armor ability list for halo 5

I like AA’s but I don’t them to be OP.
So here are my suggestions:

  1. hologram
    There is no problem with this one.
    Keep it like the one in halo 4

  2. trusterpack
    same as hologram

  3. hardlightshield
    The only problem is that you can’t jump with it.

  4. bubble shield
    Halo 4 lacked defensive abilities and this one is a classic.
    Make it similar to the dropshield only with no healing ability

  5. jump pack
    a lot of people doesn’t want jetpack and are suggesting something like this.
    I think it can be somewhat like a double jump.

  6. Drone
    A UNSC style auto sentry.
    It looks similar to a modern drone and it follows the player at 50% base speed.
    And it firs small plasma bolts with the same damage as the plasma pistol.
    It last for 30 seconds minus 1 sec per shot and it has a 35 sec timer
    when enough damage is dealt to the drone it will fly to the user and the 35 sec timer begins.

  7. active camo
    Its the worse ability in H4 so here is what I want.
    Make it more like the arbiters active camo in H2
    It last for 6 sec, moving and standing still.
    Running makes you appear fully cloaked like when crouching.
    Camo breaks when sprinting or getting shot and a 14 sec timer will kick in
    The player can only use AC when its fully charged.

  8. regeneration field
    I see no problem for this one.

I like AA’s as well. I think they can add a nice variety to gameplay and team play when properly balanced and improved. However, I fully support classic settings, gameplay and playlists as well before I get stomped.

I agree with most of your suggestions except with the one for Jetpack and the one for Auto Sentry. Plus I have an own suggestion for Active Camo because that AA is probably causing the most issues.
In additon, I think AAs like Regan Field need better and more logical animations than to look like your Spartan is trying to transform into a Super Saiyan.

  1. I think Jetpack or something similar should be taking out of Multiplayer completely for several reasons, that has already been discussed to death. Keep it for Campaign, Firefight/SpOps and maybe fun playlists like Action Sack only.

  2. No offense but an Auto Sentry that follows you is kind of cheap in my opinion. Besides, I think there is a little logic error in your suggestion. You said it would be an UNSC styled drone but it would shoot plasma bolts, what is typical for Covenant weaponry. :wink:
    I would suggest to keep it stationary and instead of firing at people it should spot and mark enemies in an certain range for you and your team. Then again if I think about it in a logical way, something like a drone sounds more like equipment than an AA to me.
    So maybe instead of a drone it could be something like this:

Target Marker

An supportive AA that allows you to mark enemies/ enemy vehicles for your teammates and yourself.

How it would work:

  • When you push the AA-button you lower your current weapon and get a
    specific reticle that you have to keep on the chosen target for
    around 5 seconds
  • you are able to zoom with your default HUD-camera-zoom while marking
    targets
  • your are able to crouch and move regularly
  • the successful marked enemy target will have a little waypoint that
    shows up on your teammates’ and your own HUD
  • the mark last around 30 seconds and the AA needs around 60 seconds to
    recharge
  • you can only mark a target when the AA is fully charged
  • shooting and sprinting will break off the target marking
  • enemies will not know when they are marked but the AA will use a tiny
    green laser that can be visual recognized

Visual appearence in game:

The player will have a little target marker attached to his helmet that he activates and keeps pushed with one hand while he holds his weapon lowered with his other hand.

Finally my suggestion for Active Camo:

  • Crouching, regular movement and assassinations let you stay invisible
  • Sprinting, shooting or getting shot/hit are causing an instant shut
    down of the AA -> AA has to recharge again
  • The duration of AC would be around 15-20 seconds, the
    duration of the recharge would be around 60 seconds.
  • AC can only be used when fully charged
  • No radar-scrambling/jamming -> you appear normally on enemy radars
    but instead of a red dot you appear as a blue dot when moving*

*I want AC to become a sneaky and stealthy AA for assassins, that supports movement and allows you to flank and infiltrate unnoticed. But radar-scrambling only causes a lot of unwanted attention, I think even more attention then a simple red dot.
At its current state in Halo 4 I think AC is only useful for long range battles and nearly useless for CQB, but I think it should be the other way around.

Of course camo sniping would still be possible with my idea but because of the instant shut down when firing and its long recharge time, plus the fact that AC could only be used when fully charged, you could do a camo snipe only once every minute.

In addition, I think perks like AA efficiency made Active Camo and Armor Abilities in generell even harder to balance. Well, perks like this and perks in generell simply have to go for several reasons, in my opinion.

> I like AA’s but I don’t them to be OP.
> So here are my suggestions:
>
> 1. hologram
> There is no problem with this one.
> Keep it like the one in halo 4
>
> 2. trusterpack
> same as hologram
>
> 3. hardlightshield
> The only problem is that you can’t jump with it.
>
> 4. bubble shield
> Halo 4 lacked defensive abilities and this one is a classic.
> Make it similar to the dropshield only with no healing ability
>
> 5. jump pack
> a lot of people doesn’t want jetpack and are suggesting something like this.
> I think it can be somewhat like a double jump.
>
> 6. Drone
> A UNSC style auto sentry.
> It looks similar to a modern drone and it follows the player at 50% base speed.
> And it firs small plasma bolts with the same damage as the plasma pistol.
> It last for 30 seconds minus 1 sec per shot and it has a 35 sec timer
> when enough damage is dealt to the drone it will fly to the user and the 35 sec timer begins.
>
> 7. active camo
> Its the worse ability in H4 so here is what I want.
> Make it more like the arbiters active camo in H2
> It last for 6 sec, moving and standing still.
> Running makes you appear fully cloaked like when crouching.
> Camo breaks when sprinting or getting shot and a 14 sec timer will kick in
> The player can only use AC when its fully charged.
>
> 8. regeneration field
> I see no problem for this one.

I’m OK with AA in Big Team mode. Whatever. Let Big Team be a class-based game like you are talking about. Big battles. Endless fun. WHATEVER.

Other than that - AA breaks competitive Halo small team gameplay because it introduces class-based gameplay. Which is NOT HALO.

Let me break most of those AAs down for you if we were playing some kind of D&D or World of Warcraft game:

  • Hologram - Illusionist
  • Thrusterpack - Ranger/Mage
  • Hardlight shield - Tank/Warrior
  • Bubble shield - Tank/Warrior
  • Drone - Necromancer
  • Active camo - Thief/Assassin
  • Regen Field - Cleric/Paladin

If I want to play a class-based game, there are plenty out there. World of Warcraft for example.

Halo is the trinity: guns/grenades/melee. The game is great because you can hone skills like jumping, flanking, communication, strafing, team shot, map and spawn control, and obviously shooting. You can out-think an opponent in a one-on-one. You can out-think them strategically with team gameplay.

What Halo turned into starting with Reach is total garbage on a competitive level. It added Armor Abilities. H4 added even more elements. It made those elements the default. It added special skills for higher SR ranks.

In a competitive 8-10 player format, Halo with AA is broken because there are too many strategies needed for different team makeup, and especially where you can change loadouts after each death.

Small team play (2-10 player) should remain very basic. Keep a few tactical options that don’t have a major impact on the game, like Dexterity. Don’t allow plasmas as loadouts. Put weapons on the map. Both social and ranked modes for small team play should have pretty much work the same way. Social slayer would have different weapon spawns perhaps or, like H3, 10 players instead of 8. AR or BR veto options, Pro or normal, up to your group. Team Slayer would be all BR starts, Pro (non-radar) or normal veto options. No AAs. Possibly no sprint. The maps would be functional for non-sprinting, movement would be good, strafing would be much easier, and bullet magnetism would be less.

Team Skirmish would have options like Oddball, Ricochet, and CTF. (This is the game I want to play, closer to H3 but with better graphics, slightly higher movement speeds.)

And for larger team play, BTB and such, a totally different set of bigger maps with ordinances, AAs, loadouts, sprint, whatever you want, it’s garbage time. Raise bullet magnetism to make up for sprinters (which is probably why it’s so high right now - it’s currently so easy to snipe and noscope w/any decent network connection, and almost impossible to strafe in medium range shooting). (This is the game you are more inclined to like.)

Something like the jump pack you suggested takes away the skill of trick jumping. If you want to learn how to get from somewhere to somewhere else quicker then learn how to ghost, spring, juggle, etc.

> > I like AA’s but I don’t them to be OP.
> > So here are my suggestions:
> >
> > 1. hologram
> > There is no problem with this one.
> > Keep it like the one in halo 4
> >
> > 2. trusterpack
> > same as hologram
> >
> > 3. hardlightshield
> > The only problem is that you can’t jump with it.
> >
> > 4. bubble shield
> > Halo 4 lacked defensive abilities and this one is a classic.
> > Make it similar to the dropshield only with no healing ability
> >
> > 5. jump pack
> > a lot of people doesn’t want jetpack and are suggesting something like this.
> > I think it can be somewhat like a double jump.
> >
> > 6. Drone
> > A UNSC style auto sentry.
> > It looks similar to a modern drone and it follows the player at 50% base speed.
> > And it firs small plasma bolts with the same damage as the plasma pistol.
> > It last for 30 seconds minus 1 sec per shot and it has a 35 sec timer
> > when enough damage is dealt to the drone it will fly to the user and the 35 sec timer begins.
> >
> > 7. active camo
> > Its the worse ability in H4 so here is what I want.
> > Make it more like the arbiters active camo in H2
> > It last for 6 sec, moving and standing still.
> > Running makes you appear fully cloaked like when crouching.
> > Camo breaks when sprinting or getting shot and a 14 sec timer will kick in
> > The player can only use AC when its fully charged.
> >
> > 8. regeneration field
> > I see no problem for this one.
>
> I’m OK with AA in Big Team mode. Whatever. Let Big Team be a class-based game like you are talking about. Big battles. Endless fun. WHATEVER.
>
> Other than that - AA breaks competitive Halo small team gameplay because it introduces class-based gameplay. Which is NOT HALO.
>
> Let me break most of those AAs down for you if we were playing some kind of D&D or World of Warcraft game:
> - Hologram - Illusionist
> - Thrusterpack - Ranger/Mage
> - Hardlight shield - Tank/Warrior
> - Bubble shield - Tank/Warrior
> - Drone - Necromancer
> - Active camo - Thief/Assassin
> - Regen Field - Cleric/Paladin
>
> If I want to play a class-based game, there are plenty out there. World of Warcraft for example.
>
> Halo is the trinity: guns/grenades/melee. The game is great because you can hone skills like jumping, flanking, communication, strafing, team shot, map and spawn control, and obviously shooting. You can out-think an opponent in a one-on-one. You can out-think them strategically with team gameplay.
>
> What Halo turned into starting with Reach is total garbage on a competitive level. It added Armor Abilities. H4 added even more elements. It made those elements the default. It added special skills for higher SR ranks.
>
> In a competitive 8-10 player format, Halo with AA is broken because there are too many strategies needed for different team makeup, and especially where you can change loadouts after each death.
>
> Small team play (2-10 player) should remain very basic. Keep a few tactical options that don’t have a major impact on the game, like Dexterity. Don’t allow plasmas as loadouts. Put weapons on the map. Both social and ranked modes for small team play should have pretty much work the same way. Social slayer would have different weapon spawns perhaps or, like H3, 10 players instead of 8. AR or BR veto options, Pro or normal, up to your group. Team Slayer would be all BR starts, Pro (non-radar) or normal veto options. No AAs. Possibly no sprint. The maps would be functional for non-sprinting, movement would be good, strafing would be much easier, and bullet magnetism would be less.
>
> Team Skirmish would have options like Oddball, Ricochet, and CTF. (This is the game I want to play, closer to H3 but with better graphics, slightly higher movement speeds.)
>
> And for larger team play, BTB and such, a totally different set of bigger maps with ordinances, AAs, loadouts, sprint, whatever you want, it’s garbage time. Raise bullet magnetism to make up for sprinters (which is probably why it’s so high right now - it’s currently so easy to snipe and noscope w/any decent network connection, and almost impossible to strafe in medium range shooting). (This is the game you are more inclined to like.)

Rather than just ranting about how you prefer Classic Halo and want a lot of Infinity things removed, do you mind staying on topic a bit more? If you don’t want the next Halo to have AAs just say so, there’s no need to go on about everything Halo multiplayer should have in your opinion. There are plenty other threads for that; this is a thread dedicated to discussing what AAs should be in the next Halo.