Acceptable "learning supports"

First off i first started playing when i was a kid so I don’t think halo needs any learning supports period.

But due to how h4 was geared toward, removing the sole reason anyone plays to get better, we the community must let it be known what fall in the category of acceptable learning supports.

I’ll start my list off with things that we can keep and then list the things that can be added. I’ll provide my changes to things that need them as I see them.

<mark>Things that can stay:</mark>

<mark>-We can keep the grenade indicator But:</mark>

Plasma grenades should no longer home in on anything/should be removed from loadouts. Why? Besides ruining vehicle combat they act like homing missiles. I’m sure I’m not the only one but i preferred it when people fought me till the end not throw a plasma nade in my face to get an “after death medal”. We save both people’s sprees, balance the playing field, and vehicle combat with 1 stroke.

<mark>-Load outs can stay But:</mark>

I find no sin in spawning with an Ar or Carbine in social. I do however find it annoying with niche weapons like the plasma pistol and bolt shot. The problem isnt so much the loadouts themselves but what can be put into them. Anything that you slap into a loadout should be equal to that of any other loadout. I’m sure you remember how H4 was prior to weapon tuning with the DMR,Boltshot,PV,Stickies being everyone’s loadout. The whole purpose of having choice in what you spawn with should be about variety not what is the loadout to rule them all. Nor should there be a rock paper scissors affect applied to them. This is not to say an AR user should be just as effective as a DMR on a large scale map. Weapons need to fit their appointed roles.

To solve this I think we should have set load outs that depend upon the size of the map. Weapons should also be made to actually fit their respective roles on launch.

<mark>-SR system ranking can stay But:</mark>

It has to be something like H3’s boot camp. It’d more or less serve as a mark of a new player. It should be set from rank 0-10 with a variety of game types that new players play through. This is so that they can build some understanding of how to play odd ball, ctf, race, ect. While ranking up they should unlock things like armor or what not to motivate them to keep playing. Ranking should be partly on play time and mainly on skill. This way vets can graduate in maybe 2-3 matches and newer players will be able to play against new players after a while until they are able to graduate due to either increased skill or playtime.

After that we go to our skill ranks that we better be able to see.

<mark>-The “kill cam” may only return if:</mark>

It becomes a betrayal cam. Basically it will work like this. When you are betrayed you will be able to see what your teammate that betrayed you was doing prior to your death. You will then be given the option of booting them. This is so you can see if they simply failed or was it deliberate. All deaths involving a teammate running you over are to be treated as deliberate so you wont see the betrayal cam they will just be booted.

<mark>-Armor Abilities need to be balanced!</mark>

Not exactly a learning support but needs some attention. I for one hope for the day they no longer are get out of jail free cards but rather aided movement/defensive/supportive options. My basic idea is to categorize them into 3 groups with no ways of actually aiding you in a 1v1. So that by default removes Active camo from the list.

All AAs should be explained in both the Campaign and MP in the revised SR system.

Movement:
<mark>Sprint</mark> should return as an AA. When you begin to run you spartan should pause momentarily before running. When you get shot 1 time while running you guy should fall and take a moment to get up. This forces Sprint as a get to battle not run from battle option.

<mark>Jetpack</mark> I remember back with H3 there where people asking for a jetpack in MP because the brutes had them in campaign. The thing is the brutes provided a tell when they flew and and I don’t recall them ever shooting while flying. I’d rework JP to be more akin to the brute’s version that will put an end to the JP warriors but force Jp to be a get to higher place only sort of thing. All places that can be reached by JP should be possible to reach without it. They simply will be harder to get to without it.

<mark>Thuster</mark> Not much to change about this one. just make it’s recharge equal to that of the others and boom we’re done.

Defensive:
<mark>Hologram</mark> Much like the thruster, fine with it’s current level of power.

<mark>Hardlight</mark> Good job 343I you can made a good AA when you try. no change.

<mark>Auto sentry</mark> It should die with 2 shots from any loadout weapon. Make it equal in power to a single BR burst with a low ROF and we’re good. The campaign version can behave anyway you want.

Supportive:

<mark>Regen field</mark> Give it the longest recharge of all AAs and we have another good AA

<mark>-Personal Ordnance can stay But:</mark>

It has to contain only either AAs, powerups, or ammo. I’m still debating if it should allow for combinations of the three or not. Active Camo, Speed boost, Overshield, and Damage Boost should be the only powerups available. They should also be on select maps. All power weapons should be placed on map.

<mark>Perks and Infinity slayer can stay only if they are available in their own playlist.</mark> (I’ll let those who actually enjoy that to detail how to deal with that.)