So when is this going to happen?

So now the AL AA time is shortened in the TU when damage is inflicted on the player when they cant move.

When are the other AAs time of use going to be reduced when they recieve damage when activated?

Evade and Sprint already have that nerf. Shoot a user to slow them down a bit. But I know what point you’re trying to make.

Armor Lock offered a benefit that was massively disproportionate to the effort involved in its use. Though other Armor Abilities also suffered from this problem, they did not suffer from it to nearly the same extent that Armor Lock did. Ergo, they don’t require as much nerfing as Armor Lock.

> Evade and Sprint already have that nerf. Shoot a user to slow them down a bit. But I know what point you’re trying to make.
>
> Armor Lock offered a benefit that was massively disproportionate to the effort involved in its use.

Sprint, evade and JP allow players to beat an user of AL to power weapons first, almost every time, this is a disproportionate advantage with massive implications to gameplay. It take very little skill to memorize the path to the nearest power weapon and what AA will get you there fastest. Nerf them so that its more fair.

> Though other Armor Abilities also suffered from this problem, they did not suffer from it to nearly the same extent that Armor Lock did. Ergo, they don’t require as much nerfing as Armor Lock.

I was unaware that other AA were effected by damage, when did that happen?

> > Evade and Sprint already have that nerf. Shoot a user to slow them down a bit. But I know what point you’re trying to make.
> >
> > Armor Lock offered a benefit that was massively disproportionate to the effort involved in its use. Though other Armor Abilities also suffered from this problem, they did not suffer from it to nearly the same extent that Armor Lock did. Ergo, they don’t require as much nerfing as Armor Lock.
>
> I was unaware that other AA were effected by damage, when did that happen?

Sprint and Evade have always had this effect. Although it does seem a little random when it activates on sprint.

> > > Evade and Sprint already have that nerf. Shoot a user to slow them down a bit. But I know what point you’re trying to make.
> > >
> > > Armor Lock offered a benefit that was massively disproportionate to the effort involved in its use. Though other Armor Abilities also suffered from this problem, they did not suffer from it to nearly the same extent that Armor Lock did. Ergo, they don’t require as much nerfing as Armor Lock.
> >
> > I was unaware that other AA were effected by damage, when did that happen?
>
> Sprint and Evade have always had this effect. Although it does seem a little random when it activates on sprint.

After as many games as I have played and the amount of time spent on forums, I have never seen this in MM and never heard it in a thread besides this one. You learn something everyday.

I would suggest just not using armor lock as it isn’t fair and slows down the game.

> I would suggest just not using armor lock as it isn’t fair and slows down the game.

Too late for that and I have found no connection between Reach and extended match times.

If you believe that match times have been effected, by how much time do you think the average match has been extended by?

>

This is what has come to a once proud game: http://www.youtube.com/watch?v=r8AT1Dpf4WI

And you endorse this.

When it was introduced months before the release of Reach, many people already thought the idea of Armor Lock was a joke: Halo Reach Armour Lock Ability Revealed | XboxAchievements.com

Valid reasons why Armour Lock needs to go.

But yeah, I think every AA should have an offset. I say Sprint should reduce your health when using it, to prevent excessive use and if someone tries to run away they’ll require less shots to kill. It would also fit in with the canon since technically using Sprint is dangerous.

> Valid reasons why Armour Lock needs to go.
>
>
> But yeah, I think every AA should have an offset. I say Sprint should reduce your health when using it, to prevent excessive use and if someone tries to run away they’ll require less shots to kill. It would also fit in with the canon since technically using Sprint is dangerous.

That is the single most stupid idea I have ever heard to nerf sprint.

> > Valid reasons why Armour Lock needs to go.
> >
> >
> > But yeah, I think every AA should have an offset. I say Sprint should reduce your health when using it, to prevent excessive use and if someone tries to run away they’ll require less shots to kill. It would also fit in with the canon since technically using Sprint is dangerous.
>
> That is the single most stupid idea I have ever heard to nerf sprint.

How yeah, and I’m sure everybody who loved using Armour Lock loved the idea of it getting nerfed…

> This is what has come to a once proud game: http://www.youtube.com/watch?v=r8AT1Dpf4W

That is better than this and honestly, that was junk pop and lock on both of their parts. The first guy that dropped should have been the only dead man, the other player should have simply backed away and with a nade or some handy pistol work, he would have been dispatched the other in short order.

> And you endorse this.

I not only endorse it, I use it and can expound on the reasons why I think it is a viable gameplay component for the mechanics of Reach. With the advent of three mobility based AA that equal first access to power weapons before a an individual who uses AL, every time, there had to be a direct counter to massive damage weapons and highly mobil opponents. As everybody knows, maps afford first access to weapons based on spawn and some maps allow for unfair access to power weapons with the use of what is a cut down list of AA, specifically in Arena. With the missing AA, those maps have become so lopsided that I have been told players will quit before the game even starts fairly often. The game was designed to have them all or none and they tried none to start with in Arena and my understanding is, players wanted AA in Arena and all of the were put in. Then they started stripping them away and now you are left with a broken game type that so few players want to play its pathetic. The only mistake that has been made in Reach is the back peddling that has been done to calm the angry babies who had their pick-up power bottle taken away.

> When it was introduced months before the release of Reach, many people already thought the idea of Armor Lock was a joke: Halo Reach Armour Lock Ability Revealed | XboxAchievements.com

I would be concerned with Mr Walker, but um, where is Mr Walkers awesome game? In fact, where is Mr Walker now? Its fitting that this article was written on April 1st and I will leave it at that.

You wanna know the difference between hardcore Halo CE players and todays supposed hardcore players? They didnt care about BS like mechanics, they just wanted to kill, not kry like spoiled children.

> Valid reasons why Armour Lock needs to go.
>
>
> But yeah, I think every AA should have an offset. I say Sprint should reduce your health when using it, to prevent excessive use and if someone tries to run away they’ll require less shots to kill. It would also fit in with the canon since technically using Sprint is dangerous.

The way I see it, if they are going to start nerfing AA, all should be on the chopping block, nothing drastic, but something similar to the nerfs to AL and invis. Sprint does not last as long, JP does not fly as high or long, hologram rides a horse (JK) LOL.

> You wanna know the difference between hardcore Halo CE players and todays supposed hardcore players? They didnt care about BS like mechanics, they just wanted to kill, not kry like spoiled children.

What a swooping brilliant generalization you made just there. Do you also have a genius IQ? Because, I am sure what you just said is 100% accurate. Pat yourself on the back.

Seriously, this guy is poster of the year right here. Are you also a member of the Sage Merrill fan club?

> > You wanna know the difference between hardcore Halo CE players and todays supposed hardcore players? They didnt care about BS like mechanics, they just wanted to kill, not kry like spoiled children.
>
> What a swooping brilliant generalization you made just there. Do you also have a genius IQ? Because, I am sure what you just said is 100% accurate. Pat yourself on the back.
>
> Seriously, this guy is poster of the year right here. Are you also a member of the Sage Merrill fan club?

I honestly dont really care about the people that make the game, I am a fan of the game and playing. The only way that I am aware of this man is because people throw his name around along with shadowrun. Apparently this is supposed to mean something to me, but he is the one of the few names of the developers that I know. Thats not because I decided I needed to or wanted to know, its because you guys are obsessed with this guy and have decided the best way to dishonor him, is to make his name synonymous with one of the best selling Halos. Thats not how you put someone down, just saying =/

Yeah, what’s up with that? Only recently have people been complaining about him and his previous work. Pretty much for a full year people just complained about Reach, now they’re complaining about Reach and saying it’s all his fault.

> Yeah, what’s up with that? Only recently have people been complaining about him and his previous work. Pretty much for a full year people just complained about Reach, now they’re complaining about Reach and saying it’s all his fault.

You have a point that it isn’t soley just his fault. It’s Bungie’s own fault for hiring the guy off the streets to work on a game he shouldn’t have in the first place.

> > Yeah, what’s up with that? Only recently have people been complaining about him and his previous work. Pretty much for a full year people just complained about Reach, now they’re complaining about Reach and saying it’s all his fault.
>
> You have a point that it isn’t soley just his fault. It’s Bungie’s own fault for hiring the guy off the streets to work on a game he shouldn’t have in the first place.

No, there’s no law stating that only specific people can work on a franchise. If you’re going to make a “rule” that the only people that can work on a sequel to a franchise are the same people that have already worked on it then 343i needs to cancel Halo 4, stop supporting the Halo franchise all together, and start a new IP.

> > Yeah, what’s up with that? Only recently have people been complaining about him and his previous work. Pretty much for a full year people just complained about Reach, now they’re complaining about Reach and saying it’s all his fault.
>
> You have a point that it isn’t soley just his fault. It’s Bungie’s own fault for hiring the guy off the streets to work on a game he shouldn’t have in the first place.

When I returned from my exodus from Halo, I was excited and amazed by the new additions and if you want to blame that on this guy, well this is one Halo fan that enjoys the changes. People tell me that its not Halo because it does not play like CE, I actually played CE, when it was released, not read a YOINKING! article about how great it was and Reach is a better game, flat out. It is technically, visualy far superior and has more depth then CE had. You can post every link you want, from every MLG pro and you will never be able to convince me that I should want to play that game for a decade.

Loadout AA makes sense as a natural progression to the pick-up powers everybody loved and I feel bad for those that are unable to enjoy them. Even if the came from Sage.

> So now the AL AA time is shortened in the TU when damage is inflicted on the player when they cant move.
>
> When are the other AAs time of use going to be reduced when they recieve damage when activated?

Other AA’s wouldn’t necessarily make sense, nor matter if this was applied.

As Cobb said, Sprint already has somewhat of this in place, for your rate of speed slightly reduces when taking damage, heavily if you’re in jumping. Jetpack doesn’t make sense; would the jet pack turn off when damage is taken? Armor Lock makes logical sense because damage is being absorbed. A jet pack doesn’t absorb any damage, so making an effect like this wouldn’t make sense. Active Camo would make slightly more sense, but the fact that it works less and less the more you move and are damaged, it doesn’t really need this kind of change. Drop Shield loses longevity when damage is inflicted, and so do Holograms.

Seems fine to me!