Armor abilities.

What do you think about armor abilities like Halo reach jetpack etc?

Edit: Unpopular opinion, but I feel there should be a mix of game modes with abilities and without. Like Reach to where you had your normal loadouts but there was also classic game mods giving players a variety of options.

IMO 343 has to consider what players are playing today and If the entire game is based off from the original Halo days it will not be as big as a hit some would think it might be. Players have been conditioned playing Halo Reach, Halo 4 and Halo 5 for how many years now?

> 2533274933337405;1:
> What do you think about armor abilities like Halo reach jetpack etc?

If they were like equipment in Halo 3, where they were map pickups. Maybe. But having various loadouts, please no.

> 2783251376877086;2:
> > 2533274933337405;1:
> > What do you think about armor abilities like Halo reach jetpack etc?
>
> If they were like equipment in Halo 3, where they were map pickups. Maybe. But having various loadouts, please no.

Agreed. Speed up base movement and jump height so sprint and clamber are not needed. Keep armor abilities like jetpack on the map as power weapon pick ups, similar to snipers and rockets.

ALSO, PLEASE NO Aim Down Sights (SMARTLINK). KEEP CLASSIC ZOOM LIKE HALO 1, 2, 3 & REACH.

Noooooo! No abilities

As long as we don’t have 4 at a time…

> If they were like equipment in Halo 3, where they were map pickups. Maybe. But having various loadouts, please no.
> Agreed. Speed up base movement and jump height so sprint and clamber are not needed. Keep armor abilities like jetpack on the map as power weapon pick ups, similar to snipers and rockets.
>
> ALSO, PLEASE NO Aim Down Sights (SMARTLINK). KEEP CLASSIC ZOOM LIKE HALO 1, 2, 3 & REACH.

I have a feeling with the new generation playing Halo 5 that there is going to be Sprint the least.

I loved AAs in Reach. No other game since had implemented them in a way I enjoy though. In Reach AAs had purpose. After that though, it seemed like it’s been mostly either useless stylistic stuff or overpowered killer abilities.

> 2533274857642512;7:
> I loved AAs in Reach. No other game since had implemented them in a way I enjoy though. In Reach AAs had purpose. After that though, it seemed like it’s been mostly either useless stylistic stuff or overpowered killer abilities.

I like Reach as well and I’m actually playing it right now. Armor lock or something similar to it I’d like to see especially running big team battle knowing vehicles can dominate a match. In Reach the ghost will explode and kill whoever’s trying to splatter you using armor lock. In Halo 5 we were left with no defence but weapons.

I hope they stay in the past. If they must be in the game, then everyone should have all abilities at all times like Halo 5

No armor abilities…they are what started us down this horrible path that we are currently on. Please don’t double down on what nearly killed this franchise.

Something I posted in the Sprint thread… what I would do with armour abilities. I’m all for variety and mixing the game up… I understand the dissent for sprint per se… but some elements of enhance mobility are still needed; for immersion, variety (after all it is the spice), and to give drive a nail into the coffin of games devolving around static map control.

How about;

  1. Lots of armour abilities (both innate and as pick ups).
  2. All available to every player.
  3. But limited to use via an armour ability energy bar.

Each ability would have it’s own energy cost, delay to recharge, and recharge speed (so the sandbox can be easily tweaked to keep them balanced and used frugally). Use up your energy bar doing fancy things to get to a fight and you may not have enough left to thrust out of the way of the incoming shot.

Abilities could include sprint (but in very short bursts with guns up), thrust, clamber, and ground pound.

We could then bring back old ones like bubble shield (yes please) and radar jamming etc.

And new ones like a 180 degree spin… or a brief shield surge… or a single radar pulse that shows stationary enemies.

The mechanic at least lends itself to being versatile. New abilities can be phased in or out as needed. And as long the game is judicious (read stingy) with the armour energy… things shouldn’t stray too far from the golden triangle of game play.

And as a bonus (for me at least) - fall damage could be reintroduced - your fall is cushioned using your armour energy (and only if this is empty then you actually take damage or seize up momentarily).

> 2585548714655118;11:
> Something I posted in the Sprint thread… what I would do with armour abilities. I’m all for variety and mixing the game up… I understand the dissent for sprint per se… but some elements of enhance mobility are still needed; for immersion, variety (after all it is the spice), and to give drive a nail into the coffin of games devolving around static map control.
>
> How about;
> 1. Lots of armour abilities (both innate and as pick ups).
> 2. All available to every player.
> 3. But limited to use via an armour ability energy bar.
>
> Each ability would have it’s own energy cost, delay to recharge, and recharge speed (so the sandbox can be easily tweaked to keep them balanced and used frugally). Use up your energy bar doing fancy things to get to a fight and you may not have enough left to thrust out of the way of the incoming shot.
>
> Abilities could include sprint (but in very short bursts with guns up), thrust, clamber, and ground pound.
>
> We could then bring back old ones like bubble shield (yes please) and radar jamming etc.
>
> And new ones like a 180 degree spin… or a brief shield surge… or a single radar pulse that shows stationary enemies.
>
> The mechanic at least lends itself to being versatile. New abilities can be phased in or out as needed. And as long the game is judicious (read stingy) with the armour energy… things shouldn’t stray too far from the golden triangle of game play.
>
> And as a bonus (for me at least) - fall damage could be reintroduced - your fall is cushioned using your armour energy (and only if this is empty then you actually take damage or seize up momentarily).

I’d like to see mythic arena movement a s a base ( maybe less acceleration to de-stretch the smaller maps architecture) and halo 3 style equipement that has multiple uses with in between cool downs. It is placed on the maps like weapons ( but can be set to loadouts for certain gamemodes and customs). some equipement could be extremly low powered, but can have ulimited uses ( per item gamemode settings) ( for example a 10% speed boost sprint that reduces strave accceleration and aim sensitivity by 10%).

The way I see it is Warzone should have everything from past Halo games but everything is locked behind a grind system so if I want a custom class, armor abilities, different characters, equipment, vehicles start off, etc. then I have save up that CR to unlock it.
Then as for Arena Gameplay it should be Classic Gameplay with minimal changes.
That way if you want something that has a completely different experience where the more you play the more you unlock and the better the experience gets for you to become a Demon on the battlefield, then you play Warzone.
If you want the competitive feeling all the time where your sitting on the edge of seat while bringing back that classic feeling of Halo back to you, then you play Arena.
Having two separate communities with two separate modes where each one can grow in its own direction without effecting the other would make everyone happy.

I don’t want them to return, neither as loadouts, nor as map pickups. I think it’s pretty obvious at this point that Loadouts have no place in this Franchise, but even as Map Pickups I see them as problematic.
Just because they are map pick ups, it doesn’t mean that they are in the same category as equipments. There’s a big difference: Everyone can benefit from Equipment (even the enemy, if you place them poorly), you’re just the one who decides where to place it. On the other hand just one player can benefit from Armour Abilities, which makes them basicially just another version of Power Ups and I really don’t see much space for Power Ups except Camo, Overshield & BMS Boosts like in H2A & Damage Boost.

I mean take Jet Packs as an example (Pick up). You would have to design a whole map around it, but just one player will have access to those spots. Instead of a Jet Pack, use the gravity lift equipment on that map and improve it. Maybe the guy that picks up the equipment has 3 gravity lifts or he is the “owner” of the gravity lift for 2 mins: Which means, you place it on Spot A, and within the 2 minutes you are able to put that gravity lift to another spot.

Summary: No to AAs, just focus more on teamwork by improving the Equipment-System and continue using the power ups as the only “Abilities” that just works for one player at any given time.

a solid yes

> 2535433721770439;14:
> I don’t want them to return, neither as loadouts, nor as map pickups. I think it’s pretty obvious at this point that Loadouts have no place in this Franchise, but even as Map Pickups I see them as problematic.
> Just because they are map pick ups, it doesn’t mean that they are in the same category as equipments. There’s a big difference: Everyone can benefit from Equipment (even the enemy, if you place them poorly), you’re just the one who decides where to place it. On the other hand just one player can benefit from Armour Abilities, which makes them basicially just another version of Power Ups and I really don’t see much space for Power Ups except Camo, Overshield & BMS Boosts like in H2A & Damage Boost.
>
> I mean take Jet Packs as an example (Pick up). You would have to design a whole map around it, but just one player will have access to those spots. Instead of a Jet Pack, use the gravity lift equipment on that map and improve it. Maybe the guy that picks up the equipment has 3 gravity lifts or he is the “owner” of the gravity lift for 2 mins: Which means, you place it on Spot A, and within the 2 minutes you are able to put that gravity lift to another spot.
>
> Summary: No to AAs, just focus more on teamwork by improving the Equipment-System and continue using the power ups as the only “Abilities” that just works for one player at any given time.

loadouts should only be an option for custom games and some special gametypes, not the norm.

Remove them make them like Over shield and other pickups. If you have them on spawn rotation, something that doesn’t break gameplay. What I mean by Break Gameplay when a player is one shot and in every other Halo game, you were able to kill them; however, with wonder abilities, they can Thrust away or Runaway. Halo is a skill game. If you have more Skill, you will be able to kill the other player nine times out of ten.

Halo is about making amazing, memorable moments. It’s not about creating a ton of content that isn’t fun, and that is what 343 has been doing with Halo 4 and 5. Making something look cool doesn’t mean it’s going to make gameplay better…

Having them as map pickup and or have limited uses would make them great and more balanced. I always loved them in customs so i would love to see them come back they add so much variety.

You can have as many AA is the game as you want… as long as their power is subtle and/or they are heavily restricted (eg. with an energy bar).

The movement ones are essential. You need options (apart from jump and crouch) if you are shot first in a contest. Something to mix your movement up and give you a chance to return serve. And by having movement options you have more versatility in map design - slightly open areas with multiple sight lines are no longer automatic death traps (sans enemy sniper).

I think Halo 5 is served well by thrust and slide.

Not so much by Spartan charge.

If push came to shove I would probably tone thrust down just a little. Maybe not quite as fast or as far. Or just a bit longer to recharge.

I would definitely add a 180 spin to the repertoire. A jump and turn to land sliding backwards guns a blazin’ - would not just be helpful but also super cool (especially in slow motion).

Some of the older AA, such as jet pack, are probably too overpowered / game breaking… so need to be modified. For example… a turn it into a vertical jump 2-3x normal height that you can hover at the top for a few seconds before slowly coming back down. That way you can get some elevation / new sight lines… but the risk is that you are a sitting duck at the top and for the descent.

Nah, I def don’t want the AA back. Movement in 5 is fine, i like the thrust and slide neither feels op or under powered, slide works perfectly for coming around corners and even general engagements to close distance while mixing it up. and the thrust, i mean come on that can get you out of some hairy situations used properly.