AC and BS Improvements

This is my first post, but I am an avid MM player, and I read these forums regularly. I notice a lot of people have a lot of problems with this game. This post addresses two problems that seem most despised and oft decried: the boltshot and active camo. However, unlike many of the posts, I’m not merely going to piss and moan about them, I am going to suggest a few changes that might improve balance and gameplay. I’ve too much to say for a tl;dr, so don’t expect one. First, a little introduction to the problem:

I freely admit, I have one class with both of these nuisances equipped, though the four remaining classes which I use far more often, have neither. Early in my H4 career, I used AC+BS a lot, because I recognize they are probably the most dominant AA and secondary available. Hence, I agree that they need some changes. Essentially, both AC and BS are (especially in combination): crutches for lesser-skilled players, game-breakingly OP in the hands of good players, and generally really annoying and detrimental to the quality of gameplay. They both encourage camping to a degree that has ruined the fluid, mobile, teamwork and map-control based play that defined the Halo experience for many. However, I think its clear that both BS and AC are here to stay, no matter how much some of the community whines about it.

Therefore, any change, realistically, needs to keep some utility for each, while still making them more balanced and beneficial to the quality of play. By this I mean that a tweak CANNOT make the AC user visible, or change the charge feature of the BS so dramatically as to prevent anyone from ever wanting to use it. Here are my ideas on how to do that:

AC – there are two main complaints I notice about AC: (1) it encourages stationary, camping-based play; and (2) it’s not fair/balanced/sportsmanlike to have a fully visible player fight a completely invisible player. On my estimation, this second problem is going to be nearly impossible to fix without scrapping the utility of AC altogether. If it doesn’t make you invisible, no one is going to use it. The first problem, on the other hand, can be addressed by seeking to change player BEHAVIOR while using the ability. To change behavior you can either use the carrot (reward) or the stick (punishment) (aside: this is an analogy to donkeys and how you get them to move).

As to the stick, I would make the AC user’s radar jam with red dots (a la Halo Reach), to an extent that it is essentially UNREADABLE while the user has AC activated. I would have the AC user still appear on enemy radar with blue dots, but ALSO keep the blue dots swirling around the user’s position even when he is invisible, crouched and stationary. This will disincentivize the AC user from using it, as their radar will be useless for getting the jump on someone coming around a corner, and the enemy will ALWAYS know when someone is invisible in their vicinity, so as to prevent one from walking into a boltshot completely unaware that the AC camper is even there.

For the carrot, I would change it so an AC user jams his own AND his enemy’s radar with red dots when activated – essentially reimplementing the Reach version with some minor changes. My reasoning is this: in Reach, in my experience, the real value of AC was more in its radar jamming feature than its cloaking feature. If you activate it while running, and then crouch-walk while deactivated, you can completely hide your movement/position from enemies within radar range. For example, when I would use it, I wouldn’t rely on the cloaking at all, but instead, wait until I locate the enemy on my radar, then activate the AA right before I engage, thereby preventing the enemy from seeing the origin or direction of my assault. This works great if running with a team mate or using CQB weapons because while a good player might locate my red dot in the jammed mess of a radar, its highly improbable they can track both me and a teammate in the mess of red dots,and, for CQB, you can get close while they’re still struggling to read their radar. Once you learn to do it right, you can stay mobile while NEVER appearing on the enemy radar-unjammed.

I already anticipate naysayers, who will undoubtedly point out that if the AC is already OP then giving it another advantage (i.e. radar jamming) would be disastrous. My response is to make the cloaking effect diminish substantially if the user is moving AT ALL, such that when the user is moving at full speed his invisibility is negligible. Also, when the user is stationary with AC activated, make the red dots on the enemy radar swirl around the user’s position very obviously, so that he can be found more easily on radar even though he’ll still be somewhat difficult to see on screen. Giving the user the option to use AC more offensively/aggressively, by jamming the enemy radar, is preferable to encouraging him to use it only defensively/passively, and would promote a more mobile, team-friendly style of play.

Now, neither of these “fixes” addresses DMRs/snipers cross-mapping while invisible, because in either case, a user who is out of radar range and stationary will still be highly camouflaged. But as already stated, if you remove the cloak you remove all utility of AC, so I can’t envision a solution to that problem that doesn’t ruin AC entirely. However, jamming the user’s radar when activated will increase the potential for an enemy to sneak up and assassinate the camping user, though that’s obviously difficult to do on a BTB map. As between the two ideas, I think the carrot is better, because the stick does nothing to encourage campers to try another tactic, but instead, only punishes them somewhat while they are camped. So, while the stick might see a slight decline of AC usage, there wouldn’t be much of a decline in AC CAMPING.

Boltshot – The most-often proposed solutions to this gun seem to be: use full clip in a single charge, decrease ammo capacity overall, decrease range, decrease power to remove shields only (instead of 1sk), or just scrap altogether. But, continuing with my theme of balance without ruination, taking away the overcharge aspect really does remove the entire utility of the BS, and 343i will not do that. Thus, there’s nothing to be done to discourage “camping” with the BS, because it is designed exclusively for CQB (aside: not all BS users are campers per se; you can still move/play aggressively and just pull out the BS for CQB engagements).

Still, there is a change that would encourage players to switch to PP or mag: make BS more difficult to use. If its harder to kill with BS than mag (a pretty powerful mid-close range weapon), more people will switch to mag. To make the BS more difficult to use I would make it so that once the user begins to charge, the gun will ABSOLUTELY fire. I use a tactic with the BS, where I double-tap ‘Y’ to prevent discharging the charged shot. Remove this ability. Also, make the delay after a charged shot longer, such that if the user misses their first charge, they will probably die unless they change weapons or single-fire. Also, not sure the extent of aim assist/auto-aim on the BS, but I have to imagine the reticle tracks a player, w/o user input, to some extent. Lessen this so its harder to aim.

What say ye?

My Gawd. Look at that wall of text

The Active Camouflage from Reach needs to be implemented or it should just be scrapped. It is too powerful and should not be a loadout. I’m sorry, but that is how I feel.

And Boltshot should not be a loadout. It is too good at being awesome, and you’re a cheater if you use it or you’re behind the times if you don’t (sarcasm).

I don’t see why “both BS and AC are here to stay” as you say. They are wholly detrimental to gameplay. They both encourage the cheapest forms of gameplay and in an ideal world they wouldn’t even be in the game in their current state.

Active Camo should never have been an ability available at the click of a button off-spawn. The Boltshot should never have been a weapon available in a loadout. The very fact that these two things are in the game in their current states speaks volumes as to the quality (or lack) of serious playtesting that went into this game, prior to release. It’s frankly laughable.

As to your OP, it’s nice that you put so much time into thinking about how to address these issues in a more nuanced manner, but seriously, nothing else needs to be said than this:

-Remove Active Camo from Loadouts
-Remove Boltshot from Loadouts

With the correct amount of nerfing (perhaps along the lines outlined in your OP), both could still appear as map pickups / ordnance items, but they should never have been available in loadouts.

Well, I appreciate and respect both of your sentiments that these items should not appear in load outs at all. But since 343 built them into the game, I just can’t realistically see them disabling them entirely from loadouts. I don’t know anything about coding games, but I imagine its probably not out of the question for 343 to patch at some point making AC and BS map/ordinance drops, but being a realist, I don’t think they are going to do that. I guess I have no real reason for that belief, other than a general sense of 343’s mindset as interpreted by its moves so far, but I hold to it. BS and AC will remain loadout options in H4. By all means, petition 343 to your hearts’ content to not include them in H5, but my best guess is H4 is stuck with them as loadout optiions. I’m just trying to be constructive on how that can happen in a manner (short of removing them as loaddouts, b/c it won’t happen) that satisfies 343’s ego, satisfies enough of the BS/AC haters, and overall improves the experience.

Nice response. It’s a breath of fresh air to see some reasoned and logical posting on here. I agree that one needs to take the ‘pride’ of 343 into account when suggesting such changes, but I’m still of the opinion that such features should never have made it into the game.

A great example of such a phenomena is the addition of ‘specializations’ to actually add features that were previously default mechanics. Honestly, the notion of removing the ability to pick up grenades etc. merely to justify the existence of an ability which allows such in-game behaviour is ludicrous, to put it lightly. Not to even mention the fact that such mechanics are tied to a temporal-based XP system. Smh.

I hold a similar view in regard to the majority of design decisions made by 343 on Halo 4 and I’m not naive enough to think that they will backtrack on any major ‘evolutions’ (as they see them) to the series.

However, I’m of the opinion that good, well thought-out, logical and reasoned arguments can be made for the removal of such features as those mentioned in your OP in any Classic playlist, if any such thing ever comes into being.

To highlight just one example, I’ve come across players who’ve very much enjoyed the new Forge playlist, allowing them to play on remakes of old classics like Lockout, only for their enjoyment to be severely dented by large swathes of the overlaid mechanics, such as Jetpack, AC and Boltshot (to highlight the main culprits).

If 343 is serious about the implementation of CSR (though it still appears it was an afterthought), there are many MAJOR balance issues that will need to be addressed within this game, before any such system is taken seriously. Because as it stands, the Multiplayer aspect of this game is quite frankly, a chaotic, unpredictable, random mess and thus does not even warrant the addition of such a feature.

(Apologies for going slightly off-topic, though I feel it’s justified to add in a little more of the global picture into such a reasonable thread.)

Active Camouflage

When charging a shot, or firing make the loss of cloak more pronounced and have it stay for a longer duration. Currently you reenter cloak far too quickly. With this change people would be able to use Active Camouflage to move inconspicuously, but could not engage effectively while in AC.

Boltshot

A weapon that is consistently frustrating and a near necessity to run in 4v4 to stay competitive. The Boltshot, if it were reduced to only dropping shields would make it worse than the Plasma Pistol in most situations, which would relegate to irrelevance. Preferably it would be removed from loadouts, but otherwise a decrease in range for a one hit kill would be effective at balancing it.

Those were my thoughts that I posted in a holistic discussion on the upcoming title update.

I believe that your fix to AC is insufficient in reducing its impact on player behaviour, however your addition to the Boltshot is an alternative to the regular suggestions.

It would still be best to simply remove both of them, but as you noted, it is unlikely that such an action would be taken, as it is against the philosophy that 343 has displayed thus far in their game design.

@Alchemy I’ve no problem with your tangential discussion from the OP. If 343 does, in fact, give any credence to the customer’s feedback/input as espoused in these forums, I think its important for people who feel that there are real fundamental flaws with the gameplay design to voice their opinions on those problems often and in multiple places. In all honesty, I’m not completely in agreement (excuse me if I’m overstating some of your conclusions in your post) that there are fundamental flaws with the loadout system in general. I’m of the opinion that it does add some necessary variety to the gameplay, and that for the most part it is pretty well balanced so that everything gets some use. Nonetheless (to go off topic a bit myself) I think you hit on two really signifiant points in your post.

Namely, I too think there should be a classic playlist, because IS and loadout playlists in general are often frustratingly chaotic. I agree that they are. Adding more variables into any system will make the system more random and chaoitc. But, innovation requires some sort of addition (not just improvement IMO), so it is an incredibly difficult balance to innovate an FPS without adding so much that it becomes completely chaotic and random, devoid of any significant skill gap. I think H4 is walking that fine line fairly well. Games often turn on chance more than skill and teamwork, but frankly, I think that was true of H3 as well (I only played H2 MM a few times, b/c I never owned an xbox, but I played the crap out of CE lan-parties). I played plenty of H3 games where the win was a result of happening to spawn right next to a power weapon as it was respawning. I think chance will, by nature, always have a role in deciding games, in even the most balanced competitive arena shooter. For a lot of people, it seems like H4 has just upped that random factor too high for the game to be an enjoyable mutiplayer experience anymore. Therefore, I agree with you completely that 343 should focus on developing a stripped down “classic” playlist that reduces the chaos and really returns the game to its roots in a way that is still fun to play. It really is as easy as removing personalized loadouts (including armor mods), removing ordinance, establishing set weapon/AA/boost spawns, and maybe even removing sprint in favor of increased movement speed. They certainly have the capability to do that. It’s pure speculation to predict how a playlist like that would fare, but I think 343’s made enough money off of all of us to at least implement something like that to cater to those who’ve been so vocal about their interests, just to try it out at least.

@dwaynewade Thanks for your input. I hadn’t really thought about your suggestion for the AC, but I think that is a pretty good idea for addressing the invisible cross-mapping issue I suggested was irreparable in my OP. However, in my experience, it’s not that difficult to locate and effectively shoot someone using AC – at least once they start firing. I think the present system makes them revert to being visible enough that I can usually quickly determine where they are and then pepper them with enough shots to keep them from going fully cloaked again until the end of the encounter. I think the real problelm isn’t with how they appear while in an engagement, but instead that using AC almost guarantees that the user will get first shot on a nonuser, and the killtimes are quick enough in this game that first shot almost invariably wins. But I really think having the invisibilty take longer to kick-in again once they start firing, move, or are hit would cause a mesurable, appreciable difference in ACs effectiveness, and frequency of use. Combing that with also jamming the users radar would probably cause a decent decline in the amount of people using AC. But I also agree its a more fundamental problem than that, and without removing from loadouts entirely, theres really little hope of improvement.

In fact, a large part of me is torn even on my “carrot” suggestion. I think making the AC jam enemy radar would cause a problem that is different in kind but identical in degree. The radar jamming feature would probably be abused enough to be equally detrimental as invisible camping is, even with a nerf in the cloaking feature. I still think, though, that it would decrease the fequency of people selecting AC and then not moving for a full round. It would just most likely cause more division and headache in the end.

As to boltshot, you’re right, a decrease in effective distance is probably necessary, even in addition to the other suggestions I made.

Thanks for your guys’ input though. I appreciate it.