I’m Curious, why did you hate it?
I guess he maybe had problems killing people flying in the air? ![]()
Hmm no, no need for jetpacks, but let thrusters jet you in your look direction.
Can aim up, jump and thrust and gain much better verticality than the Repulsor.
Flying targets move just as slowly and predictably as jumping targets. That would be a skill issue on their end, if that’s why they hated Jetpacks lmao. There’s nothing really overpowered about jetpack except being able to float across big gaps or in the air, with the risk of being shot. It was more balanced than grapple, besides Infinite having limited uses
It’s a perfectly reasonable notion to hate on Jetpacks because it allows the player to access inaccessible areas for one without a jetpack.
It gives them an advantage unless the opponent has a jetpack as well. BUT THIS IS DUE TO LOADOUTS.
If Jetpack was like an equipment with 15s of flight time, it would be a balanced pick up for players to jet around without allowing them to play literally on another level compared to other players without one.
Pick your poison. You made your choices based on your playstyle, and you reap what you sow, if you chose something that let your opponent beat you. Picking up a weapon off a wall in Infinite, your weapon choice might still get you killed, but you picked it. Maybe your choice gives you an advantage, maybe a disadvantage. Giant rock paper scissors
Which is the entire problem with loadouts and non equal starts. That’s why Reach had a fair amount of pushback back in the day.
Arena shooters are about gaining your advantage from the arena, not some prematch decision to abuse the terrain.
That was the issue with Halo 4 custom loadouts. In Reach, everyone had the same loadout options, usually only 5 similar options.
I was referring to hating armor lock.
Because it made people impervious to all forms of damage, even vehicles. Now imagine it in Infinite: Where the vehicles are already paper thin. If you run out in the open, you deserve to get splattered. Now if there was a compromise on it where smaller arms fire couldn’t affect it but bigger ones could, maybe. It’s also kind of a cheap way to deny someone a kill in my opinion.
I’d like to see how they handle as a single use item instead of being part of a loadout.
You can’t shoot and grapple either
I already said that, but I mean technically you can shoot to end a grapple, which is the best way to do a shoot melee grapple kill. Grapple someone, then shoot them with mangler, bulldog, heatwave, sniper, charged plasma pistol, charged ravager, etc, and it stops the grapple and you keep momentum, then immediately melee as you are still coming towards them for a quicker kill. This will probably not work anymore after the Season 2 melee nerf patch though
Yes, at least partially.
Potentially as a capability increase/further upgrade to the Thrust Pack. “After jumping once, press your ‘jump’ key while in the air to gain an extra vertical boost”, roughly doubling (or tripling) your stock jump height. In campaign, there could be yet another further upgrade to increase boost duration (“press and hold jump key after jumping once”), with subsequent comparable performance to the Halo 4 jetpack.
But the grapplehook replaces the jetpack/fills the same role, why bother with jetpack
Because it’s not a zero-sum situation? Both equipment can be used in conjunction with each other; a grapple user needs to be in range of an object in order to hook on. Likewise, a jetpack might provide a large amount of thrust, but it might not be able to keep an operator in powered flight for a lengthened period of time, or cross large chasms without any place to perch before having to cool down/recharge.
If the Jetpack were to be introduced to Infinite eventually, I believe the Jetpack should be introduced as a Power equipment with the same level of power as Camo or Overshield. Since it provides a massive advantage if used correctly, as with the other two Power equipments, it deserves to be treated as such.
How it should work is on picking up, it is stored like the Camo or Overshield, but once consumed, it allows the player to “double jump” to activate it, allowing free movement for a duration, after which the equipment is spent.
When the Jetpack is activated after a double jump, the player can increase verticality by holding down the Jump button, decrease verticality with the Crouch button, and move rapidly through the air by using the Sprint button while inputting directions. If no commands are input, the player is simply hovering at their current height. The jetpack has “fuel” which dictates how long it can remain in use, depleting the moment you activate the equipment, which is roughly around 20s - 30s. You cannot prematurely disengage the jetpack and “save fuel”, it starts depleting until it has run out and the equipment is spent.
To prematurely cancel the flight, you will either have to die or land on the ground.
always comes down to how it is implemented into the sandbox. a jetpack alone doesn’t make or break a game. so the question is so vague, that there is actually no way to answer it clearly
Someone hasn’t gone duck hunting before. Just because you are airborne doesn’t mean you are bullet or plasma proof. If anything it was riskier since you were a slow-drifting Spartan or Elite up in the air, which typically is open space with very little cover other than the occasional spire, tree, tall rock, or possibly a wall if you are in a hallway type location.
I was talking about Armor lock not the Jet Pack. I voted yes.
Ah. My mistake.
Only if it is a limited use map pick up like all the other equipment in multiplayer.