With Reach came the introduction of Armor Abilities, which the Halo community collectively refers to as AAs. They, quite frankly, are a take on the equipment introduced in Halo 3, wherein implemented with which to mimic the growing trend of loadouts/perks in modern FPS games. A few of them certainly helped to deepen the experience in Reach, such as the new ability to sprint or evade, and the strategic element of sending a hologram out to distract your opponents.
However, with these AAs came balancing issues with the extremely overpowered Armor Lock, the ability to stay invisible on the fly for extended periods of time, and a Jetpack with which to break every Forgable space one could fathom. Reach, as an experiment with new gameplay elements, was both a success and a failure.
For Halo 4, I don’t want to see this element removed, but built upon and fine tuned to better balance the gameplay in which they are used. The idea behind Halo 3’s equipment should also be built upon in the formation of this new system, with standard AAs ready to be used from the loadout menu and slightly more powerful AAs present as pick-ups on certain maps where users may have an advantage in their use.
Here are my suggested changes:
Sprint: Slightly reduce the distance one can run in their burst of speed and, respectively, increase the rate in which the AA recharges. Shorter bursts of speed mean decreased emphasis on running through a map wrecklessly for melee kills.
Evade: Slightly reduce the distance and velocity one can travel by diving. It is a bit rediculous that you move so fast in a dive that you actually lauch from a ramp.
Hologram: Allow bullets to travel through the Hologram to remove it as a source of moving cover. Additionally, add a red gamertag indicator above the Hologram’s head to help deceive the enemy more effectively.
Jetpack: I suggest the Jetpack be scrapped in favor of a Jet Booster, much like the Brutes had in Halo 3 and the Elites in Reach. One use would drain the AA meter. Unlike Boosters in the campaign, the boost height should be decreased and the speed should mimic that of the Jetpack in an effort to make airborne users more vulnerable to gunfire.
Armor Lock: Decrease the time a user can remain in Armor Lock, remove the frosting and EMP functions, and keep the user in first person mode thoughout its use. Additionally, if a player is stuck before activating Armor Lock, the forcefield should encase the grenade, localizing the explosion and killing the user. No one should survive a stick.
Drop Shield: Remove its regenerative function. Increase the area that the shield covers and slightly reduce the time it remains active. Increasing the spread of its reach would allow enemies more room to enter the shield. Additionally, the devs could “frost” the shield to decrease visability from the inside of the shield (imagine a frosted glass).
Active Camo: Remove, entirely. I say this because Halo 4 should bring back the power-ups that made Halo gameplay immersive and varied. They encouraged map progression instead of localizing players and encouraging camping. If they were brought back, an Active Camo AA would have no use.
With that, here are a few potential additions to the AA armory:
Radar Jammer: Instead of a little ball that jams radar in the viscinity of its placement, I suggest a remote radar jammer in the form of an AA. Unlike the jammer function in Reach’s Active Camo, this jammer would be a single use pulse jammer that, when used, would jam every radar in the general viscinity of the user, including the user. Instead of filling each radar with red orbs, it should disable the radar altogether. This would certainly add a stealth element and increase killtimes by removing crouching as the only method to avoid the radar.
EMP: A pulse from the user would deplete the shields of other players in the blast radius. This pulse would drain the user’s shields and cause them to collapse to their knees for roughly two seconds. The initial blast radius would be very small, and extend slightly outward with lesser effects. The visors of every affected Spartan would malfunction temporarily, causing split-second static, slightly obstructing vision.
Tac/ Trauma Kit: Assuming health makes a return in Halo 4, I suggest that the Tactical Trauma Kit that exists in Reach as a cosmetic Utility Armor Permutation be made into an AA to allow for health regeneration on the fly. To be clear, I am not talking about shield regeneration, as it existed in Halo 3, but health regeneration, much like the Drop Shield’s regeneration function in Reach. One use would drain the AA meter and could be used to heal an ally, as well as the user.
Here are the categories in which I’d place these AAs:
Loadout Standard: Sprint, Evade, Hologram, Tac/ Trauma Kit, Jet Booster
Map Pick-ups: Armor Lock, Drop Shield, EMP, Radar Jammer
And that is my list of improvements for AA offerings in Halo 4. What are your suggestions? Anything to add? Anything you’d like adjusted? Please comment and express your opinion.