Quick question for the competitive players

hey guys something crossed my mind that I would like some opinions on.

I know armor abilities and equipment are very controversial among competitive players. So I was just wondering about this.

If Halo 4 does in fact have a competitive area that has no sprint, loadouts, or armor effects. How do you feel about things like jetpack, and other armor abilities/equipment being pick ups on the map.

Please note, that this is not a classic playlist. i hope to see a classic playlist with no sprint, abilities, or anything just guns grenades, OS and Camo.

But in the ranked playlists of Halo 4, how should they handle armor abilities and equipment.

Would it bother you for them to be pick ups on the map? Or are you ok as long as everyone has an equal chance to get them?

Wow. Can’t believe no one thought about pick ups. Great, simple idea.

I wouldnt mind. As long as its not game controlling like the reach armor abilities are.

Only if they were “one time use” type things. Basically equipment… something to add to the map to be fought over and controlled but not giving a advantage with unlimited use. But nothing like Jetpack, would just encourage some HLG--Yoink!- or typical D-bag to find a nook to cranny in.

That’s my 2 cents.

I welcome armor abilities as pick ups very much. It helps players to actually fight and gain control over Equipment/AA’s instead of automatically spawning with them.

I’m not the most competitive Halo player, nor am I the most casual Halo player. But I think that pickups, overall, are the best way to go. Because no matter how powerful it is, it is still balanced. Like jetpack for example. In Reach you are granted this brilliant map control tool off your spawn, giving you an automatic advantage over many players. But with it being a pickup, it doesn’t matter, because more than likely you fought for that jetpack, or what ever it may be in Halo 4. You have earned it fair and square. Same goes for most armor abilities.

I’ve never thad a problem with equipment in H3s Ranked and won’t have a problem with all those being map pick ups.

The problem, is being able to choose those before spawning; that should never happen.

> Only if they were “one time use” type things. Basically equipment… something to add to the map to be fought over and controlled but <mark>not giving a advantage with unlimited use.</mark> But nothing like Jetpack, would just encourage some HLG--Yoink!- or typical D-bag to find a nook to cranny in.
>
> That’s my 2 cents.

This is what I forgot to mention.

> Wow. Can’t believe no one thought about pick ups. Great, simple idea.

Haha yea. I support the idea of pick ups. it eliminates the problem of spawning on different playing fields but also keeps new features in the game.

the jetpack goes from being a noob super booster to a strategic and important tool. the teamate with the jetpack has the ability to use it to gain map control and use it tactically. However, if said player decides to do it Reach styler and fly straight up in the air, that player will die and lose the jetpack for his or her team.

It makes things that were noobish and annoying in Reach, strategic and important to control in Halo 4.

Ranked playlists should also force everyone to wear the same armor (because of those like perk things), if not, then game will be unbalanced. But who cares anyway who they look while they’re in a Ranked game?

> I’ve never thad a problem with equipment in H3s Ranked and won’t have a problem with all those being map pick ups.
>
> The problem, is being able to choose those before spawning; that should never happen.

I agree, no spawning with armor abilities, at least in the ranked playlists.

> Only if they were “one time use” type things. Basically equipment… something to add to the map to be fought over and controlled but not giving a advantage with unlimited use. But nothing like Jetpack, would just encourage some HLG--Yoink!- or typical D-bag to find a nook to cranny in.
>
> That’s my 2 cents.

i agree to an extent. I think things like bubbleshield, and things like that should be for one time usage only. However, I think a jetpack would be fine to recharge like Reach. The annoying part about jetpack was that anyone could have one and they broke map control. In Halo 4 there are only probably ever going to be one jetpack on the map at the most 2.

and they are not spawned with, the player using said jetpack pack will have just as much chance to get it as you or me. It is the equivalent of fighting over a power weapon. When you kill player with jetpack, its gone and has to go through a respawn cycle like a power weapon would.

Alright thanks guys.

> > Only if they were “one time use” type things. Basically equipment… something to add to the map to be fought over and controlled but not giving a advantage with unlimited use. But nothing like Jetpack, would just encourage some HLG--Yoink!- or typical D-bag to find a nook to cranny in.
> >
> > That’s my 2 cents.
>
> i agree to an extent. I think things like bubbleshield, and things like that should be for one time usage only. However, I think a jetpack would be fine to recharge like Reach. The annoying part about jetpack was that anyone could have one and they broke map control. In Halo 4 there are only probably ever going to be one jetpack on the map at the most 2.
>
> and they are not spawned with, the player using said jetpack pack will have just as much chance to get it as you or me. It is the equivalent of fighting over a power weapon. When you kill player with jetpack, its gone and has to go through a respawn cycle like a power weapon would.

I’d be fine with a jetpack pick up with like 5 short uses (so you can move up vertical maps and flank, but not fly up and out of the map).

And or a custom power up by each spawn that makes you move at 120% speed for 1 minute or something (instead of sprint). There’s a lot of innovations that could keep from breaking the game, but Bungie was too derpful to figure it out.

innovate on equipment and weapons, not derpthings like AAs.

I mean CoD doesn’t fundamentally alter the game with each release, they just expand on what is already probably the best formula they can get and they have clearly surpassed Halo by at least 3x the population. That’s what Halo should have done. When you have the biggest FPS on xbox, you don’t try to fundamentally change it to please the noobs who couldn’t adapt to previous games and want innovations.

MLG has done this with for example having Jetpack where turret should be on Asylum I believe (Honestly haven’t played Reach in a long time so I’m not sure what they’re doing now). But to me, the idea isn’t that bad. I feel as though having an ability as a pickup adds some cool plays and new strategies to the map for teams to run through depending on the conditions. The gameplay would still be fair as long as it spawned in an even area or there were at least 2 of them (1 for each side) given symmetrical maps.

Although one big problem I have is on their Pit remake, they had evade over in Long/Empty hall, which I wasn’t a fan of. I didn’t like it because of how huge of a difference Evade makes. In games, a good person controlling evade wouldn’t die with it and would hold it for the entire game giving their team a huge advantage in team fights because the person would pop in and back out instantly. So for abilities that are extremely powerful, I feel like there needs to be a limited use to how often or how many times someone could use said ability.

I went back and forth between casual and competitive play in Reach, but what I noticed was that crappy things happened when people spawned with the jet pack on certain maps. Anything that makes a player work for the ability after the spawn is all right with me.

Pickups in the form of Halo 3’s equipment worked well, the bubble shield, power drain and regen were the most common and in my opinion very well balanced with great map placements and the important thing of all - one time use, imagine the uproar if for example the regen could be repeatedly spammed!

The problem with AA’s, apart from the fact they are not very well implemented, is that they allow multiple uses in each game which isn’t exactly balanced in the way Reach has done it.

Anyhoo my personal opinions on each AA is as follows:

  • Sprint : this has been covered in great detail in other threads so i see no need to derail this thread by discussing this particular ability (i am Anti-Sprint…ftw!).

  • Armour Lock: quite possibly one of the most idiotic additions to Halo, i dont see how you can justify giving someone a easy get out of jail free card, death in Halo is supposed to be a punishment but no i have a magic button so i probably have a good chance at a cheap escape! in all honesty i cannot believe not one person at bungie studios took one look at Armour Lock and yelled “what the hell is THAT? Gee Tee eF Oh!” >.>

  • Jetpack: As far as i am concerned this particular ability completely broke map control which was, until now, a staple in Halo. i personally do not wish to see this abomination return, well in custom’s i dont mind, hell Firefight and Invasion are ok but general matchmaking? i shudder at the thought.

  • Active Camo: terrible, blue glowing orbs are so much better and actually work!

  • hologram: this is one AA i actually believe would be ideal for a 1 time use pickup/ equipment.

I like the idea, nice little blend of Halo 3 styled equipment usage and Reach AA

> hey guys something crossed my mind that I would like some opinions on.
>
>
>
> I know armor abilities and equipment are very controversial among competitive players. So I was just wondering about this.
>
>
> If Halo 4 does in fact have a competitive area that has no sprint, loadouts, or armor effects. How do you feel about things like jetpack, and other armor abilities/equipment being pick ups on the map.
>
>
> Please note, that this is not a classic playlist. i hope to see a classic playlist with no sprint, abilities, or anything just guns grenades, OS and Camo.
>
> But in the ranked playlists of Halo 4, how should they handle armor abilities and equipment.
>
>
> Would it bother you for them to be pick ups on the map? Or are you ok as long as everyone has an equal chance to get them?

AAs themselves were never the issue. If there was one of each AA on the map and displayed on your avatar as prominantly as say a shotgun on you back does or a sniper in your hand, AAs would have been fine.

The problem was what the game became when EVERYONE chooses jetpack and halo turns into armored core. Or when a whole team has AL and as soon as one becomes one shot he ALs and vice versa. even sprint was annoying when at the start of the game the spartans sound like obese heavy smokers.

> Pickups in the form of Halo 3’s equipment worked well, the bubble shield, power drain and regen were the most common and in my opinion very well balanced with great map placements and the important thing of all - one time use, imagine the uproar if for example the regen could be repeatedly spammed!
>
> The problem with AA’s, apart from the fact they are not very well implemented, is that they allow multiple uses in each game which isn’t exactly balanced in the way Reach has done it.
>
> Anyhoo my personal opinions on each AA is as follows:
>
> - Sprint : this has been covered in great detail in other threads so i see no need to derail this thread by discussing this particular ability (i am Anti-Sprint…ftw!).
>
> - Armour Lock: quite possibly one of the most idiotic additions to Halo, i dont see how you can justify giving someone a easy get out of jail free card, death in Halo is supposed to be a punishment but no i have a magic button so i probably have a good chance at a cheap escape! in all honesty i cannot believe not one person at bungie studios took one look at Armour Lock and yelled “what the hell is THAT? Gee Tee eF Oh!” >.>
>
> - Jetpack: As far as i am concerned this particular ability completely broke map control which was, until now, a staple in Halo. i personally do not wish to see this abomination return, well in custom’s i dont mind, hell Firefight and Invasion are ok but general matchmaking? i shudder at the thought.
>
> - Active Camo: terrible, blue glowing orbs are so much better and actually work!
>
> - hologram: this is one AA i actually believe would be ideal for a 1 time use pickup/ equipment.

You see I agree partially. With jetpack I think it should be there. First of all it wont be on every map, second of all it spawns on map and everyone has fair shot to get it.

When only one person has it, it no longer breaks map control but enhances it. Whoever controls jetpack, has a pretty important advantage, but if they die with its gone. They don’t get to spawn with it and fly straight up again.

This will eliminate the annoying noons that just fly straight up when they spawn and kill you. When jetpack is a pick up, it acts as a power weapon where if used correctly it can be beneficial, but if used poorly then you die and your team loses the jetpack.