Are we moving forward or backward?

As many of you probably know, Armour Abilities and Custom Loadouts got their sweet little -Yoinks!- kicked out the window by 343i as (more than likely) an attempt to win back the hearts of Halo’s more cold-hearted fan base. This really raises a question? Are we going back to the future or forward to the past?

Armour Abilities and Loadouts have been panned by fans of the original trilogy as game-breaking mechanics that ruin Halo and make the franchise like Call of Duty. Personally, I don’t understand the hate and these claims are ridiculous. Now before you AA and CL (Custom Loadouts) haters start getting mad I need you all to hear me out.

I am not an avid user of Armour Abilities because I personally like playing without them as much as I can. It is not because I hate them or dislike them or think they are useless. Some of them I think are cool and I use them when I need them the most. And they are fun to use in custom games and forge to create you own insanely fun gametype. Now those options are gone. Which is very disappointing to me and many other people who actually thought the Armour Abilities were cool and actually use them as a part of their strategy in combat.

We will start with Armour Abilities. Oh, how the community hates those things. First having Armour Abilities is practical. If a Spartan needed to get somewhere high and quick a Jet Pack would do the job. If a spartan needed to stay hidden and remain a ghost the Active Camouflage would do just the trick. Those are just two example of how having Armour Abilities actually makes sense.

Now for the online multiplayer use. Many people say that AA is a game-breaking mechanic that makes matches unbalanced and unfair. Oh, and they also make noobs OP. (Now humour me, how are AA going to make somebody that sucks at a better advantage then a really good player.) Those claims are very bias and a little far fetched. And I will explain why.

Auto Sentry: It is basically a floating single shot Promethean Weapon that spartans can somehow spawn at will. It is basically used as a back up tool if a spartan finds himself out-matched and out-skilled. Sounds noobish doesn’t it? Well, if you take into account the amount of damage this little buddy does it seems as dangerous as a mosquito bite. (Unless you are allergic to those type of things then you might have cause for concern.) In other words these things are harmless. People barely use them, and people barely die from them.(If you did then you should be -Yoink!- shame of yourself!)

Active Camo: You become cloaked. You could sneak pass enemies undetected, confuse enemies by instantly disappearing or sneak by your mother to steal that last cookie out the cookie jar. (<<< Yes, that was a poor attempt at humor.) You are rendered entirely non-existent on your enemies radar as if you were not there. However, AC has some extreme setbacks. First of all you can’t run or else you are visible. You must always travel at walking pace or crouching pace.(Or crawling pace? Like why the -Yoink- haven’t we been able to go prone yet?) Even if you follow these guidelines, you are not entirely invisible. You can be easily spotted by people who are looking for you or just have trained eye for slow moving clear shimmering ghosts. And often times they are only useful in small maps.

Thruster Pack: Allow you to speedily move from one area of the map to the other area of the map, succesfully avoiding getting killed by your enemy. Not really. It only moves you a handful of yards before you become a sitting duck again. Couple that with the fact you can’t fire your weapon when using it and your left with a pretty docile Armour Ability. That is until someone figures out how to use it to its deadliest potential. Even that takes great timing and skill to pull off. You know how I know? (Because I haven’t been able to pull it off yet without making myself look like a fool.)

Promethean Vision: Oh the hate this thing gets. Why? I don’t know because it only allows you to see your enemies through walls. What exactly are you going to do about enemies on the other side of a wall anyway? Shoot them through the wall? (Now that is a game breaking mechanic if I ever heard one.) Its pretty much a cool feature that functions as a novel aesthetic. So seeing this baby leave like the Auto Sentry would be like seeing armour lock leave.

Regeneration Field: Uh, yeah this definitely gamebreaking. It just heals players a little quicker then normal. But it doesn’t stop players in it’s green aura from dying just as quickly as any one else. I’ve seen many a spartan throw up them regeneration shields only to find themselves open to a embarrassing tea-bagging. The only use I see is deploying it after a firefight to get yourself prepared for the next one battle.

Jet Packs: Yes, the loathsome Jet Pack. The Armour Ability that yours truly used so much until I realized that getting shot out of the air is just as bad as getting shot on the ground.(They both result in me biting the dust.) Truthfully, unless you are master at floating through the sky for a couple of seconds and nailing headshots then the Jet Pack is only good for getting to higher places. Which route would you rather take to get to the next floor? Would you go up a flight of stairs? Or would you just use a jet pack to get where you need to go? Frankly, in combat situations you are a sitting duck with limited maneuverability and limited air time.

Holograms: Holograms are pretty cool, though I have yet to master the art of deception. Basically you get behind cover and deploy your hologram. It will then run in a perfectly straight line confusing your enemy into thinking it is you. That split/second of deception could get you the advantage you need to catch your poor enemy off guard. The downside to this AA is that not a lot of people know how to use it. Many people deploy it when they are standing right in front of you leaving you wondering exactly which head they were thinking with or even if they have any. Another drawback is that it is painfully obvious that it is a hologram, given that it runs in a perfectly straight line and it doesn’t show the player’s gamertag.

And lastly Hardlight Shield: Its basically a shield made of light that keeps people directly in front of you from killing you. Pretty handy when you want to put off the enemies rhythm. However, as stated before it only protect your front which means you are basically naked everywhere else. And they are not in any measure impervious to frag or pulse grenades. Given that you can’t shoot back, the hardlight shield need only be used to mess up the enemies attack and give you a chance to strike back. But often times players are not skilled enough to pull it off.

To be continued…

Surprised to see how much content this thread have, will probably read this after taking a good nap.

As you see the Armour Abilities have plenty of drawbacks that don’t make them unbalanced. If you are feeling annoyed that some one was owning you by using their AA to its fullest potential, you should take into consideration that maybe they are better at it than you? Yes they augment core gameplay in a new way but that is what supposed to happen in a new installment. The addition of new things keeps a franchise fresh and not stale like you know who. Without AA Bungie and 343 would pretty much be doing the same thing every installment and not accomplishing anything. I find it funny that people want Call of Duty to do something new but once Halo does the same thing they get their teeth kicked in.

Now about the custom loadouts. I hear many people say that the CL makes the game unbalanced because everybody has different weapons and stuff. They say that everybody should begin with the same weapon so it will be fair. Huh? If someone has a particular weapon in their loadout it is because they are good with that particular weapon. However, if they are forced to play with a weapon they are not so good in they will not do so hot and therefore that makes the game unbalanced and unfair. When I think about unbalanced and unfair, I think that one weapon is vastly superior to another weapon thus making the inferior weapon obsolete and useless. However, by SR50(which is not even half way through the leveling up process) everybody has the same thing in their inventory. So if one weapon was superior to the other you’d think that the player would have sense enough not to use the weapon.

All in all, taking away Armour Abilities and Custom Loadouts greatly diminishes the variables you will encounter on the battlefield. They also force the player to change up their playing strategy in response to certain variables. You are going to deal with a guy with a Thruster Pack differently then a person in a Jet Pack. You are going to deal with a guy with a Hologram different then your a guy with Active Camo.

Also claims that Halo 4 doesn’t take any skill to win is a bunch of hogwash. If it didn’t take any skill to win and get a good K/D I would be the -Yoinking!- king of Halo right now. But my measly 0.54 K/D in 4 is the same as it was in 3.

If anybody wants to talk about something that is OP they need to revert their hatred to the Mantis and the Scorpion and the Banshee. Those things are a -Yoink- to take down. And are constantly the root of people’s frustrations. But, wait, most of those have been around since CE so its okay. We only hate on the new stuff.

All I’m saying is that Armour Abilities and Custom Loadouts in Halo 4 are not game-breaking. They actually add new things to the franchise. However, from what I hear from a lot of Halo purists is that almost everything new 343i added breaks the game. So it calls into question what is really going on here. Is it nostalgia and everything new is not welcome? Is it the hate for 343i which is basically a Bungie extension? I don’t know but the hate for AAs and CLs is unwarranted, extremely bias and unfair. Frankly, taking these two options away from us severely limits what players can do and how they want to do it.

R.I.P. Armour Abilities and Custom Loadouts.

JunYah Da 7.6.9.4.

What do you guys think?

(excuse any typos, I am sleepy as -Yoink!-.)

I’m ecstatic to see them gone.

Rest in hell, custom loadouts. You NEVER had a place in Halo.

Loadouts do have a place in halo. I really hope they’re only talking about arena section of the game.

My Autosentry is like my buddy. In mass effect, I call the circular drone an Autosentry wannabe when I play as an engineer.

They were features that were tried and just didn’t work well with Halo’s gameplay. That’s not going backward. In fact we are definitely going forward because from what it sounds like we have new abilities we can use from default.

0.0 eyes just melted from sheer number of words…

OT, I do feel were moving in the right direction. And as you said OP, it does seem like going back to the future.

It sounds like we should get the best of both worlds, good ol halo gameplay with cool innovations to keep it fresh.

And all in an attempt to make the fanbase happy. Fingers crossed it works…I dont wanna hide under a rock when riots break out again.

However im pretty confident we’ll all find something to be happy about.

Yes.

Backwards is moving forwards. While to go forward you must go backwards.

This is in accordance to the principles of DOUBLETHINK.

I don’t think Halo is moving backwards. From what we know gameplay seems to be evolving while still staying true to it’s roots.

Of course if Halo 5 comes out and it is just Halo 2/3 then I will be incredibly disappointed. That doesn’t seem likely though. I’m confident 343i can achieve a balance between the classic gameplay while still moving forwards.

I disagree that loadouts should be kept - they are the antithesis of arena multiplayer, which is what Halo originally was. It doesn’t matter if the ‘arena’ is a small map or a big map with vehicles, loadouts do not fit into that formula really.

> I’m ecstatic to see them gone.
>
> Rest in hell, custom loadouts. You NEVER had a place in Halo.

But which part of CL didn’t belong? All of it or parts of it?

I agree that Perks never belonged in Halo. I’m torn on AAs. However, as the OP said, spawning with the weapon you’re comfortable using, and which you know the strengths and weaknesses of, is a pro. And having load out weapons make it so each weapon choice is viable. The Assault Rifle in Halo Reach and 3 sucked and shot marshmallows, but it was a good weapon in Halo 4. I do think that we shouldn’t be restricted to primary+sidearm, tho.

First, I disagree entirely with the premise that H5 is moving backwards (it may be as none of us have played it yet, but the information given so far indicates the opposite). It’s jettisoning features that didn’t work in H4 and adding new ones (slide, some kind of body check thing, ground pound, and who knows what else). That’s what all games do (or attempt to do) as they evolve. Dump the junk + add new cool stuff.

Your analysis of how AAs are not game-breaking is inaccurate, but I don’t feel like rebutting it here when there are threads all over the place that already do so. Your analysis of loadouts is likewise deficient, but again there are many threads that already deal with that. If those have not yet convinced you, then nothing I regurgitate here will, either, so we will have to agree to disagree on whether those things were bad features.

Besides, we don’t yet know that custom loadouts are gone in their entirety. Obviously the AA/perk aspect will be gone, but we don’t know that you would not be able to select from equivalent starting weapons (BR/CC, for example) or that those options simply would appear on a menu of standard loadouts - which would amount to the same thing.

Anyway, making starts even is a good thing. You’re trying to define even starts as “backwards”. Were we to accept that definition, then the only way to go “forwards” is to make starts continually more uneven . . . which is senseless.

  1. Definition: Forwards = better.

  2. Observation: Even starts = better.

  3. Conclusion: Even starts = forward.

Fixing game-breaking problems–which sometimes requires removing features–is always moving forward.

> First having Armour Abilities is practical.

It’s a game; no one cares whether or not it’s canonically practical. If it causes problems, it should be fixed, and if it can’t be fixed, it should be removed.

> (Now humour me, how are AA going to make somebody that sucks at a better advantage then a really good player.)

Obviously, much better players will beat much lesser players no matter the AAs used. But this shouldn’t ever occur anyway because the skill matchmaking system shouldn’t match better players against lesser players. The issues mostly occur when you have to players of similar skill fighting each other. In these cases, AAs present random advantages which can sometimes imbalance the engagement enough to significantly influence the outcome. Who wants their engagements to be decided by coin flips?

> As you see the Armour Abilities have plenty of drawbacks that don’t make them unbalanced.

And those drawbacks sometimes may or may not apply. Randomness.

> I find it funny that people want Call of Duty to do something new but once Halo does the same thing they get their teeth kicked in.

Go to a CoD forum and tell them that you think CoD should add drivable vehicles like Titans and helicopters because CoD is “stale” and needs to “evolve and do something new.” Watch as you get laughed out of the forum and told, “this isn’t Battlefield or Titanfall, go play those games!”

> However, if they are forced to play with a weapon they are not so good in they will not do so hot and therefore that makes the game unbalanced and unfair.

I am not good at kicking and prefer to throw. Does that mean that soccer/football is unfair and imbalanced because I am not allowed to throw the ball?

> All in all, taking away Armour Abilities and Custom Loadouts greatly diminishes the variables you will encounter on the battlefield. They also force the player to change up their playing strategy in response to certain variables. You are going to deal with a guy with a Thruster Pack differently then a person in a Jet Pack. You are going to deal with a guy with a Hologram different then your a guy with Active Camo.

The best part about same starts is that it is the players themselves, not their random equipment, that provide “variables…on the battlefield.” A player may attack or defend, be a team player or a lone wolf, stick with his team or attempt to flank, head for the Sniper or head for the Sword, chase or disengage, move or hold position, and you will treat all of these players differently. With custom loadouts and AAs, battles are about whose loadouts are more appropriate; with same starts, battles are about who’s the smarter and more skilled player.

> > I’m ecstatic to see them gone.
> >
> > Rest in hell, custom loadouts. You NEVER had a place in Halo.
>
> But which part of CL didn’t belong? All of it or parts of it?
>
> I agree that Perks never belonged in Halo. I’m torn on AAs. However, as the OP said, spawning with the weapon you’re comfortable using, and which you know the strengths and weaknesses of, is a pro. And having load out weapons make it so each weapon choice is viable. The Assault Rifle in Halo Reach and 3 sucked and shot marshmallows, but it was a good weapon in Halo 4. I do think that we shouldn’t be restricted to primary+sidearm, tho.

Most of it.

Perks are obviously garbage. And spawning with plasma pistols and plasma grenades were also trash.

Choosing your starting weapon… I also don’t like. Come to think of it yeah, I pretty much hate custom loadouts altogether in Halo.

I prefer the Halo 3 style where everyone spawns with an AR and that’s it. Or BR if it was Slayer BRs.

But… I would be able to live with “loadouts” in matchmaking if it was JUST choosing your starting weapon. That’s it (but I’d still prefer AR starts for everyone).

Secondaries should ALWAYS be magnums and grenades should ALWAYS be frags, I am firm with this belief.

Whether Halo is going forward or backwards has yet to be revealed.

What we do know now is that it’s no longer on the side of the road, however.

AAs cause too much trouble for the occasional instances of fun they provide. Since they were numerous, and each player was able to spawn with one, they had to be nerfed into the ground and with good reason. They never really meant much besides being an irritation in pvp multiplayer, and muddied the flow of the game. I like halo as a competitive arena shooter, and for that it is important for every player to begin on a level playing field.

I haven’t played halo in a year and a half (since shortly after halo 4 released). But, 343i seem (so far) to be moving halo back in the direction I want to see it going, and I couldn’t be happier to finally be excited about halo again.

> (Now humour me, how are AA going to make somebody that sucks at a better advantage then a really good player.)

Skill gap refers to the wide difference of effectiveness between a good and bad player.

Player1 might score headshots 99% of the time while Player2 might not even be able to body shot with the AR.

Now we give both players a gun that has extreme auto-aim. Player1 is just as effective as before, but now Player2 can aim without any effort. Because the required skill was lowered, so to was the gap between these players.

This is generally considered a bad thing for numerous reasons.

> Auto Sentry:

Flawed concept.

> Active Camo:

“Being disabled under ___” is never downside to anything. It’s like saying “this Battle Rifle has extreme aim assist when scoped, but is the same as a normal battle rifle when unscoped”. It’s still better than just having a normal battle rifle. Scoping itself can be disabled when you get shot, but it’s still better than not having a scope at all.

The only downside to active camo is that you have to sacrifice another armor ability to choose it.

> Thruster Pack:

It’s not that I think this is a bad ability. But its overshadowed by easier to use abilities that do the same thing (Hardlight Shield, Jetpack, etc).

> Promethean Vision:

If you see someone behind a wall you remove any element of surprise they had. This ability single-handedly kills stealth of any form. That’s why it’s bad.
Radar is already viewed as unacceptable in competitive gameplay.
This is radar on steroids.

> Regeneration Field:

You don’t stand in the shield and let people shoot you as you’re healing. You use it in tandem with cover to gain a significant health boost during a firefight. Also it’s a cheap replacement for just having faster recharge times to begin with.

> Jet Packs:

The problem with it IS the fact you can avoid those “risky stairs” and just fly to wherever you want.

> Holograms:

Gameplay would be quite wild if all eight players were spamming these.

> Hardlight Shield:

Skill requirement isn’t proportional to the protection it gives in my opinion.

Anyways, one of the biggest complaints people have is if you want to have one ability, you have to sacrifice another ability. I can’t have thruster pack AND hologram.

Remember “New Coke”? When Coca-Cola changed their formula and people were outraged? It was the first time in history Pepsi outsold them. Then they went back to the original formula and sold more Coke than they ever had before or would have if they never changed it to begin with. Some said they did it on purpose. I don’t think they would ever give Pepsi that big of a victory intentionally. It was a marketing disaster that allowed them to reinvigorate their fan base. An accidental blessing.

This is the same affect. Halo Reach and Halo 4 was “New Coke” … it made the original formula that much sweeter.

EDIT: I forgot to include my main point with this: I think that if they never changed Halo after Halo 2 it would be just as stale and redundant as Call of Duty is now, which isn’t to say that it’s “broken”, but changing it, even though it did more harm than good in the short term, may be extremely beneficial for Halo 5 if it returns to that Classic Coca-Cola that is Halo 2-style multiplayer.

I can’t really argue about whether Halo 5 will take the franchise forward or back, all I know is that 343 Industries looked at what the community was saying and acted. Halo 4’s gameplay and mechanics don’t seem to be what most people wanted. However, this isn’t to say we should stick to Halo 2’s gameplay and nothing else now and forever, Halo 5 doesn’t look to do that.

A phrase comes to mind: If it ain’t broke, don’t fix it. Fans considered Halo 4 broken, simple as that.

> Your analysis of how AAs are not game-breaking is inaccurate, but I don’t feel like rebutting it here when there are threads all over the place that already do so. Your analysis of loadouts is likewise deficient, but again there are many threads that already deal with that. If those have not yet convinced you, then nothing I regurgitate here will, either, so we will have to agree to disagree on whether those things were bad features.
>
> Besides, we don’t yet know that custom loadouts are gone in their entirety. Obviously the AA/perk aspect will be gone, but we don’t know that you would not be able to select from equivalent starting weapons (BR/CC, for example) or that those options simply would appear on a menu of standard loadouts - which would amount to the same thing.

I’m sorry for not reading the threads that make my claims “deficient” as you say. I don’t spend most of my time on the forums. Most of the time I spend my time on Halo fan pages on facebook where a good number of people actually say that AAs are game breaking. Every time I ask them how they are gamebreaking, they just say that it unbalances the game. When I ask how it unbalances the game they say “it just does” or “Halo 4 sucks. 343i ruined Halo” or something along those lines. And its something I hear all the time and nobody has been able to go indepth to prove their point as I have tried here.

Speaking of my point. I still don’t see how it is inaccurate. I tried my best to explain the pros and cons that I have experienced of each ability and how it doesn’t make one overpowered. My explanations of each ability was meant to be unbias and stating facts as best I could.

So please by all means tell me how I am inaccurate or send me a link that will. Cuz right now I’m not sold on AA are game-breakers.