Jetpack doesn't belong in Halo

While the Jetpack is indeed a lot of fun to use, it does more harm than good in the long run and I feel that it is an unnecessary addition to the Halo franchise.

The Jetpack single-handedly allows players to bypass one of the fundamental facets of Halo gameplay known as Map Control. This term refers to the act of <mark>a team</mark> maintaining possession of a strategic area on the map. This area often gives the team access to power weapons; however, its main purpose is to afford players a safe way to defend their own base and trap the enemy at theirs, thus preventing them from advancing. This doesn’t necessarily mean Map Control = Spawn Trapping, but the latter can be the result of the former. That’s for another thread. Also before this paragraph is done, refer to the highlighted portion. It takes a team to control the map. Onto the main point–

Let’s look at a map like Asylum. The team who wins is usually the team who gains possession of the Ring in the center of the map, which allows them to defend their base and trap the enemy at theirs. These setups are not impossible to break and it takes a team who knows what they’re doing to maintain it. But along comes Jetpack, allowing the losing team to blast off like Boba Fett into the air and rain nades on the players in Ring. The purpose of controlling this area has now been diminished, as it is no longer a safe area.

Though it is indeed easy to kill jetpackers (the bad ones at least), their death in mid-air doesn’t make the thrown nades, needles, or fired rockets disintegrate. It also doesn’t excuse the fact that these players were able to gain height advantage that they didn’t work for. Imagine being able to Jetpack to the top of Construct or around Lockout–these maps that otherwise played well (rewarding proper map movement and punishing mistakes) would be ruined by the Jetpack. And the worst part is, maps designed around the Jetpack (Sword Base) not only end up bad in and of themselves, but they become worse when Jetpack isn’t around.

Maps are designed with player movement and opportunities in mind. Designers want people to move around a certain way and they want certain paths to be used. Jetpack takes a middle finger to the designer and gives players an advantage they didn’t work for. What’s the point in lifts, ramps, or ladders if people can just fly up?

If Jetpack remains the same as it was in Reach, it will be the most abused AA because now people wont have to choose between vertical or horizontal mobility. <mark>The only way I could see Jetpack working is if it functioned like the Gravity Lift from Halo 3 or like a powerful Thrust of air to propel the Spartan upwards (jump-pack)</mark>. This way people aren’t flying like 2 ton birds and it’s of strategic use.

If you need further convincing, play Uncaged. If you don’t use Jetpack on that map you’re doing it wrong.

TL;DR: Jetpack bypasses map control, disrespects map design, and gives unfair advantages to players who don’t earn them. If its niche is to be filled it needs to be a burst of height rather than a controllable flight.

EDIT: Apparently there’s a similar thread with more discussion. Seems to be the topic for today. As long as the point is made I am content. :slight_smile:

> <mark>The only way I could see Jetpack working is if it functioned like the Gravity Lift from Halo 3 or like a powerful Thrust of air to propel the Spartan upwards.</mark>

Or like the Jump Pack Brutes from H3 or the Ranger Elites from Reach.

I could live with this. Though I would like a Hover Pack (ala H2 Jetpack Elites) for Custom use.

Agreed Jet packs and even AA’s shouldn’t be in halo at all…

I actually thought Jetpack functioned quite well as a pick-up, at least from my experience in the MLG playlist.

I have been saying “jump-pack” for a long time now. All of a sudden, EVERYONE wants jump-packs.

I agree. (;

I posted about map design and the Jetpack in a similar thread. Surely it is a fundamental quality for each map as to how useful Jetpack is?

You’re right about Uncaged, Jetpack is necessary to use if it is available. But consider Anchor 9, I can’t see how the Jetpack provides an advantage above all other armour abilities. So rather than change the Jetpack, what about the maps?

Jetpack is overpowered on Uncaged because it offers an enormous advantage in terms of manoeuvrability with no drawbacks in terms of exposure to fire. I can Jetpack as much as I like with no penalty.

As for the Jump Pack idea, surely if I respawned on Uncaged near the Grenade Launcher, I could still easily get to the Cage, breaking map control? Likewise it could make the situation on Asylum worse as it would be as easy to get Grenades on the centre Ring with less time in the air.

Either remove it completely, or design maps while considering how Jetpack affects map control. By this I mean make maps so players can move easily from A to B without Jetpack. That way map control is as easily gained with other Armour Abilities as with Jetpack.

> > <mark>The only way I could see Jetpack working is if it functioned like the Gravity Lift from Halo 3 or like a powerful Thrust of air to propel the Spartan upwards.</mark>
>
> Or like the Jump Pack Brutes from H3 or the Ranger Elites from Reach.
>
> I could live with this. Though I would like a Hover Pack (ala H2 Jetpack Elites) for Custom use.

A Hoverpack would be cool, but ultimately useless. Unless 343 wants to put a bunch of gaps or towers on their maps. I love using it in SMNC.

I am somewhat torn. In some respects I like the jet pack. I hardly ever use it but it’s fun to kill opponents mid flight. Unfortunately, this AA is one of those that in the right hands can wreck havoc on game flow. I will say this: I will shed no tears if they were to eliminate it, however I am not entirely convinced it has no place in the game. Perhaps they will find a way to allow these types of AAs to flourish without taking away what most of us enjoy about Halo. I really looking forward to seeing how 343 delivers a Halo experience. It’ll be interesting to see how it all unfolds.

I agree that players shouldn’t be able to select Jetpacks on spawn. It’s best used as a pick up to avoid entire teams acting like Boba Fett and breaking maps.

A pick up might suffice as a better alternative. Even if 343 nerfs the derp pack, i still don’t want to see it as i doubt balancing it will mean anything in the long run. I wasn’t a fan of 343 announcing Camo and Jetpack returning on spawn :confused:

Camo should be a power up without the added jammer. Power up and pick up jetpacks. Sounds good to me.

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I despise Jetpack, and 343 were stupid enough to bring it back in Halo 4, but nope, little kids love to be Buzz Lightyears and 343 gave them their wish. If I had the chance, I’ll burn every AA in the f**king furnace.

COMPLETELY agree. Also, having that height advantage makes it harder to get headshots on them when they fly above you. And grenading became much easier since dropping a nade from above doesn’t make it bounce as far. It was just a completely broken mechanic.

After being barraged with so many bad features, jetpack wouldn’t be too much of a problem… if it was a power weapon with a much more limited usage time. In a simple way it’s mindless fun and you can feel somewhat like a badass with it flying around. But giving it to everyone in a competitive setting is silly, especially considering that in it’s current state it’s so ridiculously over powered. Maybe if you want to play Halo quidditch, but not for regular MP.

I do agree that it was not well implemented in Reach but that wasn’t the main issue. The biggest issues with the Jetpack come from the fact that the jump is so low that using the Jetpack gives you a much larger advantage than if you would have had H2/3 jump. You are so limited by the short jump that jetpacks let you get to places you should be able to get by jumping and then some.

A similar issue exist with sprint in Reach. The base speed is so slow that sprinting only adds to the problem rather than being the main cause.

I agree that a “jump pack” would be preferable to the Reach type though. I just feel that most of the issues will be fixed regardless since it looks like Halo 4’s speed, jump, strafe, etc will be much better than Reach’s pitiful base movement.

“they want certain paths to be used”

I prefer mobility and path blazing as opposed to being funneled into someone’s campground.

Yay, Goat is on the 343 forums!

I agree. The jetpack is incredibly annoying. Especially when it is nearly impossible to use while using Bumper Jumper.

I hate having to give up jumping and moving for a jetpack :frowning:

Jetpack should be a pickup.

> > <mark>The only way I could see Jetpack working is if it functioned like the Gravity Lift from Halo 3 or like a powerful Thrust of air to propel the Spartan upwards.</mark>
>
> Or like the Jump Pack Brutes

Jump packs would be better than jetpacks I agree. All AA’s should function the same; you shouldn’t be able to use them in bursts, if you hit that left bumper, you’re usin’ all the juice.

I feel that’s one thing that made armor lock too useful. You’re able to pop in and out quickly, along with the EMP blast everytime you came out, it was ridiculous.

jump packs like the Dark Troopers in Battlefront 1.

Good read, and I agree completely. The “Jetpack” should act more-so like the super jump in Cyrsis 2 than an actual jetpack.