Basically, this is about the balancing of on map AAs, and how we would achieve that. This is not about whether you want it or not, only post if you want to contribute to the balancing of this and you agree with the on map AA system.
Most say that we should scrap any self beneficial AAs and only keep team aid ones, limited use pick-ups. I believe this is half right, namely on map pick-ups. Self beneficial AAs can stay, for FFA playlists only, while not appearing on Team Variants, in default playlist, some others would change this. I will list the way this would be done, AAs that can work in both Self Beneficial and Team Aid will as such appear in both.
FFA Abilities:
Thruster Pack: Infinite(Changed Proposed by Ramir3z77) Uses on MM, 10 second recharge: slightly better than Halo 4’s one, First Person.
Jump Pack: 3 Uses on MM, replaces Jet Pack, 15 second recharge: essentially a vertical Thruster Pack, as you now cannot fire in mid air, to stop the instant Aerial advantage tactic, you cannot fire until you are 3 feet from solid ground after jumping, this makes it only useful for vertical movement.
Hardlight Shield: 30 seconds of Shield usage on MM: “Overheats” every 10 seconds, with a cool-down. the shield now has better cover above the players head and sides, so it is a bit better.
Any the Community can Add.
Team Abilities:
Regeneration Field: 20 Seconds of use on MM, different system, does not work on self*, no vision obscuring, have to stay in shield for recharging to work: The Regeneration Field works differently from Halo 4. now, you can use the AA button, and leave the shield up the whole 20 seconds, and leave it in one position for your team to use while you move around the map or you can let your team heal then tap the AA button to cancel the shield and keep the remaining time for later, and prevent the enemy from using your Regens. this can actually add some Ambush tactics, a player may leave it up for an enemy to use, then quickly cancel it while a teammate attacks the unsuspecting player
Placable Gravity Lifts: 2 uses on MM, Current one breaks upon anothers activation, does not lift other gravity lifts: basically, you get to carry multiple gravity lifts that you could get in Halo 3, it replaces Jetpacks in Team games, as your teammates can use it after you. also, after reaching your desired area, you can choose to “Waste” the second lift to stop enemies using your first one.
Placable Drop Shields: 2 Uses on MM, 20 second Rechage: Basically Reaches Bubble shield AA returns, without the health recharge feature, to make up for this, it is a bit stronger in terms of the damage it can take, requiring 1 direct rocket to make it almost broken, good for distraction tactics, and the ever loved grenade traps of Halo 3 :).
Any the Community can Add.
Shared Abilities:
Promethean Vision: 15 seconds of uses on MM: “Overheats” every 5 seconds, with a 10 Second cool-down. Now, it only detects players who are crouched, not moving or in Active Camouflage. also, to prevent run away from power weapon tactics, the players weapons are not indicated, or shown, the player essentially picks up heat signatures, not outlines.
Sentry Turret: 25 Seconds of Placement time on MM, 20 meter player pick up range: similar drop rules to the regeneration field, the turret is now a 4 shot kill, because if you are bad enough to die by a unmoving target that only fires if your within 20 meters, and with slower kill time than a BR, you deserve to have died by it. good for objective covering.
EMP mine: 2 use on MM, placing another detonates the first, Auto detonates after 20 seconds: basically a Halo 3 Trip mine/Power Drain Cross over, it emits a large beeping and lights up, so avoiding it is simple, it makes for better route blockage as opposed to actual mining foes, Stuns vehicles also.
Hologram: Infinite Uses: now, the Hologram will have a red nametag above it’s head, but it doesnt trigger aim assist. the name will just be some defualt GT you get given when you first make a profile, from a smaller pool. this will make it more “realistic” and better at fooling enemies. smart and pro players will notice the lack of aim assist and learn the names.
Any the Community can Add.
As you can see, AAs can be diverse in both function and mechanics, as well as balanced in their respective gametypes. I also propose that certain elements on the AAs can be edited in forge, such as duration, cool-down times, uses, weather you can use them or just your teammates or in the EMP mine, vehicles only.
Power Up Changes:
the implementation of Power Ups in previous titles has been often considered well done, up until Halo 4. I propose that certain power ups can be picked up and triggered along side your AA. for example, you can pick up the Active Camo power up on a Guardian remake, then go get the Bubble Shield AA. you can choose to trigger the AC at any time, you do not get to cancel its use, and works EXACTLY like the Halo 3 one, only you get to choose when to trigger it after pick up. this is basically so it can appear on team games as well. using a different button than the AA. You can only do this with AC and Speed Boost, not Overshield, and personally I feel damage boost should be removed. if you do not use it within 20 seconds (changable in custom games), you lose it, and it’s respawn counter starts with twenty seconds removed from the timer. this prevents abusing the Power up, and stopping you from not allowing anyone to get it until you die or such.
So, any thoughts?