I’m not going to explain why it can’t but it simply cannot and I hope I don’t see it in multiplayer. Go play a match in reach on that horrible map uncaged and you’ll see why.
Just because it doesn’t work on the maps in Reach doesn’t mean it won’t work on the maps in Halo 4.
“Jetpack can’t be balanced!”
“Why not?”
“Because it can’t!”
Yeah… nice argument there OP.
If there is jetpack im going to shoot myself
EMP-based weaponry should short-circuit the Jetpack sending the user hurtling towards the ground. Would that work? Why not apply that EMP-effect to all AAs?
> Just because it doesn’t work on the maps in Reach doesn’t mean it won’t work on the maps in Halo 4.
If all the maps are on one floor and the roof is 3 feet higher than the spartan then it will work
Then just use it if it’s the best AA.
Wow, really nice argument OP.
> There is no jetpack in halo 4…
> Thruster pack is a horizontal boost, but no jetpack.
False. Proof of jetpack.
> EMP-based weaponry should short-circuit the Jetpack sending the user hurtling towards the ground. Would that work? Why not apply that EMP-effect to all AAs?
That’s what it should do.
Most of the maps in reach were either remakes of prior halo games (where there were no armor abilities) or reused from campaign levels (where players had a very specific set of armor ability options), so most of the maps weren’t designed for armor abilities to be balanced against one another. In many instances it ended up really dumb. This time, 343 is presumably making new maps and knows people will be using different armor abilities and knows that people were disappointed in the unbalanced implementation in reach, so they will hopefully be trying to balance things better.
> “Jetpack can’t be balanced!”
>
> “Why not?”
>
> “Because it can’t!”
>
>
> Yeah… nice argument there OP.
Because if you are bypassing one piece of the map and getting a height advantage over your opponent there is imbalance and that’s that.
You must clearly be the best multiplayer designer because you clearly know what will not work and what will work without even seeing it in action. Impressive dude. Your argument is full proof.
> Wow, really nice argument OP.
>
>
>
> > There is no jetpack in halo 4…
> > Thruster pack is a horizontal boost, but no jetpack.
>
> False. Proof of jetpack.
That’s in spartan ops though. And where’s you argument give me a reason on how it could be balanced.
> > Wow, really nice argument OP.
> >
> >
> >
> > > There is no jetpack in halo 4…
> > > Thruster pack is a horizontal boost, but no jetpack.
> >
> > False. Proof of jetpack.
>
> That’s in spartan ops though. And where’s you argument give me a reason on how it could be balanced.
whistles nonchalantly
I’m waiting for why MY proposal fails.
> Wow, really nice argument OP.
>
>
>
> > There is no jetpack in halo 4…
> > Thruster pack is a horizontal boost, but no jetpack.
>
> False. Proof of jetpack.
I’m pretty sure the actual jetpack is going to be in Spartan Ops, while it’s the thruster pack that will be in multiplayer
> > “Jetpack can’t be balanced!”
> >
> > “Why not?”
> >
> > “Because it can’t!”
> >
> >
> > Yeah… nice argument there OP.
>
> Because if you are bypassing one piece of the map and getting a height advantage over your opponent there is imbalance and that’s that.
People have been doing that Loooooong before the jetpack was conceived. What they really need to do is make barriers in ‘unfair areas’ to prevent people from being cheap, and I don’t mean the “You have ten seconds to leave this spot or die” barriers, I mean actual physical barriers to prevent you from getting there.
Even if it doesn’t make sense, neither did 10 second/Death barriers.
> Just because it doesn’t work on the maps in Reach doesn’t mean it won’t work on the maps in Halo 4.
I’d rather the maps not be designed around the inclusion of one armor ability. Jetpack is stupid. It is a slap in the face to level designers. It allow the total exploitation of map metrics and is just a total trashcan idea.
> > “Jetpack can’t be balanced!”
> >
> > “Why not?”
> >
> > “Because it can’t!”
> >
> >
> > Yeah… nice argument there OP.
>
> Because if you are bypassing one piece of the map and getting a height advantage over your opponent there is imbalance and that’s that.
That’s map design fail, not the AA. With a map that severely limits how a player travels by using bridges as a main way to travel, you’re basically screaming, “Use Jetpack or die!”. Same with Sword base, except it’s a bunch of long hallways, and only 3 quick ways to get up to the top of the map. Unless you plan on camping in the top floor, you’re basically going to need Jetpack to get around.
As for the offensive capabilities, that is primarily due to other AAs besides sprint not having much of an impact in protection. Armor Lock only saves you for a small period of time. Hologram does nothing. Active Camo is useful only if you use it before he sees you. And jetpack hardly makes a difference. Basically, if you don’t pick Sprint, you’re best bet is to shoot him the moment he flies up. Otherwise, you hope you can make it to cover in time.
Halo 4 gives the player a better defensive ability by allowing Sprint, plus another AA, to be used. With Sprint being with everyone, they can run away when they are in trouble, thus limiting the Jetpacker’s offensive role to a more surpise tactic(even still, how can you not hear it?).
Finally, though this is more of a request to the devs more than anything: Add the ability to place Soft walls and ceilings to maps. This can limit how high a player can go up, and block off areas that are just inaccessible to others without jetpack. Though Soft kill barriers can work for scenarios like Zealot, they don’t work overall on areas such as Powerhouse since it can reset after a period of time or on death. Making soft barriers possible can easily remedy some maps’ issues with Jetpack being a necessity, without making the maps ugly.
Though I do agree Jetpack could use a bit of tweaking, when you design maps primarily around tunnels and bridges, an AA will gain advantages over others. Avoiding that sort of map designing, hopefully 343 adding Soft Walls and Ceilings, and adding Sprint to a players’ arsenal to combat the Jetpack tactic, it should be harder to get killed by that tactic.
The only thing we really need to worry about are maps that limits a player too much to the point that it’s needed to move around. So far, the 3 maps displayed showed that there shouldn’t be too much abuse from Jetpacks to worry about with many ways to get around the maps.
> > Wow, really nice argument OP.
> >
> >
> >
> > > There is no jetpack in halo 4…
> > > Thruster pack is a horizontal boost, but no jetpack.
> >
> > False. Proof of jetpack.
>
> That’s in spartan ops though. And where’s you argument give me a reason on how it could be balanced.
I believe that in the Game Informer article, they said they used it in MM, however I’m not sure. As for the way it could be balanced, it could act like the Halo 3 Brute’s jumpack, where it gives you a really quick vertical boost, so that the player can quickly reach the higher levels of a map.
> You must clearly be the best multiplayer designer because you clearly know what will not work and what will work without even seeing it in action. Impressive dude. Your argument is full proof.
Well I played reach and it’s horrible with the jetpack. Just think how dumb this is 343 has to make all there maps work with this stupid jetpack when it’s not needed in the game. Why the hell do you want to fly around the map. Instead 343 can just keep the jetpack out so they don’t have to make all there maps work with it. How could jetpack work and the map still be balanced that’s why I posted this so go ahead tell me.