Ideas for Armor Abilities in Halo 5

In Halo 4, the only AA affecting perk is, sadly, AA efficiency.

My idea is that each AA(Hologram, Thruster Pack, Hardlight Shield, AutoSentry, and None) would have their own set of perks that would affect the AA. These perks are renamed Armor Upgrades, and only one can be selected at a time. These perks come with downsides and upsides, and do not have to be selected. This is my idea on how they should work, not how I want them to work.

None:
-Ammo: Increases the amount of ammo you spawn with by 25%(Will adjust these numbers when I get feedback), but decreases the total grenades you can carry by 1.
-Grenade: Spawn with an extra Grenade, but decreases the maximum ammo you can carry.
-Recharge: Decreases the time it takes for your shield to recharge, but increases the shield recharge delay.

AutoSentry:
-Shield: Gives the AS a shield that recharges, but increases ability recharge time by 25%.
-Impulse Drive: Allows theAS to follow you for its duration, providing fire support. Decreases duration by 33%.
-Beam: Replaces the Autosentry’s weapon with a Sentinel beam for sustained firepower. Decreases health by 20%.
Changes from Halo 4 to Halo 5 for the autosentry include increased damage and range, with better targeting AI.

Hardlight Shield:
-Photon Pulse: Allows the shield to trap incoming fire and send it back to sender when deactivated(Think Titanfall’s Vortex Shield). Decreases Duration by 20%.
-Support: Pull out your sidearm while shield is active. If no pistol is equipped, you are given a Magnum. Increases recharge time by 25%.
-Charge: When the HS is activated, you sprint forwards, knocking down and dealing damage to any enemy in your path. Decreases HS health by 30%.

Hologram:
-Locator: The Hologram looks towards the closest enemy and activates a warning sound(a beep.). This Upgrade increases recharge delay for the hologram by 50%.
-EMP device: When the Hologram is destroyed, it emits an EMP that disables vehicles and shields. Increases recharge time by 25%.
-Sound Chip: The hologram uses an in-built soundchip to mimic gunfire and grenade sounds. Decreases duration by 33%.

I’ll add more later.

I think we all know how this poll is generally going to go.

~ Duck.

> I think we all know how this poll is generally going to go.
>
> ~ Duck.

Just like always

> I think we all know how this poll is generally going to go.
>
> ~ Duck.

Probably. I’m going to remove it so people leave ACTUAL feedback instead of clicking on something.

And the OPs not even complete. That’s what annoys me.

The only thing worse than having perks and AAs in loadouts is having perks that modify AAs in loadouts.

Well, that and duck face selfies.

That said, I think this kind of stuff would be cool for cooperative modes like Firefight or Spartan Ops.

Honestly, I have to say that I’m not in favour of this idea. Perks and Armour Abilities already add too much randomness to a game that’s supposed to be built on planning over predictability, but having perks that modify AAs just blows it all away.

Let’s say that you’re facing a guy who has, say, Hardlight Shield. There’s no way to tell which perks he may have activated for that AA, if any at all. You can’t base the way you play off of which perk he may or may not have, since you’ll only find out after it’s too late.

I don’t like the sound of these particular perks… though I wouldn’t mind a perk that increases the duration of the Jetpack.

Jetpack’s already an easy way to get shot, so it would hardly be overpowered. But I’d like for the Jetpack to be useful again. In Halo 4, the damn thing dies on me before I get very far… not to mention it sounds like a toilet flushing. Not as much fun as in Halo:Reach.

> I don’t like the sound of these particular perks… though I wouldn’t mind a perk that increases the duration of the Jetpack.
>
> Jetpack’s already an easy way to get shot, so it would hardly be overpowered. But I’d like for the Jetpack to be useful again. In Halo 4, the damn thing dies on me before I get very far… not to mention it sounds like a toilet flushing. Not as much fun as in Halo:Reach.

Jetpack is already over powered. You can’t get hit by explosives, you can constantly get height advantage which takes most of the headshot angles away from opponents, you can maneuver vertically with ease which makes escapes/chases easier, and you can get into places that other people can’t get to. Jetpack is possibly the most annoying AA in the game right next to Active Camo. Jetpack should have been removed and replaced with a vertical thrust from the thruster pack. That would have made it mostly fair because it would have basically been a double jump like in Titanfall.

> Honestly, I have to say that I’m not in favour of this idea. Perks and Armour Abilities already add too much randomness to a game that’s supposed to be built on planning over predictability, but having perks that modify AAs just blows it all away.
>
> Let’s say that you’re facing a guy who has, say, Hardlight Shield. There’s no way to tell which perks he may have activated for that AA, if any at all. You can’t base the way you play off of which perk he may or may not have, since you’ll only find out after it’s too late.

Hmmm… maybe a symbol above their gamertag that would have the Upgrade’s symbol?

That’s something I didn’t think of.

I just thought it would be cool to have dynamic upgrades to your equipment.