You don’t need to limit it to big maps. A map like highground from Halo 3 would be the perfect example of where to put it. Just imagine where you might put a grav lift. Replace it with a jet pack.
It should have always been a pick up. Making it multi use solves the problem Bungie were talking about with equipment being under used. They didn’t need to put it into loadouts.
And if it doesn’t work well on a map it doesn’t need to be included. But I am sure it could work well as a power up/ equipment on many small maps. The problem is that you can spawn with it. That’s the biggy.
I also think if it’s a pick up, players should drop it when they die, so players can steal it. Just like power weapons. And it should not despawn in 15 seconds either #hint 343.
How about it is restricted to Campaign, Customs, and Spops/firefight?
Honestly, it literally breaks the map kill boundries, and map control. It shouldn’t be in matchmaking.
> I feel like Jet pack is one of the main reasons why Halo 4 and Reach where not as fun!
I’ve been playing a little bit of team slayer on Reach again. Its really nice not to have to put up with the Infinity mechanics… but lord have mercy was jet pack blatantly broken. You spend all your time looking straight up in Reach.
> I feel like Jet pack is one of the main reasons why Halo 4 and Reach where not as fun!
That was because you could freely spawn with it. If it was a Map Pickup/powerup like Active Camouflage and Overshields, then it would be fine.
Removing the JP altogether is harsh and unnecessary, all it needs is to be placed on the map and taken away from loadouts… It don’t see why that’s hard to understand.
(Also, if you were to shoot a Jetpacker on the Jetpack in midflight, wouldn’t it be great for the Jetpack to detonate with the force of a Frag Grenade? That would certainly combat it’s overpoweredness.)
I’d like to see every armor ability become a pickup/powerup. On vertical maps, there could be overshield and jetpack, on open maps it could be active camo and hologram etc.
> I’d like to see every armor ability become a pickup/powerup. On vertical maps, there could be overshield and jetpack, on open maps it could be active camo and hologram etc.
> How about it is restricted to Campaign, Customs, and Spops/firefight?
> Honestly, it literally breaks the map kill boundries, and map control. It shouldn’t be in matchmaking.
Every time I read about how the jetpack “breaks map control”, I wonder how many people complained about how aircraft ruined trench warfare circa 1915. I think Rickenbacker and von Richthofen would likely disagree that war was “ruined” by air superiority.
If you can’t handle death from above, stop playing the game. If anything, jetpacks made things like aircraft more entertaining, as you now have to be mindful not only of things on the ground, but the random hovering spartan who may skyjack you at any moment. Without airborne infantry, the Mantis would be terribly unbalanced as, more often than not, it’s someone who overflies the thing that takes it down in my experience.
> I’d like to see every armor ability become a pickup/powerup. On vertical maps, there could be overshield and jetpack, on open maps it could be active camo and hologram etc.
I’ve been saying the same thing. I’d also like to see equipment get included in ordinance drops should the system be kept around.
> Every time I read about how the jetpack “breaks map control”, I wonder how many people complained about how aircraft ruined trench warfare circa 1915. I think Rickenbacker and von Richthofen would likely disagree that war was “ruined” by air superiority.
Unfortunately for your analogy, Halo is a game/e-sport, not war.
> > Every time I read about how the jetpack “breaks map control”, I wonder how many people complained about how aircraft ruined trench warfare circa 1915. I think Rickenbacker and von Richthofen would likely disagree that war was “ruined” by air superiority.
>
> Unfortunately for your analogy, Halo is a game/e-sport, not war.
Nonetheless, Halo has aircraft. Jetpacks give the random player a counter to said aircraft. And to vehicles that have a limited elevation. And to the numerous cliffs that weren’t as prevalent in previous iterations of the game. Face it: Halo has grown vertically. Sans jetpacks, whoever manages to snag the banshee and fly to the primo vantage point runs the game unopposed.
I personally like the fact that Halo 4 has a far greater 3rd dimension than previous titles. Yes, the jetpack can seem unbalanced. Turning it into equipment and throwing it into the ordinance rotation is a far better solution than cutting it altogether and squishing the maps to compensate.
> Turning it into equipment and throwing it into the ordinance rotation is a far better solution than cutting it altogether and squishing the maps to compensate.
I think earlier titles had more vertical maps than you think. Hang em high, damnation, battle creek, boarding action, chiron, derelict, chill out, prisoner, and longest were all moderate sized maps from Halo CE that had plenty of vertical game play.
I would argue that not having jet pack actually gives the verticality more meaning.
> > > Every time I read about how the jetpack “breaks map control”, I wonder how many people complained about how aircraft ruined trench warfare circa 1915. I think Rickenbacker and von Richthofen would likely disagree that war was “ruined” by air superiority.
> >
> > Unfortunately for your analogy, Halo is a game/e-sport, not war.
>
> Nonetheless, Halo has aircraft. Jetpacks give the random player a counter to said aircraft. And to vehicles that have a limited elevation. And to the numerous cliffs that weren’t as prevalent in previous iterations of the game. Face it: Halo has grown vertically. Sans jetpacks, whoever manages to snag the banshee and fly to the primo vantage point runs the game unopposed.
>
> I personally like the fact that Halo 4 has a far greater 3rd dimension than previous titles. Yes, the jetpack can seem unbalanced. Turning it into equipment and throwing it into the ordinance rotation is a far better solution than cutting it altogether and squishing the maps to compensate.
> > I feel like Jet pack is one of the main reasons why Halo 4 and Reach where not as fun!
>
> That was because you could freely spawn with it. If it was a Map Pickup/powerup like Active Camouflage and Overshields, then it would be fine.
>
> Removing the JP altogether is harsh and unnecessary, all it needs is to be placed on the map and taken away from loadouts… It don’t see why that’s hard to understand.
>
> (Also, if you were to shoot a Jetpacker on the Jetpack in midflight, wouldn’t it be great for the Jetpack to detonate with the force of a Frag Grenade? That would certainly combat it’s overpoweredness.)
However, if we take jetpack out completely and utilise the concussion rifle instead, we have a couple more advantages.
The Concussion rifle, once realised to have advanced movement potential, will become a more important and used weapon. (Currently it is underused) Strategies will then evolve around controlling this weapon and it can be incorporated into map design theory.
Concussion rifle has reprecussions for its advanced movement. It damages the player, making the jumps a risky but rewarding strategy that if performed correctly can pay off (for example launching yourself onto the enemy flag). Risk vs Reward essentially, something jetpack fails to encorporate in its design.
For these reasons I feel like removing jetpack from matchmaking (however leaving it in forge in customs sounds like a great plan) or at least the majority of it would be a bit more beneficial. It’s difficult to encorporate something like a Jetpack into map design, however the concussion rifle should be far easier to work with, and being a map pickup by default also has its benefits.
Personally this seems like a better option, but what’s your input on the idea?
I really wished they did something like what Titanfall is doing now and make the Jetpack more of a second jump rather than the hovering mess it currently is.