This thread is for the return of certain equipment into AA’s for Halo XB1, as well as possible tuning to the AA’s to make them more reliable, helpful, and most of all, balanced. There are just a few Equipment/AA’s that didn’t make it into Halo 4 from the previous 2 Halo titles. From that, we’d need to come up with a couple ideas on how to implement a decent AA or Equipment that can mimic:
Bubble Shield
Flare
Power Drain
Radar Jammer
Trip Mine
Bubble Shield could actually render itself nearly the same as it’s Halo Reach counterpart, in that the only difference between the Reach version from Halo 3’s is that Reach’s could recover a player’s health from Red to Blue. Normally a Player’s health would only refill to the max of whatever color their health reached (max blue, yellow, or red). An interesting take is that the hexagonal “frame” of the shield could be independent from the rest of the pieces. This means each “piece” can take so much damage before it’s destroyed. Essentially, a rocket to one side of the shield could destroy multiple (5 or so) pieces from the entire bubble of the shield. Once 20 seconds or 50% of the shield
is destroyed, then the whole shield disintegrates. It would take on the appearance of ForeRunner technology. After destroyed, the bubble shield takes 30 seconds to refill from empty and can be prematurely destroyed by pressing the
AA button a 2nd time. Destroying a shield prematurely yourself will retain the energy left and refill from it’s current position.
Flare is one of those things that is hit or miss. It is meant to blind opponents that it’s thrown at from a distance as to not blind the user or their teammates. It could retain it’s same properties from Halo 3. As an AA, pressing the AA button would throw it with the velocity somewhat to that between the Oddball in Halo 4 is thrown and grenades. This is ForeRunner technology and is a 1-time-use grenade. Since it’s an AA, it’d have to materialize in order to deploy, which ForeRunner technology can do. So it wouldn’t make sense for someone to throw 15 in a match and only die twice. The area of affect is slightly larger than grenades. Somewhat to like the Auto-Sentry does. Lasts for 5 seconds. Refill time is 30 seconds.
Power Drain is another one of those things that’-Yoink!- or miss. When thrown it can take out opponents shields from a pretty decent distance. This would utilize UNSC technology. Preferably, this AA would be activated like that of a “satchel charge” in that pressing the AA button would activate a proximity-like charge that is thrown to a surface. Whatever surface it touches first it will automatically attach itself to. It would be manually activated upon pressing the AA button a 2nd time. Would emit the same area of space the Halo 3 version does. Active for 5 seconds. Rate of drain is 1/4 shield per half second (2 seconds full-shield take out). Takes 30 seconds to refill. Deactivates or disappears on owner-player’s death.
Radar Jammer would be taken off of the Active Camo that’s been present since AA’s have been introduced. It would work exactly the same as how the Flare is used. Due to it’s Covenent-nature, it can home-out enemy radar and affect them without affecting you and your teammates. Covenent technology. Active for 10 seconds. Takes 30 seconds to refill.
Trip Mine is the biggest one missing. As an AA, the Spartan (or Covenent) would enter a 3rd-person view and smash his/her hand into the ground (reminiscent of Armor Lock) to “plant” a mine underground. The mine would emit a sound only to players within default 25m radar range and would have a faint “red” glow on the surface of the ground. Grenades can detonate it. Lasts in place for the duration of the player’s life and MUST be self-detonated by pressing the AA button a 2nd time. Takes 30 seconds to refill. Deactivates or disappears on owner-player’s death. Damage radius to that of non-Explosives Package Sticky Detonator, except within 3 meters which results in instant death to ground troops and light vehicles while roughly 60-70% damage to medium-sized vehicles, and about 40% to heavy vehicles. One-time-use activation for an instant explosion.
Updated Armor Abilities:
Thruster Pack would have a slightly longer distance of use and would be a bit quicker in performing.
Active Camo would lose it’s Radar Jammer function. While in-use, player would always retain “good” camo, unless being
damaged. This means player can sprint, walk, jump, and would be invisible. Also, player would not appear on radar AND it’s usage time would be 5 seconds with a 30-second full-recovery window before next activation. This would strongly promote movement for rushing into enemy territory, rather than camo-sniping opponents the entirety of a match, which has been a persistent problem with this ability since Reach. Induces a natural electro-magnetic field
around the player that normal players wont see. (See below).
Promethian Vision sees the biggest changes as it would lose some of it’s durability. It’s distance of use would be much shorter than that of PV, only allowing roughly 70% of it’s normal distance. Same use and recharge time as PV does now. Also, since it lost some durability in distance, it now picks up in the detection of the new AA’s for Power Drain and Trip Mine. The Power Drain satchel while in PV and Trip Mine’s object will appear red where it is buried. If either object appears green while in PV, then it belongs to a friendly. Also, any players in Active Camo, would be outlined as normal, but faintly filled in as “yellow” to indicate the player is currently in an Active Camo state. 10 second recharge time.
Regeneration Field needs a slight buff in how fast it recharges a player’s shields. The use in Halo 3 was frustrating at best, and in Halo 4 is nearly useless. However, if using Halo 4 as a base, increasing it’s recharge rate capabilities by maybe 5% would increase it’s effectiveness enough to not be overpowering, but would help promote it’s use among other abilities.
Engineer AA (cut from Halo 4), could make a return as a finalized AA in Halo XB1. In Halo 4, it seems mostly-finished, but goes unused for any number of reasons. What it does, is it forces an enemy player to be “kicked out” of their AA usage. In it’s current state, it only works in a small angle that the player is looking, and only at a short distance away. It also ONLY kicks players out of AA usage, but retains whatever was left of their AA energy. To be
a useful AA in Halo XB1, it would need to have an activation arc/bubble that could span a 15m radii, and would also completely kick out ALL players from their AA, including friendlies. If Friendly Fire is disabled, then this AA wont deplete friendly AA energy. Has a quick animation that throws out the bubble “field” of use for about 1 second. Takes 30 seconds to recharge.
This is my projected updates to existing AA’s and re-implementing some Halo 3 equipment as working AA’s for Halo XB1. What is the community’s thoughts on this? My biggest criticism I believe will come from my changes to Active Camo