Armor abilities discussion

So for all of those who have played the previous Halo games, we all know Armor Abilities weren’t something you started with. You needed to fine the Overshield and Active Camo. For those of you are starting with Reach you are accustomed to having the Armor Abilities. Vent how you feel about the Armor Abilities.

Favorite?

Least favorite?

Which should stay? why?

Which should be changed/pulled? why?

How would you change the multiplayer for Halo 4 if they kept the abilities?

If you want to add anything else related to this topic, feel free.
I just ask you respect other people post(s).

> So for all of those who have played the previous Halo games, we all know Armor Abilities weren’t something you started with. You needed to fine the Overshield and Active Camo. For those of you are starting with Reach you are accustomed to having the Armor Abilities. Vent how you feel about the Armor Abilities.
>
> Favorite?
> Active Camo - Pre-nerfing.
>
> Least favorite?
> Jetpack. I like it, it’s just my least favorite.
>
> Which should stay? why?
> They all came with the game, they should all stay. You don’t like 'em - Don’t use 'em. Simple as that.
>
> Which should be changed/pulled? why?
> See above.
>
> How would you change the multiplayer for Halo 4 if they kept the abilities?
> Keep the Reach Engine/gameplay/ideas but LITERALLY separate playlists for the people that like Vanilla and those who like TU settings. Everyone gets what they want.
>
> If you want to add anything else related to this topic, feel free.
> I just ask you respect other people post(s).

This belongs in the Halo Reach section as well since it covers AA’s and AA’s are pretty much Reach standard. If they didn’t appear in the following games since Reach is a Prequel, they would not be present after Halo 3.

Favorite? Sprint & Jet Pack

Least favorite? Armor Lock & Active Camo

Which should stay? why? Sprint, because your a Spartan and sprinting should come natural. It also helps you get around the map faster. I know I also like jet pack but I liked when you couldn’t reach certain heights. If Halo 1-3 had natural sprint that’s all it would need.

Which should be changed/pulled? why?
Change: Active Camo, Armor Lock. Camo shouldn’t jam your teams radar. Armor lock should be if you stick someone and then they go into armor lock they commit suicide because they pushed that grenade into their body. I don’t like how people use armor lock to get out being killed by plasma grenades. Also if your getting spammed with grenades I think your time in armor lock should decrease.

Pull: Hologram and armor lock. Hologram is just useless in my opinion. And Armor lock for reason stated above.

How would you change the multiplayer for Halo 4 if they kept the abilities? For Halo 4 I would have it where you need to race for the overshields and active camo. Not have red flames on your feet(that’s just stupid), and keep Sprint (highly recommend) and Jet Pack (maybe, I prefer sprint). Also they need to have separate ranking systems so people can’t boost. For ex: (you play multiplayer “Team Slayer” you only get credits for your rank in Multiplayer. Same with Campaign, Firefight and Custom Games). This will balance it out. Have the ability to have 1-3 people in the theater with you.

That’s all I can think of right now ^.^

> > So for all of those who have played the previous Halo games, we all know Armor Abilities weren’t something you started with. You needed to fine the Overshield and Active Camo. For those of you are starting with Reach you are accustomed to having the Armor Abilities. Vent how you feel about the Armor Abilities.
> >
> > Favorite?
> > Active Camo - Pre-nerfing.
> >
> > Least favorite?
> > Jetpack. I like it, it’s just my least favorite.
> >
> > Which should stay? why?
> > They all came with the game, they should all stay. You don’t like 'em - Don’t use 'em. Simple as that.
> >
> > Which should be changed/pulled? why?
> > See above.
> >
> > How would you change the multiplayer for Halo 4 if they kept the abilities?
> > Keep the Reach Engine/gameplay/ideas but LITERALLY separate playlists for the people that like Vanilla and those who like TU settings. Everyone gets what they want.
> >
> > If you want to add anything else related to this topic, feel free.
> > I just ask you respect other people post(s).
>
> This belongs in the Halo Reach section as well since it covers AA’s and AA’s are pretty much Reach standard. If they didn’t appear in the following games since Reach is a Prequel, they would not be present after Halo 3.

They might be bringing them over because in the trailer Master Chief had a jet pack.

Negative. Highly misleading but it’s not a jetpack. Those are just thruster packs to maneuver in zero G environments. They have nothing to do with AA’s. They’ve been mentioned many times prior and are a part of the MJOLNIR integration.

In Ghosts of Onyx, this is what Blue Team was using before they lost Kurt.

> Negative. Highly misleading but it’s not a jetpack. Those are just thruster packs to maneuver in zero G environments. They have nothing to do with AA’s. They’ve been mentioned many times prior and are a part of the MJOLNIR integration.
>
>
> In Ghosts of Onyx, this is what Blue Team was using before they lost Kurt.

oooooooooooooooooooo Well that is good if they don’t bring over abilities, but Sprint would still be nice to have lol

Just a little housekeeping on my part but I moved this to Reach and cleaned up the duplicate for you. :slight_smile:

Camo is my favorite since I favor a “Predator” style of gameplay in all multiplayer games. That said, Camo really needs an overhaul. This “reducing cloak time due to Sniper+Camo” was a terrible idea. It lets you get the drop on someone once before they know you’re there (which also occurs without Camo). If anything, Camo snipers are more vulnerable since the radar jammer will work against them if an enemy is nearby. The slow movement was a miss as well, since you’re easier to spot while moving (even crouch-walking). If anything, current Camo settings encourage camping to get the most of your choice. Being a mobile assassin, I do not like to camp because people learn to avoid the jammer. Someone suggested a 5 second perfect camo that could not be interrupted which was the best solution I heard. You use it when you need it. Jetpack needs to be pulled from Forge maps due to the amount of exploiting that occurs due to Forgers who can’t think in 3D. I like Evade too and should be implemented in more playlists. Hologram should make your crosshairs turn red and show a name to make it more effective.

> Just a little housekeeping on my part but I moved this to Reach and cleaned up the duplicate for you. :slight_smile:

Thank you :slight_smile:

> Camo is my favorite since I favor a “Predator” style of gameplay in all multiplayer games. That said, Camo really needs an overhaul. This “reducing cloak time due to Sniper+Camo” was a terrible idea. It lets you get the drop on someone once before they know you’re there (which also occurs without Camo). If anything, Camo snipers are more vulnerable since the radar jammer will work against them if an enemy is nearby. The slow movement was a miss as well, since you’re easier to spot while moving (even crouch-walking). If anything, current Camo settings encourage camping to get the most of your choice. Being a mobile assassin, I do not like to camp because people learn to avoid the jammer. Someone suggested a 5 second perfect camo that could not be interrupted which was the best solution I heard. You use it when you need it. Jetpack needs to be pulled from Forge maps due to the amount of exploiting that occurs due to Forgers who can’t think in 3D. I like Evade too and should be implemented in more playlists. Hologram should make your crosshairs turn red and show a name to make it more effective.

If they change camo it needs to be where your completely covered even when you move. Like in halo 1-3. Reach camo has no point unless you don’t move. I hate campers. I only hide to recharge my shields if needed, then I’m on the move. Forge maps need their own playlist so people can play strictly those maps. Removing Jet pack may be wise if the map doesn’t have kill boundaries in the right spots. Evade is more of a Elite trait. But I think these changes could make the multiplayer better :slight_smile:

In my opinion, all there armor abilitys were fine they way they were before 343 started messing with them. My fav is sprint. I’ve been wanting a sprint AA/function/button since halo 2 when I had to cross that bridge wile chasing the scarub. The only AA I have an issue with is dodge roll. For the elites it’s fine, but for a spartan it seems to much and at some times can be over powering. If AA’s get cut in halo 4 I’m ok with that, just as long as they put in a sprint function.

Most of the AA problems would of been considerably reduced if they had been map pick ups from the start a-la-MLG.

Default sprint, everything else pick up.

Favorite:
None, but if I had to pick one it would be Evade. You can do some pretty crazzzzy … stuff.

Least Favorite:
Jetpack or Armor Lock, but Camo is if you get matched up against some cool kids…

Which should stay? Why?
I don’t think they should stay, but if they do it would be Sprint, as it doesn’t effect the game as much as the others do, while still being more useful than hologram.

Which should be changed/pulled? Why?
Jetpack should become a pick-up on the map (like a grav-lift in Halo 3) because it destroys map control when it’s off spawn and is pretty obnoxious when a whole team uses it. If it is placed on a map, the team without map control can pick it up for one extra player to have an extra route to break the opponent’s set-up

How would you change the multiplayer for Halo 4?
I would put jetpack, evade, and hologram should be pick-ups on maps (not all of them on each one, but at least one map has each), and Halo 4 should bring back the camo and overshield power-ups. There should then be 2 hoppers to chose from. One is default playlists, which would have no sprint. The other is Sprint playlists, in which every player starts with sprint. Each hopper would have the same playlists. Then there would be a final hopper that includes ranked playlists, in which the community does a vote on what they deem are the most competitive, balanced, and skill intensive settings.

Halo 4 should go back to everyone being even off the starting spawn. I’m fine with armor abilities as long as they are pick ups on the map (this encourages map movement as people will have to fight over the armor abilities).

Also, as stated before, Halo 4 trailer had a zero-g thruster pack, not a jetpack. Thruster pack only works in zero-g. Gotta love my nerdyness.

> Most of the AA problems would of been considerably reduced if they had been map pick ups from the start a-la-MLG.
>
> Default sprint, everything else pick up.

If anything, that makes it worse, since only one person could have it. Think about it. If Jetpack is available on a Forge map (always Forge maps), one person could exploit the map and be immune to retaliation. With everyone using it, this is significantly reduced.

Favorite? sprint

Least favorite? armorlock / jet pack

Which should stay? why? everything :stuck_out_tongue:

Which should be changed/pulled? why? Armorlock I hate when people do hat stuck’n’lock tactic They just run at you throw an PG at u D: its so annoying!

How would you change the multiplayer for Halo 4 if they kept the abilities? Armor lock would take longer to activate

> > Most of the AA problems would of been considerably reduced if they had been map pick ups from the start a-la-MLG.
> >
> > Default sprint, everything else pick up.
>
> If anything, that makes it worse, since only one person could have it. Think about it. If Jetpack is available on a Forge map (always Forge maps), one person could exploit the map and be immune to retaliation. With everyone using it, this is significantly reduced.

Then all you have to do is drop the other abilities, keep sprint and let you fight over overshields and camo. Yes it sounds like the past Halo games but at least they are more balanced I.M.O.

> > Most of the AA problems would of been considerably reduced if they had been map pick ups from the start a-la-MLG.
> >
> > Default sprint, everything else pick up.
>
> If anything, that makes it worse, since only one person could have it. Think about it. If Jetpack is available on a Forge map (always Forge maps), one person could exploit the map and be immune to retaliation. With everyone using it, this is significantly reduced.

What are you talking about? Just because they would work better as map pick-ups, doesn’t mean that all of them will be on the same map. Easy enough, don’t put any jet-packs on forge-made maps. Problem solved. There should only be a few (1-3) AA pick-ups (if they are going to keep them).

Favourite? Sprint

Least Favourite? Jet Pack, Armour Lock, Active Camo

Which should stay? Why? Sprint. All the other abilities either break the map, break the flow, or break the game. Some are so overpowering, while others are completely useless. Sprint is the only one that isn’t overpowering. ALTHOUGH, when you have sprint with a hammer or sword, you are basically unstoppable. This needs to be fixed.

Which should be changed/pulled? Why? The ones that should be pulled are Armour Lock, Drop Shield, Hologram, Evade, and Jet Pack. Armour Lock should be pulled because it breaks the flow of the game by adding a “pause” button. Drop Shield should be pulled because it is overpowered to be able to constantly use it over and over again. Hologram should be pulled because it is pretty much useless (although it is pretty awesome when people go after your hologram and can’t tell the difference). Evade should be removed because it is way overpowered. You roll extremely fast and extremely far, and are always looking at your target. Jet Pack should be removed because it breaks map control and, in some cases, breaks maps. Active Camo should be changed back into a one-time-use powerup that is placed on the map, along wih the overshield.

How would you change the multiplayer for Halo 4? I would create a social and a ranked hopper. Both of them would be near mirror images of each other. Then there would be a community type hopper with games like Living Dead, Grifball, Action Sack, Firefight, Co-op Campaign, etc. The ranked playlist would be primarily utility weapon starts (so something similar to the BR/DMR), while the social would be primarily assault rifle starts. There wouldn’t be starting AAs or loadouts either. There would also be two different systems in place. One would be an experience-based ranked system. You get cR, or something similar and level up that way. The other would be a skill-based system. I would like a 1-50 (or 100). You start each ranked playlist as a rank of 1 and have to play them to raise your skill. So your Team Slayer rank may be a 45, while your FFA could be a 30. Your highest skill would be shown. There are no seasons, but if you don’t play for a long time, then your rank would be reset/lowered.

> Favourite? Sprint
>
> Least Favourite? Jet Pack, Armour Lock, Active Camo
>
> Which should stay? Why? Sprint. All the other abilities either break the map, break the flow, or break the game. Some are so overpowering, while others are completely useless. Sprint is the only one that isn’t overpowering. ALTHOUGH, when you have sprint with a hammer or sword, you are basically unstoppable. This needs to be fixed.
>
> Which should be changed/pulled? Why? The ones that should be pulled are Armour Lock, Drop Shield, Hologram, Evade, and Jet Pack. Armour Lock should be pulled because it breaks the flow of the game by adding a “pause” button. Drop Shield should be pulled because it is overpowered to be able to constantly use it over and over again. Hologram should be pulled because it is pretty much useless (although it is pretty awesome when people go after your hologram and can’t tell the difference). Evade should be removed because it is way overpowered. You roll extremely fast and extremely far, and are always looking at your target. Jet Pack should be removed because it breaks map control and, in some cases, breaks maps. Active Camo should be changed back into a one-time-use powerup that is placed on the map, along wih the overshield.
>
> How would you change the multiplayer for Halo 4? I would create a social and a ranked hopper. Both of them would be near mirror images of each other. Then there would be a community type hopper with games like Living Dead, Grifball, Action Sack, Firefight, Co-op Campaign, etc. The ranked playlist would be primarily utility weapon starts (so something similar to the BR/DMR), while the social would be primarily assault rifle starts. There wouldn’t be starting AAs or loadouts either. There would also be two different systems in place. One would be an experience-based ranked system. You get cR, or something similar and level up that way. The other would be a skill-based system. I would like a 1-50 (or 100). You start each ranked playlist as a rank of 1 and have to play them to raise your skill. So your Team Slayer rank may be a 45, while your FFA could be a 30. Your highest skill would be shown. There are no seasons, but if you don’t play for a long time, then your rank would be reset/lowered.

“if you don’t play for a long time, then your rank would be reset/lowered” <— I.M.O. this seems a little harsh. Because some people lose their internet or live for months. Now if you were reported for modding or cheating in some way THEN I would say resetting the rank would be a smart move. Everything else you said I agree 100% :slight_smile:

> Favorite?

Armor lock, it gets results.

> Least favorite?

Invis, radar is a huge part of my game and that throws me off and slows my movement.

> Which should stay? why?

All of them, I tell you in the in the next three answers.

Which should be changed/pulled? why?The only thing that needs to change, is that the entire game needs to be built off a base of AA loadouts that are present in all slayer gametypes where they apply. Basic slayer games and ranked play all need to have a cohiesive playstyle, not two distinct versions. Arena is a perfect example of how its not working, its the halfway point between AA and pickup powers and it attracts at most 900 players and seems to be pleasing very few.

> How would you change the multiplayer for Halo 4 if they kept the abilities?

Halo 4 should not have AA, it should return to the pickup power type playstyle with the old favorites and some new inventive pickup powers that expand gameplay.

> If you want to add anything else related to this topic, feel free.

The current video game market will support multiple Halo title that are given the type of effort CE, 2, 3, reach and I assume 4, had and will have. Like it or not, most on forums dont, AA have built a fanbase that draws solid numbers, Halo as a franchise should not forget players that have grown fond of Reach’s playstyle. Look what happened when they released Reach and changed it up on Halo 3 players.

As I see it, Halo 4 drops, its a pickup power Halo 3 love fest, insanely good sales numbers, perhaps franchise record breaking. A whole new group of Halo fanatics as well as the ones that like the old playstyle are given the newest thing, but Reach still maintains a solid fanbase(30k maybe more) that continues to play both Halo 4 and Reach. Release Reach 2(I have ideas, but that is a whole other thread), 6 months after the release of Halo 4, maybe slightly longer, depending on how we can best screw CoD/BF and repopulate a new game built around loadout AAs. When I say built around AAs, what I mean is no halfway ground, all AA in the ranked and basic slayer playlist(AA in fun gametypes dont make sense) so that its “competitive” playlist dont have the same few thousand playing, but new players intrested in playing the game they bought, not players holding out until the next game drops. Thats a general outline

> I just ask you respect other people post(s).

No problem =)