Armour abilities in Halo 5..

Which armour abilities should be included in Halo 5. Which ones should be taken away and what new ones should come into place?

Ones that should go -

Active camo. I’m sorry, but camo should be something that is on maps only. You should not be able to cloak yourself consistently throughout the game. If we want to see tactics and map movement become important in Halo games again, we need to put Camo and Overshields back onto the maps instead of giving them out in ordinances and abilities.

Regeneration field. I think the regeneration field should be something that you can pick up on the map, like a piece of equipment. You shouldn’t be able to have such a power agent at your disposal so often during games. It’s an advantage you should gain through map control.

Auto sentry. I know quite often it’s ineffective, but I don’t think people should be allowed to have a mini turret at their disposal.

I have an idea that on certain maps there are turrets that are disabled and you can active them, but they have no allegiance so you are risking yourself and your team to try and damage the enemy, so it should be used with tact. I could see them being very fun in custom games like zombies if you’re defending a keep.

Ones that should stay -

Jet Pack, thruster pack, promethean vision, hardlight shield and hologram should stay, because they only give you a slight advantage in certain situations and require timing and skill to take advantage of what they give you.

Armour abilities should be things that you can use but require thought and skill. If you are going to get a slight advantage it needs to take skill to pull it off. I think camo, regeneration and sentry are things that change the flow of a game too much.

The same goes for support upgrades. Explosives and grenadier should not be allowed. There’s already enough grenade spam and cheap nade kills, we don’t need anymore.

New abilities -

Adrenaline - An ability that requires you to forfeit what’s left of your shield for a temporary speed boost. It’s an ability that requires all the available energy you have. The amount of time you have the speed boost depends on how much shield you have to sacrifice. You also have unlimited endurance during the time period, which mimics the effect of real life adrenaline but for a temporary period.

It can be used to escape or to chase an objective when you have little time left and probably wouldn’t get there by walking or with your limited sprint speed and endurance. The downside to it is you’ll have no shield for a temporary amount of time until your shield regenerates, so one shot to the head will kill you but it can be useful if you’re trying to escape and if you use it carefully it can make a difference.

I believe that this would be an excellent addition to the game. It’s something that’s not Over powered and will probably lead to death in most cases, and has it’s balanced pro’s and cons. If you want to reach the objective first you need to be wary of the fact that you are a sitting duck in the open.

It sounds like it would be abused but it’s not as easy to utilize as it may seem.

I have a few other ideas but no other solid ones that I think are fullproof.

Any ideas?

I like how you dont say all of them are bad since they arent all bad.

Anyway I think camo could work in way like this:

It has 30 second recharge time
Last only 5 seconds but, it allows full cloaking like the powerup. This way people are motivated to move since its too difficult to use in its current form which leads to camping. This brings me to my the point where you cant scope in whilst using the AA version so camo sniping is highly reduced.The power up has no penalties and should return since who doesnt like fighting over it?

Jetpack could become a jump pack as a way to keep it.

A new AA idea I have is where a deployable cover is placed and cant be moved. It has a 45 second recharge time, but the shield lasts 30 seconds (so good positioning is rewarded yet they cant spam it. It can be shot to pieces but it can regen as normal.

What should stay:

Thruster

Regen field

Hologram

The rest are unbalanced and need to go. They need to be replaced by better AAs that are designed with skill, knowledge or teamwork in mind and should each have a logo, one that identifies each one individually that floats above the players head when in clear view(to prevent seeing them through walls and such) from a certain distance, say 40 or 50 meters. Alternatively it could be shown on contact only, if you shoot a person you automatically are shown their ability at any range but only in clear view only, going behind a wall would make it disappear.

> I like how you dont say all of them are bad since they arent all bad.
>
> Anyway I think camo could work in way like this:
>
> It has 30 second recharge time
> Last only 5 seconds but, it allows full cloaking like the powerup. This way people are motivated to move since its too difficult to use in its current form which leads to camping. This brings me to my the point where you cant scope in whilst using the AA version so camo sniping is highly reduced.The power up has no penalties and should return since who doesnt like fighting over it?
>
> Jetpack could become a jump pack as a way to keep it.
>
> A new AA idea I have is where a deployable cover is placed and cant be moved. It has a 45 second recharge time, but the shield lasts 30 seconds (so good positioning is rewarded yet they cant spam it. It can be shot to pieces but it can regen as normal.

I get your point about the 5 second full cloak, it’s an interesting way to make camo something that this time would not promote camping. Fair enough. It would only be a slight advantage and require thought to use it.

The deployable cover thing is a decent idea, but I don’t think it should have the ability to regenerate itself and I think it should have limited sustainability as well. Also only one shield per player at a time.

P.S. What were you talking about in the beginning of your comment?

>

-Keep AAs.
-Move almost all of them, save Hologram and maybe Evade, to map pickups.
-Remove their infinite energy and replace it with single shot, two, or three uses per pickup.
-Buff or alter their functions to better represent their map pickup status. HLS becomes a Boomshield type device from GoW. Auto Turret is stronger, follows you or can be set to guard a position.
-Buff Hologram’s functionality as per Hylebos’ idea.
-They should have profile altering physical presences to them too.

> > I like how you dont say all of them are bad since they arent all bad.
> >
> > Anyway I think camo could work in way like this:
> >
> > It has 30 second recharge time
> > Last only 5 seconds but, it allows full cloaking like the powerup. This way people are motivated to move since its too difficult to use in its current form which leads to camping. This brings me to my the point where you cant scope in whilst using the AA version so camo sniping is highly reduced.The power up has no penalties and should return since who doesnt like fighting over it?
> >
> > Jetpack could become a jump pack as a way to keep it.
> >
> > A new AA idea I have is where a deployable cover is placed and cant be moved. It has a 45 second recharge time, but the shield lasts 30 seconds (so good positioning is rewarded yet they cant spam it. It can be shot to pieces but it can regen as normal.
>
> I get your point about the 5 second full cloak, it’s an interesting way to make camo something that this time would not promote camping. Fair enough. It would only be a slight advantage and require thought to use it.
>
> The deployable cover thing is a decent idea, but I don’t think it should have the ability to regenerate itself and I think it should have limited sustainability as well. Also only one shield per player at a time.
>
> P.S. What were you talking about in the beginning of your comment?

Just most people think because one AA is bad all of them are bad, its a common thing on the forum.

> >
>
> -Keep AAs.
> -Move almost all of them, save Hologram and maybe Evade, to map pickups.
> -Remove their infinite energy and replace it with single shot, two, or three uses per pickup.
> -Buff or alter their functions to better represent their map pickup status. HLS becomes a Boomshield type device from GoW. Auto Turret is stronger, follows you or can be set to guard a position.
> -Buff Hologram’s functionality as per Hylebos’ idea.
> -They should have profile altering physical presences to them too.

I agree with everything but making them map pickups (in standard MP) because due to the nature of them you wont use them before you die often enough, and having yet another things ‘do you want to pick up’ on the screen would be annoying when I only wish to pick up his/her weapon. Also if they weren’t map pick ups limited uses would be almost pointless since it would turn into ‘I wait till the perfect moment’ which never happens in most cases.

Equipment should return as more useful things such as regen field, power drain etc.

> > > I like how you dont say all of them are bad since they arent all bad.
> > >
> > > Anyway I think camo could work in way like this:
> > >
> > > It has 30 second recharge time
> > > Last only 5 seconds but, it allows full cloaking like the powerup. This way people are motivated to move since its too difficult to use in its current form which leads to camping. This brings me to my the point where you cant scope in whilst using the AA version so camo sniping is highly reduced.The power up has no penalties and should return since who doesnt like fighting over it?
> > >
> > > Jetpack could become a jump pack as a way to keep it.
> > >
> > > A new AA idea I have is where a deployable cover is placed and cant be moved. It has a 45 second recharge time, but the shield lasts 30 seconds (so good positioning is rewarded yet they cant spam it. It can be shot to pieces but it can regen as normal.
> >
> > I get your point about the 5 second full cloak, it’s an interesting way to make camo something that this time would not promote camping. Fair enough. It would only be a slight advantage and require thought to use it.
> >
> > The deployable cover thing is a decent idea, but I don’t think it should have the ability to regenerate itself and I think it should have limited sustainability as well. Also only one shield per player at a time.
> >
> > P.S. What were you talking about in the beginning of your comment?
>
> Just most people think because one AA is bad all of them are bad, its a common thing on the forum.

Ah, Ok. Well I’d prefer it if there were no armour abilities, but there are going to be some in Halo 5 whether I like it or not, so I thought I’d create a thread about ones that can actually be balanced and used in a competitive and social environment.

If there are going to be certain AA’s then they need to require skill in order to utilize them, and some of them do require timing and skill to do so. But things like Camo in Halo 4 just promote camping and camo sniping, which shouldn’t be allowed.

<mark>EVERY, SINGLE, AA, (in the game, not every AA should be brought back) NEEDS TO BE ON MAP.</mark>

Camo gets moved to power-up position, like Over shield.

Jet Pack severely nerfed to a <mark>Jump</mark> Pack.

Regen field turns into a ONE use item.

Hologram buffed to act more like a person.

Thruster Pack stays the same to offer more ways of strafing.

<mark>EVERYTHING ELSE GOES.</mark>

Hardlight Shield just prolongs battles.

Promethean Vision gives to much information and dis-encourages communication.

Auto-Sentry is just a crutch for players to use.

> <mark>EVERY, SINGLE, AA, (in the game, not every AA should be brought back) NEEDS TO BE ON MAP.</mark>
>
> Camo gets moved to power-up position, like Over shield.
>
> Jet Pack severely nerfed to a <mark>Jump</mark> Pack.
>
> Regen field turns into a ONE use item.
>
> Hologram buffed to act more like a person.
>
> Thruster Pack stays the same to offer more ways of strafing.
>
> <mark>EVERYTHING ELSE GOES.</mark>
>
> Hardlight Shield just prolongs battles.
>
> Promethean Vision gives to much information and dis-encourages communication.
>
> Auto-Sentry is just a crutch for players to use.

The HLS can be changed to have a damage threshold or replaced with deployable cover

PV is hardly even worth it since by the time you’ve noticed their weapons your dead, if anything it boosts communiacation with players highlighting the enemies more.

The auto sentry is that weak I’d hardly call it a crutch.

> > <mark>EVERY, SINGLE, AA, (in the game, not every AA should be brought back) NEEDS TO BE ON MAP.</mark>
> >
> > Camo gets moved to power-up position, like Over shield.
> >
> > Jet Pack severely nerfed to a <mark>Jump</mark> Pack.
> >
> > Regen field turns into a ONE use item.
> >
> > Hologram buffed to act more like a person.
> >
> > Thruster Pack stays the same to offer more ways of strafing.
> >
> > <mark>EVERYTHING ELSE GOES.</mark>
> >
> > Hardlight Shield just prolongs battles.
> >
> > Promethean Vision gives to much information and dis-encourages communication.
> >
> > Auto-Sentry is just a crutch for players to use.
>
> The HLS can be changed to have a damage threshold or replaced with deployable cover
>
> PV is hardly even worth it since by the time you’ve noticed their weapons your dead, if anything it boosts communiacation with players highlighting the enemies more.
>
> The auto sentry is that weak I’d hardly call it a crutch.

The only reason HLS should stay is so we can finally have good 300 battles in Custom games. Deployable Cover and the return of Equipment is also needed.

PV may seem like it’s worthless, because anyone that looks at their MT frequently doesn’t understand why anyone would waste the choice of AA on a slightly better MT. However, it is still a cheap element that harms the gameplay. There are people who dislike the MT because it causes players to directly encounter each other less; because when 2 players see each other on MT they tend not to keep moving forward and punch each other in the face, it normally results in throwing grenades and a slow crawl around the corner. PV not only shows those that are moving, it shows everyone, which makes it even more useful for campers as they will always be able to see their enemy coming and know what they have. By using this you are literally looking through walls, which should seem like an obvious problem. There is no way for players to avoid or counter PV, the only possible way to not be seen is by using a perk that’s unlocked through specializations, and that still isn’t helping the gameplay out much. I also don’t see any strength in the claim that it boosts communication, as anyone that’s played Halo 4 should notice that next to nobody uses a mic.

Agreed. I don’t think I would mind seeing a few Equipment versions of it that were more powerful than the H4 version, but still weaker than the Dominion turrets or the H3 version for FF, Customs, or something like Invasion. UNSC, Covenant, and Forerunner Auto Sentries & Deployable Covers could be interesting.

> > > <mark>EVERY, SINGLE, AA, (in the game, not every AA should be brought back) NEEDS TO BE ON MAP.</mark>
> > >
> > > Camo gets moved to power-up position, like Over shield.
> > >
> > > Jet Pack severely nerfed to a <mark>Jump</mark> Pack.
> > >
> > > Regen field turns into a ONE use item.
> > >
> > > Hologram buffed to act more like a person.
> > >
> > > Thruster Pack stays the same to offer more ways of strafing.
> > >
> > > <mark>EVERYTHING ELSE GOES.</mark>
> > >
> > > Hardlight Shield just prolongs battles.
> > >
> > > Promethean Vision gives to much information and dis-encourages communication.
> > >
> > > Auto-Sentry is just a crutch for players to use.
> >
> > The HLS can be changed to have a damage threshold or replaced with deployable cover
> >
> > PV is hardly even worth it since by the time you’ve noticed their weapons your dead, if anything it boosts communiacation with players highlighting the enemies more.
> >
> > The auto sentry is that weak I’d hardly call it a crutch.
>
> The only reason HLS should stay is so we can finally have good 300 battles in Custom games. Deployable Cover and the return of Equipment is also needed.
>
> <mark>PV may seem like it’s worthless, because anyone that looks at their MT frequently doesn’t understand why anyone would waste the choice of AA on a slightly better MT.</mark> However, it is still a cheap element that harms the gameplay. There are people who dislike the MT because it causes players to directly encounter each other less; because when 2 players see each other on MT they tend not to keep moving forward and punch each other in the face, it normally results in throwing grenades and a slow crawl around the corner. PV not only shows those that are moving, it shows everyone, which makes it even more useful for campers as they will always be able to see their enemy coming and know what they have. By using this you are literally looking through walls, which should seem like an obvious problem. There is no way for players to avoid or counter PV, the only possible way to not be seen is by using a perk that’s unlocked through specializations, and that still isn’t helping the gameplay out much. I also don’t see any strength in the claim that it boosts communication, as anyone that’s played Halo 4 should notice that next to nobody uses a mic.
>
> Agreed. I don’t think I would mind seeing a few Equipment versions of it that were more powerful than the H4 version, but still weaker than the Dominion turrets or the H3 version for FF, Customs, or something like Invasion. UNSC, Covenant, and Forerunner Auto Sentries & Deployable Covers could be interesting.

I waste my AA on the Promethean Vision because I think it is the best :frowning:

It’s also game breaking though, as said.

I think that there should be no armor abilities at all in halo 5. 343i should bring back the orbs for active camo and shields which spawned on the map.

> I think that there should be no armor abilities at all in halo 5. 343i should bring back the orbs for active camo and shields which spawned on the map.

Why not both? The AA camo could be weaker before thats used as an excuse for not having both.

> > I think that there should be no armor abilities at all in halo 5. 343i should bring back the orbs for active camo and shields which spawned on the map.
>
> Why not both? The AA camo could be weaker before thats used as an excuse for not having both.

Yes, why not both? I mean come on, just because how AAs are right now in Halo Reach and Halo 4, doesn’t mean that’s how AAs will ever be, if they was made like what Methew said (Which oddly enough is very similar to what I’ve been saying for a long time now), AAs would be more welcomed to Halo. Also any Cloaking AA should be nerfed to the point that it’s just barely useful, and then the power up should be Halo CE style, spawns on map, you pick it up your cloaked for a period of time, if you fire you become visible, and you slowly fade back to cloaked.

Now as for a Cloaking AA nerf, I suggest taking it, making it very similar to what it is now, BUT, if you fire your weapon, you decloak. You move more than a certain speed, your cloak timer runs down quicker. You melee, you decloak. By ‘decloaking’ I do mean you’re cloak is dead, and you have to wait for it to recharge and/or get a new one. That way it’s still useful, BUT, it’s not to the point where people pick it up and ghost around and pick people off because they’re camping with cloak.

I’ve played many games with cloaking like that, Crysis being one of the few that did the cloak perfectly, it’s set up just as I pointed out above. If you go up to someone, and fire your weapon, your energy is gone, you’re forced into armor mode, and you got to wait until your energy recharges before you recloak, you walk fast, your energy drains quicker, you melee, same thing as firing your weapon. If an enemy hits you when you’re cloaked, you’re knocked out of cloak and close to death.

Which gives me another idea, cloak AA should drain shields as you are cloaked, if you’re shot, you’re SOL, if you get from point A to point B without losing your cloak, your shields will recharge rather quickly, but you still have to wait for the cool down timer/energy.

Every single little thing I’ve suggested in this post, are things I’ve been saying for years now, the concept of AAs isn’t that different from Equipment, but instead of being a slight change/evolution from Equipment to Armor Abilities, it was a major jump, which made it seem like a completely different feature altogether. Which scared people, and made them hate it, because most Halo players, (mainly the very vocal Halo Players) are people who are narrow minded, has zero imagination, and thinks that everything is set in stone, and that feature will never change.

> > > I think that there should be no armor abilities at all in halo 5. 343i should bring back the orbs for active camo and shields which spawned on the map.
> >
> > Why not both? The AA camo could be weaker before thats used as an excuse for not having both.
>
> Yes, why not both? I mean come on, just because how AAs are right now in Halo Reach and Halo 4, doesn’t mean that’s how AAs will ever be, if they was made like what Methew said (Which oddly enough is very similar to what I’ve been saying for a long time now), AAs would be more welcomed to Halo. Also any Cloaking AA should be nerfed to the point that it’s just barely useful, and then the power up should be Halo CE style, spawns on map, you pick it up your cloaked for a period of time, if you fire you become visible, and you slowly fade back to cloaked.
>
>
> Now as for a Cloaking AA nerf, I suggest taking it, making it very similar to what it is now, BUT, if you fire your weapon, you decloak. You move more than a certain speed, your cloak timer runs down quicker. You melee, you decloak. By ‘decloaking’ I do mean you’re cloak is dead, and you have to wait for it to recharge and/or get a new one. That way it’s still useful, BUT, it’s not to the point where people pick it up and ghost around and pick people off because they’re camping with cloak.
>
> I’ve played many games with cloaking like that, Crysis being one of the few that did the cloak perfectly, it’s set up just as I pointed out above. If you go up to someone, and fire your weapon, your energy is gone, you’re forced into armor mode, and you got to wait until your energy recharges before you recloak, you walk fast, your energy drains quicker, you melee, same thing as firing your weapon. If an enemy hits you when you’re cloaked, you’re knocked out of cloak and close to death.
>
> Which gives me another idea, cloak AA should drain shields as you are cloaked, if you’re shot, you’re SOL, if you get from point A to point B without losing your cloak, your shields will recharge rather quickly, but you still have to wait for the cool down timer/energy.
>
>
> Every single little thing I’ve suggested in this post, are things I’ve been saying for years now, the concept of AAs isn’t that different from Equipment, but instead of being a slight change/evolution from Equipment to Armor Abilities, it was a major jump, which made it seem like a completely different feature altogether. Which scared people, and made them hate it, because most Halo players, (mainly the very vocal Halo Players) are people who are narrow minded, has zero imagination, and thinks that everything is set in stone, and that feature will never change.

Agreed. AA’s should give you a slight aid in certain situations and no more.

I like the suggestion above that it’s a full cloak that stays on even when you move, but only for about 5/6 seconds. It should be used to bypass certain areas and it should die out if you shoot, as you said. It should be used for tactical movement, and not for camping.

AA’s can actually improve Halo, but at the moment they are changing the game too much. I personally don’t just hate on AA’s automatically but there are some valid arguments against them.

No AA should be removed. Just their numbers limited in MM.

I’m sick of Campaign suffering because of some issues in MM

> No AA should be removed. Just their numbers limited in MM.
>
> I’m sick of Campaign suffering because of some issues in MM

I dont really see how AAs ruin campaign after all even jetpack allows people to reach areas which were otherwise inaccessible, this allows for more creative skull areas making them harder and more fun to obtain.

In my opinion, if an AA does something other than add more versatility to player movement, then it should be thrown out. Thruster pack,Jetpack and sprint (not a fan of sprint in Halo, but it’s pretty much an expectation out of MP shooters today) should all stay.

I would be all for a return of equipment (like in Halo 3), so that’s where 343 could go nuts if they wanted if you find my idea of movement focused AA’s boring.

> Lots o’ stuff

Why not make it so if the player scopes in while using the AC AA, then the AC turns off and they need to wait for it to recharge? That way you don’t need to worry about Camo snipers abusing it like they always have. Well, unless they can consistently no scope across the map.