If they do decide to keep Abilities, they need to make them energy-based. If you thrust/run/charge part of your shield drops, etc… There is no Risk/Reward system with the current Abilities.
Right now, Halo 5 player gets shot boom Thrust away, run away. They need to tweak Thrust, so it’s more like a strafing. However, if you decide to use these Abilities, you will have to time them rather than spam them for the whole match.
What are your guy’s thoughts?
I am strictly against spartan abilities.
Abilities upset game balance and fairness.
We saw this in Halo:Reach, despite being a really fun game with good multiplayer, it was a chaotic system.
The same went for the Halo 4, which learned all the wrong lessons from reach and went further down the hole.
Abilities cause the most chaos when paired with a pay-to-win system like Halo 5.
This means that whoever has the most money wins the game.
Bungie’s masterpieces such as CE, 2, and 3 all lacked abilities.
This is so that everyone in a 1v1 had a fair fight. And if you lose, you take the blame.
If they keep advanced movement the only ones that should stay in my view is, sprint, vault, clamber, and MAYBE thruster dodge.
I think revamping them would be a good idea. Having sprint tied to your shield recharge rate, in my opinion, is a good option to reduce unlimited sprinting. That way you kinda have to choose whether or not to run and gun, or play it a bit safe. In my book, it should stay.
I like the slide mechanic. I think is allows for some interesting map traversal, and can be used in engagements to your advantage. Rather than simply run at an opponent, slide towards them and then thrust backwards, this allows you to keep them guessing. So slide should stay.
Thrusters are a cool mechanic in theory but the way it was implemented could have been better. Its thrust speed was alittle too slow, and being able to thrust in any direction led to some balancing issues. If they were to change it to just a quick side-step/dash it could better balance the gameplay.
I also like clamber, and if the may had more vertical traversal elements, it could led to some fun and interesting sniper perches, or areas to rain down from above you’re enemeis.
Spartan Charge and groundpound should be removed. It was fun feel like a superhero, but I think it made things, at times, more chaotic. A smoother, more refined movement mechanics system would be a welcome addition to the sandbox, and allow players who prefer or are used to “enhanced movement” to find thier groove, but also, it wouldnt alienate more OG, or core players in regards to multiplayer.
I believe there’s a thread for this, but I want spartan abilities gone entirely.
Halo needs to return to the simple arena shooter gameplay it was made on. New mechanics are fine but they should be tied to the sandbox and not interrupt the core gameplay. It doesn’t matter how they revamp or rebalance spartan abilities, they conceptually just will never be fun or belong in a Halo game to me.
Being resigned specifically for custom game modes is really the only way I’d accept a game with them back.
There are way too many treads like this… Anyway, why having sprint when you have to nerf it to oblivion to balancing out in first place? An ability should be fun to use and be practical to enhance the gameplay. Making the max BMS faster would give you the desired additional traveling speed without all the flaws a sprint mechanic comes with. Flaws that make sprint quite useless in an arena shooter environment anyway. That’s why games like Quake, Doom, Overwatch, CS:GO and so on doesn’t have it: mechanics that take your ability to deal damage just don’t work well and aren’t fun to use in games like this. It goes against the gameplay logistics of the genre itself…
If sprint comes back it should be like Reach, however this AA should spawn on the map and come without loadouts - at least in 4v4 modes. In other words sprint should be a power-up you pick up and lose once you die. Or maybe even better based on the sandbox, just put a speed-up power-up on the field, but I have the feeling a weapons down sprint with recharge as a AA would be a bit more balanced, but I wouldn’t put my hand on it. In any case getting sprint as a base mechanic in Halo again would be a deal-breaker for me frankly.
Armour abilities as limited use pickup movement upgrades and equipment as tactical utilities is for me the best shout. Bring back classic but keep slide, let use grab some ledges and be able to hand and shoot but only straight ahead. Slow the clamber animation down. Make clamber specific ledges. Have better routes for crouch jumps and stuff. Add jump pads like the super bounce and grav rails to move along walls and conveyer belts add a momentum system that the map can curate the speeds the player can reach where normal ground reduces momentum. This gives us old halo and fast paced halo in one game dictated be map design.
> 2535438636443468;2:
> I am strictly against spartan abilities.
>
> Abilities upset game balance and fairness.
>
> We saw this in Halo:Reach, despite being a really fun game with good multiplayer, it was a chaotic system.
> The same went for the Halo 4, which learned all the wrong lessons from reach and went further down the hole.
>
> Abilities cause the most chaos when paired with a pay-to-win system like Halo 5.
>
> This means that whoever has the most money wins the game.
>
> Bungie’s masterpieces such as CE, 2, and 3 all lacked abilities.
>
> This is so that everyone in a 1v1 had a fair fight. And if you lose, you take the blame.
>
> If they keep advanced movement the only ones that should stay in my view is, sprint, vault, clamber, and MAYBE thruster dodge.
I wouldn’t call halo 5 pay to win by any means. Even if you have better reqs which only affect war zone. You can easily lose to a more skillful team.
halo 3 also is the halo that introduced abilities
I think 343i attempt at getting rid of the random element with abilities was a good try by giving everyone the same abilities no matter what. But was far from. Perfect
Its true that Halo 3 had gear thingy’s that I disliked, and that in Halo 5 skill has effect, what I mean is that if you had a 1v1 in Halo 5 between two equally skilled players and one had a REQ that they had bought because they had more money, the guy with the money wins just because he has a better gun that he bought because he spends more on the game.
Preferred they removed Armor Abilities entirely & just keep the Base movement (Sprint, Clamber & Slide)
> 2533274915983628;7:
> > 2535438636443468;2:
> > I am strictly against spartan abilities.
> >
> > Abilities upset game balance and fairness.
> >
> > We saw this in Halo:Reach, despite being a really fun game with good multiplayer, it was a chaotic system.
> > The same went for the Halo 4, which learned all the wrong lessons from reach and went further down the hole.
> >
> > Abilities cause the most chaos when paired with a pay-to-win system like Halo 5.
> >
> > This means that whoever has the most money wins the game.
> >
> > Bungie’s masterpieces such as CE, 2, and 3 all lacked abilities.
> >
> > This is so that everyone in a 1v1 had a fair fight. And if you lose, you take the blame.
> >
> > If they keep advanced movement the only ones that should stay in my view is, sprint, vault, clamber, and MAYBE thruster dodge.
>
> I wouldn’t call halo 5 pay to win by any means. Even if you have better reqs which only affect war zone. You can easily lose to a more skillful team.
>
> halo 3 also is the halo that introduced abilities
>
> I think 343i attempt at getting rid of the random element with abilities was a good try by giving everyone the same abilities no matter what. But was far from. Perfect
Halo 3 had equipment and that is at its core different from abilities. From a design standpoint they are not remotely equatible. Making additions that counter the core gameplay loop doesn’t remove random elements and Warzone is as random as halo has ever been. Spartan abilities weren’t added to create fairness they were just catering to the trend of fps at that time nothing more nothing less.
They should scrap AA’s entirely. Any and all power-up/weapon should be neutral and fought for.
i hope the mythic movement system is the base for halo infinite. maybe with a fes extra percents forward movement speed that kick in after a few seconds of walking forward, a slight bounciness to the spartan and the return of a momentum based melee system.
equipement should make a return, but with multiple charges per picked up item. the amount of charges would balance out the abilities. the smissing spartan abilities of 5 should return as equipement.
> 2755103879196250;11:
> They should scrap AA’s entirely. Any and all power-up/weapon should be neutral and fought for.
I’m fine with AAs as long as they aren’t bound to loadouts again. I think they work overall a lot better than the equipments from H3, especially if they’re used like power-ups with limited uses or at least a fair amount of cool-down.
What I never wanna see again are SPARTAN Abilities. And I even include clamber to it. The mechanic is way more geometry breaking than most here realize! If it comes back it should be nerfed quite a lot. Limit it to specific ledges and make the animation slower. Maps like Guardian are unplayable with SA like clamber, hower and sprint right now!
> 2533274945422049;12:
> i hope the mythic movement system is the base for halo infinite. maybe with a fes extra percents forward movement speed that kick in after a few seconds of walking forward, a slight bounciness to the spartan and the return of a momentum based melee system.
>
> equipement should make a return, but with multiple charges per picked up item. the amount of charges would balance out the abilities. the smissing spartan abilities of 5 should return as equipement.
I think momentum based movement where certain environmental elements impact the players speed and jump hight is the natural evolution of the core mechanics. Eg underwater slows players perhaps slows projectiles with tracking and makes plasma unusable. And grav rails and jump pads increase potential velocity and that creates a whole new depth to map control and route knowledge lifting the skill ceiling and making some maps play super fast others mor like halo2 and underwater or in deep snow like ce/3.
As for equipment/AA/SAs here’s my pitch. Equipment at a tactical edge and are single use, power drainer, bubble shield, drop shield, hard light shield, grav lift, jammer+flare sticky grenade, personal turret, auto sentry, hologram that let’s you record a short routine to be more believable, and an auto lock/quick turn module, promethean vision(although I think this should be Intergrated into a promethean weapons utility as I do for hover/stabalised).
AA/SA: movement based pick ups with limited multiple uses. Thrust, sprint, jetpack,promethean phase(similar to a forward thrust but allows you to phase through certain geometry on the map and players veichles with skill can lead to some crazy assassinations and turnarounds) , grapplehook and hover skiis that let you move alo g the surface of water and maintain momentum on geometry that usually resets the players conserved momentum.
The idea of a portable teleporter has always been something I wanted in Halo even before prey and poratl proved the concept had merit in fpss but not sure where that fits in with this system.
Idea being a greater emphasis of sanbox interaction and increased gameplay variety while retaining a simple set of core mechanics. This system I believe delivers greater speed and verticality in various ways. Difference being the level designer can dictate the extent of the impact the momentum based physics has on the gameplay on a map by map basis. So classic maps can feel like classic halo and new maps built to capitalise on faster gameplay and new interactive sand box based movement mechanics in new maps.
I’d love to hear any critiques.