Although we haven’t seen the Armor Ability, “Active Camo”, we all practically know that it will make it’s return, however what we don’t know is how the effects will act when activated.
In Reach, we had this stealth ability to gradually reveal players depending on their maximum speed of their movements, but the more movements made, the faster the AA deteriorates, plus the addition to scramble anyone’s radar within a short radius. In Halo 4’s Forge demo, we saw that in the player trait zones, the Camouflage became constant, like in previous Halo games (besides Reach).
With this information thought out, don’t you think having the Camo constant, and still having the ability to have unlimited sprint makes this overpowered? To me, it is…
If the Camo is going to become constant, then I believe the Armor Ability should have the same effect to deteriorate depending on movement, just like in Reach (without the radar jammer). As for the power-up…I honestly don’t know. All I could say is that the camo could have a shorter time by default, but players who has unlimited sprint has the freedom to run wildly invisible.
I’m quite positive that movement and active camouflage have always been enemies. Unlike in GR:FS where slow movement whilst being crouched enables it to stay, I’m sure that any type of movement will have the camouflage flickering for a short time, like in all of he previous Halo’s.
Can we just wait until the games out please, and if possible until you’ve played a variety of gametypes and maps multiple times. Then consider if its overpowered, we don’t even know the final specs for it. It may be that its completely useless on some maps/gametypes, overpowered on others and perfectly balanced on others too. For example some of Reaches AA’s were ‘useless’ of some game and map types, but highly advantageous on others. Also depends on player style a lot as not everyone uses AA the same way, with Halo 4’s Specializations perhaps we will see a greater variety and more balance to all AA.
I honestly don’t care if the Active Camo is returned as an Armor Ability, as long as they know how to balance that.
I mean, it could look like this:
Time Usage: 20 seconds of full use, but can drain very quickly while on the move. Slow recharge time by default.
Constant Camo: Always invisible until timer is up.
Movement Drain: Depending on how much you move, the AA will deplete faster.
No Scrambler: No Radar Jammer like in Reach.
True Stealth: Promethean Vision cannot reveal your location while in use.
Those seem pretty fair in my opinion. The reason why I don’t mind if Active Camo returns as an AA is because the power-up portion will still be available, like it did in Reach. Besides, if players want to create their own version of some gametype that had Camo in it, then they have the options to take it out…so no real issue there.
> Every AA seems to be balanced so far in Halo 4, esp. w/ PV’s nerf. If camo is added, then it’ll be come the new armor lock.
> Camo has to return as a power up for the sake of a balanced Halo 4.
And then we would get this:
> A sprinting flying invisible man… wouldn’t that make people crap bricks…
343i would save themselves so much aggro trying to balance this ability by just keeping it as a pick up/ power up.
It also had been a pick up since Halo: Reach but because of this I feel 343i feel compelled they can somehow fit it in. I admit it they’ve done well with the other AA’s as far as I can tell but I just can’t see cammo being balanced.
If PV is the counter to cammo then everyone is going to end up using PV which just gets boring.
Make cammo a powerup pickup, hell make it an Infinity Ordinance Reward. PV should not be able to spot the player using cammo. Keep it the same duration as Halo 3. No jammer.
> I honestly don’t care if the Active Camo is returned as an Armor Ability, as long as they know how to balance that.
>
> I mean, it could look like this:
> 1) Time Usage: 20 seconds of full use, but can drain very quickly while on the move. Slow recharge time by default.
> 2) Constant Camo: Always invisible until timer is up.
> 3) Movement Drain: Depending on how much you move, the AA will deplete faster.
> 4) No Scrambler: No Radar Jammer like in Reach.
> 5) True Stealth: Promethean Vision cannot reveal your location while in use.
>
> Those seem pretty fair in my opinion. The reason why I don’t mind if Active Camo returns as an AA is because the power-up portion will still be available, like it did in Reach. Besides, if players want to create their own version of some gametype that had Camo in it, then they have the options to take it out…so no real issue there.
I like the list though i have a few points to make.(I’ll get to that soon) despite my strong feelings Halo 4 shouldn’t have Camo (or Jetpack for that matter) as an AA but as a pick up.
A player could just sprint to a choke point, activate Camo (keeping movement to a minimu) and camp with a power weapon (sword, shotty, scattershot). You also have to consider that the AA efficiency tactical package decreases cool down time for all AAs as well so slow cooldown time could possibly be negated.
Then one would have to ask; how would you know a player is using AC? Since Pro Vision can’t seem them and the annoying Radar Jammer (a dead give away that a Camo user is nearby) is out, what would give that away? My best guess is a sound or even if they are standing still, they use AC and they appear as a red dot to show players that a Camo player is nearby if they decide to camp and use AC as soon as they see a red dot pop up on the motion tracker. A tactic common among those who use AC in Reach.
I love the movement penalty while in Camo. Brilliant idea to punish noobs and would be Mobility abusers.
Mobility doesn’t increase your movement speed, it just makes it so you never run out of Sprint.
Anyway, I’d like to see the Camouflage work more like the Arbiter’s in Halo 2, you have a very short period of traditional Camouflage, with a period of cooldown.
> Can we just wait until the games out please, and if possible until you’ve played a variety of gametypes and maps multiple times. Then consider if its overpowered, we don’t even know the final specs for it. It may be that its completely useless on some maps/gametypes, overpowered on others and perfectly balanced on others too. For example some of Reaches AA’s were ‘useless’ of some game and map types, but highly advantageous on others. Also depends on player style a lot as not everyone uses AA the same way, with Halo 4’s Specializations perhaps we will see a greater variety and more balance to all AA.
I see no problem with discussing it now, if we were to all wait until the game has released and all played a few games on it to talk about stuff these forums would be pretty empty I think
> > Can we just wait until the games out please,
>
> I see no problem with discussing it now, if we were to all wait until the game has released and all played a few games on it to talk about stuff these forums would be pretty empty I think
> I decided to play around with the Active Camo a lot in Halo Reach recently, and the AA is <mark>pretty dang balanced.</mark>
>
> If 343i kept the camo the exact same, but took away the transparency deterioration upon faster movement, than the AA would be perfectly balanced for Halo 4.
I guess you never tried sniping a sniper with Camo, Camo as an off spawn ability is Oveprowered and should definitely be a Pickup/Powerup, to be honest, I’d rather all AA’s be pickups with one use only but that’s not going to happen now sadly.
Camo should just be a pick-up/ordnance drop. It’s the only AA I am worried about at the moment since we don’t know how Auto Sentry and Regeneration Field work.