How Specializations SHOULD Have Worked

Okay so just reading the descriptions I think that the Specializations in Halo 4 could have worked differently to actually cater to their play styles. Instead of just getting a few emblems, a skin, and some armor there should have been things that would actually affect your gameplay.Keep in mind that I think everything added should stay, and that these simply should have been on top of what was already there.

WETWORK
Unlocks Automag Secondary wpn(suppressed pistol) which doesn’t show on radar when fired and only reduces camo partially

OPERATOR
Unlocks Overdrive Package- allows vehicles to boost for longer and reach full speed sooner

STALKER
Unlocks Suppressed Smg Primary wpn which doesn’t show on radar when fired and only reduces camo partially

ENGINEER
Unlocks Plasma Efficiency Package- Allows storm rifle and beam rifle to fire more before overheating. Also reduces cooldown time. Sword and Grav hammer use less energy per hit.
Unlocks Armor Lock Armor Ability- allows a temporary invincibility at the cost of being immobile. Can also destroy vehicles if used properly.

ROGUE
Unlocks Dual Wielding Package- allows them to hold two small caliber wpns at the cost of decreased accuracy. This would work well with stability.

TRACKER
Unlocks Tracking Device Grenade slot- Able to stick to vehicles or targets. This will cause them to always show on the radar unless they are shot off. Identifies just as a the nemesis perk does.

PATHFINDER
Unlocks Traverser Package- Allows you to move faster while crouching, not quite running speed but significantly faster than crouching.

PIONEER
Unlocks Sprinter Package- Allows you to sprint faster than normal to travel short distances more safely.

Any opinions on this? I know it is potentially unbalanced but it certainly could be made to work properly with a bit of tuning.

I like the ideas expect the last one. But some very good ideas ^-^

Cool.

No Armor Lock though.

I hate to be “that” person, but these ideas (all of them) seem extremely overpowered.

I think the current Specializations are fine except that the Armor Mods provided by them are unavailable in Custom Games.

> I like the ideas expect the last one. But some very good ideas ^-^

Yeah the last one was sort of going off of name alone. As a pioneer you’re expected to discover new things faster or something. So I figured the best way to do that would be to move faster. The abilities could allow for some really interesting matches though.

> I hate to be “that” person, but these ideas (all of them) seem extremely overpowered.
>
> I think the current Specializations are fine except that the Armor Mods provided by them are unavailable in Custom Games.

I believe that if everyone is overpowered then no one is underpowered. That’s still a balance.

Please, no more extra extreme game changing Cod-esque (although koodos for coming up with something more original) features. Unless it’s like 2 playlists.

So basically you just want them to give us more perks than one?

> So basically you just want them to give us more perks than one?

If it’s set up that the tact/support upgrades could only be used when you have a selected specification, (i.e if you selected specialization as your current, even if you’ve mastered it, then you can’t use any of the others), then I’ll be down for it.

Instead of trying to make Halo like Call of Duty, why not just play Call of Duty?

I stopped reading at Armor Lock. Not really, but if Armor Lock actually came back, I would stop playing Halo forever.

Anyways, I think they’re good ideas, but the concept is bad. It really does sound more like CoD. Having perks at all is bad enough.

Ignore all those convulsing and foaming at the mouth as they manage to choke out the word “cod”. I like these ideas they are unique and original. Specializations should give a good powerful bonus as you needed to work hard to complete them, Not a so-so little tactical package or support upgrade that most of the time the initial ones are better.

I’m more of a fan of balance.

> Ignore all those convulsing and foaming at the mouth as they manage to choke out the word “cod”. I like these ideas they are unique and original. Specializations should give a good powerful bonus as you needed to work hard to complete them, Not a so-so little tactical package or support upgrade that most of the time the initial ones are better.

But we do get a powerful bonus.
Wetwork makes you quieter when you move.
Rogue reduces flinch.
Pioneer helps you level up faster.
Need I say more?

introducing more perks will further make thw game balanced as i already have to use perks to restore my core mechanics. aka picking up nades and faster shield recharge. more perks to enhance camo is not a very good idea seeing ut doesnt have a counter, PV cannot light camo users up instead it shows a vague outline of them. camo is fine how it is. sprinting even faster will keep people from dying as it does now. and no on armor lock it was the most abused AA in reach besides camo. and any kind of shooting should be up on radar, halo isnt the sneaking persons game its an Arena shooter.

and also to add the “hard work” you did for getting that '“so so” perk, its releativly easy to level specs up, so why make players whove played more get better stuff, id rather have noobs get better stuff so us skilled players that are high level will actually have a challenge. everyone should be equal in terms of loadouts.

These ideas are fine. But armor lock should have never exsisted. It should never exsist again.

In my opinion current specializations are irrelevant so if 343i want them to be truly “specialized” then this is the route to take. Having said that the specializations are kinda dumb if you ask me and I’m happy they’re not very good. I’m all for vanilla halo though so that’s just me.

OP, nice idea but I’m against it because as said the abilities are OP, you don’t want it to be the case that the first 50 levels are just a grind where those who have specialised can just own you.

The idea of unlocking new weapons as well as the unlocks specializations already give would have been pretty awesome. But there are some things I would change. For instance, bringing back Armour Lock is a terrible idea. But here are the weapons I would apply to each specialization:

Wetwork: - M6F SOCOM Pistol Sidearm: The Automag just as you described, matching Wetwork’s stealth aspect.

Operator: - Plasma Pistol Sidearm: The Plasma Rifle should have been the initial Covie sidearm, which would be more viable for both shield drain and killing in general than the Plasma Pistol’s semi-auto function. It would only make sense that the Plasma Pistol be added to the specialization that revolves specifically around vehicles.

Stalker: - Gravity Hammer Ordinance: The Stalker armour is Brute armour, based on the Camouflaged Brute Stalkers. This would have been an interesting way to work the Hammer into multiplayer. It would be available with a rarity of 5 across all gametypes and maps except in playlists with very specific ordinances.

Engineer: - Sentinel Beam Primary: The Sentinel Beam is sorely missed from Halo 4, a mid range Forerunner weapon to compete with the BR and Carbine is a necessity. And the Engineer armour is worn by Spartans proficient in nonhuman technology, including Forerunner.

Rogue: - Needle Rifle Primary: Another weapon sorely missing from the Halo 4 palette, the covenant could use a long ranged rifle to take on the DMR and LR. This would also in a sense compliment the Stability mod Rogue offers.

Tracker: - M7/Caseless SMG-S Primary: Just as you described it. With the added bonus of being the only primary automatic with a Scope, and the most accurate one to fire, but less powerful than an AR.

Pathfinder: - Machinegun and Plasma Cannon Ordinance: In order to match the Gunner Mod, the two main turrets in the game will be added as possible options in your ordinance drops, weighting of 5 on all maps and gametypes except ones with pre-set options.

Pioneer: - New Forerunner Sidearm: I’m not sure how it would work, but another Forerunner sidearm would complete this list’s goal of providing equal choices for each faction. (3 Automatics, 3 Mid range weapons, 3 Long range weapons, and 2 sidearms per faction + 1 bonus Brute sidearm)