Describe the characteristics of a piece of Equipment in Halo 4. They can range from taking an existing Halo 3 Equipment exactly as it is, to modifying it a little, to creating an entirely new Equipmemt.
Share your ideas.
Describe the characteristics of a piece of Equipment in Halo 4. They can range from taking an existing Halo 3 Equipment exactly as it is, to modifying it a little, to creating an entirely new Equipmemt.
Share your ideas.
Nuke. (joke)
Auto-turret: Drop it in a spot and it’ll defend that location of several seconds. Used more as a deterrent than an offensive option, but it’s still lethal if you are near it for too long. Useful to cover your escape or when outnumbered defending a location.
the turret would work if it was easy to destroy and was not extremely overpowered and only spun at a 180 degree angle
flak cannon: deploys a 3 shot mini mortar on your spartans back. (idea from Section 8: predjudice)
Just no. Equipment provide for random rock-paper-scissors-type gameplay, as there’s no way to tell what kind, if any, of equipment they’re carrying until it’s deployed, which is often too late. Sure, a visual indicator on the player may partially solve this problem, but equipment and AAs take away from what made CE and H2 so great – the golden triangle.
> Just no. Equipment provide for random rock-paper-scissors-type gameplay, as there’s no way to tell what kind, if any, of equipment they’re carrying until it’s deployed, which is often too late. Sure, a visual indicator on the player may partially solve this problem, but equipment and AAs take away from what made CE and H2 so great – the golden triangle.
There is no “golden triangle”.
EMP grenades. Distorts shields and stuns enemies. Essentially a futuristic flashbang
Halo 3 beta anti-tank mine.
Hopefully H4 won’t have any equipment at all. 
Heres something i posted a while back:
> Halo 3 = Equipment: One use, pick up on map, usually a thrown item (sometimes).
>
> Halo Reach = Armor Abilities: Various uses before recharging, spawn with chosen one, More of an ability (Fly, run faster)
>
> Soooo…
>
> Halo 4 = Battle Gear(?): Specific number of uses (e.g three Jump Pack bursts then out of fuel, one Over Sheild then out of power), pick up on map, dropped when used up (so you can pick up another one), varies alot (i.e Trip Mine pack lets you throw one mine down then thats it, then you might pick up a jump pack to quickly boost out of there, but then you land in enemies, so you pick up an overshield so you can survive, then when you’re done, you pick up a deployable ammo crate and use it to replenish after the battle.)
>
> Maybe also you can spawn with them, if you set it in the settings, in custom games, forge, firefight and maybe SOME playlists might allow it.
>
> Its the perfect combo. Maybe not the name, but thats not important. I would love this and so would both types of gamers.
>
> Heres a list of some i reckon should be in:
>
> Over Shield - You know what it is, basically the Halo 3 campaign version (pick it up, choose when to activate it) but without the invincibility (only better shields).
>
> Jump pack - You know the jet pack? Some say its useless. Some say its overpowered. Some say its fun and useful. I say change it to a more practical, less overpowered fun version that more people will like. The Jump Pack is, for those who dont know, an angled, powerful thruster that does lift people into the air, but mainly focuses on moving them forward. You needn’t jump with your feet for a boost as this is a much faster, more powerful version of the jet pack that will instantly lift you up off your feet. Great for getting into or out of battle or up to that strategic location. Only 3 uses, one use being a burst maybe 2-3 seconds long. If you skip out halfway through a burst, it only uses half a fuel increment. If you are still in the air when you use up a full burst, your Jump Pack will NOT activate again until you land.
>
> For example, a player is on top of a building. He decides to burst down to the ground, only the ground is only safe many meters ahead. So he bursts off and 2-3 seconds later, he lands safely on the ground and has used one full burst. Now say he had used half a burst before hand to get to the tower. The idiot he is, he still tries to boost to the safe ground, but runs out 1.5 seconds through his jump (half a burst = 1.5 seconds of thrust). The guy starts to fall, so he tries the pack again, trying to use his second burst. But he cannot, and so he falls to his death.
>
> Deployable Mine Pack - Once picked up, you activate and that throws a deployable mine, much like Halo 3. Only the mine in halo 3 was useless and bouncy. So make the mine much more powerful and make it able to sort of stick to surfaces when it lands. One use only.
>
> Deployable Ammunition - Once picked up, you activate and it throws a small box shaped thing that, much like the mine, sticks to surfaces. When it lands, it opens up and acts like Halo Reach’s ammo shelves from firefight. Maybe one or two use, maybe only for certain types of ammo. One use only.
>
> EMP (for lack of a better name) - Think halo 3’s Power Drainer, only more like Halo Wars’ disruption bomb. A smaller item that throws and sticks like a trip mine. But instead of making a blue haze that decimates shields and stops vehicles, have it pulse and those pulses will severely damage shields and temporarily stop a vehicle. After a few pulses, the EMP device destroys itself violently. This makes it less overpowered, not that it was in halo 3, but i would find this one more enjoyable. One use.
>
> Cloak - NOT THE HORRIBLE HALO REACH CAMO!!! They sorta had the right idea there, but not the movement-makes-it-not-work part… So basically like Halo 2’s arbiter camo, but lasts for… between 7-10 seconds perhaps. I would guess 5 uses, which makes for a total possible camo time of 35-50 seconds, not counting time in between uses.
>
> Thats all, so far. Please tell me if theres anything else i should add.
A “gravity grenade”: You throw it like a trip mine or power drain, and it’ll send out concussive waves of energy that throw players, vehicles, etc. away from the grav nade.
Everyone would be affected by it. It would last for about 15 or 20 seconds, sending about 5 “pushes” out during that time. It wouldn’t push too far (I hope). This would be very useful to get enemies out of the high ground, bases, camping spots; as well as a fun and useful alternative for protecting yourself from an oncoming vehicle. But since you would also be affected by the grav nade, you have to take care of where you are when you throw it: you might go flying off an edge.
Single use. Spawn time about 1 minute.
I would rather if they left equipment/armor abilities out. They are both gimmicks. Innovation in gameplay mechanics and other stuff would be much more welcome than gimmicks.
Firstly, most AAs should be on-map. You should only be allowed basic movement AAs off spawn, ones that are convenient for getting around the map and (in Ranked) won’t give you an in-battle advantage, or allow you to delay/run away from the fight.
Secondly, AAs should be far more customizable. You should be able to do things like give Jetpacks limited fuel, change Sprint’s duration and speed, how much damage the Drop Shield can take and if it heals you, et cetera.
Finally, make a symbol showing which AA an opponent has appear above their head when you look at them, cut down on the random nature of fights.
As for the specific AAs I’d like: everything from Reach (except Armour Lock) and something similar to the Power Drain. Limited number of uses, everybody in an X meter radius gets their shields knocked out, vehicles are stunned.
> > Just no. Equipment provide for random rock-paper-scissors-type gameplay, as there’s no way to tell what kind, if any, of equipment they’re carrying until it’s deployed, which is often too late. Sure, a visual indicator on the player may partially solve this problem, but equipment and AAs take away from what made CE and H2 so great – the golden triangle.
>
> There is no “golden triangle”.
Ummm… Weapon, grenade, melee?
Armour Lock v2 - You press LB and your character punches the ground and breaks his knuckles, disabling melee until you can get a health pack.
But in all seriousness no.
Scrap loadouts for regular matchmaking play and place AAs on the map like power ups.
The Active Camouflage should be more like it was for the Arbiter in Halo 2, you can only use it for short bursts of time however you have full camo. Reach’s camo is awful, not only does it encourage camping but it means you also get a radar jammer too.
Jetpacks should act like they do in Reach, other than of course being able to spawn with them, as the only real problem with them is that everyone can use them and it makes being in control of a high ground useless.
Sprint should be removed for matchmaking and replaced with a faster movement speed,
Drop shield should be replaced with a medical type kit which has a long recharge time but will restore the health of nearby team mates, but not the user.
Evade can stay, however it is limited to one use per recharge to prevent it being used to escape fights and instead be used for uses such as dodging mortar rounds and grenades.
Hologram should also be in the game however it should have a much longer recharge time, but to make it more useful targets will appear red when targeted until shot at to create a more viable illusion.
It’d also be cool to see some of the equipment from Halo 3, however I’d arguably not like to see a few such as the auto turret, invincibility or the regenerator as I feel like they were too over powered.
Off topic, I really hope fall damage is decreased, for example jumping some of the heights that were in Halo 3 in Reach would easily kill you.
My 20 cents (or however you Americans put it)
Vehicle Repairer
^All in the name^
Totally could use something like that.
What about those floating Engineers from ODST? They could be incorporated into Equipment somehow.
What about You brake a big box with a red question mark on it. Then you see a bunch of random stuff flash in the corner of the screen. Oh luck me it landed on a heat seeking red turtle shell. Then you shot it at some one and it spins them out. Yes Halo needs this.
Or we take the kiddy BS out of Halo like every time I kill someone I don’t see colorful confetti shoot out of their BLAM! GROW UP HALO PLEASE 2012 NEEDS YOU.
> Armour Lock v2 - You press LB and your character punches the ground and breaks his knuckles, disabling melee until you can get a health pack.
>
> But in all seriousness no.
Why not? Sounds perfect!