AAs are not bad. 343 is doing it wrong.

AAs are my biggest issue with H4 now that weapon tuning is on the horizon. They fall into 2 categories: overpowered and useless. Camo, PV and Jet Pack are an EXTREME advantage in battle. Why arent other AAs extremely powerful in their role?

Thrusters for example seem to be nerfed on purpose from its Campaign version. Since its an evasive AA you should be able to evade at least twice with longer distance. In other words it should be just as much as an advantage.

Hologram should be versatile. Like Holding LB shoots out a sprinting Hologram.

Hardlight should have faster movement for turning if attacked from different angles.

Autosentry should patrol maps or follow the player

If a new player finds a particular AA fun to use other than Campo and JP but realizes its severely underpowered compared to what others are using their experience will be ruined. And thats just AAs. Combine that with weapon imbalance, questionable map design, and we got ourselves a Gamestop trade-in for store credit. Not very “accessible” is it?

Let me say this. I never use AAs no matter the playlists. I cant stand them in Halo so I leave the AA slot empty. Not because I think Halo shouldnt have them, but H4’s AAs are the worst version of abilities in any FPS I’ve played. Play TF2 or Killzone 2&3. Abilities in those games are balanced and affect the team if not used correctly. I’d go as far to say Reach did them better and is probably more of a class based shooter. Most AAs had a specific advantage balanced by a disadvantage. Jet pack was a map breaker and the only one that wasnt balanced correctly.

Armour lock balanced invincibility with immobility. Reach Camo balanced invisibility with sensory impairment(user audio reduced AND radar disabled). They ended up slowing flow and being annoying but still more balanced.

My point is 343 should go all in with AAs making them crazy powerful, or go back to traditional Halo where you have to fight for any type of player enhancement. I know someone will say “we can have both”. The problem with doing both is one philosophy will be compromised to cater to the other like we’ve seen with Halo 4. Then nothing will be done right.

Either make Spartans like Power Rangers with flashy powers or die hard Terminators.

I’ve gotten a running riot with a hologram and an AR, so that’s actually fine. While I agree thruster pack needs a boost, most of the other ones are pretty cheap if used correctly. AS works well with pulse grenades, while Regen fields can help the entire team in a gun fight. Hard light can stop a tank shot, and reflect certain shots for suicides.

What views you hold on AA balance depend on what AA philosophy you follow.

Should AA’s be very game affecting and basically create classes of spartan?

Or should they have mild affects and only slightly enhance core gameplay?

How I believe AAs should be handled in a competitive environment…

> What views you hold on AA balance depend on what AA philosophy you follow.
>
> Should AA’s be very game affecting and basically create classes of spartan?
>
> Or should they have mild affects and only slightly enhance core gameplay?

Personally, I’d go with creating preset classes like in Reach, but more balanced. Those loadouts were nice and nowhere near as sporadic and just random as they are in Halo 4.

None of the Armor Abilities should be buffed. If anything, they should be nerfed because they are meant to be an assistant for the user, not a game-changing feature.

> What views you hold on AA balance depend on what AA philosophy you follow.
>
> Should AA’s be very game affecting and basically create classes of spartan?
>
> Or should they have mild affects and only slightly enhance core gameplay?

In my opinion, it should be the latter.