Are AA's that important?

Normally Im not one of those guys that complaing about new things. In Halo Reach, it was just a Meh, and used just Sprint or Hologram. (My few Armor Lock medals, are from matches in the old Hemorrhage with Scorpion/Wraith/Revenant controling the map, due to very bad teammates.)

And, in Halo 4. I was like, I just had to give him a chance; it can’t be worse than Reach (I still play Reach, but are not that fun like H2 or H3).

The other day I watched the MLG videos in youtube. And was like… “the PV isn’t that OP, the users of it forgot about the radar, or use it too much when you did’t have. But still, it needs a slow recharge… its way too fast, OP or not.”

It was kinda boring with so PV spaming… and then I watched this one:
Halo 4 Gameplay

No use of PV, and almost no use of AA, until the last minute. (The one that is a bit like Evade)

And was like, “Hey, it looks really fun, without using any AA’s, its look very very funny!”

It was a more classic Halo experience. Yes, with the delivers, and all, but still. It was just like seeing a true succesor for H3…

You think that AA’s are really that important? Right now, Im thinking about not using AA’s (It will made me able of choose a better button layout) still, Im not deciding until I play H4 and test all the AA to see if there is someone that will fit my style.

PS: Oh, and the maps looks really good. It seems like focused in the gamplay, not in the AA’s, like with Reach that you could feel the focus for the AA’s in the desing (like for Jetpack).

Good work 343.

Another person who has finally come to the conclusion that Halo is better without AAs. Welcome to the good side, my friend.

> like with Reach that you could feel the focus for the AA’s in the desing (like for Jetpack).

Agreed with everything you said except this. Almost all Reach maps were ripped from the Campaign with very little thought on how they would work in terms of game-play.

I never liked AAs, I preferred Halo 3’s equipment.

> Another person who has finally come to the conclusion that Halo is better without AAs. Welcome to the good side, my friend.
>
>
>
> > like with Reach that you could feel the focus for the AA’s in the desing (like for Jetpack).
>
> Agreed with everything you said except this. Almost all Reach maps were ripped from the Campaign with very little thought on how they would work in terms of game-play.

Well, that was how it feel for me.
Perhaps, I was just unlucky and played with a lot of jetpackers.

Well, certainly, even from the start, I was like “Halo 3 was more fun”

Except in the Reach Beta, god, for some reason with friends its was incredibly funny, that 1-Flag matches in Sword Base (even if we played how it wasn’t suppoused to: aka ‘run and survive, use lift, deliver flag’ that with friendas was REALLY funny. And powerhouse was really intense…) sadly, in the retail version, it wasn’t that epic anymore for some strange reason…

Still, Halo was better without AA’s.

Remember the Trip Mine in H3? When I splashed someone, and he used it, and both died, It was fun! for both side! with AL, it’s only fun for the AL user when used against a vehicle… and really irritable.

Trip Mine ruled!

> I never liked AAs, I preferred Halo 3’s equipment.

Never liked AA’s or equipment, preferred H:CE and H2’s power-ups.

Every iteration of this idea, be it power ups, equipment and Armor Abilities, I’ve enjoyed. Were the AAs in Reach perfect? No, but they weren’t a bad idea. Tweak them, fix them, make them better. No need to throw.

> Every iteration of this idea, be it power ups, equipment and Armor Abilities, I’ve enjoyed. Were the AAs in Reach perfect? No, but they weren’t a bad idea. Tweak them, fix them, make them better. No need to throw.

Yes, they aren’t bad. What I’m saying is that they’re not necessary to make the game fun. So there isn’t need to try too much in making them ‘important’, I don’t know exactly what to do with the AA’s, but what I can say is. They add fun to the game, yes. But the game itself is even more funnier without them than with’em.

I hope there is a playlist without AA’s, tactical packages, firepower packages. They can keep the ordnance, and ‘random’ ordnance, they’re interesing. First I thinked they were just like one killstreak, but I see, It doesn’t matter if you die, your “progress” is keeped, so if you are about 1 kill to be able to call for an ordnance, and die, you still only need 1 more kill. (It works with points I think)

It will be interesing how a bit classical, with infinity slayer, will works. An for what I see in the video of the link that I put, it looks really interesing…

> > Every iteration of this idea, be it power ups, equipment and Armor Abilities, I’ve enjoyed. Were the AAs in Reach perfect? No, but they weren’t a bad idea. Tweak them, fix them, make them better. No need to throw.
>
> Yes, they aren’t bad. What I’m saying is that they’re not necessary to make the game fun. So there isn’t need to try too much in making them ‘important’, I don’t know exactly what to do with the AA’s, but what I can say is. They add fun to the game, yes. But the game itself is even more funnier without them than with’em.
>
> <mark>I hope there is a playlist without AA’s, tactical packages, firepower packages</mark>. They can keep the ordnance, and ‘random’ ordnance, they’re interesing. First I thinked they were just like one killstreak, but I see, It doesn’t matter if you die, your “progress” is keeped, so if you are about 1 kill to be able to call for an ordnance, and die, you still only need 1 more kill. (It works with points I think)
>
> It will be interesing how a bit classical, with infinity slayer, will works. An for what I see in the video of the link that I put, it looks really interesing…

There is

> Another person who has finally come to the conclusion that Halo is better without AAs. Welcome to the dark side, my friend.
>
>
>
> > like with Reach that you could feel the focus for the AA’s in the desing (like for Jetpack).
>
> Agreed with everything you said except this. Almost all Reach maps were ripped from the Campaign with very little thought on how they would work in terms of game-play.

Lol, light joke, but everyone’s entitled to their own opinion.

> > Another person who has finally come to the conclusion that Halo is better without AAs. Welcome to the dark side, my friend.
> >
> >
> >
> > > like with Reach that you could feel the focus for the AA’s in the desing (like for Jetpack).
> >
> > Agreed with everything you said except this. Almost all Reach maps were ripped from the Campaign with very little thought on how they would work in terms of game-play.
>
> Lol, light joke, but everyone’s entitled to their own opinion.

DUN DUN DUN, DA DA-DUN DA DA-DUN!

Sorry couldn’t resist :stuck_out_tongue:

OT: You are correct good sir, people are entitled to their opinions.

> Another person who has finally come to the conclusion that Halo is better without AAs. Welcome to the good side, my friend.
>
>
>
> > like with Reach that you could feel the focus for the AA’s in the desing (like for Jetpack).
>
> Agreed with everything you said except this. Almost all Reach maps were ripped from the Campaign with very little thought on how they would work in terms of game-play.

Not to mention way too many maps that were ripped off from previous games too and were never designed for Reach’s gameplay style.

R.I.P. Blood Gulch, Ivory Tower, Ascension, and Sanctuary.

> Not to mention way too many maps that were ripped off from previous games too and were never designed for Reach’s gameplay style.
>
> R.I.P. Blood Gulch, Ivory Tower, Ascension, and Sanctuary.

Make wonder if they will bring back any maps from previus halo’s to Halo 4. I mean, It could be like “What? This map? Again? It’s like the fourth time it comes back? Can’t they make a new one?”

(Through I still will like see some H2 maps came back, like Terminal)

I’m with you, in Reach, the epicness of Ivory Tower, Sanctuary, Blood Gulch were really killed… they are fun, but not THAT fun and epic.

I just hope the news maps are really interesing and fun; I was something dissapointed with Reach maps… at least form me, they get old REALLY fast.

I mean, if some friends say “Hey! Come on, we are going to play Halo 3 in Guardian and Narrows”, I will get exited. But if they say “Hey! Come on, we are going to play Reach in Spire and Hemorrhage”, I willn’t get exited, in fact I will reply something like. “Well… what about playing Chess in Forge World?”

We really need new maps, that can and will become ‘legendary’ like previous Halo’s…

> > I never liked AAs, I preferred Halo 3’s equipment.
>
> Never liked AA’s or equipment, preferred H:CE and H2’s power-ups.

This. What is so bad about map movement and control? If you can’t get to the camo or overshield without dying, you shouldn’t be rewarded with one off spawn.

Taking out powerups on the map was one of the biggest mistakes Bungie ever made.

I enjoyed armor abilities in halo reach. I thought they were fun and useful. Reach was my favorite halo.

And I like the new weapon drop system too, I hate playing a new map and not knowing where any of the power weapons are.

> I never liked AAs, I preferred Halo 3’s equipment.

Im sure the game will be good with AA’s but im also sure it could be GREAT WITHOUT AA’S

Only time will tell

Yep, this game without AAs looks amazing.

It’s core classic halo but modernised. It’s perfect.

AAs ruin everything

> And I like the new weapon drop system too, I hate playing a new map and not knowing where any of the power weapons are.

Because going in to forge or a custom game for 3 minutes is sooooooooooo hard.

lol

> Every iteration of this idea, be it power ups, equipment and Armor Abilities, I’ve enjoyed. Were the AAs in Reach perfect? No, but they weren’t a bad idea. Tweak them, fix them, make them better. No need to throw.

Comparing power-ups to equipment or AA’s is a horrible comparison just saying. All that dev talk about AA’s being “evolutions” of power-ups or equipment is just total BS.

The fact is power-ups were almost never complained about and worked perfectly as dynamic game-changers to a Sandbox Game.

Equipment was meh, but still benefited the Sandbox game Halo was.

AA’s largely a class shooter property, were overpowered and dominated Halo Reach. They overshadowed core gameplay, and caused some really random and gimmicky gameplay.

Do I think AA’s can be a benefit to Halo? Yes, but they would have to have weaknesses and NOT be power-ups like camo or AL.

Personally, I think AA’s should be movement-based only, while power-ups return with camo,OS,speed boost, damage increase thats a Halo game I want to play.

wow just wow