If You Were In Charge Of AAs...

Let’s say you are now allowed to make changes toany and all Armor Abilities in Halo 4.
How would you change each Armor Ability?

If you do not know much about an AA, either post nothing for that AA, or post what you think it should be.

Below are my changes to the Armor Abilities.


Thruster Pack
More distance.

Jetpack
From what I have seen so far of the Jetpack, it’s fine as is.

Hardlight Shield
Players should not be able to melee directly through the shield.
Also, the duration should be smaller.

Hologram
Should show up as red on enemy radar instead of white.
Give red reticule to enemies looking at Hologram.

Promethean Vision
Limit range to slightly larger than radar’s range.

Active Camo
Players should be equally as invisible as in Halo 3.
Short duration. (7 seconds)
Long recharge. (21 seconds)

Auto Sentry
I would like one of these two options.
Option 1: Increase damage done by Auto Sentry.
Option 2: Increase damage Auto Sentry can take before being destroyed.
Either one and I’m happy.


I think that’s all.
Post your changes.
Give opinions on others’ changes.

No aggression or hostility please.

Those who post appropriately on-topic will recieve a Thank on their post.

The first thing I would change about Armor Abilities, is to take out all Armor Abilities.

> The first thing I would change about Armor Abilities, is to take out all Armor Abilities.

Yep, I knew this comment would be posted before long.

Seriously, not all of the AAs are doom and gloom. Some may need tweaking to ensure their balance, but just spouting the ‘remove all’ is not an answer.

> The first thing I would change about Armor Abilities, is to take out all Armor Abilities.

Those with this opinion aren’t worth talking to.
I’d rather people such as yourself not post on my topics.

I would turn the jetpack into a jumpack.

Bullfrogs!! :stuck_out_tongue:

I would remove all Armor Abilities and give everyone these movement abilities.

Movement Abilities

Action Meter
-similar to the Sprint Meter in Reach
-drains through the use of movement abilities
-recharges

Spartans

Sprint: LB+Stick Forward
-sprinters are slowed by getting shot
-drains Action Meter gradually

Slide: Sprint+Crouch
-continue moving forward, in crouch position, slowing from Sprint speed to a complete stop
-Slide about a Mongoose length on level ground
-cannot Slide uphill
-Sliding downhill results in a continuous Slide until ground levels out
-when Sliding downhill press Crouch to stop and stand up
-when Sliding downhill press Jump to jump out of Slide
-does not drain Action Meter

Upper Cut: Slide+Melee
-same damage as normal melee
-knocks recipient back
-brings you to a stop
-does not drain Action Meter

Thrust Jump*: Jump+Jump
-increased jump height
-makes noise
-drains half the Action Meter

Thrust Fall*: While In Free Fall+Jump
-can negate fall damage if timed properly
-makes noise
-drains half the Action Meter

Glide*: While In The Air+Hold Sprint
-deploys a Hard Light Hang Glider from your armor
-reduces downward descent speed, increases forward movement speed
-unlimited duration
-can be destroyed through damage or EMP
-can fire, throw grenades, deploy Equipment and Thrust while in use
-does not drain Action Meter

Thrust Glide*: While Gliding+Jump+Stick Direction
-Jump+Up=Gain Altitude
-Jump+Down=Lose Altitude
-Jump+Left=Bank Left
-Jump+Right=Bank Right
-makes noise
-drains half the Action Meter

Wire Run: When Lined Up With A Wire+Sprint
-fall off if you turn left or right
-fall off if you stop Sprinting
-fall off if you get shot
-certain wires can be severed by destroying their mount
-severing a wire will deshield you
-an EMP attack to any part of the wire will deshield anyone on it

Lunge*: While In The Air+Melee
-moves you forward a short distance
-does not drain Action Meter

Jetpack*: While In Low Gravity+Hold Jump
-Thrust Pack is only a double jump in gravity
-Thrust Pack functions as a Jetpack in low gravity
-tap or hold Jump to activate Thrusters
-drains Action Meter gradually
-Jump is disabled in low gravity

Dive*: While In A Vehicle+Hold Sprint
-Dives sideways out of the vehicle
-requires charge up time like Spartan Laser
-drains half the Action Meter

Eject*: While In A Vehicle+Hold Jump
-Ejects straight up and out of a vehicle
-requires charge up time like Spartan Laser
-makes noise
-leaves smoke trails
-fully drains Action Meter

I would nerf them so badly that they won’t give more of an edge against someone else than a support upgrade, for example.

In fact, most are overpowered by their very concept. I would remove those altogether.

And no matter how balanced armor abilities are, there’s always the rock, paper, scissors aspect: you never know what you are going up against, and in a lot of situations you have to be lucky to be the guy that has the right armor ability for that situation. In that case, you’re nearly assured victory in a 1v1, just because you chose to spawn with that specific AA.

These rock-paper-scissors moments were FAR too frequent in Reach, and I dearly hope that won’t happen again for Halo 4.

> I would remove all Armor Abilities and give everyone these movement abilities.
>
> Movement Abilities
>
>
>
>
> Action Meter
> -similar to the Sprint Meter in Reach
> -drains through the use of movement abilities
> -recharges
>
> Spartans
>
> Sprint: LB+Stick Forward
> -sprinters are slowed by getting shot
> -drains Action Meter gradually
>
> Slide: Sprint+Crouch
> -continue moving forward, in crouch position, slowing from Sprint speed to a complete stop
> -Slide about a Mongoose length on level ground
> -cannot Slide uphill
> -Sliding downhill results in a continuous Slide until ground levels out
> -when Sliding downhill press Crouch to stop and stand up
> -when Sliding downhill press Jump to jump out of Slide
> -does not drain Action Meter
>
> Upper Cut: Slide+Melee
> -same damage as normal melee
> -knocks recipient back
> -brings you to a stop
> -does not drain Action Meter
>
> Thrust Jump*: Jump+Jump
> -increased jump height
> -makes noise
> -drains half the Action Meter
>
> Thrust Fall*: While In Free Fall+Jump
> -can negate fall damage if timed properly
> -makes noise
> -drains half the Action Meter
>
> Glide*: While In The Air+Hold Sprint
> -deploys a Hard Light Hang Glider from your armor
> -reduces downward descent speed, increases forward movement speed
> -unlimited duration
> -can be destroyed through damage or EMP
> -can fire, throw grenades, deploy Equipment and Thrust while in use
> -does not drain Action Meter
>
> Thrust Glide*: While Gliding+Jump+Stick Direction
> -Jump+Up=Gain Altitude
> -Jump+Down=Lose Altitude
> -Jump+Left=Bank Left
> -Jump+Right=Bank Right
> -makes noise
> -drains half the Action Meter
>
> Wire Run: When Lined Up With A Wire+Sprint
> -fall off if you turn left or right
> -fall off if you stop Sprinting
> -fall off if you get shot
> -certain wires can be severed by destroying their mount
> -severing a wire will deshield you
> -an EMP attack to any part of the wire will deshield anyone on it
>
> Lunge*: While In The Air+Melee
> -moves you forward a short distance
> -does not drain Action Meter
>
> Jetpack*: While In Low Gravity+Hold Jump
> -Thrust Pack is only a double jump in gravity
> -Thrust Pack functions as a Jetpack in low gravity
> -tap or hold Jump to activate Thrusters
> -drains Action Meter gradually
> -Jump is disabled in low gravity
>
> Dive*: While In A Vehicle+Hold Sprint
> -Dives sideways out of the vehicle
> -requires charge up time like Spartan Laser
> -drains half the Action Meter
>
> Eject*: While In A Vehicle+Hold Jump
> -Ejects straight up and out of a vehicle
> -requires charge up time like Spartan Laser
> -makes noise
> -leaves smoke trails
> -fully drains Action Meter

Interesting, but quite drastic. Maybe for Halo 5 or 6? :slight_smile:

Wait wait wait wait wait…

…You can melee through the HLS? You could potentially make my day, I demand a link.

Thruster Pack

Make it like Evade from Reach, just noisy, more showy. :stuck_out_tongue:

Jetpack

Nothing

Darklight

Make it able to take one vehicle hit before breaking.

Hologram

Give a red reticule, and the players name in red above it.

Active Camo

Same as Reach.

Auto Sentry

Make it either do more damage, or soak up more damage.

Regen

Have yet to see it, but make it have a long cooldown.

Promethean Vision

Seems fine to me. Make sure it can’t see Active Camo is all for me.

Thruster Pack
More distance.

Jetpack
Make it a jump pack.

Hardlight Shield
Decrease duration but give the user a little more speed.

Hologram
Should show up as red on enemy radar instead of white.
Give red reticule to enemies looking at Hologram.

Promethean Vision
I’d get rid of it.

Active Camo
Players should be equally as invisible as in Halo 3.
Short duration. (7 seconds)
Long recharge. (21 seconds)

Auto Sentry
I have absolutely no opinion on this AA.

I would take all AA’s out of loadouts (armor perks, too) and place them on maps (not with armor perks).

I’d scrap the jet-pack and put active camo back on the map as a pick-up.

Get rid of Camo. Make it a ordinance drop option like overshield.
Get rid of Jetpack. If I can’t, make it a jump pack.
If regen is like it was in Halo 3, nerf it.
Make Thruster pack first person again, maybe extend it’s range a tiny bit.
Auto Sentry, although I have a pretty good grasp on how it is, I’m not 100% on it. So unchanged.
Hardlight shield, wouldn’t change it I don’t think.
Promethean Vision, wouldn’t change.
Hologram, wouldn’t change.

Jetpacks
Never had an issue with these aside from high flyers. I would make it toggle instead of hold. When it runs out or the player toggles it off, it would be inactive for recharge. Charge time depends on how long the jet pack was used and it would only go to a height limit

Hologram
I would make it into an AI that did no damage. Not sure how that would work on forged maps though.

Promethean vision
I would probably have it slow the users spartan down but keep it as is.

Thruster pack
I would have kept evade or at least keep it in first person

Auto Sentry
I am not sure if it is plasma or not but regardless, I would limit how many of these a team could have.

I agree that I’d rather not have them at all, but since that’s not the answer you are looking for, and for the sake of conversation, here are my changes:

Thruster Pack
I like the idea of an evade ability, just make sure it’s useful. I had no issue with the one in Reach, so let’s hope this isn’t too useless now. It’s probably what I will personally be using since sprint is now standard.

Jetpack
Would make this for horizontal use only. Simply to bridge gaps, not for scaling walls or getting on top of places. When you hold the button, it just lets you hover in place for about 5 seconds. Sound lame? It’s still quite useful for making trick jumps, sprinting > jumping > jet packing would help you get quite a distance on your jump. It would also allow you to go from a higher ground to a lower ground easier as you feather it, gently lowering yourself to reduce fall damage.

The main plus, with it set this way, map flow is left in tact, enables tons of skill jump possibilities instead of diminishing them completely, and you won’t run into map exploitation with kill zones and all that. I think it would be far more useful and practical, fun, while easing the complaints amongst those such as myself who think it takes far too much away from map layout.

Hardlight Shield
I think it looks great in comparison to my issues with Armor Lock. Seems quite fair and balanced, useful but not unbeatable or overbearing, so I see nothing to change.

Hologram
I feel this is pretty useless, fun, but still useless. It was cool to trick your friends a few times in customs, but once you notice the tells(grey dot on radar, always running straight or standing still), and the fact that when you shoot it once it’s obvious it’s a hologram, it became too obvious and didn’t serve much purpose.

I would make it act like a computer A.I., just do no actual damage. Meaning, I would have it run out, stop, strafe, and shoot at enemies, but any bullets shot would do nothing and wouldn’t register. When shot I would also want it to take a few shots before it disappeared. Finally, have a red dot on the radar, or at least none at all, it’s supposed to fool them, not completely have a different color making it obvious.

Promethean Vision
Make this only one quick wave, as it spreads and passes a player it shows their outline for the second it passes them, and then it completely disappears. So it’s just a quick glimpse, no more than a second, as the wave moves over their body, and once it’s passed them they no longer are seen. Also, have it movement based, so that if a player stands still, it won’t give their position away. Have the recharge time be around 30 seconds. Holograms should show up if they are moving, and they look normal as I said they should be A.I. like. So yeah, definitely would make this less overpowered, but still useful.

Active Camo
I really think this should be on map, not an AA. However, sticking with the idea that these can be retoooled to better fit and not so overpowered…

I would make it so that it only lasts 7 seconds. You are invisible if you walk really slowly or stand still, but any normal speed or sprinting and you are pretty visible. You don’t show up on radar, there’s no jammer for the opponent, but your radar is gone while in use(the trade off being that you can’t be seen, but you can’t see your radar anymore either). Make the recharge rate about 20 seconds.

This would mainly make this a way to sneak up on someone when you know they’re in the next room, or to buy yourself a small window to hide or recover. Losing the jammer, remaining off their radar but losing yours, would make this less of an annoying AA to use and helps balance it. The 20 second recharge rate and 5 second usage is jus enough to make it worth it in the right usage, but not too abused(no standing up on rocks sniping without being seen).

Regen
Haven’t seen this used, but I don’t think it poses much of an issue, or at least it wasn’t terrible in Halo 3. Just make sure it doesn’t work super fast, and is more of a recovery tool than “you are invicible when you stand in here unless it’s a 1 hit kill weapon” like Halo 3 kinda had. Make it for after a fight, it can heal you in 3 seconds.

Auto Sentry
I don’t know enough on how this plays yet other than seeing it deployed, but it’s an auto turret, so it’s pretty self explanitory. It should be thrown down, have the strength of an Assault Rifle, and the strength of a human player to be destroyed. It’s stationary, so that wouldn’t be too difficult to blow up, but it could also make the difference in an objective or slayer game if someone isn’t paying attention, or is lured in by someone and the enemy is double teamed.


What do you guys think? Did I balance them to your liking? Ruin them? Let me know because personally, if they had to stay in the game, this is how I feel it should go.

I would’ve held a contest for the best ideas and put them all in. Then Over power them to Voltron Levels while adding new ones every month. Adapt to that.

Remove Promethean Vision and Hardlight Shield. Make Camo an ordinance drop. Place all other AAs as map pick-ups, like equipment in Halo 3. Turn Jet Pack into a Grav Lift, and have it placed as a pick-up.

Ok this is sorta off topic but are they still doing that thing where you pick that perk an you have to use that specific gun that comes with it? also I believe they should make like alot of guns and do the creat classes thing like call of duty. I dont want to make Halo into COD or anything its just i hate using the same weapons that a way lower rank than me is also using -_-.

Jetpack - Removed from MM

Camo - Removed from MM

Both are fine in campaign and spartan ops along within custom games

But both have no place in MM as they both do more BAD then GOOD .