Fixing Armor Abilities for Custom Loadouts

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.

Putting aside our differing opinions of what weapons to start with, I honestly don’t think this is the route to take. To be sure, it lessens the problems posed by Armor Abilities at spawn, but the problem is still present. I believe Armor Abilities and Equipment should be united into a single form; one of equipment that alters the map in some way (Bubble Shield, Trip Mine, etc.) and equipment that affects how the players themselves can perform (Jetpack, Active Camo, etc.)

Of course, both kinds of “Armor Equipment” would have a set number of uses (similarly to how you described it, but the Equipment-esque ones would probably be best as one-use like their previous forms). The main point in what I’m saying is that I believe they should all be exclusive to on-map pickup status. My reasoning in this opinion is that enabling them diminishes equality in spawning. Unlike simply choosing what weapons to start with, which all accomplish the same goal, AAs all do drastically different things, from reducing visibility to enhancing movement. That cannot be justified merely as variety, as it makes game play more chaotic and random, and so shouldn’t be equipped to everyone at spawn IMO.

Double post.

> Putting aside our differing opinions of what weapons to start with, I honestly don’t think this is the route to take. To be sure, it lessens the problems posed by Armor Abilities at spawn, but the problem is still present. I believe Armor Abilities and Equipment should be united into a single form; one of equipment that alters the map in some way (Bubble Shield, Trip Mine, etc.) and equipment that affects how the players themselves can perform (Jetpack, Active Camo, etc.)
>
> Of course, both kinds of “Armor Equipment” would have a set number of uses (similarly to how you described it, but the Equipment-esque ones would probably be best as one-use like their previous forms). The main point in what I’m saying is that I believe they should all be exclusive to on-map pickup status. My reasoning in this opinion is that enabling them diminishes equality in spawning. Unlike simply choosing what weapons to start with, which all accomplish the same goal, AAs all do drastically different things, from reducing visibility to enhancing movement. That cannot be justified merely as variety, as it makes game play more chaotic and random, and so shouldn’t be equipped to everyone at spawn IMO.

The problem I have with on-map equipment and especially with single-use equipment is that there has never been any actual “guarantee” to get to use it, what you can also consider as negative randomness, and the entire way to obtain it and the final use (or waste) was often not worth the trouble in the end.

Sure, with Armor Abilities at spawn every one would be equipped with an individual and personal advantage but I do not think it would add chaos because their use would be limited, so you would have to use your advantage tactically and could not spam it without hesitation.
Besides, even though the individuals would not be equally equipped, the teams could/would be, theoretical.
The “vision” I have with limited AAs at spawn is that it encourages team play, gives the teams more variety to operate differently on the battlefield, individuals could fulfill different and specific roles in their team and it would have a competitive aspect as well since in the end it comes down which team/individual would make the most effective use out of its limited personal advantages (AAs).

> The problem I have with on-map equipment and especially with single-use equipment is that there has never been any actual “guarantee” to get to use it, what you can also consider as negative randomness, and the entire way to obtain it and the final use (or waste) was often not worth the trouble in the end.
>
> Sure, with Armor Abilities at spawn every one would be equipped with an individual and personal advantage but I do not think it would add chaos because their use would be limited, so you would have to use your advantage tactically and could not spam it without hesitation.
> Besides, even though the individuals would not be equally equipped, the teams could/would be, theoretical.
> The “vision” I have with limited AAs at spawn is that it encourages team play, gives the teams more variety to operate differently on the battlefield, individuals could fulfill different and specific roles in their team and it would have a competitive aspect as well since in the end it comes down which team/individual would make the most effective use out of its limited personal advantages (AAs).

There’s never been a ‘guarantee’ to use anything that you pick up on the map. Managing to grab the sniper rifle doesn’t make it where you will indefinitely have the opportunity to use it effectively, only that you can position yourself into a position/situation where you can do so. You will either use it well, use it poorly, or not use it at all (that is how its been since CE).

The ‘randomness’ that you are referring to is more prevalent when allowing spawning with AAs, because you can find yourself up against players using any one of these abilities, rather than the select ones placed on the map (concrete map layout and equipment that you will find being used on it makes it less random). The only really ‘random’ aspect of Equipment in Halo 3 was that the equipment wasn’t distinguishable by seeing its carrier, but that is also true in the games with AAs (with the exception of Jetpack). This could be changed, however, by making equipment visible on the carrier.

Your ‘vision’ can be achieved through map pickups. This has been seen through players defending their team with a Bubble Shield in H3: it encouraged teamwork, gave its user a different role, and needed to be used effectively. The thing about spawning with limited-use AAs (as stated before) is that it doesn’t allow players to be equal at the start, which is a core component of Halo multiplayer. Weapons can be chosen to an extent (as long as they all do the same thing: inflict damage on enemies without overpowering others outside of their niche), but Armor Abilities all do vastly different things. Its true that “same” and “equal” are not colloquial terms (and so equal starts don’t need to be identical), but choosing a unique ability that others won’t have is not equal at all.

It works in class-based shooters like Battlefield because its not mean’t to spawn players with equal abilities, but rather to give them an ability that works into their designated role. Its possible to have different but equal starting equipment (in the form of balanced weapons), but not maintain equality when giving the choice of different base abilities at spawn. In Battlefield:

  • The Assault class can distribute health and revive dead players.
  • The Engineer class can repair vehicles and is equipped with a 'rocket launcher at spawn to deal with enemy vehicles.
  • The Support class can distribute ammunition and has greater firepower.
  • The Recon class can deploy motion sensors and has a much greater effective range.
    These are not equal, but that’s not the goal with the classes in a game such as Battlefield. If you agree that Halo’s goal should be to have equal starts, then I hope you can see that Armor Abilities (limited-use or not) is not equal and doesn’t meet that goal.

Limiting how many times an AA can be used per life is a very good idea and a good way of balancing them if AA return.

I personally would still prefer AA to become new Equipment. But limiting how many uses you have, is a good way of fixing them.

But regarding the following AA:

Active Camo:
Active Camo needs to be removed from AA and Equipment and become a Powerup again and work exactly as it did in Halo 3.

Jetpack:
The easiest way to fix JP is to disable shooting when in use. This would make it much more balanced. And also add a delay from when you can shoot after you stop using the JP.
If JP was to become Equipment however, I still believe you have the ability to shoot, but it only last 10-15 seconds from Activation. And is then depleted.

Pro Vision:
Now if you only have limited uses (2-3), then this is no longer OP. You could also have it that when activated it displays everyone, but only for a 1-2 seconds. And whilst activated you are unable to shoot.

My 2 biggest issues with AA in Halo 4 are AC and JP.
These and Armor Lock were also the biggest problems in REACH, but the Hard Light Shield is a massive improvement on AL in Halo 4. (343 got this right).

And SWIFT, as you know, I totally agree with your loadout options, but maybe lose the Sticky.

But then as we no longer have PP, Stickeys would not be so bad in your loadout. I like to see the Halo 3 Flame Grenade and Spike Grenade return.

> Active Camo needs to be removed from AA and Equipment and become a Powerup again and work exactly as it did in Halo 3.

Why would Active Camouflage need to be made a Power-up when it could instead be limited to a certain amount of use as an AA? The only difference would be that this gives the user control over how and when to use it. Players still wouldn’t be better off “camo-camping” in this integration, as it would only have a limited charge.

Placing it as a Power-up makes it where, in the event of a battle over it, the player who grabs it wouldn’t be able to use it when he/she could make the most tactical use of it, as it would activate instantly. It also makes it where a player who knows he can’t win the fight can simply run and take it before he dies, denying the better player the equipment that he/she earned. If it were an on-map AA, it could be picked up from the body after the less-skilled player was killed.

> Putting aside our differing opinions of what weapons to start with, I honestly don’t think this is the route to take. To be sure, it lessens the problems posed by Armor Abilities at spawn, but the problem is still present. I believe Armor Abilities and Equipment should be united into a single form; one of equipment that alters the map in some way (Bubble Shield, Trip Mine, etc.) and equipment that affects how the players themselves can perform (Jetpack, Active Camo, etc.)
>
> Of course, both kinds of “Armor Equipment” would have a set number of uses (similarly to how you described it, but the Equipment-esque ones would probably be best as one-use like their previous forms). The main point in what I’m saying is that I believe they should all be exclusive to on-map pickup status. My reasoning in this opinion is that enabling them diminishes equality in spawning. Unlike simply choosing what weapons to start with, which all accomplish the same goal, AAs all do drastically different things, from reducing visibility to enhancing movement. That cannot be justified merely as variety, as it makes game play more chaotic and random, and so shouldn’t be equipped to everyone at spawn IMO.

A agree with you also GHOST of MAINE.

But if AA were to return in the next Halo game, and work exactly as they have in the HALO REACH and Halo 4.

Then I must admit that SWIFT idea is much better. As you still have to use them more wisely than in their current state. People just can’t SPAM them.

I just hope we have a Beta 8-10 months before launch so we can see what 343 are trying to do. And if we like or hate the direction they are doing.

I still would like the next Halo to evolve from Halo 3, and return to an Arena Shooter.

> A agree with you also GHOST of MAINE.
>
> But if AA were to return in the next Halo game, and work exactly as they have in the HALO REACH and Halo 4.
>
> Then I must admit that SWIFT idea is much better. As you still have to use them more wisely than in their current state. People just can’t SPAM them.
>
> I just hope we have a Beta 8-10 months before launch so we can see what 343 are trying to do. And if we like or hate the direction they are doing.
>
> I still would like the next Halo to evolve from Halo 3, and return to an Arena Shooter.

Care to elaborate? You say that AAs should return in a way that they can’t be spammed, but say that you agree with Swift’s idea over mine. I’m not saying that that’s a bad thing, but I’d like to know on what standards you reached that conclusion.

Both Swift and I agree that AAs should be made with limited usage times/time. The major difference between our views is that he wishes for them to be equipped at spawn, while I think they should be placed on the map. I obviously can’t speak for him (although he’s given his reasons for his views), but I have my beliefs on the grounds that AAs at spawn do enable spamming to a degree (as you get it replenished when you respawn) and that it conflicts with the premise of equal starts. I believe that placing them on the map instead doesn’t negatively impact equal starts as a core principle, as well as reinforces the aspect of map control.

> > Active Camo needs to be removed from AA and Equipment and become a Powerup again and work exactly as it did in Halo 3.
>
> Why would Active Camouflage need to be made a Power-up when it could instead be limited to a certain amount of use as an AA? The only difference would be that this gives the user control over how and when to use it. Players still wouldn’t be better off “camo-camping” in this integration, as it would only have a limited charge.
>
> Placing it as a Power-up makes it where, in the event of a battle over it, the player who grabs it wouldn’t be able to use it when he/she could make the most tactical use of it, as it would activate instantly. It also makes it where a player who knows he can’t win the fight can simply run and take it before he dies, denying the better player the equipment that he/she earned. If it were an on-map AA, it could be picked up from the body after the less-skilled player was killed.

What if AC was part of the POD, or when you collected a Powerup, it activated your POD, and you could choose what Powerup you wanted. And to activate it, you just use the D-Pad to select it.

This would work by instead of having 1 particular powerup at 1 location on the map. You have a Powerup Station. You would fight to control this area to gain the powerup. Who then ever receives the powerup get to choose their powerup and when to use it.

POD can return but only Powerups to be available as choices.

  1. Overshield
  2. Active Camo (No longer AA)
  3. Speed Boost
  4. Damage Boost

How does that sound?

Why not simply have it as a limited-use AA? It wouldn’t cause any more problems in the way it currently is abused, and personal ordinance/ordinance stations seems unnecessary when you could just as easily (and more fairly at that) place power-ups on the map like in the past…

> > A agree with you also GHOST of MAINE.
> >
> > But if AA were to return in the next Halo game, and work exactly as they have in the HALO REACH and Halo 4.
> >
> > Then I must admit that SWIFT idea is much better. As you still have to use them more wisely than in their current state. People just can’t SPAM them.
> >
> > I just hope we have a Beta 8-10 months before launch so we can see what 343 are trying to do. And if we like or hate the direction they are doing.
> >
> > I still would like the next Halo to evolve from Halo 3, and return to an Arena Shooter.
>
> Care to elaborate? You say that AAs should return in a way that they can’t be spammed, but say that you agree with Swift’s idea over mine. I’m not saying that that’s a bad thing, but I’d like to know on what standards you reached that conclusion.
>
> Both Swift and I agree that AAs should be made with limited usage times/time. The major difference between our views is that he wishes for them to be equipped at spawn, while I think they should be placed on the map. I obviously can’t speak for him (although he’s given his reasons for his views), but I have my beliefs on the grounds that AAs at spawn do enable spamming to a degree (as you get it replenished when you respawn) and that it conflicts with the premise of equal starts. I believe that placing them on the map instead doesn’t negatively impact equal starts as a core principle, as well as reinforces the aspect of map control.

Let the Elaborating begin:

I agree with both of you that currently AA are being overused, abused and spammed in both REACH and Halo 4.

But how AA should be implemented into the next Halo game (Loadout option or Map Pickup), all depends on what Halo you want.

I want Halo to return to its classic Arena Shooter.
And for this, I must agree with you GHOST of MA1NE that AA should be MAP Pick Ups. This would mean that no one at the beginning of a game and spawn has an advantage, unless you have chosen a spawn weapon that does not meet the situation you are in.

Either way, AA need to return as Equipment, but unlike Halo 3. You could have the each equipment have multiple uses before being discard. The weaker the Equipment the more users it would have. As suggested by SWIFT in his original POST.

And if Equipment returned, then AC as a pick up would work much better. Than its current state of an AA.

I think that you should have the option possible to spawn with Equipment. For Custom games and Action Sack game types.

> 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.

The only way that AAs as loadouts can guarantee equality, is if only one is available. Is that something you’re asking for? Well I guess I’m about to find out…

> 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.

The “concept” being that players have them indefinitely and without competing to obtain them? Well of course that would be changed, that’s the whole point.

> 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”.

Its “usefulness” in this case is nothing more than the fact that you don’t have to work for them, and that’s not an argument in favour of AAs. Especially not when you started the paragraph by saying that you like the competitiveness of equipment.

> 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.

Variety to you, chaos and boredom to people who prefer the way of the original Halo games.

What you are calling variety, is the fact that AAs appear during almost every encounter, as opposed to only some.
If that’s an argument in itself, then we better start asking that Rockets and Incineration Cannons become load out weapons, as that would create more “variety”.

> 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.

You’ll have to elaborate on this for me.

If they become restricted in how often they can be used in order to get rid of “spamming”, then that would just make them appear less often during encounters, resulting in less of that “variety” you love so much.

> 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.

All the skills and fun that come with AAs would still be present if they were put on the maps and given limited use.
They would actually benefit from being placed on the maps, as players would have to compete for them on an equal basis. This sets players apart based on skill and good decisions, as opposed to who chose what in the menu.
It would also get rid of cluttered encounters, and players would value the abilities more due to the work involved in obtaining them, and their less frequent appearance during gameplay.
Also, putting them on the maps contributes to more map movement.

The benefits of map pickups far outweigh any perceived benefits of having them as load out options.

> The benefits of map pickups far outweigh any perceived benefits of having them as load out options.

I couldn’t agree more.

> > The benefits of map pickups far outweigh any perceived benefits of having them as load out options.
>
> I couldn’t agree more.

I agree with both of you.

Yes, Map Pickups is definitely the way.

Halo 3, you had so many things done right. Why did Bungie stray from you.

How bout we throw them away forever before they kill halo for good this time

I really don’t want AAs in the next title. I’d be OK with them if they were pick ups. I rarely use my AAs in Halo 4.

> There’s never been a ‘guarantee’ to use anything that you pick up on the map. Managing to grab the sniper rifle doesn’t make it where you will indefinitely have the opportunity to use it effectively, only that you can position yourself into a position/situation where you can do so. You will either use it well, use it poorly, or not use it at all (that is how its been since CE).

Well, I would not put AAs/ Equipment into the same boat with power weapons.
Power weapons are tools of destruction, they give you immediately a massive advantage over your enemies, once you manage it to obtain them.
Equipment is a tool of aid that gives you an advantage only in specific situations or under certain circumstances over your enemies. Once you manage to obtain equipment it is not “guaranteed” that this specific situation will appear, while you are equipped with it, what diminishes its usefulness, even for an experienced player, in my opinion.
AAs (with limited uses) at spawn increase the chance that the effective situations appear more often and the player will most likely still tend to save the uses for them.

> The ‘randomness’ that you are referring to is more prevalent when allowing spawning with AAs, because you can find yourself up against players using any one of these abilities, rather than the select ones placed on the map (concrete map layout and equipment that you will find being used on it makes it less random). The only really ‘random’ aspect of Equipment in Halo 3 was that the equipment wasn’t distinguishable by seeing its carrier, but that is also true in the games with AAs (with the exception of Jetpack). This could be changed, however, by making equipment visible on the carrier.

The randomness of equipment I was addressing is its effective use because there are more random environmental influences affecting it when placed on map (dying on the way to obtain it, equipment is already taken, appearance of the ‘perfect’ moment to use it, etc).
In H3, Reach and H4, I have never had any issues with the fact that I was not able to see with what my enemy is equipped.
There has to be a certain and proper amount of randomness (risk). Too much causes chaos, too less and the games become predictable and boring.

> Your ‘vision’ can be achieved through map pickups. This has been seen through players defending their team with a Bubble Shield in H3: it encouraged teamwork, gave its user a different role, and needed to be used effectively. The thing about spawning with limited-use AAs (as stated before) is that it doesn’t allow players to be equal at the start, which is a core component of Halo multiplayer. Weapons can be chosen to an extent (as long as they all do the same thing: inflict damage on enemies without overpowering others outside of their niche), but Armor Abilities all do vastly different things. Its true that “same” and “equal” are not colloquial terms (and so equal starts don’t need to be identical), but choosing a unique ability that others won’t have is not equal at all.

Sure my ‘vision’ can (was partly) achieved with equipment as well but not in the same dimension like AAs at spawn do, in my opinion.
Like you said, if two or several things are equal, it does not mean that they are exactly identical.
You can achieve equality with balance and justice.
Every AA is only useful or gives you an advantage in specific situations, they all have (or should have) at least one weak point/ disadvantage and adding differing limited uses would make them fair and balanced as well.

Of course I agree with you that Halo should offer equal starts, though the term ‘equal starts’ is subjective, and I completely respect your opinion.
I mean, basically I am ok with equipment on map, I had my best Halo online MM experiences in Halo 3, probably because they were my first as well. Nonetheless did the idea/concept of Armor Abilities at spawn grew on me and became more appealing. The only thing I’ve always disliked about AAs in general is that you have been able to use/spam them thoughtlessly and without hesitation.

> The “concept” being that players have them indefinitely and without competing to obtain them? Well of course that would be changed, that’s the whole point.

Basically, the main concept of Armor Abilities and equipment is the same. Both can support/ aid the player or his team in specific situations.
The difference is because you have to obtain equipment, it narrows the chances to use it effectively and to achieve the support, while AAs at spawn increase the chances.

> Variety to you, chaos and boredom to people who prefer the way of the original Halo games.
>
> What you are calling variety, is the fact that AAs appear during almost every encounter, as opposed to only some.
> If that’s an argument in itself, then we better start asking that Rockets and Incineration Cannons become load out weapons, as that would create more “variety”.

Well, I said “I believe they CAN add a nice variety”, I never said that I think they DO in their current state, otherwise I would not have suggested my ideas how to possibly fix them.

In addition, I think there is no need to ridicule my opinion with an absurd and exaggerated comparison.

> If they become restricted in how often they can be used in order to get rid of “spamming”, then that would just make them appear less often during encounters, resulting in less of that “variety” you love so much.

That’s exactly my point. Restricting them in their uses to prevent ‘thoughtless spamming’ and to encourage tactical thinking and uses again but still offering the player varied choices.

> All the skills and fun that come with AAs would still be present if they were put on the maps and given limited use.
> They would actually benefit from being placed on the maps, as players would have to compete for them on an equal basis. This sets players apart based on skill and good decisions, as opposed to who chose what in the menu.
> It would also get rid of cluttered encounters, and players would value the abilities more due to the work involved in obtaining them, and their less frequent appearance during gameplay.
> Also, putting them on the maps contributes to more map movement.
>
> The benefits of map pickups far outweigh any perceived benefits of having them as load out options.

AAs with limited uses at spawn would set players apart based on skill and good decisions as well. The difference is that you have to obtain equipment first and then make sure to stay alive until the ‘right moment’ appears, what just makes it harder to use it effectively.
Sure, people will tend to get AAs/equipment when placed on map but I doubt it would cause a significant increase of map movement, since rushing for power weapons or vehicles or controlling powerful positions is way more attractive.

Like I have already said to GHOST of MA1NE, basically I am ok with equipment on map and I respect everyone’s opinion who prefers it over AAs, but the idea/concept of AAs at spawn is simply more appealing to me, nonetheless I think you should not be able to use/spam such an advantage thoughtlessly or without hesitation.

> Limiting how many times an AA can be used per life is a very good idea and a good way of balancing them if AA return.
>
> I personally would still prefer AA to become new Equipment. But limiting how many uses you have, is a good way of fixing them.

Thanks for the support even though you personally prefer equipment on map. :slight_smile:

> But regarding the following AA:
>
> Active Camo:
> Active Camo needs to be removed from AA and Equipment and become a Powerup again and work exactly as it did in Halo 3.

I have to agree with GHOST of MA1NE here. I would not like to see that AC becomes a power up again either. It’s very impractical for a tactical use of AC in my opinion because the effect of a power up gets automatically activated in the moment you pick it up.

> Jetpack:
> The easiest way to fix JP is to disable shooting when in use. This would make it much more balanced. And also add a delay from when you can shoot after you stop using the JP.
> If JP was to become Equipment however, I still believe you have the ability to shoot, but it only last 10-15 seconds from Activation. And is then depleted.

To give up the ability to shoot in exchange for vertical movement sounds fair to me. With that fix the use of Jetpack would finally have a disadvantage. Good idea.
A 10-15 seconds duration is way to long though. I think allowing 2 or perhaps 3 separate uses of Halo 4s Jetpack would work better.

> And SWIFT, as you know, I totally agree with your loadout options, but maybe lose the Sticky.
>
> But then as we no longer have PP, Stickeys would not be so bad in your loadout. I like to see the Halo 3 Flame Grenade and Spike Grenade return.

Like I mentioned, the Sticky is arguable, but I would like to keep the discussion focused on AAs/Equipment. :wink: