gametype, or having a user facing off with a default SA user, who would have the advantage of higher mobility. I would love to be in a fight like that.

Stasis Gauntlet: A set of Forerunner Combat Skin Pieces, much like the Didact’s, with a similar functionality. As ever, highly visible, and attaches to the left arm. The player holds down the necessary button, raising the arm in a Darth Vader-esque claw, and any opponent that the reticule passes over suffers a movement speed reduction, which increases the longer they are within the crosshairs. They have an opportunity to escape by moving unpredictably or by moving behind cover, but those without skill (both the user and victim) will suffer. Eventually, they stop, and are lifted into the air, where they are a sitting duck for the user’s sidearm, or simply die from choking if held long enough. (A darkening visual effect would be cool, too.)

Anyway, this probably won’t be received well, but I tried. I just think something like this would be better than rehashing an old system that frankly, I feel didn’t work very well.

Discuss, if you will.

I’d like to see equipment as strong map pick-ups like Overshields and Camo and then every spartan having some kind of one-use weak equipment off spawn.

An example would be that off spawn, you get a one use frontal shield. Think the Drop Shield from Reach but it’s much smaller and only covers your front. Or maybe the Deployable Cover from H3. It’s weak, collapsible, but still has its uses.

Meanwhile, you could pick up the advanced version somewhere on the map like a Bubble Shield - covering your team from small arms fire indefinitely; though the shield would collapse from two shots from a Scorpion or Wraith.

Another example would be that you get a one-use medic field where you don’t heal while it’s active but everyone around you gets regenerated - and then on the map there’s a Regen Field that can be placed but can be shot at to be disabled.

Every equipment piece would have a counter but would still provide team benefits; while off-spawn equipment would be a kind of one-use tool for specific situations.
Firefights would have to be planned around these situations accordingly.

I just like the idea of equipment and off-spawn abilities since “classes” would probably ruin basic Halo gameplay and armor abilities can be abused.

Your ideas sounded really cool to use (Forerunner constructs that can be equipped onto the player, almost like Protector Sentinels from Halo Wars) but it’d have to be items you could pick up on the map. It would suck if more than one or three players had them.

Being prepared to adapt to situations like these is what makes gunplay even more exciting, at least for me - strafing and placing headshots is great and all but it gets a little stale after tens of thousands of kills. Having to wonder if they could drop or use a shield, start healing their teammates, fly into the air out of nowhere, or even start lifting you keeps you on your toes.

But, like I said, most people will think that it ruins core gameplay, and it has a very good chance to - especially if good teams start using equipment combos.
I remember playing a clan once in Domination on Meltdown - they had four guys advance on one of the bases; two people in front used Hardlight Shields and the two in the back started raining Concussion and Carbine shots. They pulled off a phalanx maneuver.

So now imagine that three players are camping a Territory - with a Fuel Rod Gun, a Bubble Shield, Medic Field, and a Hardlight Shield.
Killing all of them would either take a few rounds from a tank (which is impossible on small maps) or a herculean team effort involving heavy weaponry and map placement. That sort of situation would break gameplay most of the time…

> I know I am probably a minority here, but I didn’t like the functionality of equipment in Halo 3 and Halo 3: ODST. In short, it felt to me that it was underused, and when it was used, it felt cheap/irritating.

I also disliked Halo 3’s equipment because it felt too powerful and too easy to use. I would like to see equipment return but in the form of tactical grenades. These would be a combination of H3’s equipment, H4’s AA’s and grenades. Like H3’s equipment these tactical grenades would be map pickups and your spartan can only carry one at time. However select items would take on the power of H4’s AA’s (ex: regeneration grenade). Finally these would be thrown like a grenade and you will stay in 1st person while throwing them. A few examples of possible TG’s include:

Regeneration Grenade: Regen power will be equivalent to H4’s
Bubble Shield Grenade: Identical to Reach’s version except it will not regenerate health
Deployable Crate / Cover
Trip Mine
Radar Jammer
Coloured Smoke Bomb
Gravity Lift
Motion Tracker Grenade: This will stick to a surface and you get a second motion tracker on your HUD with a small radius (5 or 10m) that is centered on the grenade. If it takes enough damage or gets EMP’d it will malfunction giving its user false indications.

> Your ideas sounded really cool to use (Forerunner constructs that can be equipped onto the player, almost like Protector Sentinels from Halo Wars) but it’d have to be items you could pick up on the map. It would suck if more than one or three players had them.
>
> I remember playing a clan once in Domination on Meltdown - they had four guys advance on one of the bases; two people in front used Hardlight Shields and the two in the back started raining Concussion and Carbine shots. They pulled off a phalanx maneuver.

I’m glad you like the idea, in aesthetic at least. I did say that they would almost be considered power weapons, as well, being map pickups.

And that sounds like an awesome match you had there as well. Clans in general tend to kick my Yoink! but to see one that used an actual war strategy rather than just staying together… I wish I was there.

> > I know I am probably a minority here, but I didn’t like the functionality of equipment in Halo 3 and Halo 3: ODST. In short, it felt to me that it was underused, and when it was used, it felt cheap/irritating.
>
> Regeneration Grenade: Regen power will be equivalent to H4’s
> Bubble Shield Grenade: Identical to Reach’s version except it will not regenerate health
> Deployable Crate / Cover
> Trip Mine
> Radar Jammer
> Coloured Smoke Bomb
> Gravity Lift
> Motion Tracker Grenade: This will stick to a surface and you get a second motion tracker on your HUD with a small radius (5 or 10m) that is centered on the grenade. If it takes enough damage or gets EMP’d it will malfunction giving its user false indications.

Those do indeed sound both feasible and interesting. It might even present the use of the original Drop Shield model, as we saw in Odd One Out and Halo 3’s teaser. So many good ideas, so little time…

Teleporters - you throw down the first one out of a pair of two. This will act as the destination. When you press the button again, you’ll warp to it after 2 seconds.

The equipment version will allow you to make a temporary two-way teleporter that can be destroyed but will last roughly 10 seconds.

I feel like it would be banned from objective games but it’d be insane for Infection…or pulling off a quick kill and then warping away from danger.