Halo 4 Armor Abilities and Explanation

*Straps on Forerunner Combat Skin Class 12 (Flame Suit) and steps into Forerunner Warsphinx

I know it’s a 40-60 Thing in the Community about AA’s in Halo 4. 40 being for, and 60 against.

In all honesty, I believe that Armor Abilities gave Variety and a new level of Personal Customization to Halo’s pallet. The only problem I have with them is that not all of them are officially grounded in Halo’s story…

… And Nobody gives a crap about this I’m sure.

Now on to AA’s.
They need to integrate Sprint and Evade into the Player’s already usable abilities like running and jumping.
Sprint Controls: Click Left Stick forward and you Sprint
Evade Controls: Crouch, Point Left Stick desired direction, Click A Button and you Evade

Because this would do the Chief and SPARTAN’s more Justice by letting them do things that they were described as doing in the Books, more people would feel a sense of Badassery when playing a game of Halo. I know I would Enjoy it.

There should only be 4 Returning actual Armor Abilities.

Jet Pack
Hologram
Active Camo
Canon Version of Armor Lock

Jetpack
Duration: 15 Seconds
Maximum Height Possible: 45 Feet
Description: Famous Standard issue Jetpack used by the UNSC Armed Forces in the Human Covenant War. Saw action at Fall of Reach and Many other Battles.

Hologram
Duration: 20 Seconds
Description: High-Tech 3 Dimensional Holographic Projector issued only to Special Operatives of the UNSC during the later Stages of the Human Covenant War.

Active Camo
Duration: 15 Seconds
Description: Stealth field Generator developed from Covenant Technology at the Latter half of the Human Covenant War that generates a near perfect Camo Field that lasts for 15 Seconds.

Armor Lock-Up Protocol
Duration: 5 Seconds
Description: Standard MJOLNIR Armor Protocol designed absorb Collision Damage from Fastmoving Vehicles or Objects or High falls. Inner Crystal layer of the suit Solidifies to create a layer of armor stronger in terms of resistance than several meters of Titanium A Armor. Shields do not recharge while in Armor Lockup, no EMP.
Vulnerable to light and Heavy Arms fire.

All equipment from Halo 3 would return but altered to suit new uses.

Drop/Bubble Shield- Not invincible, keeps yellow color of Halo 3 variant, turns red/pink when damaged.
Trip Mine- Returns pretty much unaltered but is actually the LOTUS Anti-tank mine.
Power Drain- Returns unaltered, but affects AA’s and other Equipment.
Over Shield- Returns as pickup that gives an Overshield to user, But it rapidly drains suit power while in Use, this affects AA’s power Supply and Mobility.

Well say what you want, but I think most of you got the point.

Really like this idea. The only thing i must suggest re-thinking is about the sprint/evade controls, also there must be added some kind of cool-down to these aswell.

An idea might be to have the equipment turned into grenade types, and make LB into a general movement button, i.e hold to sprint, press to evade. Map the AA’s to B, but Jetpack could be activated by holding A or something.

It’s more like 80% of players are in favor of trashing AAs. If Sprint and Evade were base player traits no one would die, ever.

In my experiences the AA’s only slowed down game play and felt clunky enough to where I thought they added it in last moment. If the AA’s are in Halo: 4 I probably won’t buy it.

> In my experiences the AA’s only slowed down game play and felt clunky enough to where I thought they added it in last moment. If the AA’s are in Halo: 4 I probably won’t buy it.

You’re not alone in this decision, AAs killed Reach for me more than bloom did.

If AA’s make it into Halo 4 I’m not buying it.

I don’t think 343 can add aa’s to H4,you think it’s a coincidence that Chief finds an Armor Lock in the ship and cortana is like 'these abilities were used in the war on reach you should put them on chief".I just want my H4 to be a Halo 3/2 clone

I have written this before, and I’m sure I’ll write it again:

Sprint needs to be the workhorse in Halo 4. Everything else (invisibility, overshield and jet pack) should be time-released power-ups that must be picked up (and will then replace Sprint until they expire).*

  • See examples below:

Jet Pack: Only a certain amount of jet fuel. Once expired, the power-up no longer operates and you are returned to Sprint function.

Invisibility: Once picked up, you decide when to break the seal and use active camo. Total camo and causes radar to go fuzzy (would prefer static interference as opposed of red dots, as it was still pretty easy to figure out where someone was based on the cluster). Once Invisibility expires, you are returned access to Sprint function.

Overshield: Once picked up, you decide when to break seal and use overshield. Once implemented, shield immediately charges up and slowly begins to degrade until it expires completely. Upon expiration, player has access once again to Sprint function.


It’s really that simple. Overshield takes the place of Armor Lock. Invisibility becomes worth using again and Jet Pack keeps this game from emulating Shadowrun. More importantly, it brings back the importance of picking up power-ups, an art which has been lost on Reach. The best part, perhaps, might just be that it will balance out the implementation of Armor Ability-esq features and traditional Halo gameplay.

Whenever you’re ready to hire me, 343i. Just let me know. I’m a friggin’ braintrust.

I like what you said about the fact that Sprint and Evade needed to be worked in a “standard” AAs, but I think that as far as controls go, it should be up to the user. Also FullCheli, you have a neat concept. I like the ideas for everything, but it still feels like it’s missing something. Maybe a powerup that would let you use an energy projection of some sort (which could be customized).

I did’nt hate Armor abilities in Halo Reach. I just hated that you started with them, as Loadouts just did’nt fit with Halo gameplay. I have a few ideas about AAs if you are willing to listen.

Coming from someone who used AL a lot when Reach first came out (before switching to Sprint or Evade depending on availability in gametypes) I really wouldn’t be too bothered if they didn’t include any AA’s at all. Sure they added variety in Reach, but looking back having not played Reach in a while, I think going back to Halo 3 style equipment would be much more enjoyable.

You read most of my mind, and gave me some new ideas, as well (I was gonna post something like this.) I totally agree with your idea about integrating armor abliities, perhaps making Halo 4 something akin to Crysis, or better yet, Crysis 2. In the Halo 4 trailer, The Chief had a thruster pack integrated into his armor, which would probably give him the abliity to use, at least, one more armor ability. Whether or not the thruster pack that he uses will be like the ones seen in the Extended Halo Universe, where the Spartans only used them in low to zero-gravity environments for maneuverability, is yet to be seen. However, I’m not too sure about the idea of having so many overlapping armor abiliies in competetive multiplayer (I don’t think I wanna see that.) Also your idea of using the Canon Armor Lock was excellent! Since Halo is a game that capitalizes on verticality, I can imagine being able to use this to survive a fall from an extremely high hight (the distance fallen dictates how much damage you’ll take.) Or, for another example, watch the cutscene in Reach, where Six and Jorge have to crash-land near Spire One. I’d also like to see the return of a health system. It doesn’t have to be maintained with health packs, but could be like the Elites’ health system in Reach, where it steadily recharged. There was a health system in Halo 2 and 3, but it was invisible, and a person was left guessing about the amount of health they had. What do you think?

No armor abilities. I don’t care how its presented, 343 KNOWS the backlash Bungie recieved, they’d be ignorant to include them again.

I will NOT buy Halo 4 if there are Armor Abilities. Thank you.

Maybe some custom game exclusive abilites

  • Water Running - Allows you to walk on water for a limited time
  • Mini Teleporter - Telports you randomly somewhere on the map.
  • False Ally - Makes you appear on radar as an ally
  • Drone - releases a temporary drone that can be controlled to show where enemies are. Things like this would be fun in Halo 4

Maybe we should get the community to design the whole game! #sarcasm.

how would you switch grenades?

Equipment.

/Thread

God no.

If any of this is part of the game I’m out for good this time!