Hating on armor abilites

Just curious why does the community hate armor abilities?

I think what people hate about them the most is the fact that they’re loadouts. The exception being Armor Lock, everyone hates it for painfully obvious reasons. AL should just -Yoink- off forever.

How does Armor Lock not make people rage? I just don’t understand how people think being cheated out of a kill repeatedly is acceptable.

The vast majority of them are deeply flawed and ill-thought-out, half-baked ideas.

Armor Lock offers an advantage that is blatantly and massively disproportionate to the effort involved in its acquisition and usage. Jetpack breaks map control, breaks otherwise-perfect designs by granting players the ability to fly over and hence invalidate virtually all cover, grants perfect immunity to grenades at little expense to the user, and also causes vertical movement faster than the game’s default look speed. Drop Shield forces CQC in objective gametypes, making it ridiculously easy for Defense to camp and return their objectives. And so on and so forth for the rest.

So the community wants things to be traditional. No major new ideas? I’m just trying to understand the community not state an idea which is not the topic of this thread.

> So the community wants things to be traditional. Where’s the innovation new ideas. I’m just trying to understand the community not state an idea which is not the topic of this thread.

Don’t get any of us wrong, We would love innovation, nothing wrong with it. Its when the innovation destroy’s the core halo experience. That’s what makes us ticked off.

> So the community wants things to be traditional. No major new ideas? I’m just trying to understand the community not state an idea which is not the topic of this thread.

Traditional? Absolutely not. A game that doesn’t evolve, doesn’t survive.

The problem is that not all change is good, and much of the change introduced in Reach is bad. Reach, essentially, was an attempt at pandering to casuals by pandering to the skill-less, borne of the misconception that those two groups are one and the same.

Could a Jetpack be a good idea? Certainly, if it were implemented right. A Jetpack that doesn’t give a disproportionate advantage to its user in terms of map control and grenade usage would be wonderful. But that’s not the Jetpack we have.

Could a block button be a good idea? Yes, it very well might. If it were half a second, didn’t have a ridiculous number of offensive uses, and involved some degree of timing and effort. But instead, we got the six-second, no-timing-or-skill-necessary, offensive Armor Lock.

And is a shield a good idea? Certainly. Bubble Shields were interesting in Halo 3. But being able to deploy them at will, off-spawn, all the time, is simply too powerful, and is the reason why Drop Shield is such a problem in Objective games. A shield without those issues – perhaps a single-use pickup like the Bubble Shield, but destructible like Drop Shield – would be nice to see.

And so on. Innovation is fine. Mistakes are not.

After listening for the last 8 months to the endless debate on this subject and it appears there are a couple differant sects of people that dislike AA. The first group is what you might call purest, they believe that the abilities are not earned, were not in Halo before in their current form therefore dont belong in any Halo. It is their beleif that Halo as a brand should and can only have the same basic parameters and mechanics of CE, 2 or 3 anything else is a betrayal of all that is Halo. Furthermore everybody should only start with the same gun and nades as to maintain an equal footing as to maximize the competitive playing feild.
The second is a more nefarious beast and most likely does not care one way or another on the subject but has keyed into the rage that this debate causes amoungst the Halo community and regails in the frustration it causes people that actually enjoy Reach and AA to be reminded on a daily basis by those that dont, just how much they dont like AA and Reach.
Ironicly the first and second group as well as the group that likes the addition of AA all play Reach about the same amount, it appears the only differance between all three groups is what they prefer to use and the playlist they play in and the final differance is what they say on forums.

People on this forum dislike Armor Abilities for a variety of reasons. A common consensus is that the abilities, in their present state, are either overpowered or underpowered. For example, many agree that Armor Lock is too useful and that Hologram does not do a good enough job. If you’d want to get into more specific reasons, folk will tell you a great many things. Some may say that they’re not Halo, citing the three games prior that lacked them as evidence. Others argue that special abilities ought to be found or earned versus spawned with. Truth is, there’s a lot of reasons to hate, and the people who make these claims (at least, the wise ones) have an awful lot of evidence packing the claims up.

If you don’t agree, chances are you’re someone who doesn’t really get bothered by them and accepts them as a game mechanic. Maybe it’s because you think they add depth to the game, or you have great fun using them. And that’s fine too. It’s just that there’s a great resentment toward supporters of Armor Abilities (and the antagonists of their nerfage) because many of their arguments are unfounded.

They belong in Action Sack like all the other random gametypes.

What you all seem to forget about Jetpack is that A) the user must still be accurate while flying, and B) it instantly makes him a target. If three (or even just two) people with DMR’s or Magnums focus on the sudden floating target, the threat is nullified.

Armor Lock, however…it just needs to stay in Campaign and Firefight. I’m happy as all hell that they nerfed it for the TU, but I’d like to see it taken out of Matchmaking altogether. Either that or make the nerfed version the ONLY version, not just in the TU playlist.

> What you all seem to forget about Jetpack is that A) the user must still be accurate while flying,

He has a superior vantage point when shooting that makes it easier to hit a player’s head, and mass-spammed grenades require very little accuracy when walls are no longer an issue.

> and B) it instantly makes him a target. If three (or even just two) people with DMR’s or Magnums focus on the sudden floating target, the threat is nullified.

A target who ascends and descends faster than the default look sensitivity (and one higher than that). Not as major of a problem, but a problem nonetheless.

> Armor Lock, however…it just needs to stay in Campaign and Firefight. I’m happy as all hell that they nerfed it for the TU, but I’d like to see it taken out of Matchmaking altogether. Either that or make the nerfed version the ONLY version, not just in the TU playlist.

I’d like to see the nerfed version globalized, but I also feel that the amount of force needed to bring someone out of AL is wildly inconsistent across weapons – so much so as to feel purely random.

> How does Armor Lock not make people rage? I just don’t understand how people think being cheated out of a kill repeatedly is acceptable.

It doesn’t make me rage because it’s a free kill 90% of the time.

As soon as you go into AL, unless your teammates show up, you have sealed your fate unless you’re against a complete BK with no sense of anything.

> > How does Armor Lock not make people rage? I just don’t understand how people think being cheated out of a kill repeatedly is acceptable.
>
> It doesn’t make me rage because it’s a free kill 90% of the time.
>
> As soon as you go into AL, unless your teammates show up, you have sealed your fate unless you’re against a complete BK with no sense of anything.

This is Reach. A Locker’s teammates always show up.

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> > How does Armor Lock not make people rage? I just don’t understand how people think being cheated out of a kill repeatedly is acceptable.
>
> This. However, this applies to all AA’s (except Hologram). They are all essentially ‘escape death and get a second chance’ abilities.

Well its not armour abilities in general, Its just mainly Armour Lock and Drop Shield. Its because it is like your cheating your self out of death and giving you another try. But others like Evade, Jet pack and Sprint are fine in my opinion

They were implemented terribly, if they were made pick-ups with a finite use it would be much better.

To stop the complaining about armor lock…I think the best way to cure it is to add some sort of health bar to it. Like bullets will take about 5% of the armor like health down while being pounded with missiles/bullets/grenades from multiple players will completely deplete the armor lock

All in all, I respect Bungies’ armor lock idea. I mean, there is a way to get around ALL of them, and I admire the fact that they made it as you spawn with it rather than the whole team rushing to an armor lock ability and having that 1 player be God-like.

I mean jetpacks make you a target, sprinters/dodge dont really add that much anyway, for armor lock you just have to wait it out and you automatically get a kill, drop shields can easily be counter-acted, holograms are genius. I mean I dont complain about it, I always find a way to get around it. I just feel that Reach players whine about it too much :confused:

> Well its not armour abilities in general, Its just mainly Armour Lock and Drop Shield. Its because it is like your cheating your self out of death and giving you another try. But others like Evade, Jet pack and Sprint are fine in my opinion

But they also are making themselves an easy target. I mean, I can see in Lone Wolves armor lock/ drop shield should be taken out, but when you are in team play, there should be no excuse