New Armor Mods (Community Suggestions)

We currently have a thread asking for more Armor Mods, and a few players have come along and suggested different ideas on what we’d like to see in game. To order and display them neatly and in a single place, I’ve created this post. Please feel free to suggest your own Armor Mods, but try to keep them in line with 343’s gameplay stylings (“Never Die” Amor Mod for example doesn’t fit 343’s vision of Halo). Armor Abilities will not be accepted.

For anyone that doesn’t know, Armor Mods and Armor Abilities are two different things.

  • Armor Mods are what we currently have in game, which provide a passive benefit when used in Warzone. They’re always on, and never run out. Upgraded Shields, Advanced Sensors, and Wheelman are examples of Armor Mods. These are what I’m looking for suggestions on. - Armor Abilities are an active benefit, that you’re required to use as needed. Armor Abilities often have a limited duration, even if they can be used multiple times. Jetpack, Radar Jammer, and Armor Lock are all examples of Armor Abilities. These are not for this thread.Please keep this in mind when suggestion Armor Mods.
    __

  • Expert Gunner - Vehicle and place mounted Turrets can fire for an increased time before overheating, and cooldown quicker once overheated. Additionally, mobility whilst carrying a detached turret is increased allowing for greater movement speed and jump height. - Suggested by LEGOManiacPR in this post.__

  • Squad-Link - If you’re within 10 meters of another Spartan using the Squad-Link Armor Mod and you yourself have the Squad-Link Armor Mod enabled, you can see the outline of enemies through walls as long as they’re currently in view of your teammate. Additionally, you now see any Threat Markers on enemies within 50 meters of your location and Threat Markers you place have an increased duration. - Suggested by xs415x in this post.__

  • Experimental Modifications - Modifications to your Gen-II Armor allow you to equip up to two individual Armor Mods. The combined REQ Level of both Armor Mods must not exceed you’re current Maximum REQ Level. - Suggested by tommytutle in this post.___

  • Field Weapons Test - Each new life has a small chance of equipping you with a random REQ Weapon to test in the Warzone Simulation. The Weapon will start with 50% less ammunition than normal and only be of power equal to or less than your current total REQ Level. This includes REQ Weapons you are currently not authorized or equipped to use. - Suggested by FUNNYman912 in this post.__

  • Heavy-Duty Cyberlink - Heavy-Duty Cyberlink prevents descoping due to damage whilst the users shields are above 50% charge. After dropping below 50% shield charge Heavy-Duty Cyberlink will only reengage after the users shields have cycled to full. - Suggested by LostNap in this post.__

  • Enhanced Power Systems - Upgrades to your Mjolnir Armor’s power core allow for an increased duration of Requisitioned Power-Ups, extending their duration slightly. Duration of Power-Ups will be extended by half if you requisition the same Power-Up twice. - Suggested by SultanOfSwag217 in this post.__

  • Armor Piercing - Loadout Weapons do increased damage against Vehicles and Enemy Spartans, at the expense of ready and reserve ammo for all Loadout Weapons. Loadout Weapon ammunition cannot be scavenged from fallen foes on the battlefield. - Suggested by SultanOfSwag217 in this post.__

  • Survival Instincts - Taking physical damage once your shields have fully depleted allows for a minor increase in movement speed, reload speed and thruster recharge rate. Shield recharge disables all gained effects gained from Survival Instincts. Headshots do not trigger Survival Instincts. - Suggested by SultanOfSwag217 in this post.__

  • Belt-Fed - All Loadout weapons are modified to use ammunition belts instead of magazines, eliminating need to reload at the expense of a reduced total ammunition. Loadout Weapons now risk overheating if fired without pause. Does not affect battery-powered weapons. - Suggested by EMPEROR NOVA01 in this post.__

  • Promethean Thrusters - Salvaged Promethean technology has replaced your Thruster Evade, granting you access to short range straight line teleport with a significantly longer recharge time than standard Thruster based abilities. Promethean Thrusters cannot be used to move through obstacles or geometry. - Suggested by WhoLikesChicken in this post.__

  • Targeting Telemetry - Advanced targeting data is used to increase effective range of all automatic weapons by a moderate amount and precision weapons by a minor amount. - Suggested by Shane The Bold in this post.__

  • Ghost Protocol (Asset Denial) - Weapons and Grenades are automatically destroyed upon death, denying allies and enemies access to the weapon itself and any unused ammuntion. - Suggested by ONI Forklift in this post.__

  • Ruby’s Denial - You deal increased damage whilst using a Sniper Rifle or Beam Rifle, and additionally take less damage when shot by an enemy using a Sniper Rifle or Beam Rifle. - Suggested by MatthewDK2001 in this post.__
    Apologies to the mods if they deem this spam. It is not my intention, I’m only looking for a place to keep the Communities great suggestions organized.

I’d like one that prevents descope while you’re getting shot

-insert name
Basically, it increases the duration of all power-ups (5 seconds?)

-Armour Piercing
Increases damage and anti-vehicle damage, only applies to bullets. (No, Rockets, Lasers, etc.)

-insert name (Rampage?)
Once your shields are completely down, you have increased damage, speed, reload speed, and thrusters. (only by a very small amount)

> 2533274828183901;2:
> I’d like one that prevents descope while you’re getting shot

I’ve seen that, but maybe not fully. Prehaps you get descoped after your shields are at half?

> 2535410648744984;4:
> > 2533274828183901;2:
> > I’d like one that prevents descope while you’re getting shot
>
> I’ve seen that, but maybe not fully. Prehaps you get descoped after your shields are at half?

Damn, I was just typing that exact description…

> 2535410648744984;3:
> -Armour Piercing
> Increases damage and anti-vehicle damage, only applies to bullets. (No, Rockets, Lasers, etc.)

Sounds a bit too close to Kinetic Bolts and a Mini-Permeant Damage Overcharge. Still, I’ll type something up.

> 2535438015329246;1:
> We currently have a thread asking for more Armor Mods, and a few players have come along and suggested different ideas on what we’d like to see in game. To order and display them neatly and in a single place, I’ve created this post. Please feel free to suggest your own Armor Mods, but try to keep them in line with 343’s gameplay stylings (“Never Die” Amor Mod for example doesn’t fit 343’s vision of Halo). Armor Abilities will not be accepted.
>
> For anyone that doesn’t know, Armor Mods and Armor Abilities are two different things.
> - Armor Mods are what we currently have in game, which provide a passive benefit when used in Warzone. They’re always on, and never run out. Upgraded Shields, Advanced Sensors, and Wheelman are examples of Armor Mods. These are what I’m looking for suggestions on. - Armor Abilities are an active benefit, that you’re required to use as needed. Armor Abilities often have a limited duration, even if they can be used multiple times. Jetpack, Radar Jammer, and Armor Lock are all examples of Armor Abilities. These are not for this thread.Please keep this in mind when suggestion Armor Mods.
> _____
> - Expert Gunner - Vehicle and place mounted Turrets can fire for an increased time before overheating, and cooldown quicker once overheated. Additionally, mobility whilst carrying a detatched turret is increased allowing for greater movement speed and jump height. - Suggested by LEGOManiacPR in this post._____
> - Squad-Link - If you’re within 10 meters of another Spartan using the Squad-Link Armor Mod and you yourself have the Squad-Link Armor Mod enabled, you can see the outline of enemies through walls as long as they’re currently in view of your teammate. Additionally, you now see any Threat Markers on enemies within 50 meters of your location and Threat Markers you place have an increased duration. - Suggested by xS415x in this post._____
> - Experimental Modifications - Modifications to your Gen-II Armor allow you to equip up to two individual Armor Mods. The combined REQ Level of both Armor Mods must not exceed you’re current Maximum REQ Level. - Suggested by tommytutle in this post._____
> - Field Weapons Test - Each new life has a small chance of equipping you with a random REQ Weapon to test in the Warzone Simulation. The Weapon will start with 50% less ammunition than normal and only be of power equal to or less than your current total REQ Level. This includes REQ Weapons you are currently not authorized or equipped to use. - Suggested by FUNNYman912 in this post._____
> - Heavy-Duty Cyberlink - Heavy-Duty Cyberlink prevents descoping due to damage whilst the users shields are above 50% charge. After dropping below 50% shield charge Heavy-Duty Cyberlink will only reengage after the users shields have cycled to full. - Suggested by LostNap in this post._____
> - Enhanced Power Systems - Upgrades to your Mjolnir Armor’s power core allow for an increased duration of Requisitioned Power-Ups, extending their duration slightly. Duration of Power-Ups will be extended by half if you requisition the same Power-Up twice. - Suggested by SultanOfSwag217 in this post._____
> - Armour Piercing - Loadout Weapons do increased damage against Vehicles and Enemy Spartans, at the expense of ready and reserve ammo for all Loadout Weapons. Loadout Weapon ammunition cannot be scavenged from fallen foes on the battlefield. - Suggested by SultanOfSwag217 in this post._____
> - Survival Instincts - Taking physical damage once your shields have fully depleeted allows for a minor increase in movement speed, reload speed and thruster rechage rate. Shield recharge disables all gained effects gained from Survival Instincts. Headshots do not trigger Survival Instincts. - Suggested by SultanOfSwag217 in this post._____
> Appologies to the mods if they deem this spam. It is not my intention, I’m only looking for a place to keep the Communities great suggestions organized.

I like these although I want one that is Legendary mod since there is only one mod considered legendary. Such as Group control which allows a spartan to release a small shockwave when surrounded by multiple enemies when their health is low.

I’m surprised there isn’t one that reduces REQ cost or increases REQ generation.

Belt-Fed: Changes all weapons to use ammunition belts instead of magazines. Eliminates need to reload. Does not affect battery-powered weapons.

I don’t know how the canonical justification for this would work out, considering that most firearms in Halo don’t seem to be designed to accept ammo belts. Plus it’d be kind of overpowered since you can stand by a REQ station with an SMG and endlessly fire bullets.

Hollowpoint:

Bullets have increased damage to Spartans but decreased damage to vehicles.

I was gonna be super helpful and creative and think of a new and interesting armor mod idea, but I’m coming up empty.
I like most of them so far, especially Expert Gunner. I would probably call it “Chain Coolant” or something though. I don’t know.
Good luck.

Promethean Thrusters
Your thruster evade is instead a short range teleport. Significantly longer recharge time. You cannot teleport through obstacles or geometry.

Advanced targeting

Strongly increased red reticle range

> 2535437652903765;8:
> Belt-Fed: Changes all weapons to use ammunition belts instead of magazines. Eliminates need to reload. Does not affect battery-powered weapons.
>
> I don’t know how the canonical justification for this would work out, considering that most firearms in Halo don’t seem to be designed to accept ammo belts. Plus it’d be kind of overpowered since you can stand by a REQ station with an SMG and endlessly fire bullets.

Added, created a counter of reduced Weapon Capacity so soften the power of the Mod. Tempted to switch that out with an “Overheat” function making all weapons similar to Turrets which are typically belt fed.

> 2614366390849210;11:
> Promethean Thrusters
> Your thruster evade is instead a short range teleport. Significantly longer recharge time. You cannot teleport through obstacles or geometry.

I absolutely love this suggestion, can’t believe I didn’t think of it! It’d be amazingly fun for it to teleport you teleport through walls, vehicles, etc but I know that would be completely game breaking, and likely end with a stuck Spartan in the middle of a Warzone. Would make Spartan Charges/Smart Link Hang-Time interesting, too.

> 2533274800902066;9:
> Hollowpoint:
> Bullets have increased damage to Spartans but decreased damage to vehicles.

Thinking about this on, it’s a little close to “Armor Piercing”, but in it’s own way it’s different. I don’t see reduced Damage to Vehicles as a big enough offset to doing increased damage to Spartans though, since most combat is Spartan v Spartan, unless you’re calling in Splasers or Rockets to deal with Tanks (which wouldn’t be affected by Hollowpoints).

Thank you all for the suggestions!

I remember reading about an armor mod that “burns” your weapon. Say you die with a Nornfang, it burns so the enemy can’t get it. I’d like to see something like this

> 2535434548670205;14:
> I remember reading about an armor mod that “burns” your weapon. Say you die with a Nornfang, it burns so the enemy can’t get it. I’d like to see something like this

Interesting idea, something like a Mission Impossible self destroying message…

Wonder if I could incorporate a reference into the name.

Thanks for going through the work of organizing all that

Ruby’s Denial

Snipers do 25% Less damage against you and you do 25% more damage with snipers

Also nice job on organizing this.

> 2533274939354123;17:
> Ruby’s Denial
>
> Snipers do 25% Less damage against you and you do 25% more damage with snipers

Heh, I get it.

> 2533274811336073;19:
> > 2533274939354123;17:
> > Ruby’s Denial
> >
> > Snipers do 25% Less damage against you and you do 25% more damage with snipers
>
> Heh, I get it.

Mind filling me in? Because I don’t, and I don’t like posting things I don’t understand when there’s clearly a reference at play.