I guess many agree that in case Armor Abilities and Custom Loadouts return they have to guarantee balance and equality and should not affect the gamplay in a negative way.
I know, the easiest way would probably be to simply turn AAs into equipment but then you would change the concept of AAs as well in my opinion.
Besides, though I like the competitive aspect of equipment, it has lacked relatively often in its usefulness in my eyes because all depended too much or too often on the “right moment”.
The reasons why I prefer AAs off spawn over static equipment on map are that I believe that they can add a nice variety and improvement to game play and especially team play and their use or the ability to use them is not bounded to ‘random’ environmental influences.
Nonetheless, you should definitely not be able to spam AAs, what I think was a main reason why they have become so unattractive for many people.
There has to be some tactical thought behind the use of Armor Abilities.
Aside some individual tweaking, each Armor Ability should have a specific and limited amount of uses per life. Depending on the kind of AA that amount can differ.
Besides, perhaps you should be able to pick up/switch AAs from/with fallen team mates or enemies, so you would not be at a ‘disadvantage’ in case you ran out of uses and you have the possibility to adapt to the battlefield.
The following list contains my suggestions and ideas for the current AAs and how to possibly solve the current issues they are causing and still keep them in loadouts:
Hologram, Thruster Pack and Auto Sentry
I think there is nothing wrong with those 3, they work fine.
Uses per life:
Hologram – 6
Thruster Pack – 6
Auto Sentry – 3
Regen Field and Hardlight Shield
Regen Field and Hardlight Shield need just a slightly longer recharge time in my opinion and HS can only be used when fully charged.
Uses per life:
Regen Field – 2 or 3
Hardlight Shield – 3
Active Camo and Jetpack
The main trouble makers. Both are indeed arguable to be put in loadouts but I think they can fit with some overhauling.
Active Camo:
It should encourage movement and close quarter combat instead of camping and long range sniping.
- crouching, regular movement and assassinations let you stay invisible
- instant AA shut down when shooting or getting hit
- active duration around 15-20 seconds
- recharge duration around 60 seconds
- can only be used when fully charged
- normal appearance on enemy radars but instead of a red dot you appear as a blue dot
- uses per life: 3
Jetpack:
No doubt, Jetpack can easily affect or exploit map design but I think that is mainly because you can spam it without hesitation.
Uses per life: 2, perhaps 3
Promethean Vision
Well, I honestly do not like the concept of this AA at all and I would not miss it.
Nevertheless, I gave it a chance and perhaps it would not be so “cheap” when you see the enemy only for the moment (a second) when the “wave” hits him.
Besides, it should get a longer recharge time and can only be used when fully charged.
Uses per life: 3
To give you an idea in what kind of loadouts I imagined such Armor Abilities, here is a suggestion of mine as well
(though this thread is focused and I would like to keep it focused on the implementation of Armor Abilites into loadouts exclusively but of course it can only work well as a whole):
All items are directly available from beginning for everyone (no unlocking-system).
Selectable items are:
Primary weapons: BR, AR, Carbine, Storm Rifle
Secondary weapons: Magnum, SMG, Plasma Rifle
Grenades: 1 Frag, 1 Sticky (arguable)
Armor Abilities
Now I would like to hear what you think about that. Could Armor Abilities fit into loadouts in such a way?
Feel free to comment, suggest or criticize as long as it is constructive and related to the topic.

