Drop Wall* seems weak af

THE MAIN REASON that the Drop Wall is so fragile and only provides cover from one side is because of its offensive benefits as well : You can shoot through it on your side.
As such, it’s understandably weaker because if used properly in a gunfight, it gives you an overwhelming advantage. During BTB, I used the Drop Wall with my team when the enemy tried storming the Control Point and we just blasted all of them with our guns while they had to first pop a hole in the wall before they can retaliate.

The Drop Wall should not be compared to the likes of Drop Shield or Bubble Shield.

However I still think that the Drop Shield from Halo Reach is the best iteration of the ability. The heal wasn’t OP either because Reach is a game without regenerating Health underneath your Shields.

The Drop Shield is also one of the favourite Equipments of CQC loving players (like myself) where I can force players to come and fight me instead of having to duel with them using DMR/BR.

It’s exactly as powerful as it needs to be.

> 2533274805075298;6:
> It’s exactly as powerful as it needs to be.

Care to elaborate?

> 2533274905076150;7:
> > 2533274805075298;6:
> > It’s exactly as powerful as it needs to be.
>
> Care to elaborate?

Any more powerful and it halts engagements instead of interrupts them. This is very bad.

Any more powerful and people will complain that its a crutch. It really doesn’t need a buff. It’s not something that’s meant to be popped when you’re in the middle of a fight and need something to save your butt when you’re losing. The utility of it is to provide a preemptive barrier around a key holding point or perhaps an objective so that you can give yourself a small advantage against your enemy when the shooting begins.

It isn’t a reactive tool.

It’s not meant to be a thing like the Bubble Shield where you just pop it and there is very little that the opponent can do to confront it and kill the other player that used it.

It’s not meant to be like Armor Lock where it slows down gameplay and puts both the operator and the other player in a situation where they have to play chicken/call for backup/walk away from the situation. And I think quite a few of us know how Armor Lock was received by the players that were vocal about its use.

I think it’s fine as it is.

It’s not to be as OP like a bubble shield, more or less just to get around corners or somewhere without taking those initial shots.

The drop wall almost guarantees that you will have the first shot in your engagements. That’s a huge advantage.

Now combine this with a sniper. The enemy would have to spend another shot to descope you.

I do not think the drop wall needs a buff. I personally think it is fine as it is.

Bubble shield was just for people to camp in and slow the game down. Infinite has no need for things like that. Just like the regen it was just a “press X to win” mechanic.

It does feel a bit useless tbh. It doesn’t need a big buff at all though. Just a little stronger.
Personally I would say it’s more a remake of the deployable cover rather than the bubble shield. I like the idea but it’s not quite there yet.

I feel like it’s in the right spot. The intention is that the panels absorb 1 or 2 shots or enough damage to provide you with an advantage in 1v1 engagements. I guess it could maybe do with a 1 shot increase but anymore would skew to balance too much in favour of the user and would just become frustrating to go up against.

People are using it wrong.

How most people use it:

  • Enemy shoots you - You return fire but your shields are weakened - You deploy drop wall - Drop wall is destroyed immediately by enemy who is still shooting at you - You die.How it’s meant to be used (one example):

  • You are coming up on an area where enemies are likely - You deploy drop wall in advance - You see enemies and engage them - Strafe behind your drop wall to spread the damage it absorbs evenlyThe drop wall is a preparatory equipment, and is typically only useful in a reactive situation for something you see coming from a distance, like a grenade, rocket, or scope glint from a long range weapon. At that point, you drop it and continue to retreat!

Too many people sit completely still behind it while shooting. The sections of shield can be broken very quickly, so strafing behind it is important. The shield emitter itself is very weak, though, I can agree that it needs to be a bit stronger.

I would rather carry one bubble shield over three drop walls any day.

Here’s why I think the drop wall doesn’t fit the sandbox. In a sandbox you WANT to pick up toys. Most people fight over the toys they WANT them so badly. I don’t think I would ever fight over a drop wall.

On Bazaar I would go out to the middle ground level for the grapple shot or the Camo. I definitely would NOT just for the drop wall. I think the same could be said for the pulse carbine, is that what it was called. I’m not sure I disliked it quite a bit. I want the Plasma Rifle back.

> 2535433953554314;3:
> It’s the one piece of equipment that needs work the most.

I mean I still have no idea what the disruptor is good for.

> 2533274815692039;9:
> Any more powerful and people will complain that its a crutch. It really doesn’t need a buff. It’s not something that’s meant to be popped when you’re in the middle of a fight and need something to save your butt when you’re losing. The utility of it is to provide a preemptive barrier around a key holding point or perhaps an objective so that you can give yourself a small advantage against your enemy when the shooting begins.
>
> It isn’t a reactive tool.
>
> It’s not meant to be a thing like the Bubble Shield where you just pop it and there is very little that the opponent can do to confront it and kill the other player that used it.
>
> It’s not meant to be like Armor Lock where it slows down gameplay and puts both the operator and the other player in a situation where they have to play chicken/call for backup/walk away from the situation. And I think quite a few of us know how Armor Lock was received by the players that were vocal about its use.
>
> I think it’s fine as it is.

I feel like most people are just using it wrong and assuming it’s worthless because they are comparing it to the bubble shield. They want it to be a reactive ability that can be used when the fight has already started. As is right now I think it’s in a fine spot but more time is really needed than a few hours a day over a weekend to really gage balancing. When dropped before the start of a fight the couple shot advantage you get from being behind it should be enough to win most fights unless you are getting out aimed.

I agree that its weak. it only takes like one bullet and a tile is gone but i think they should allow it to be way stronger but you cant shoot through it. This allows the shield to be used more as a depolable cover when your out in the open and allow you to think of a strategy to escape or fight.

What if for the drop wall they instead of making it more damage resistant they made it just like a one way mirror for the visuals just like the shooting. So basically the person deploying it sees through the drop wall as it currently is and can shoot through it. The person on the other side has an mirrored or opaque surface to obstruct their view from the defender. It would become more of a concealment than cover for a defender.

Pro tip for anyone who was having trouble using the wall effectively.

If you strafe back and forth behind the wall while you’re firing on an enemy, it becomes a lot stronger. You’re essentially suggesting the enemies damage overt multiple panels, and they take longer to break

Personally I would like to see the original campaign footage drop wall back, it was nice and big, took more firepower to deplete and in general looked better

IMO, the drop shield needs to work more like Halo 3’s deployable cover, since its not quite a bubble shield. The deployable cover worked the same way; you dropped it on the ground and you could shoot through but the enemy couldn’t. Also you couldn’t walk through it. I think if the drop wall was a bit stronger (not much) and was also a physical barrier that you couldn’t walk through that would improve it.

https://www.youtube.com/watch?v=By0eHrrNM4c