> When you enter a match of Halo 5, You should be able to choose between a Primary weapon, Secondary weapon and One AA. (Hold your rage comments, Ill get to those in a second).
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> This way, 343 can tweak which weapons are in which game mode/playlist.
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> <mark>Players will spawn with a primary, secondary, 2x Frags and 1 AA.</mark>
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> <mark>The AA’s you could spawn with would be less powerful. Thruster Pack, Hardlight Shield, Hologram, Drop Shield. These AA’s can recharge their energy.</mark>
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> <mark>The More powerful AA’s are on the map, Promethean vision, Jetpack, AC. These ones do not recharge. Once they are used up, Then you must wait 120 seconds for them to respawn. Basically running a High risk, High reward style of gameplay for these more powerful AA’s.</mark>
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> <mark>Perks are completely removed from Halo. Never to be seen again. EVER.</mark>
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> <mark>You could also make it so that players could still unlock weapons skins that they could change from their Spartan/Elite armory. This way, Halo still has some customization, But is cosmetic. Example: You unlocked the BR’s Artic skin. You equip it under your Armory. When you enter the game and select your BR, You will have an Artic BR.</mark>
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> <mark>I dunno how 343 will handle loadouts. But if there are Perks again, So help me…</mark>
> <mark>Plus, I like Weapons skins!</mark>
I agree with everything that I highlighted. However, all AA’s should be turned into equipment. Equipment should get an overhaul from its apperence in H3, with the only real change being that you can use some equipment more than once. Generally speaking “AA’s” should be equipment that have multiple/timed uses and “equipment” should only get one use.
Example: you can throw one deploable cover (from H3), or you can use a hardlight shield that has a certain amount of time it can be used(being shot at would lower this time.
Basically all AA’s would be converted to mid-tier equipment, equal to about the needler or the shotgun when compared to weapons. Powerups should then be made into the “power equipment” This solves problems such as invis jetpack rocket. This could add a little more staregy into using powerups as you could activate them when you want to instead of using them instantly upon pickup, the counter to this there would be a lower time on how long they last and if you are killed while holding them you would drop it for your enamy to pick up. Once you use it however you cannot drop it.
The structure would go something like this:
Low level
-Deployable Cover(one use)
-Radar Jammer(one use)
-Grav lift(one use)
-hologram(one use)
-Flare(one use)
Mid level
-bubble sheild(one use)
-Regen field(one use)
-Promethean Vision(one “burst”)
-Hardlight Shield(fuel meter)
-Thruster Pack(3-5 uses)
-Jetpack(fuel meter)
-Armor Lock(one use)
Power Level
-active camo(one use with timer)
-speed boost(one use with timer)
-oversheild(one use with timer)
You might realise that I have left out all of the offensive equipment/AA’s, that is because I don’t think that equipment should be directly offensive.
One last thing, the button that is used to activate these should go back to “X” like it was in H3. This would do little things such as make jetpacking and aiming much harder to do, therefore adding a check to it without technically making it weaker.