Designing default settings for all gametypes.

Alright, so I’m going to explain my opinion for the standard settings in all the regular gametypes in Halo 5. I’ll put it in a format that will be easy on the eyes.

MOVEMENT

I believe the movement should be a tweaked version of Halo 2’s mechanics. The speed of the spartan should have a 10% increase, and the strafe should be more crisp and responsive. Weapon switching should be slightly faster than normal to promote interesting gun-play on a confrontation. Crouching and Gandhi-hopping should be a bigger factor in making a good strafe.

Oh, and no sprint. At all. Ever.

WEAPONS

The Battle Rifle should not have spread. The Carbine should not have spread. The DMR must have lower aim assist when using the scope. The Light Rifle must have lower aim assist when using the scope, and have a faster rate of fire when unscoped. The Assault Rifle in Halo 4 is the best iteration. The Storm Rifle should have less bloom. The Suppressor should have less bloom.

The Magnum should be a five shot kill to the head. The Plasma Pistol primary fire should kill in at least 9 shots, and have less spread; the secondary fire charge should not halt vehicles, but slow them down 50% for four seconds. The Boltshot’s primary fire should kill in seven shots; the secondary charge should only take out 75% of the shield.

Frags should have a 10% increase of blast radius, and a 10% decrease in damage. Plasma grenades should have a 10% increase of blast radius. Pulse Grenades should have a 20% increase of nonstop damage while in the damage zone.

20% decrease of aim assist for all weapons and power weapons.

LOADOUTS

All players are given only three loadouts. In these loadouts, you may only have a Primary and Secondary weapon, and frags. You can have two primaries at the cost of only having one frag. One weapon cannot be in more than one loadout, which means you can’t have two BR loadouts. You must mix and match your weapons to have all three loadouts fit your play-style.

ARMOR ABILITIES

The abilities are all now pick-ups on the map. When you die, another player can take your AA and use it. Not all maps will have every AA to choose from; some will have regens, some will have thrusters and jet packs, etc. If the AA is not picked up after thirty seconds, it will reset back to its original position. all AAs will have a 20% increase of either speed, damage, duration, or cool down.

POWER-UPS

Overshield gives three extra shields but decays 10% faster. Active Camo reverts back to a power-up. Speed Boost gives the player a 50% increase in all forms of movement, and will have more control of acceleration and stopping. Damage Boost will have a 50% increase in damage, along with having a 20% melee lunge increase.

ORDNANCE

The strongest weapons on the map will have a marker over them. Less powerful weapons with low ammo can be used to counter them. Personal Ordnance will be changed to Controllable Ordnance; when you obtain a killing spree, you can choose from three mid-tier weapons to spawn at a location in ten seconds; all players will be aware of the location, so you must fight for the weapon. When more than one person can choose, their choice will appear 60 seconds after yours. This can happen up to seven times before Controllable Ordnance is disabled for the rest of the match.

I believe these settings can be used for all the standard gametypes of Halo 5. The competitive settings will only need to disable radar, loadouts, and controllable ordnance.

Give me your opinions. And your vote.

I like just about most everything you put down. While I’d rather just have equal starts, your loadouts I could compromise with.

As for Controllable Ordnance, it’s a neat idea, but it’s still a killstreak reward, but less broken. I like the limit on uses and dropzone part of it though.

I like this idea but I have a problem with thrusters being on map I support thrusters just being a default player ability as they provide a movement option that is not game breaking such as sprint or maybe even a toned down evade as default (from reach).

I like the load-outs idea but I really feel it should just revolve around mid range weps and this MUST MUST MUST MUST include a CC.

I also have to say the BR should have spread its what kept it in line in H2 and H3 the CC should not as it does not have the legendary ability called bleedthrough .

Also if we are going to go down the AAs on map idea ( that I do not agree with)You are going to have to limit there uses specially if you want to buff them by 20%

Your damage boost idea/ over shield idea should not become a thing as those right there would become way too OP even for a “power wep” think H4 SAW.

ORDNANCE Idea I have no opinion on it could work but ehhh I guess it would not hurt anything too much.

As far as movement goes I think the next game should use a combo of Halo 4’s 110% speed, jump height and Halo 2’s strafing.

In order to make crouching an integral part of strafing again, sprint or AA’s must go. This is important as it would free up the left stick for crouching (either that or we get custom button mapping). Going in and out of crouch should be more responsive as well.

Yep this is exactly what Halo needs, some try hard wannabe MLG/ALG pro from a silly clan like UEG telling us how Halo should be. /sarcasm
Halo needs to be a collaboration of ideas from the entire community. Granted not all of those ideas should be considered, and other ideas should be considered more than others. I do find some of your ideas to be good and agree with them.

> The Battle Rifle should not have spread. The Carbine should not have spread. The DMR must have lower aim assist when using the scope. The Light Rifle must have lower aim assist when using the scope, and have a faster rate of fire when unscoped.

If none of these weapons have any spread, the only difference you’ve listed between them is aim assist and killtimes. Balancing for skill like this would just leave most of the weapons as crutches while one reigns supreme.

> the secondary fire charge should not halt vehicles, but slow them down 50% for four seconds. The Boltshot’s primary fire should kill in seven shots; the secondary charge should only take out 75% of the shield.

Plasma Pistol since Halo 3 is fine. As for the boltshot changes, maybe.

> Frags should have a 10% increase of blast radius, and a 10% decrease in damage. Plasma grenades should have a 10% increase of blast radius.

I believe more powerful grenades are a good thing. They are more punishing, they can deny area better, and they solve their own issue of nade spam. Not sure I like the idea of nerfing their damage. Halo CE had the best grenade balance imo.

> 20% decrease of aim assist for all weapons and power weapons.

Seems like an arbitrary value, unless this was the value in a previous game.

> All players are given only three loadouts. In these loadouts, you may only have a Primary and Secondary weapon, and frags.

I’d rather just do away with the concept of secondaries.

> The abilities are all now pick-ups on the map.

Equipment would be better for this purpose. I’m probably not going to go out of my way to get a thruster pack or hologram, whereas a power up or power weapon are game changing.

> ORDNANCE

I’ve seen this idea suggested multiple times, I’m still not a huge fan.

> Yep this is exactly what Halo needs, some try hard wannabe MLG/ALG pro from a silly clan like UEG telling us how Halo should be. /sarcasm

Oh great, another one of those people.

He isn’t telling anyone how Halo should be. In the first few lines of his post he’s basically saying “Here’s my opinions, provide feedback.” But of course you would jump on a strawman of his post because you dislike “hardcore competitive tryhards”.

Alright, nice to see some feedback. Now to give my reasoning for my opinions.

The reason for the movement to be an improved Halo 2 is because it had very crisp gameplay. Jumping felt good, the brisk pace was just right, crouching was more effective, and the all-around dexterity of reloading and weapon swapping felt awesome.

The reason for spread to be gone for the CC and BR was to make them have a much bigger learning curve, instead of having to rely on luck. The reason for lower aim assist for scoped-in DMR and LR was to promote open areas a little more accessible, but still dangerous. The automatics could use an accuracy buff, so less bloom was an idea to fix that. Magnum, Boltshot and Plasma Pistol is obvious.

The aim assist decreasing to 20% would make it just below Halo 3’s aim assist. Halo 4 has the second most aim assist in the series, next to Halo 2. It would be in-between Halo 3’s and Reach’s ZBNS aim assist, which would make gunplay have more skill.

The Frag’s decreased damage but increased radius gives the player the ability to grenade hop, and also have the ability to fight back if the nade doesn’t damage completely. The Plasma, no longer a loadout option, has its original blast radius back, making it more deadly. The same goes for the Pulse’s increased damage zone.

Loadouts provide the player with variety. Granted, you must make personal loadouts more strict in what you can put in them in order to balance them. That is why I only made it to Primary, Secondary and Frags, along with not being able to put the same weapon in more than one loadout. Less is more.

Armor Abilities, in my opinion, should have been pickups from the beginning. They change the game too often as selectable things in a loadout. Having to fight over them, and then pick them up from fallen enemies or comrades, makes it much closer to the Halo formula.

Power-ups should have more impact on changing the game. Overshields are easily melted in their current form, Speed Boost and Damage Boost aren’t very powerful, and Active Camo should never have been an AA in the first place. They should be the most important things to get, next to power weapons.

Ordnance that doesn’t directly reward a player is a lot more balanced than simply having a weapon drop to your feet. Fighting over what you selected to drop at a position everyone is aware of, along with traditional weapon spawning, makes the game more exciting than camping a spot to get points for a free Rail-Gun.

Of course, this is just my opinion. Please feel free to discuss and vote if you haven’t already.

> Alright, so I’m going to explain my opinion for the standard settings in all the regular gametypes in Halo 5. I’ll put it in a format that will be <mark>easy on the eyes</mark>.

Thank you.

> MOVEMENT
>
> I believe the movement should be a tweaked version of Halo 2’s mechanics. The <mark>speed of the spartan should have a 10% increase</mark>, and the strafe should be more crisp and responsive. <mark>Weapon switching should be slightly faster than normal to promote interesting gun-play</mark> on a confrontation. <mark>Crouching and Gandhi-hopping should be a bigger factor in making a good strafe</mark>.
> <mark>Oh, and no sprint. At all. Ever</mark>.

  1. I would like to know how you came to the 10% number was it just using settings in Halo 4? I agree Spartans should be faster I’m just not sure how much.

  2. That would be interesting, I would also like to see Spartans reload faster with their primary weapon, but not as fast as dexterity reloading.

  3. Gandi-hoppong is a silly tactic, and I don’t see how bending my knees in mid air is going to adjust where my head is dramatically. Crouch-strafing on the other hand does sound like a more effective tactic, and more realistic.

  4. There are many players who like sprint, and have some valid reasons for sprint. A solution should be considered before scraping it entirely.

> WEAPONS
>
> <mark>The Battle Rifle should not have spread</mark>. <mark>The Carbine should not have spread</mark>. <mark>The DMR must have lower aim assist when using the scope.</mark> The <mark>Light Rifle must have lower aim assist when using the scope, and have a faster rate of fire when unscoped</mark>. <mark>The Assault Rifle in Halo 4 is the best iteration</mark>. <mark>The Storm Rifle should have less bloom. The Suppressor should have less bloom.</mark>
>
> The Magnum should be a five shot kill to the head. The Plasma Pistol primary fire should kill in at least 9 shots, and have less spread; <mark>the secondary fire charge should not halt vehicles, but slow them down 50% for four seconds</mark>. The <mark>Boltshot’s primary fire should kill in seven shots; the secondary charge should only take out 75% of the shield.</mark>
>
> <mark>Frags should have a 10% increase of blast radius, and a 10% decrease in damage</mark>. <mark>Plasma grenades should have a 10% increase of blast radius</mark>. Pulse Grenades should have a 20% increase of nonstop damage while in the damage zone.
>
> <mark>20% decrease of aim assist for all weapons and power weapons</mark>.

  1. Why?

  2. Why?

  3. It might be better if DMRs were not in loadouts as they tend to lock down move on large open maps.

  4. The statement above about DMRs also applies to Light Rifles.

  5. I agree the Halo 4 AR is the best one to date, there could be more done to improve it.

  6. yes and yes

  7. Plasma pistol EMP should stall the engine of all vehicles, causing the Banshee, Hornet/Falcon to fall out of the sky. While causing the Ghost, Warthog, and Mongoose to slide/roll along a straight line unless acted upon by an outside force. The Scorpion and Wrath should stop. To me its more of a physics thing than a gameplay thing.

  8. This might make the Boltshot next to useless. Honestly I would prefer if it shot a sentinel beam after being charged.

  9. Not sure on the numbers but the Frags should be use more for stripping shields than they are for killing. Which is what I think you mean there.

  10. I disagree with this. I think Plasma Grenades should have the smallest blast radius. One should literally have to walk over one to receive any splash damage. that being the trade off of being lethal as a sticky.

  11. Once again I agree aim assist should be lowered just not sure on the number. I would like to see you experiment or math on how you determined these numbers.

> LOADOUTS
>
> All players are given <mark>only three loadouts</mark>. In these loadouts, you may only have a Primary and Secondary weapon, and <mark>frags</mark>. <mark>You can have two primaries at the cost of only having one frag</mark>. One weapon cannot be in more than one loadout, <mark>which means you can’t have two BR loadouts</mark>. You must mix and match your weapons to have all three loadouts fit your play-style.

  1. I think this number could be more or less depending on the number of options we have for our primary, secondary, and grenades.

  2. I think you should be able to choose another grenade, maybe at the cost of a reduced count.

  3. This would have to depend on what is in the Primary slot.

  4. Lets give people choices but lets not let them make the same choice twice /sarcasm. If someone wants an BR and AR class and a BR and PP class why should we get in the way of that?

> ARMOR ABILITIES
>
> The abilities are all now pick-ups on the map. When you die, another player can take your AA and use it. Not all maps will have every AA to choose from; some will have regens, some will have thrusters and jet packs, etc. If the AA is not picked up after thirty seconds, it will reset back to its original position. <mark>all AAs will have a 20% increase of either speed, damage, duration, or cool down</mark>.

  1. I agree AAs should be map pickups like equipment was in Halo 3. But obviously some AAs need to be cut and replaced with something. I would like to see the return of Bubble shield as an AA, and maybe a Radar Jammer AA without the Camo.

  2. There needs to be some tweaking of some AAs, Thruster Pack needs more charges. Hologram needs to do something other than run a straight line. Also an across the board boost isn’t going to help some AAs from overshadowing the others.

> POWER-UPS
>
> <mark>Damage Boost will have a 50% increase in damage, along with having a 20% melee lunge increase</mark>.

  1. So damage boost will be like having a energy sword that shoots really strong bullets? This didn’t seem at all overpowered to you?

> ORDNANCE
>
> The strongest weapons on the map will have a marker over them. Less powerful weapons with low ammo can be used to counter them. Personal Ordnance will be changed to <mark>Controllable Ordnance; when you obtain a killing spree, you can choose from three mid-tier weapons to spawn at a location in ten seconds; all players will be aware of the location, so you must fight for the weapon. When more than one person can choose, their choice will appear 60 seconds after yours.</mark> <mark>This can happen up to seven times before Controllable Ordnance is disabled for the rest of the match</mark>.

  1. This is kinda silly. If my team and I work to earn something shouldn’t we get it? I think personal ordinance should just be restricted to a couple grenades, an AA that spawns on the map, or ammo for my primary. There should be a team ordinance like the one from Invasion Slayer for some gametypes. Where my team and I hold a position to earn enough points and ordinance drops down. And there would be a marker for all players where its dropping but the team that earned it should get it over the other team.

  2. this is also kinda silly.

> The reason for the movement to be an improved Halo 2 is because it had very crisp gameplay. Jumping felt good, the brisk pace was just right, crouching was more effective, and the all-around dexterity of reloading and weapon swapping felt awesome.

I’m just going to point out that Halo 4 was supposedly Beta tested by Professional Gamers. They were apparently pleased, until after the game was released. There appears to be a sweet spot where “perfect” player movement/speed in solely in the mind of the player. What you say is true, but the arguing begins by what constitutes “improved.”

> The reason for spread to be gone for the CC and BR was to make them have a much bigger learning curve, instead of having to rely on luck. The reason for lower aim assist for scoped-in DMR and LR was to promote open areas a little more accessible, but still dangerous. The automatics could use an accuracy buff, so less bloom was an idea to fix that. Magnum, Boltshot and Plasma Pistol is obvious.

These are all valid points, but given the direction the story is going it’s very likely that we may not see any of these weapons in Halo 5, or at least they won’t be the weapons of choice they are now. In particular, all the UNSC slug-throwers will probably be relegated to the “lesser” branches, and Spartans will use energy weapons.

> The aim assist decreasing to 20% would make it just below Halo 3’s aim assist. Halo 4 has the second most aim assist in the series, next to Halo 2. It would be in-between Halo 3’s and Reach’s ZBNS aim assist, which would make gunplay have more skill.

Again, calibrating things based on the older games and weapons might not be such a good idea.

> The Frag’s decreased damage but increased radius gives the player the ability to grenade hop, and also have the ability to fight back if the nade doesn’t damage completely. The Plasma, no longer a loadout option, has its original blast radius back, making it more deadly. The same goes for the Pulse’s increased damage zone.

The frag grenade as we know it may not make it into Halo 5 for the same reason the slug-throwers likely won’t come back. More likely we will see grenades that do things differently, such as mini stasis fields or time-slowing fields, and more shield-busting energy draining types. Grenades that just blow things up is so 25th century.

I’m going to leave the stuff about AAs and loadouts alone because I’m certain that’s an area where 343i is just going to do what they want, and should we not like it when the game comes out they will, for technical reasons, be unable to change it.

Replace “Storm Rifle” with “Plasma Rifle” and I’d be okay with this. It’s not as good as real Classic gameplay but it’s far better than the heresy that is Halo 4 gameplay.

> Yep this is exactly what Halo needs, some try hard wannabe MLG/ALG pro from a silly clan like UEG telling us how Halo should be. /sarcasm
> Halo needs to be a collaboration of ideas from the entire community. Granted not all of those ideas should be considered, and other ideas should be considered more than others. I do find some of your ideas to be good and agree with them.

“RamenLoverNinja”

Why don’t you want skill based matchmaking? Prefer to join in progress in Halo 4, call down the Saw from the sky, and get unskillful kills?

OT:

This list started out good but then got progressively worse. I really liked the fact you included movement speed should be increased, and strafing should be more responsive. Oh, also the BR having no spread.

But, I don’t think AAs should make a return in any form, along with ordinance.

> > Yep this is exactly what Halo needs, some try hard wannabe MLG/ALG pro from a silly clan like UEG telling us how Halo should be. /sarcasm
> > Halo needs to be a collaboration of ideas from the entire community. Granted not all of those ideas should be considered, and other ideas should be considered more than others. I do find some of your ideas to be good and agree with them.
>
> “ramenloverninja”
>
> Why don’t you want skill based matchmaking? Prefer to join in progress in Halo 4, call down the Saw from the sky, and get unskillful kills?

Actually I would prefer a skilled based matchmaking. I just would like to avoid a one skill based matchmaking. the comment above is mostly a jest at his Clan UEG, whose members I am friends with and play with regularly. I’ve even sat in on one of their meetings. The other part is a jest at the type of players that make up UEG, or at least the ones I’ve played with. They are good halo players and make quick work of the “try hard wannabes”.

> Replace “Storm Rifle” with “Plasma Rifle” and I’d be okay with this.

Replace “Storm Rifle” with “Halo CE Plasma Rifle” to achieve extreme win.

> > Replace “Storm Rifle” with “Plasma Rifle” and I’d be okay with this.
>
> Replace “Storm Rifle” with “Halo CE Plasma Rifle” to achieve extreme win.

If the CE Plasma Rifle was put into the sandbox now, it would probably be considered a mid-tier power weapon. :stuck_out_tongue:

But anyways, it’s nice to see some people voice their opinions on what they think standard Halo 5 settings could be. I just put all the questionable stuff into a pan, trimmed all the nasty broken stuff, and fixed it as best as I could. So far, no one has yet to object all of the ideas I put here, but only some of them.

I have a feeling that 343 won’t be removing Armor Abilities, or loadouts in their sequel. If Halo 2 Anniversary is real, and if there is a classic multi-player, it will probably split the community when Halo 5 hits later. I honestly don’t want all the broken things of Halo 4 to remain practically unchanged, which is why I voiced my opinion on how they can fix it.

Weapons: I think we have to look at the objectives which the sandbox design should accomplish, as there are many potential solutions. One potential solution is outlined below, which uses Halo 4’s current sandbox as a reference.

For the weapons I’d like to see smaller reticles, decreased bullet magnetism, and smaller hit boxes for the players. With these changes I think Halo 4’s current sandbox would work quite well, albeit with a few minor changes to specific weapons:

BR: slightly more recoil and slightly more time between bullets (approx. 3-5 frames more, assuming 60fps)

Suppressor & Scattershot: less spread

Storm Rifle: Faster Projectiles, with slightly higher overheat rate and a vent function.

AR: Could add a 1.5x scope here (other issues may arise however). Like the OP said Halo 4’s was the best AR so far.

SAW: Less ammo capacity, and/or decreased damage. A redesign could also work here: I think the SAW could have a relatively high amount of spread initially, and become more precise with sustained fire.

Spartan Laser: Slightly less charge time. I preferred Reach’s splaser the most out of all the iterations.

> > > Frags should have a 10% increase of blast radius, and a 10% decrease in damage. Plasma grenades should have a 10% increase of blast radius.
> >
> > I believe more powerful grenades are a good thing. They are more punishing, they can deny area better, and they solve their own issue of nade spam. Not sure I like the idea of nerfing their damage. <mark>Halo CE had the best grenade balance imo.</mark>
>
> You can’t be serious. Halo CE had grenades that were in my opinion, insanely OP. I believe Reach had grenades done best.

> > > > Frags should have a 10% increase of blast radius, and a 10% decrease in damage. Plasma grenades should have a 10% increase of blast radius.
> > >
> > > I believe more powerful grenades are a good thing. They are more punishing, they can deny area better, and they solve their own issue of nade spam. Not sure I like the idea of nerfing their damage. <mark>Halo CE had the best grenade balance imo.</mark>
> >
> > You can’t be serious. Halo CE had grenades that were in my opinion, insanely OP. I believe Reach had grenades done best.
>
> I think Halo 3’s grenades were the best by far.

Nice to see more conversation. I’m still surprised no-one has voted “Do not like.”

I think the weapon sandbox could have an increase with some of the older guns returning, such as the ODST SMG, the H2 Bruteshot, the Sentinel Beam, the CE Plasma Rifle, and the Reach Grenade Launcher. The ODST SMG could probably be a loadout option; maybe the Plasma Rifle too. Could give a little more spice to the variety of the sandbox.

Also, looking at Armor Abilities as only pickups, I should probably delve into some of the changes they would need in order to be more viable.

-Thruster would need a bigger boost when activated, probably as big as the H4 campaign’s version.

-Jet Pack would probably stay the same.

-Hologram will have a tag over it labeled “Enemy,” along with randomly walking in several directions.

-The Auto Turret’s health would be as strong as a Spartan, and its bullets would be as powerful as a DMR. 15 second use, 25 second cool-down.

-The Regen Bubble would probably be as strong as the H3 Regenerator, with a 10 second duration and 20 second cool-down.

-Promethean Vision would show the enemy’s position and shield bar for 5 seconds, but once activated, you can’t turn it off prematurely and will have a 15 second cool-down.

-Hardlight Shield’s size would expand to shield at least two Spartans for 5 seconds and then cool-down for 15.

If a Spartan dies with an AA, someone else can pick it up and use it.

> Nice to see more conversation. I’m still surprised no-one has voted “Do not like.”
>
> I think the weapon sandbox could have an increase with some of the older guns returning, such as the ODST SMG, the H2 Bruteshot, the Sentinel Beam, the CE Plasma Rifle, and the Reach Grenade Launcher. The ODST SMG could probably be a loadout option; maybe the Plasma Rifle too. Could give a little more spice to the variety of the sandbox.
>
> Also, looking at Armor Abilities as only pickups, I should probably delve into some of the changes they would need in order to be more viable.
>
> -<mark>Thruster would need a bigger boost when activated, probably as big as the H4 campaign’s version.</mark>
>
> -Jet Pack would probably stay the same.
>
> -<mark>Hologram will have a tag over it labeled “Enemy,” along with randomly walking in several directions.</mark>
>
> -<mark>The Auto Turret’s health would be as strong as a Spartan, and its bullets would be as powerful as a DMR. 15 second use, 25 second cool-down.</mark>
>
> -The Regen Bubble would probably be as strong as the H3 Regenerator, with a 10 second duration and 20 second cool-down.
>
> -<mark>Promethean Vision would show the enemy’s position and shield bar for 5 seconds, but once activated, you can’t turn it off prematurely and will have a 15 second cool-down.</mark>
>
> -<mark>Hardlight Shield’s size would expand to shield at least two Spartans for 5 seconds and then cool-down for 15.</mark>
>
> If a Spartan dies with an AA, someone else can pick it up and use it.

  1. Either this or give the Thruster Pack more than one charge like Evade in Reach.

  2. I wonder if it would be possible for the Hologram to get an AI similar to Forza’s Drivatar where it would act and do things like a player

  3. This seems really strong for an AA. It might overshadow the other AAs like AC did.

  4. Do we really want PV to return in any form? I feel like the community could come up with an AA that is more balanced to replace it.

  5. I would personally just cut HLS for a Bubble Shield AA. Making HLS bigger is comparable to Bill Clinton taking Arkansas’s school system from 50th to 49th. It still kind of sucks just doesn’t suck as much as before. It would be similar to Halo 3’s Bubble Shield just as an AA.

> Also, looking at Armor Abilities as only pickups, I should probably delve into some of the changes they would need in order to be more viable.
>
> -Thruster would need a bigger boost when activated, probably as big as the H4 campaign’s version.
>
> -Jet Pack would probably stay the same.
>
> -Hologram will have a tag over it labeled “Enemy,” along with randomly walking in several directions.
>
> -The Auto Turret’s health would be as strong as a Spartan, and its bullets would be as powerful as a DMR. 15 second use, 25 second cool-down.
>
> -The Regen Bubble would probably be as strong as the H3 Regenerator, with a 10 second duration and 20 second cool-down.
>
> -Promethean Vision would show the enemy’s position and shield bar for 5 seconds, but once activated, you can’t turn it off prematurely and will have a 15 second cool-down.
>
> -Hardlight Shield’s size would expand to shield at least two Spartans for 5 seconds and then cool-down for 15.
>
> If a Spartan dies with an AA, someone else can pick it up and use it.

I agree that AA’s could be pickups only and that they shouldn’t despawn instantly upon death. Everything else just seems like overkill.

Thruster Pack, Hologram and HLS are all already balanced quite well, the same goes for Regen, and Auto Sentry, but I prefer the previous 3. I really don’t think they all need significant buffs to be placed on the map.

Edit: I might be one of the only ppl to say this, but I actually preferred the pre-TU version of Thruster Pack to the current version. I very rarely use it anymore and at one point I used it all the time, especially on Haven./edit

Of the above suggestions, Regen and Auto Sentry have to be the worst. Halo 3’s Regen was worse than armour lock once someone got their hands on it. I feel like having either one of these on a map would really impact map flow in a negative way, and gameplay would become very stagnant.