Hardlight Shield Ejections

While Armor Lock in Reach did slow down gameplay, it was useful in one thing:
Stopping splatters.

It punished players who rushed for the splatter and rewarded players who used vehicles more tactically. While Armor Lock was good for stopping eager splatters, the “Wait for Backup” AL use slowed down gameplay.

Hardlight Shield replaces AL in Halo 4, and if used well will speed up gameplay and encourage teamwork.

One idea I propose is for Hardlight Shield to have the ability to eject players from smaller vehicles. It should probably only affect Ghosts, Mongooses, and Hogs. For example, if a Ghost hits a Hardlight Shield fast enough, the vehicle could remain unharmed but the rider could be ejected. It wouldn’t kill the rider, but could take out their shields. For fairness, the shields of the Hardlight user could also be stripped.

This would prevent excessive splatters, but still give players the chance to use skill to achieve the kill. It would also help promote teamwork.

If a Ghost player was ejected, each player would have a fair chance if they were isolated. But if a Mongoose or Hog with two players or more were stopped, if the Hardlight user is by themselves they will likely lose. A lone HL Shield user couldn’t do that much damage with their Armor Ability. But if the Hardlight user has back up, it is likely that they will be able to take out their opponents and commandeer the vehicle.

I think that enabling Hardlight Shields to eject small vehicle users would be great for Halo 4, and wouldn’t unbalance the game like Armor Lock did. I would appreciate any comments or ideas in response to this proposal.

343 claimed that running speed and jump height are most similar to halo 3. You will be able to jump higher than in reach. Just jump over the would be splatters. No need to make it too complicated.

I don’t think that would be necessary. After all, the player jump height is identical to Halo 3’s, so you can jump over a Ghost/Mongoose/Warthog again.

rainbow rain, that is all

> While Armor Lock in Reach did slow down gameplay, it was useful in one thing:
> Stopping splatters.
>
> It punished players who rushed for the splatter and rewarded players who used vehicles more tactically. While Armor Lock was good for stopping eager splatters, the “Wait for Backup” AL use slowed down gameplay.
>
> Hardlight Shield replaces AL in Halo 4, and if used well will speed up gameplay and encourage teamwork.
>
> One idea I propose is for Hardlight Shield to have the ability to eject players from smaller vehicles. It should probably only affect Ghosts, Mongooses, and Hogs. For example, if a Ghost hits a Hardlight Shield fast enough, the vehicle could remain unharmed but the rider could be ejected. It wouldn’t kill the rider, but could take out their shields. For fairness, the shields of the Hardlight user could also be stripped.
>
> This would prevent excessive splatters, but still give players the chance to use skill to achieve the kill. It would also help promote teamwork.
>
> If a Ghost player was ejected, each player would have a fair chance if they were isolated. But if a Mongoose or Hog with two players or more were stopped, if the Hardlight user is by themselves they will likely lose. A lone HL Shield user couldn’t do that much damage with their Armor Ability. But if the Hardlight user has back up, it is likely that they will be able to take out their opponents and commandeer the vehicle.
>
> I think that enabling Hardlight Shields to eject small vehicle users would be great for Halo 4, and wouldn’t unbalance the game like Armor Lock did. I would appreciate any comments or ideas in response to this proposal.

I disagree. A splatter is my favorite kill. Armor lock was a serious kill joy for me. i think that when someone is holding the light shield and they get it by a vehicle you should here bones snap.

The hardlight shield emits from the wrist, since the shield is physically an object while on, HOW IN THE WORLD will it stop a full speeding warthog?

I could see it working with Ghost and mongoose, they’re light vehicles after all.

> While Armor Lock in Reach did slow down gameplay, it was useful in one thing:
> Stopping splatters.
>
> <mark>It punished players who rushed for the splatter and rewarded players who used vehicles more tactically.</mark> While Armor Lock was good for stopping eager splatters, the “Wait for Backup” AL use slowed down gameplay.

You know… I have no idea what you’re talking about hehe…

…my splatters have always been very TACTICAL. :wink:

TACTICAL ASSAULT

TACTICAL PREVENTION MEASURES

TACTICAL SWEEP OF ENEMY UNITS

TACTICAL DEFENSIVE MANEOVER

TACTICAL ASSASSINATION OPERATION

TACTICAL LANDING PROTOCOL

TACTICAL RESCUE MISSION

TACTICAL UNIT REINFORCEMENT REQUEST

and of course…

THE TACTICAL SURPRISE

Armor lock was only needed because of the small jump height, CE-esque vehicle splatter physics, and increased boost time.

It used to be possible to jump over vehicles or board them during the attempt.

Hehe… I have fond memories of jumping over Ghosts in Halo 2.

No, I disagree, weapons should kill vehicles, or stop them, if the PP is a secondary loadout weapon, that shouldn’t be a problem.

I just want to see people bringing out hardlight shield on a vehicle map for the first time, stay still when a vehicle comes, and get splattered.

That would be absolute LOLs.

> No, I disagree, weapons should kill vehicles, or stop them, if the PP is a secondary loadout weapon, that shouldn’t be a problem.
>
> I just want to see people bringing out hardlight shield on a vehicle map for the first time, stay still when a vehicle comes, and get splattered.
>
> That would be absolute LOLs.

Though you no a spartan squatting with the shield over him would make a good ramp for a ghost or mongoose.

I’d prefer it if vehicular combat wasn’t ruined again, thanks. Just use the restored jump height to jump over onrushing vehicles.

True^ Custom Option maybe?

> > While Armor Lock in Reach did slow down gameplay, it was useful in one thing:
> > Stopping splatters.
> >
> > <mark>It punished players who rushed for the splatter and rewarded players who used vehicles more tactically.</mark> While Armor Lock was good for stopping eager splatters, the “Wait for Backup” AL use slowed down gameplay.
>
> You know… I have no idea what you’re talking about hehe…
>
> …my splatters have always been very TACTICAL. :wink:
>
>
> TACTICAL ASSAULT
>
> TACTICAL PREVENTION MEASURES
>
> TACTICAL SWEEP OF ENEMY UNITS
>
> TACTICAL DEFENSIVE MANEOVER
>
> TACTICAL ASSASSINATION OPERATION
>
> TACTICAL LANDING PROTOCOL
>
> TACTICAL RESCUE MISSION
>
> TACTICAL UNIT REINFORCEMENT REQUEST
>
> and of course…
>
> THE TACTICAL SURPRISE

Feakin hilarious dude!

> I’d prefer it if vehicular combat wasn’t ruined again, thanks. Just use the restored jump height to jump over onrushing vehicles.

I’m with Lehnaru on this one. I think it’s better if it’s left down to the player-in-peril to jump over impending death machines.