> 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.)