Jetpack: Increase the user's gravity to balance the AA

This is a serious proposition now folks.

For those of you that don’t know me I posted in the optimatch forum and got a lot of stuff done in regards to matchmaking and pitching those ideas/changes to Jeremiah. This is my first serious post on here since the optimatch forum closed.

The Jetpack is the only AA that is visible on the player. It is also the most effective movement AA since it allows free movement around any map essentially “breaking” it by destroying map control.

There is no downside to this AA.

I propose that the Jetpack be tweaked by the upcoming TU. It is really a VERY minor and simple change that would greatly balance the AA.

By increasing the gravity, let say by 25%, it introduces a disadvantage to using the overly effective AA. Not only does it hinder the user’s jump height but it will prevent the user from ascending too quickly as well as using up more fuel. Inefficient use of the Jetpack will cause the player to run out of fuel quickly and fall which will ultimately cause them to severely harm themselves due to the increase of fall damage.

It also makes sense considering the thing is strapped to your back unlike the other AAs that simply augment the armor.

Increasing the gravity for Jetpack users balances the AA by increasing(introducing) a skill gap in actually using the AA.

Wouldn’t it be better if the Jet pack AA just ran out faster?? That way the user could still jump and move normally.

Actually your weight has no affect on gravity. It could reduce the jump height though. Honestly I despise the thing and will take any nerf to it with open arms.

> Wouldn’t it be better if the Jet pack AA just ran out faster?? That way the user could still jump and move normally.

Or doesn’t recharge in midair.

Remove Jetpack and give everyone a smaller thruster pack that allows them to Double Jump.

Only 1/4 of the jump height? That’s a pretty hefty change to it I think considering it affects basic movement.
Don’t think many use their jetpacks to actively dodge shots.

Why not just give it a short delay to recharging and lessen the the flight time if it’s that bothersome.

> Only 1/4 of the jump height? That’s a pretty hefty change to it I think considering it affects basic movement.
> Don’t think many use their jetpacks to actively dodge shots.
>
> Why not just give it a short delay to recharging and lessen the the flight time if it’s that bothersome.

You misunderstand what I posted entirely. Tweaking those values you mentioned require MUCH more work when they could just increase the gravity by 25% and accomplish the same thing. 25% increase in gravity =/= 1/4 jump height.

The gravity barely affects the jump height. The player will just fall 25% faster meaning they will not have as much “floatiness” as they have now. Also it does affect the fall damage. The only reason fall damage is almost non existent in Team Classic is because of the 120% movement speed which cancels out the effects of the gravity.

I proposed a simpler change than to just stop the Jetpack from regenerating mid air or change the rate of its regeneration. Changing the gravity is just one value that can be restricted to the Jetpack easily and inadvertently accomplishes those 2 things.

> Remove Jetpack and give everyone a smaller thruster pack that allows them to Double Jump.

This thread’s about Halo reach…not Halo 4…

Not a terrible idea. I’d still go for making the duration shorter, though.

> Not a terrible idea. I’d still go for making the duration shorter, though.

25% increase in gravity = faster fuel consumption, more fall damage and less overall height >>> shorter duration

Jetpack is indeed imbalanced. A full team using jetpack will always beat a full team using sprint. A team using jetpack forces opponents to use jetpack-oriented play as well. I’ve witnessed it many times in high-level Arena. I’d be content if they just coverted all soft-kill zones to hard-kill zones, but your plan should work too.

> Jetpack is indeed imbalanced. A full team using jetpack will always beat a full team using sprint. A team using jetpack forces opponents to use jetpack-oriented play as well. I’ve witnessed it many times in high-level Arena. I’d be content if they just coverted all soft-kill zones to hard-kill zones, but your plan should work too.

That is mostly an issue with the maps being too lenient on Jetpack.

Soft kills should ward off all instances of Jetpack abuse and a hard kill close behind it.

When the jetpack can be used for more than a 20 foot jump then it is being abused.

> > Jetpack is indeed imbalanced. A full team using jetpack will always beat a full team using sprint. A team using jetpack forces opponents to use jetpack-oriented play as well. I’ve witnessed it many times in high-level Arena. I’d be content if they just coverted all soft-kill zones to hard-kill zones, but your plan should work too.
>
> That is mostly an issue with the maps being too lenient on Jetpack.

So countdown, reflection, sword base, the cage, zealot and maybe powerhouse?

> So countdown, reflection, sword base, the cage, zealot and maybe powerhouse?

I can deal with Countdown, Sword Base, and The Cage. Jetpack completely breaks all of the other maps.

> > So countdown, reflection, sword base, the cage, zealot and maybe powerhouse?
>
> I can deal with Countdown, Sword Base, and The Cage. Jetpack completely breaks all of the other maps.

I added campdown due to the ridiculous hide spots you can get to with JP, plus the fact that the jetpacker will get to the sword first every time and get to a hide spot 3 seconds later, completly breaking map flow and the risk vs reward aspect.

> I added campdown due to the ridiculous hide spots you can get to with JP, plus the fact that the jetpacker will get to the sword first every time and get to a hide spot 3 seconds later, completly breaking map flow and the risk vs reward aspect.

There are weird ledges jetpackers can get on, but its not too bothersome since Countdown isn’t as open. The jetpacker who goes for the sword usually dies in my experience, and the sprinter is always guaranteed the shotgun as well.

> This is a serious proposition now folks.
>
> For those of you that don’t know me I posted in the optimatch forum and got a lot of stuff done in regards to matchmaking and pitching those ideas/changes to Jeremiah. This is my first serious post on here since the optimatch forum closed.
>
> The Jetpack is the only AA that is visible on the player. It is also the most effective movement AA since it allows free movement around any map essentially “breaking” it by destroying map control.
>
> There is no downside to this AA.
>
> I propose that the Jetpack be tweaked by the upcoming TU. It is really a VERY minor and simple change that would greatly balance the AA.
>
> By increasing the gravity, let say by 25%, it introduces a disadvantage to using the overly effective AA. Not only does it hinder the user’s jump height but it will prevent the user from ascending too quickly as well as using up more fuel. Inefficient use of the Jetpack will cause the player to run out of fuel quickly and fall which will ultimately cause them to severely harm themselves due to the increase of fall damage.
>
> It also makes sense considering the thing is strapped to your back unlike the other AAs that simply augment the armor.
>
> Increasing the gravity for Jetpack users balances the AA by increasing(introducing) a skill gap in actually using the AA.

This would work perfectly. Anyone who has played the MLG gametypes would tell you this. They raised gravity to 200% and made jetpacks a pickup (1 for each team) and only placed them on maps where they wouldn’t break the game. That is how it needs to be done in every playlist.

I also really like it when people think of controversial things like jetpacks in a more forward thinking way, instead of beng biased for/against it like most people on these forums. We need to figure out ways to FIX all of Reach’s flaws instead of dismissing and removing them.

I need clarification. If Jetpacks are only a problem at higher level play, how is there a need to introduce a skill gap when one already exists because they’re only a problem at higher levels of play?

I ask because I’ve noticed at my low level of play, it’s quite noticeable on those that know how to jetpack and those that don’t. It would seem to me that map design plays more of a role than the “power” of the AA.

Personally, I don’t use it often, but that it adds a nearly true 3D experience when used (and can get vertical quick), I love it.

I can’t think of anything more deadly than a Spartan with full movement control. In fact I think a lot of ArmorCorps/Gundam Wing type fighting when thinking of Spartans with full 3D movement.

Vanilla Reach doesn’t need a change with it, but if you can get the change for MLG or your own community, good luck.

PS: No kittens were harmed during the making of this post.

> I need clarification. If Jetpacks are only a problem at higher level play, how is there a need to introduce a skill gap when one already exists because they’re only a problem at higher levels of play?
>
> I ask because I’ve noticed at my low level of play, it’s quite noticeable on those that know how to jetpack and those that don’t. It would seem to me that map design plays more of a role than the “power” of the AA.
>
> Personally, I don’t use it often, but that it adds a nearly true 3D experience when used (and can get vertical quick), I love it.
>
> I can’t think of anything more deadly than a Spartan with full movement control. In fact I think a lot of ArmorCorps/Gundam Wing type fighting when thinking of Spartans with full 3D movement.
>
> Vanilla Reach doesn’t need a change with it, but if you can get the change for MLG or your own community, good luck.
>
> PS: No kittens were harmed during the making of this post.

And therein lies the problem. It is too effective and too easy to use making it blatantly overpowered. Either make it less effective or make it harder to use or both. In this case both sides are nerfed by a small degree.