Armor Perks

The announcement of armor perks being in Halo 4 has many people scared that Halo is becoming COD. This has me thinking, what if this isn’t such a bad thing, for example, a stronger chest piece could give you 5-15% damage resistance. Lighter armor could increase movement speed. Armor changes might not be such a bad thing if done corectly. Think about it, if the perks don’t effect gameplay too noticibly it could give a point to saving up in game currency (assuming there is currency) for more expensive armor. And in ranked playlists they could have it so that everybody has the same default armor, therefore not giving people an unfair advantage. What do you guys think about the addition of armor perks? Also, what are some potential armor perks that you think they will add?

TLDR: Armor perks might not be a bad thing

what you just suggested would be terrible. so some people would be 4sk, some 5sk? that would only hurt this game more.

Those perks sound horrible.

I’m trying to imagine how that was a good idea. I’m trying my hardest to have some amount of comprehension, any degree of understanding…

I just can’t…

> The announcement of armor perks being in Halo 4 has many people scared that Halo is becoming COD. This has me thinking, what if this isn’t such a bad thing, for example, a stronger chest piece could give you 5-15% damage resistance. Lighter armor could increase movement speed. Armor changes might not be such a bad thing if done corectly. Think about it, if the perks don’t effect gameplay too noticibly it could give a point to saving up in game currency (assuming there is currency) for more expensive armor. And in ranked playlists they could have it so that everybody has the same default armor, therefore not giving people an unfair advantage. What do you guys think about the addition of armor perks? Also, what are some potential armor perks that you think they will add?

Where is this announcement of “perks”? I think you’re taking things out of context. Frankie is not fond of the word “perk”, in interviews he never uses the word “perk” and on NeoGaf he basically rejects the idea of there being “perks” in Halo. It’s some sort of progressive system, and other than that we have no idea of what it means, or how it will be used. I think we should wait for more info before talking about how “perks” will work in Halo. Also, I have faith that 343 will not mess up Halo by “CODifying” Halo by adding some sort of “perk” system similar to COD. It will be it’s own unique system and I think it will be fun to play with.

> a stronger chest piece could give you 5-15% damage resistance. Lighter armor could increase movement speed.

That is the exact sort of crap that would make perks bad.

> It’s some sort of progressive system - that unlocks armour <mark>enhancements that fundamentally change the way you play</mark>

If it looks like a perk, smells like a perk, guess what it is? A -Yoinking!- perk.

> > It’s some sort of progressive system - that unlocks armour <mark>enhancements that fundamentally change the way you play</mark>
>
> If it looks like a perk, smells like a perk, guess what it is? A -Yoinking!- perk.

Once again the community is making up it’s own info. Find me a link where someone at 343 says in their own words that Halo 4’s progressive system will “enhance and fundamentally change the way you play” and I will believe you, until then, nice try at fabricating info.

I don’t even want to speculate on what kind of perks they’ll have, it will just make me sad.

I was just thinking this today. The end is neigh.

> > > It’s some sort of progressive system - that unlocks armour <mark>enhancements that fundamentally change the way you play</mark>
> >
> > If it looks like a perk, smells like a perk, guess what it is? A -Yoinking!- perk.
>
> Once again the community is making up it’s own info. Find me a link where someone at 343 says in their own words that Halo 4’s progressive system will “enhance and fundamentally change the way you play” and I will believe you, until then, nice try at fabricating info.

“You, as a player, have the ability to customise all aspects of your Spartan warrior - and <mark>not just cosmetically</mark>. For the first time in a Halo title, <mark>you can actually change gameplay-impacting components.</mark> This allows you to customise load outs and <mark>gives you gameplay enhancements</mark> that can be unlocked through the progression system.”

That’s going to change with Halo 4, though details are non-existent at this time. “One of the things we wanted to do with Halo 4,” says creative director Josh Holmes, “was introduce a progression system that allows players to unlock things that not only change the way their character looks but <mark>also the way their character plays</mark>…that empowers players to make choices that have <mark>a meaningful impact on their gameplay experience in multiplayer.</mark> That’s a big change, but it’s one of the things we’re most excited about.”

Need I keep going?

It would be great if the perks had both benefits and an equal amount drawbacks, increased health(armor) for decreased movement speed, faster firing rate for lower accuracy, faster recharging shields for lower shield capacity, more damage output for lower damage resistance and the same amount of perks with opposite effects.

I hope they have perks that increase bullet damage like stopping power, and I hope you can place clay-mores and launch AC-130s to blow up everything!

Wouldn’t that be awesome?

Wouldn’t it be?

Wouldn’t it?

Guys?

> I hope they have perks that increase bullet damage like stopping power, and I hope you can place clay-mores and launch AC-130s to blow up everything!
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> Wouldn’t that be awesome?
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> Wouldn’t it be?
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> Wouldn’t it?
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AWESOME!!!

Don’t forget that if you die too much, you turn into a nuclear explosion killing everyone on the map! That’ll teach those pesky spawn killers!

It’s only a good thing if it follows an equivalent exchange law.
You cant gain something without losing something of equal value.
So if you gain health you lose movement speed/jump height and vise versa.
Also it should only effect you and your base traits not your guns.
/derp

> TLDR: Armor perks might not be a bad thing

They aren’t a bad thing at all! Perks/class based systems date farther back than Call of Duty… Everyone in here just makes me feel old by saying that.

Quake and Unreal Tournament had this exact same type of gameplay… Depending on your choices of what class you picked, your playstyle would be quite different.

And here’s where the beauty of those games really comes into play… You can have all the variety in the world, but guess what? They allowed for customization of the gameplay’s rulesets to put everyone on even footing. Worked perfectly.

Hyper competitive players got what they wanted, gamers got what they wanted. Everybody won!

Also, another game that should be mentioned would definitely be Counterstrike… Very fun times.

Having differences between players isn’t bad at all. It just throws a bit of variety into the mix and works out great (As long as it’s balanced!).

For Halo, I’m going to reserve my ideas until they let us in on what the gameplay mechanics are going to be like. Is it going to be major changes (Increased damage, magazine size, etc.) or maybe different abilities?

At this years E3, or even sooner, we should be getting quite the information dump!

> It’s only a good thing if it follows an equivalent exchange law.
> You cant gain something without losing something of equal value.
> So if you gain health you lose movement speed/jump height and vise versa.

Exactly, no pure advantage perks.

Here are some armor abilities that might be usefull:
-slowing your fall,

  • hover for a few seconds.
    -Being able to carry an extra grenade.
    -high jumping capabilities (like the power jump from Crysis)
    -small personal bubble shield that can be deployed (no, not armor lock, but more towards the Halo 3 bubble shield
    -sprinting for a few seconds longer then another player (yes i understand this is very CoD like)
    -personal shield regenerator
    -temporary invisibility, kind of how Reach did it but better balanced ie you can use it in 10 second bursts and recharge time is very slow.

A way that some of these more advanced ones can work like jetpacks/hoverboots/invisibility is to have a meter you start off with and the meter simply doesn’t recharge. Therefore you have to use it sparingly and be smart about when to use it. The meters will be balanced depending on the usefulness of the ability, high meter for jetpacks and low meters for invisibility

and the way other ones can work like bubble shield and regenerator is just to make it a one time use things.

> > TLDR: Armor perks might not be a bad thing
>
> They aren’t a bad thing at all! Perks/class based systems date farther back than Call of Duty… Everyone in here just makes me feel old by saying that.
>
> Quake and Unreal Tournament had this exact same type of gameplay… Depending on your choices of what class you picked, your playstyle would be quite different.
>
> And here’s where the beauty of those games really comes into play… You can have all the variety in the world, but guess what? They allowed for customization of the gameplay’s rulesets to put everyone on even footing. Worked perfectly.
>
> Hyper competitive players got what they wanted, gamers got what they wanted. Everybody won!
>
> Also, another game that should be mentioned would definitely be Counterstrike… Very fun times.
>
> Having differences between players isn’t bad at all. It just throws a bit of variety into the mix and works out great (As long as it’s balanced!).
>
> For Halo, I’m going to reserve my ideas until they let us in on what the gameplay mechanics are going to be like. Is it going to be major changes (Increased damage, magazine size, etc.) or maybe different abilities?
>
> At this years E3, or even sooner, we should be getting quite the information dump!

Exactly! Counter-strike allows you to choose your loadouts by picking weapons at the start of the map, essentially making you have different roles. Sniper has to lay back and cover the hallways, smg’s and shotties had to rush, flash grenade gave you the close quarters advantage but smoke allowed you to get across stretches of land without risk of being shot, riot shield gave you very defensive but offensive capabilities. And the game is played super competitively!

now I’m not saying to have snipers/shotties/riot shields but CS is a game that is extremely competitive regardless of the fact that you can choose loadouts, and your performance in previous rounds determines the equipment you recieve, kind of like a match progression system.