Ever since Promethean Vision (PV) was announced, we all knew it was going to be OP. From the feedback we have received from E3 and RTX, it’s pretty safe to say that PV is OP. Now PV can be compared to the HRV mode in Blacklight Retribution (BLR). HRV and PV are almost identical, they let you see through walls for a certain period of time, but, BLR balances HRV by making it that you can’t shoot while in HRV mode and you when you enable or disable HRV mode, there’s a brief period where you can’t shoot as well. Now of course, in BLR, everyone has HRV mode, but I found the way they balanced it was perfect and I think this would balance PV in Halo 4. Please leave any other suggestions on how 343 Industries could balance PV 
Oh I love it when somebody creates a thread in order to give his expert opinion on how to balance something he’s never used or encountered before.
I too have concerns about this, but as I have stayed out of the debate I am not too sure how it works, are you saying we cannot “fire” a weapon whilst it is active?
Make it give off your location on the radar. That way, a player can’t necessarily camp or line up headshots with it without alerting the target, and players can react. Give it a sound and people shouldn’t really complain unless they can’t seem to have tunnel vision.
Kinda like how AC makes it hard for the camper to camp at close range since they are basically telling everyone where he’s at when its in use.
Keep in mind the build in RTX is the same as the one in E3, according to Bravo from his vids. I honestly don’t see it as something really powerful in a game where we already have a radar that does the same thing.
> Oh I love it when somebody creates a thread in order to give his expert opinion on how to balance something he’s never used or encountered before.
I’m basing my opinion on the feedback we’ve recieved from those that have played Halo 4, so stop being such a smart -Yoink-.
the gameplay is ok, there is a similar function in Gears 3 that is used to good effect, the main issue is that it changes the aesthetic quality of the Maps!
I played Halo 4 at RTX and got use ProVis and even though I still think it is a bit overpowered and it’s actual range be w/in the radar range it ‘did not play as overpowered’ because there was no team communication enabling callouts fr/use of PV.
> Oh I love it when somebody creates a thread in order to give his expert opinion on how to balance something he’s never used or encountered before.
Experienced and intelligent players are able to make educated guesses about these type of things, your inability to do so is not our problem.
Even though I haven’t played the game even once yet, and if there was a way to balance PV, then how about just letting the scan proceed faster, which will drain the AA’s effect very quickly, thus only allowing you to see for a shorter period of time than it is set as-is in the E3 build. This would make players still have their beloved PV, except they will now have to react faster when they spot targets, because the effects of the AA can only hold for a shorter period of time.
> Even though I haven’t played the game even once yet, and if there was a way to balance PV, then how about just letting the scan proceed faster, which will drain the AA’s effect very quickly, thus only allowing you to see for a shorter period of time than it is set as-is in the E3 build. This would make players still have their beloved PV, except they will now have to react faster when they spot targets, because the effects of the AA can only hold for a shorter period of time.
I agree with this more than the OP.
Really PV is not that overpowered. Case in point: I just watched some vid where BravoMLG describes his slight distaste for the Hardlight shield. B/C it can be so frustrating when you are having a br battle across the map and get the upper hand but then “BLING” out comes the Hardlight shield to save their butt.
PV is not really a special “power” of an armor ability, like the poof dodging ninja thruster pack, or the bullet sponging shield. Its just a really useful recon ability.
Tweak or nerf it too much, and it will become too useless, given that its a form of radar enhancement.
While I think it could ship as is, and people would still use other abilities, nerfing it properly is as simple as MAKING ITS RECHARGE TAKE LONGER.
When you balance that out, people can’t rely on it, they start to pick and choose their usage spots more carefully, as to have the ability on hand when they really need it, and not get caught waiting for it to recharge.
Using it in shorter bursts could keep its ability to be spammed more frequently but the path of the vision beam wouldn’t stretch out across the map as far.
Longer recharge, anything else is an over reaction
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> Oh I love it when somebody creates a thread in order to give his expert opinion on how to balance something he’s never used or encountered before.
No it’s much better to be a dismissive -Yoink- like you.
All I ever see from you is the dumb argument that you have to use something to balance it. PV is a WALLHACK, SIMPLE. We know the range because we have seen it, we know the recharge rate because we have seen it, that’s pretty much all there is to the AA, the AA can see halfway across maps like Haven, that a massive advantage players or teams can exploit, you don’t need to even play Halo games to know that.
Go jump in front of a truck, you’ve never experienced it before so there’s no guarantee you’re gonna splat like a pizza right?
Informed judgements are easy to make when you have the right information.
> > Oh I love it when somebody creates a thread in order to give his expert opinion on how to balance something he’s never used or encountered before.
I think you have no idea how “hacks” work…
> > > Oh I love it when somebody creates a thread in order to give his expert opinion on how to balance something he’s never used or encountered before.
>
> I think you have no idea how “hacks” work…
It was an idiom, not to be taken literally. I drew the comparison from the wallhacks people use in other FPS games and how that is now a standard feature in Halo 4. It’s clear that the only distuingishable thing between them is the fact PV has a recharge rate, the range isn’t all encompassing but is, in my opinion, too much.
You’re welcome to think otherwise on PV’s role in the game, but saying what people say essentially means nothing because they haven’t used the AA themselves is what I disagree with. We have been fed a lot of info on the AA, we can make judgements at this point.
Cant shoot during and briefly after? Lol thats terribly unbalanced. Speak for yourself btw, there arent as many people as you think there are that still think PV is terribly overpowered. I agree with ZaTaisho on how it could be balanced a little more, I do not agree with the OP’s version
> Oh I love it when somebody creates a thread in order to give his expert opinion on how to balance something he’s never used or encountered before.
Lol condenscending wonka.
> Ever since Promethean Vision (PV) was announced, <mark>we all knew it was going to be OP.</mark> From the feedback we have received from E3 and RTX, <mark>it’s pretty safe to say that PV is OP</mark>. Now PV can be compared to the HRV mode in Blacklight Retribution (BLR). HRV and PV are almost identical, they let you see through walls for a certain period of time, but, BLR balances HRV by making it that you can’t shoot while in HRV mode and you when you enable or disable HRV mode, there’s a brief period where you can’t shoot as well. Now of course, in BLR, everyone has HRV mode, but I found the way they balanced it was perfect and I think this would balance PV in Halo 4. Please leave any other suggestions on how 343 Industries could balance PV 
No. The thing is that your facts are based on your fear of PV=AL. It;s not even close. There is no huge advantage,beig able to see someone who is behind a wall. He also sees you from the radar. Ok i agree, it needs some nurfing,the recharge time should be bigger, and it’s radius should be dicreased, but that’s all.
It doesn’t look particularly overpowered to me.
Oh no they can see where I am! Great job. It’s not going to stop me from shooting them now is it?
Why not just take away the reticle and turn off the aim assist? Or make the scan speed/range slower and only highlight players; but no the surroundings.
> It doesn’t look particularly overpowered to me.
>
> Oh no they can see where I am! Great job. It’s not going to stop me from shooting them now is it?
Of course not 
> > Even though I haven’t played the game even once yet, and if there was a way to balance PV, then how about just letting the scan proceed faster, which will drain the AA’s effect very quickly, thus only allowing you to see for a shorter period of time than it is set as-is in the E3 build. This would make players still have their beloved PV, except they will now have to react faster when they spot targets, because the effects of the AA can only hold for a shorter period of time.
>
> I agree with this more than the OP.
>
> Really PV is not that overpowered. Case in point: I just watched some vid where BravoMLG describes his slight distaste for the Hardlight shield. B/C it can be so frustrating when you are having a br battle across the map and get the upper hand but then “BLING” out comes the Hardlight shield to save their butt.
>
> PV is not really a special “power” of an armor ability, like the poof dodging ninja thruster pack, or the bullet sponging shield. Its just a really useful recon ability.
>
> Tweak or nerf it too much, and it will become too useless, given that its a form of radar enhancement.
>
> While I think it could ship as is, and people would still use other abilities, nerfing it properly is as simple as MAKING ITS RECHARGE TAKE LONGER.
>
> When you balance that out, people can’t rely on it, they start to pick and choose their usage spots more carefully, as to have the ability on hand when they really need it, and not get caught waiting for it to recharge.
>
> Using it in shorter bursts could keep its ability to be spammed more frequently but the path of the vision beam wouldn’t stretch out across the map as far.
>
> Longer recharge, anything else is an over reaction
I agree with this. People were using PV with only a fraction of the charge bar filled. IMO, it should be unusable until it fully recharges if you completely drain it out.