As the way i did my PV thread i will explain active camo its strengths weaknesses and why its disliked. then i will wrap it up with a fair way to balance it.
active camo. allowing a player to be invisible upon pressing a button.
strengths. while still or crouch walking a player can maintain complete invisiblility allowing the user to get the drop on a player or moving to an advantage point to scout out the enemy.
weaknesses. any movement outside crouching will make the player visible. depending on how you move is how fast it will drain. slow recharge rate. and a radar jam and sound deafining.
Its problem. People dislike camo in reach because it encourages camping in corners and slower gameplay.
My take. I believe the reason why people camp with it is not simply because we start with it. but rather it has too many setbacks and is much harder to use then any other AA. so players would rather resort to sitting and hoping for a kill then using it tactically.
balancing active camo. Keep in mind this is only my opinion. from playing several hours with AC and having much expierence with halo over all this is what ive come to.
restore camos effect to “good camo” from halo 3. Meaning if you run jump sprint crouch or anything while in AC you are still totally invisible. Keep the draining. it will be much like reaches where your movement determines how fast you use your camo. keep the sound deafining. I say this because camping with AC in reach worked so well because they could tell when someone was coming. if your awareness was cut down you would have to keep your wits about you. remove the whole radar. same reason as i just stated. and lastly give it a slow recharge.
this way camo turns into more of a tactical AA instead of a camping device. Thoughts?
