New Armor Lock for Halo 4

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Did you even read the flipping thread?

> Or, you know, we leave fall damage OUT of halo 4, because it is a sequel to halo 3 and not reach. and quite frankly, i like no fall damage better.

I really don’t need to add anything to this because this is as good as a responce to this can get

I got an idea! Just make it like Halo 2 and 3 and leave fall damage out!

I think it would be great if you could use it like equipment. Say, you pick it up and you get about 5 seconds worth of the ability. Then it disappears, and you have to pick it up again. You could theoretically do this for all the armor abilities, varying the quantity you recieve of each. Although I would definitely include some kind of gravity lift instead of a jetpack. I thought it was so cool how you could lift vehicles, objects and enemies with gravity lifts

I really want there to be fall damage. It’s so stupid that you fall from like a Kilometre in the sky and nothing happens - Not even a vibration out of the controller. I think it was the little things, like this, in Reach which made it good.

> I’d like to be able to lock my armor. Not like armor lock in Reach by any means. But if you are falling from a very high place, you can lock your armor and survive the fall. Like how MC did in the begining of Halo 3. Maybe to make it fair, you still take damage and/or you can’t get up right away after you hit the ground.
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> What do you think? I feel it would be a balanced and cool addition to the game.

I’ve actually thought of this exact idea when i first used armor lock and found out u cant use it in mid air. It’s a really good idea!

just use different AA’s that don’t slow the game. And make some meant only for campaign. that is my wishlist.

also, aerial armor lock is a great idea. Let it smash through the vehicles below. Death from above.

What do you think would make it blanced.

  1. You still take bullet/grenade damage when in your armors locked
  2. You can’t get up off the ground right away.
    3.A little of both

Also I like that idea about falling down with your armor locked and destroying a vehicle. It would be hard but I’m sure someone would do it, just like all the crazy things people have done on Spire.

> What do you think would make it blanced.
> 1. You still take bullet/grenade damage when in your armors locked
> 2. You can’t get up off the ground right away.
> 3.A little of both
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> Also I like that idea about falling down with your armor locked and destroying a vehicle. It would be hard but I’m sure someone would do it, just like all the crazy things people have done on Spire.

I’m thinking that what can happen is, you have all the invincibility and stuff as you fall, but it takes longer to get up and the invincibility fades very rapidly while you do so.

Other effects could also be proportionate to the distance one falls. The EMP, for example, should have a very short AoE and require huge falls from Spire-esque heights, for example, so that one must pinpoint it (or get lucky, which is different from just derping) to use it. One also shouldn’t be able to crush a Warthog to powder after a two-foot fall, so damage done should probably also scale with distance.

To avoid slowing things down, most “immunities” can be turned into deferments. For example, a Locking player that gets stuck or needle-supercombined in free-fall would have the explosion deferred until they land. They’d still die, but anything near the landing site would probably die with them. In fact, pretty much any explosive or splash-damage-dealing weapon could be made to “stick” to a Locker and have its effect deferred until the Locker collides with something. The speed of an Armor Locker’s fall could be adjusted as necessary to make the player more or less vulnerable to these sort of things.

Such an AA would be useless in most scenarios, but in levels with a lot of vertical movement or scale, it could lead to some interesting things, but it should be tested extensively by competitive players, or it should be Campaign-only.

Maybe it could only be available on some maps. Or it could be an addition to a nerfed Reach armor lock.

I agree. After you hit the ground you should slowly get back up. It should not be a thing that is usable every minute.

> Or, you know, we leave fall damage OUT of halo 4, because it is a sequel to halo 3 and not reach. and quite frankly, i like no fall damage better.

It’s the story that is a sequel to Halo 3 not necessarily the game mechanism. No offense Itotaly agree with you, but I just wanted to point it out.

You for get that fall out damage was a reach thing that did not exist in 3. there is no need for amour lock. I know reach was the last game but it would be nice if people realize 4 comes after 3 and not a prequel to 1 :smiley:

Rapidly going off the word, “canon” just saying…

Canon aside, I personally think, at least in multiplayer, that there should be fall damage. And nobody say that Mark VI armor doesn’t have fall damage and thats why there can’t be fall damage in Halo 4, because not everyone will be wearing Mark VI armor and multiplayer doesn’t have to be canon.

> Halo 4 won’t have fall damage for canon reasons.
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> The Mk6 is capable of cushioning falls, that is why there is no fall damage in 2 and 3.
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> The Mk5 is not, however, so there was fall damage in those games.
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> No fall damage means no need for this.

Hands down win here.

> Canon aside, I personally think, at least in multiplayer, that there should be fall damage. And nobody say that Mark VI armor doesn’t have fall damage and thats why there can’t be fall damage in Halo 4, because not everyone will be wearing Mark VI armor and multiplayer doesn’t have to be canon.

We all be wearing MK VI I think, if so no fall damage. Customazation of the spartans is not switching entire MJOLNIR armor but just armor supplements, helmets, chests etc.

> > Or, you know, we leave fall damage OUT of halo 4, because it is a sequel to halo 3 and not reach. and quite frankly, i like no fall damage better.
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> It’s the story that is a sequel to Halo 3 not necessarily the game mechanism. No offense Itotaly agree with you, but I just wanted to point it out.

Yea, but it needs to build off halo 3s mechanisms not reach’s. and since MC’s armor is much newer than noble teams,no fall damage.

There likely won’t be fall damage for canon reasons, but I think in Halo 3 it was kind of ridiculous how you could fall like five miles from the sky and hit the ground like nothing happened. I know the Mark VI has cushions to resist fall damage but from that high he should at least be hurt a little bit.

I think it should be like Reach, when you fell from a high place, your Spartan would react to hitting the ground with an animation depending, on the height you fell of course. So basically, if your Spartan in Halo 4 falls like five miles out of the sky, you would only take slight damage an an animation would occur to show this.

Well this is how I pictured it.

I think that H4 should go back to the Equipment system, but with Spartans always having Sprint and Elites always having Evade. Custom Games should, however, give the option of players starting with certain Equipment, like Jetpacks, Active Camo, etc.

Armor Lockup should be an Equipment like any other, except when picked up it gives one use before being used up. Also, it would only last about a second, enough to reject one vehicle splatter or survive some frag spamming. The “Use Equipment” button should just have to be pressed once, and then the full second is used, so the player does not have the ability to block more than one Melee with it.

This would allow players to use it the way it was intended, which was for Anti-Vehicle and Anti-Heavy Weapon purposes. It wouldn’t slow down play nearly as much as the Reach Armor Lock does. I also think that Bubble Shield and Regeneration should be seperated again, and I want to see the return of Tripmines, Gravity Lifts, Drop Shields (the Covenant style ones) and even a Jackal Shield Gauntlet as a Dual-wieldable weapon.

Regarding fall damage, I think that it definitely shouldn’t be in H4, but maybe falls from high places make a loud sound, unlike the featherweighted sound the Spartans make when landing in H3 as if they were flying. Also, jumping and landing on metal should make a louder sound than on sand.