Idea for Overshield for Competitive

So I’ve had this idea In my head probably hundreds of people have though about it to but, I wanna know what u guys think. I believe for a competitive game being able to pick up over shield and use it whenever u feel necessary I think that it’s sounds kind of OP and can cause an unbalanced game. I think in a competitive game there should be a timer on how long you can hold on to it and after that time is up whether it’s 30 or 60 seconds, you drop it or it resets . I’m sure they’ve probably thought about how to balance stuff in competitive but, I want to know what you guys think about this it’s probably an obvious question but wanna know what the community thinks about it.

Personally, I think the best way, and likely the way that they will do it, is making it an interuptable deployment that takes time.

I run around corner and see some looser noob. You bait him in and trigger your overshield right when he starts firing thinking you will completely own him. You shield surges up 5% but the next bullet cancels your overshield and the item is used up. Sucks to suck.

I think having overshield and other power ups now as equipment is way better than the old system.

The traditional system took no strategy. Everyone would rush during their spawn and just take it. Even if it was wasted it was better than having the opposition have it. That’s it. Everytime it spawns, same thing occurs. Everyone knows their duration as well.

Now you can plan when to use it to reach max effectiveness. Everyone will know if you have a power up so people can plan accordingly. It puts more thought which is a good skill gap to have other than machanical skill

we kind of already know hows its being balanced. The OS is visually shown on players that have it ( there is a trail on their hip) and there is about a 1.25 sec trigger time. So someone cant just pop it in the middle of a fight. If they do and they get it off, its kind of on you

Honestly this whole knee-jerk reaction to the Overshield pickup in infinite is kind of weird. It’s not like 343 doesn’t take things through multiple balance phases as well as take input from their in-house pro team. These kind of changes don’t come out of thin air, and they don’t make balance decisions on a whim.

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> Honestly this whole knee-jerk reaction to the Overshield pickup in infinite is kind of weird. It’s not like 343 doesn’t take things through multiple balance phases as well as take input from their in-house pro team. These kind of changes don’t come out of thin air, and they don’t make balance decisions on a whim.

Personally I’m one of those people who are hesitant about it but will reserve judgment until I actually see how it plays out when I play. I agree that calling it overpowered or that it needs balancing right now when no one has played it yet is way too early to say anything. But because no one has experienced it yet, its open to speculation and thus easy to jump to conclusions without a solid understanding of how it works.

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> Personally I’m one of those people who are hesitant about it but will reserve judgment until I actually see how it plays out when I play. I agree that calling it overpowered or that it needs balancing right now when no one has played it yet is way too early to say anything. But because no one has experienced it yet, its open to speculation and thus easy to jump to conclusions without a solid understanding of how it works.

Overshield was pretty broken in Halo 3, to the point you either have to have one per team side, and could never use it as a contesting middle of the map kind of thing. They’ve been able to fix it in Halo 5, but it also a feels a bit like people still just grab it and put it on and don’t get properly punished for it half the time. I am looking forward to seeing how this plays out and also to see if it burns at any point.

I think the major OP part of the overhield is the invulnerability frames it gives when charging the shield. Being able to survive an overload of damage while activating it and then after having a double shield is rough, even more if you have control over when to activate this.
I really think that with an activation time and less or no invulnerability frames carrying it with you will be fine. They probably already balanced this new mechanic in relation to spawning timers and potency when carried (duration/strength diminishment).

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> I think the major OP part of the overhield is the invulnerability frames it gives when charging the shield. Being able to survive an overload of damage while activating it and then after having a double shield is rough, even more if you have control over when to activate this.
> I really think that with an activation time and less or no invulnerability frames carrying it with you will be fine. They probably already balanced this new mechanic in relation to spawning timers and potency when carried (duration/strength diminishment).

There are no invincibility frames in Halo 5 while you apply it so assume this will be the same. The thing they may end up needing to toggle is how long it takes to apply it, if this ends up being too short. Hopefully it has a nice sound queue when applying it so someone can’t flank and activate it for an immediate advantage in a critical part of the map and you can tell it has been activated. I already love the trail from the Spartan indicating that player is carrying it. That way you can be more cautious when fighting someone with a trail if they retreat. Camo will also be brutal. Right now you can see a camo player but only if you’re seriously looking and focusing hard. Now you won’t know when to start focusing or you’ll have to be in a position to do that longer which probably won’t work. I’m usually the guy who tracks camo, but I think it will be seriously difficult now.

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> I think having overshield and other power ups now as equipment is way better than the old system.
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> The traditional system took no strategy. Everyone would rush during their spawn and just take it. Even if it was wasted it was better than having the opposition have it. That’s it. Everytime it spawns, same thing occurs. Everyone knows their duration as well.
>
> Now you can plan when to use it to reach max effectiveness. Everyone will know if you have a power up so people can plan accordingly. It puts more thought which is a good skill gap to have other than machanical skill

There is absolutely strategy in the traditional system. In order to get the most out of the power-up, you need to have planned beforehand. That’s the whole beauty of the traditional system: you’re actually committing to something by picking up the overshield, so you need to have a plan. With a piece of Halo 3 style equipment you can just pick it up and worry about the plan later.

The other thing about traditional power-ups is that they’re location dependent. You have be able to make the most of the placement of the power-up, and this demands much more creative planning than being able to use it whenever and wherever you want.

There will arguably be more ways to use an equipment pick-up than a traditional power-up. However, breadth of options doesn’t automatically translate to strategic depth. Strategic depth isn’t about the number of plans you can imagine, but about the creativity needed to come up with a good plan.

I’m not here to dunk on Halo 3 style equipment. There are a lot of interesting mechanics that would be impossible or really unfit for classic power-ups. Different mechanics benefit from different implementations. In this case, passive power-ups benefit from the limitation of activating on pick-up, because that limitation demands more preparation from the user.

There are things that could be done to address some issues, like a few seconds of activation delay after pick-up, and the ability of dead players to drop what is remaining. But I don’t believe giving players control over the activation of passive power-ups makes them better.