if not tell me why I would like to know.
btw I can’t make a poll for this topic…
if not tell me why I would like to know.
btw I can’t make a poll for this topic…
I’d rather have AAs than SAs. Prefer Reach to Halo’s 4 and 5. Yeah, Halo 4 had AAs, but it was poorly implemented imo.
Armor Abilities are better since they’re modular and don’t rely on any other ability to function. Besides, AAs could work as a set of different SAs for custom games with sprint using Spartan Charge and Sliding and thrusters being thrust and a jetpack, for example. Spartan Abilities just limits gameplay possibilities, especially in making new Custom Game modes.
Ranked would be better off with AAs as well, being map pickups instead of loadout options.
Pickups tend to be the be my favorite.
> 2533274808669104;4:
> Pickups tend to be the be my favorite.
This man understands me completely.
AA’s weren’t terrible. How they were implemented was. Loadouts shouldn’t be in Halo, at least not in the main series… maybe in some free-to-play game, I don’t know. If AA’s were map pick up items only, like how Halo Reaches MLG playlist did them, they wouldn’t be that bad at all. Maybe they should be one time use items like equipment was in Halo 3 or have a power meter or something so you can’t abuse the crap out of them, I don’t know… That would have to be experimented with, but something along the lines of Halo reaches MLG playlist and AAs would accepted by most people I think.
All Halo has to do is have things like AA’s or equipment or power ups or whatever they want to do, is make them map pick up items and The majority of people would be fine with them. The beauty of doing this as well is if say the pro players Don’t want x y or z in their MLG/HCS playlist, They can easily be removed.
> 2533274815533909;6:
> AA’s weren’t terrible. How they were implemented was. Loadouts shouldn’t be in Halo, at least not in the main series… maybe in some free-to-play game, I don’t know. If AA’s were map pick up items only, like how Halo Reaches MLG playlist did them, they wouldn’t be that bad at all. Maybe they should be one time use items like equipment was in Halo 3 or have a power meter or something so you can’t abuse the crap out of them, I don’t know… That would have to be experimented with, but something along the lines of Halo reaches MLG playlist and AAs would accepted by most people I think.
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> All Halo has to do is have things like AA’s or equipment or power ups or whatever they want to do, is make them map pick up items and The majority of people would be fine with them. The beauty of doing this as well is if say the pro players Don’t want x y or z in their MLG/HCS playlist, They can easily be removed.
I would argue that that was still entirely possible in Reach with the load out system. I half agree with “Halo shouldn’t have load outs”. Custom load outs, at least. Preset ones were fine for specific game modes (Invasion and FF). Multiplayer load outs (all the same weapons+ any armor ability) I thought were fine in Reach. Especially since we could turn them off and on, and put them as map pickups.
I am kind of hoping for fall damage to be in the game. Halo feels better with it imo.
All of the above throw a wrench into competitive balancing. Ultimately I think 343i has embraced the philosophy of unilateral player capabity involving enhanced mobility and SA’s. The SA’s might be tweaked/changed, but I think they’re going to come back.
Pickups were the least broken because they basically boiled down to just another item on the map and helped play into map control and PvP pacing. Ever since players could spawn with AA’s, they’ve been messing with the flow and balance of Matchmaking. Reach had Armor Lock which seriously messed with vehicular balancing and grenade play, and Halo 4 had Promethian vision and Boltshot spawners that made corner camping the most obnoxious and omnipresent element of that games multi-player in my memory.
SA’s are at least even keeled across all players. I think they need revision/reduction from what we got in Guardians, though. They need to be a bit less expansive; the simpler they are, the less they mess with balancing and map design.