Everyone knows that the addition of Armor Abilities is a hotly debated decision among the Halo community. Some think it was a great addition to the series and would be happy to see them return in the future, while others think that the series would be better off taking a step back and returning to the formula of Halo 2 and 3.
I think armor abilities were a good idea myself and enjoy their usage, but they became too prominent in the game. Some of them are too efficient at doing what they do, and others, while not troublesome if a single player is using them, can be simply map breaking when used in bulk.
While I can agree with people who say that they’re overpowered to a degree, I can’t say that I’d be fine with them just dropping out of use from here on out.Here’s what i’d do with them for 4, and if you REALLY hate AAs, please just read the whole thing if you disagree, because you might just find yourself agreeing with me in the end.
UTILIZATION
In each basic gametype in Reach, you get (or initially got) access to a set of five armor abilities in the beginning. I do not think that this setup should be utilized in Halo 4. Instead, I think you should spawn with a base choice of armor abilities in default games. Lets say sprint and evade(an AA which I will be discussing further), and certain other AAs are on the map readily available for use. They should spawn like any normal weapon, usually with some sort of symmetry as far as the map is concerned. They should also be placed so that each team has equal access to all armor abilities at the start.
Having the AAs other than what effects horizontal movement spawn as pickups completely changes how they’re viewed in game. Having things available as a pick up forces you to choose between going to grab your weapon or your preferred armor ability (if of course you don’t prefer the starters) when you go into combat. Also, having only one or two of each type available on the map will limit the number of players who have the same AA. Ideally under these circumstances, each member of a team will be able to have each a different AA if they like, but no team will be able to go all jet pack, all camo, or all armor lock. In fact, the only way they’d get more than one of the same AA is by going to the other team’s side and stealing theirs, in which case it’d be along the lines of having the other team’s sniper rifle. The exception to this would likely be on a big team map, where in my opinion at least armor abilities in Reach feel most at home.
Being on the map, they’d naturally have spawn times. Initially, I’d say that the spawn times for them should be about ninety seconds after the drop on average, either because of death or swapping. (also make whether the old AA falls when you die/swap it an on-off option in customs) Depending on how well this plays out, it would or wouldn’t be tweaked.
A lot of this is stuff that could, in fact, be altered for Reach. This is only changing the utilization of the AAs, and in doing just this, it completely changes their role in the game. they go from supplements that everyone can access at any given time to augmentations to a single player’s play style that may not only give them combat advantages in certain situations, but also give them task specific abilities that will make them more valuable in objective based games, allowing them to perform specific tasks IF they aren’t careless with their ability.
Now, the AAs themselves would also be in need of tweaking. Some in need of tweaking are obvious to many, but the methods presented frequently involve amputation, when surgical precision would be much more suitable for all interested. My ideas on the matter are in my opinion the best possible changes that could be made if all of the Armor Abilities from Reach were to make the transition to Halo 4. We’ll start with the Elephant in the room…