More balanced drop shield to replace regen.

I think that the drop shield, while flawed, was one of the better armor abilities in reach. Jet pack, camo and armor lock were bad enough, but at least the drop shield could be destroyed. Although it took to long to destroy it and it lasted too long of a time when not under fire. So here is what I suppose:

1 grenade and half an assault rifle clip destroys it. This prevents it from really being a problem that robs the player of a kill. If you don’t have grenades, it takes a clip and a half of say, an assault rifle to bring it down. It can’t survive the rocket launcher or any other power weapon of this type. Being inside when a rocket or spartan laser hits it will kill the player.

When inside, there is no motion tracker. Part of the problem was that you were protected on all sides, and you knew if anyone was sneaking up on you. This promotes cautious use and careful attention as to who is around you.

It’s duration is 10 seconds. I’m not sure how long it stays up in reach, but I know it is far too long and it needed to be shortened a bit.

Only heals team mates. This ensures that it can’t be used as a crutch DURING a fire fight, like the current regeneration field is capable of being used.

I want this to replace the regen field in loadouts, because it has a team based function and a personal function that requires caution and awareness. That means it can be used it both team slayer and rumble pit.

Not too shab. If Halo 5 is as fast paced as 4 is, it could go either way IMO.

I actually think Regeneration Field did a good job of replacing Drop Shield.

There wasn’t really as much of a problem with “robbing the player of a kill” as you can still kill someone in a RF unlike the DS.

As for the motion tracker, even though players have an advantage being inside of a RF/DS, the attacker still has the responsibility how how he/she approaches it. I don’t believe motion tracking should be disabled because it removes the attackers duty to assess how to change his/her strategy when countering the RF/DS.

I don’t think this ability to should be limited to only helping teammates either. You already put yourself at risk upon activation when your spartan goes through the animation. Making this ability useful to team mates only would have a negative impact on the worth of this AA. Granted it may force players to play with their team, but through the course of the match this isn’t always going to be the case, whether it’s by force or by choice.

Put simply, no one is going to use an AA that doesn’t benefit them directly irrespective of if it benefits others. That’s just how it is.

The same sort of logic describes why the first person to get to a Warthog always jumps behind the gun as opposed to behind the wheel.

> I actually think Regeneration Field did a good job of replacing Drop Shield.
>
> There wasn’t really as much of a problem with “robbing the player of a kill” as you can still kill someone in a RF unlike the DS.
>
> As for the motion tracker, even though players have an advantage being inside of a RF/DS, the attacker still has the responsibility how how he/she approaches it. I don’t believe motion tracking should be disabled because it removes the attackers duty to assess how to change his/her strategy when countering the RF/DS.
>
> I don’t think this ability to should be limited to only helping teammates either. You already put yourself at risk upon activation when your spartan goes through the animation. Making this ability useful to team mates only would have a negative impact on the worth of this AA. Granted it may force players to play with their team, but through the course of the match this isn’t always going to be the case, whether it’s by force or by choice.
>
> Put simply, no one is going to use an AA that doesn’t benefit them directly irrespective of if it benefits others. That’s just how it is.
>
> The same sort of logic describes why the first person to get to a Warthog always jumps behind the gun as opposed to behind the wheel.

It’s funny you bring up the fact that people won’t use an aa that benefits others. This is the same reason I didn’t want regen to return. The regen in halo 4 is not very well balanced, I can pop a field next to cover go In and out during a fire fight. This makes it a crutch. The drop shield has two functions, to heal and to shield the player. While it only heals team mates, it still provides the user protection, acting as a deployable cover.

I had a similar idea with regen field, where it only heals team mates. Then I thought it would be useless in rumble pit, so scrapped the idea and came up with this one.

I also think that being protected by a shield needs it drawbacks, like the lack of radar. The shield user has the advantage of extra protection but the attacker has the advantage of stealth. I don’t think having to change your strategy mid game is very beneficial to the pace.

> It’s funny you bring up the fact that people won’t use an aa that benefits others.

Unfortunately it’s true. Regen field is no more of a crutch than drop shield and your example really does you no justice.

You can deploy a field in the same way you deploy a shield near cover during a firefight, yet one offers much much more protection, so which one really is more of the crutch?

Players using drop shield whilst running to cover and be completely free from damage and escape. If the player had used regen field, the attacker could still have killed the player.

> I also think that being protected by a shield needs it drawbacks, like the lack of radar. The shield user has the advantage of extra protection but the attacker has the advantage of stealth. I don’t think having to change your strategy mid game is very beneficial to the pace.

I don’t like this idea that is has to have a debilitating flaw to make it “balanced”. Regen Field is fine, you can still get killed and any hits you take delays recovery.

You think changing strategy mid game hurts the pace? What do you think you do in every game?

The Drop Shield isn’t really any more balanced of an alternative in my opinion.

It shares the problems inherent with most of the other armor abilities in that it still let’s you survive when you shouldn’t have.

We could make some alternative that simply only heals your teammates, but that’s arguably undesirable as well. We have to ask, should we even be able to refill our teammate’s shields at the push of a button? Say it’s a 3v3 skirmish, and I pop a regen. It’s not fair for the other team unless they pop one as well.

I’d rather we explore AA’s that have potential to expand the player’s options without acting as crutches. Thruster Pack for example could work with enough tweaks.

AA’s most likely won’t ever show up in Comp though (simply because there’s been no efforts to make them competitively viable), so do whatever you want in Infinity.

> like the lack of radar.

Is only a drawback in casual play.
Competitive settings (excluding Free for All) all utilize no-radar to begin with.

I love the drop shield, but you’re nerfing too much OP. It’s pretty much perfect as it is, people only used it when they where desperate anyway. The fact that you had to stop and throw it down made you slightly vulnerable when under attack anyway. It was only used to tackle Banshee whores, and a team with absolute ground and power weapon superiority because it was useless in most other scenarios, which is what made it so good.

It was one of the few armor abilities that I had little to no problems with, it fulfilled it purpose. An under-powered version of the bubble shield, that was fallible in one blast from a Banshee bomb, Wraith mortar and Scorpion Salvo.