Action Sack-Worthy Gametype?

Mods, I just posted this in another thread, but I feel like more people need to see it, and I don’t feel like re-typing it. I would love it if you didn’t ban me, thank you very much.

Now, down to business:
I’m thinking a “Medieval Dominion” class-based gametype would work nicely in action sack. I’ve been testing it for a little while now, and the classes I’ve set up are pretty well balanced (Keep in mind all abilities are unlimited, and there is no radar. Additionally, damage has been altered to the point where swords, hammers, and the railgun are each a 2 hit kill). Currently all the classes share the same name in-game, I’m trying to match them up with names that describe their role:

1. Knight
-Sword
-(no secondary)
-Hardlight Shield
-(no perk)
-Ammo
-(no nades)

2. Archer
-Railgun
-(no secondary)
-Thruster Pack
-(no perk)
-Ammo
-(no nades)

3. Spellcaster
-Plasma Pistol
-(no secondary)
-Auto Sentry
-(no perk)
-Explosives
-Pulse Grenade

4. Berserker
-Grav Hammer
-(no secondary)
-(no AA)
-Mobility
-(no perk)
-(no nades)

I’m trying to make a 5th class to round things out. The Spellcaster is good for holding down areas, though their setup is too weak to challenge other players, the Berserker is good for rushing and breaking positions, but easily taken down from long range, the Knight is good for coordinated pushes, since its shield is a good defense from Spellcasters and Archers, and the Archer is doomed in any sort of close-range battle, but is the only class able to dominate from defensive long range. That’s the thing that needs changing.

I feel like the gametype needs a mid-range class, does anyone have any ideas that would fill a balanced mid-range support role and still fit the theme?
Additionally, would any of you like to see this gametype in the Action Sack playlist (on an appropriately themed map, of course) sometime in the future?

Very thoughtful post. I think it is a great idea to test.

> Very thoughtful post. I think it is a great idea to test.

Thanks, any ideas for a 5th class? Preferably it would fill a mid-range support role, and not be strong enough to go head to head with any of the other classes besides the Spellcaster, but I’d be open to other suggestions as long as they aren’t redundant.

The spell caster needs a better magic wand to match up against the swords, clubs, arrows.

> > Very thoughtful post. I think it is a great idea to test.
>
> Thanks, any ideas for a 5th class? Preferably it would fill a mid-range support role, and not be strong enough to go head to head with any of the other classes besides the Spellcaster, but I’d be open to other suggestions as long as they aren’t redundant.

What about the sticky detonator? Alchemist? Like old school napalm or gunpowder type deal?

> The spell caster needs a better magic wand to match up against the swords, clubs, arrows.

It’s not meant for direct combat, but the Plasma Pistol and Sentry (as well as the Pulse Grenades) make it good for keeping people out of areas. It’s not meant for challenging the other classes, it’s more situational, to hold down a particular small area. It’s also good for helping other classes, because the plasma pistol’s overcharge makes any other class’s weapon kill in one hit.

> > > Very thoughtful post. I think it is a great idea to test.
> >
> > Thanks, any ideas for a 5th class? Preferably it would fill a mid-range support role, and not be strong enough to go head to head with any of the other classes besides the Spellcaster, but I’d be open to other suggestions as long as they aren’t redundant.
>
> What about the sticky detonator? Alchemist? Like old school napalm or gunpowder type deal?

That’s a good idea, but the ability to set traps with the detonator might make the Spellcaster’s pulse grenades (meant for area denial) a bit redundant. It’s definitely worth trying out, I’ll try to see if I can get the time to hop on Halo 4 tomorrow.

> > > Very thoughtful post. I think it is a great idea to test.
> >
> > Thanks, any ideas for a 5th class? Preferably it would fill a mid-range support role, and not be strong enough to go head to head with any of the other classes besides the Spellcaster, but I’d be open to other suggestions as long as they aren’t redundant.
>
> What about the sticky detonator? Alchemist? Like old school napalm or gunpowder type deal?

He can always go with a Grenadier-like class. Frags and the Sticky Detonator would work together, and since no AA’s match that idea the Explosives perk could help.

> > > > Very thoughtful post. I think it is a great idea to test.
> > >
> > > Thanks, any ideas for a 5th class? Preferably it would fill a mid-range support role, and not be strong enough to go head to head with any of the other classes besides the Spellcaster, but I’d be open to other suggestions as long as they aren’t redundant.
> >
> > What about the sticky detonator? Alchemist? Like old school napalm or gunpowder type deal?
>
> He can always go with a Grenadier-like class. Frags and the Sticky Detonator would work together, and since no AA’s match that idea the Explosives perk could help.

Yeah, it’s worth trying.

I was considering slowing down shield regeneration and adding a healer class with the Regen Field, but having unlimited AA usage might make that overpowered.

Oh I see about the spell caster. Makes sense. If I think of anything else I’ll let you know. I like the idea a lot.

edit. Oh I didn’t see the thing about the unlimited AA. I think you might have a problem with the thruster being a little OP as well.

> Oh I see about the spell caster. Makes sense. If I think of anything else I’ll let you know. I like the idea a lot.

Thanks, I’ll keep developing it. I’ll revive this thread tomorrow once I test out a few possibilities for the 5th class, some sort of Grenadier (whether they have the Detonantor or the Concussion Rifle) is definitely something I’d like to try out.

I was also considering a sort of spy class with Active Camo and a boltshot or sword, but that would:

  1. Cause huge amounts of rage.
  2. Be overpowered because of unlimited AA usage.

If the thruster ends up being too powerful, I’ll remove it. It worked fine when I tested class balance, because it’s tied to a class that can’t use it offensively, but it might be possible to use the thruster pack to give the Archer an edge in melee battles, which shouldn’t happen. I’ll look into it.

Having unlimited AA’s is sort of necessary because it makes the Knight’s shield more useful and gives the Spellcaster a bit of a boost since they can call in a Sentry at any time, but it sort of limits my other AA options.

Add it to the list:

https://forums.halowaypoint.com/yaf_postst194086_Action-Sack-Playlist-Ideas.aspx

> Add it to the list:
>
> https://forums.halowaypoint.com/yaf_postst194086_Action-Sack-Playlist-Ideas.aspx

Thanks, I wasn’t aware someone had a list going.

> > Add it to the list:
> >
> > https://forums.halowaypoint.com/yaf_postst194086_Action-Sack-Playlist-Ideas.aspx
>
> Thanks, I wasn’t aware someone had a list going.

As far as I can tell, the mods have moved the Action Sack discussions to the Matchmaking section.

> > > Add it to the list:
> > >
> > > https://forums.halowaypoint.com/yaf_postst194086_Action-Sack-Playlist-Ideas.aspx
> >
> > Thanks, I wasn’t aware someone had a list going.
>
> As far as I can tell, the mods have moved the Action Sack discussions to the Matchmaking section.

Hmm… Though I can see why, I’d prefer it if they didn’t. That list pertains to Halo 4, and this forum is much more active than the Matchmaking one.