Specialisations are pretty useless...

After reading what the community has thought about them I came to the conclusion that these things are rather useless. Seriously. I don’t mean to sound rude when I say this either. Good players won’t have issues with them, bad players will. Now of course, we don’t know the full details on the inner workings of them but from the information given on them I don’t see them being an issue. Of course these are just my speculations from information provided.

Wetworks

  • Wetwork Armour Mod - Quieter sprint, appear as an outline to players using Promethean Vision and perform quicker assassinations.

So I’m quieter, still show up on PV, and my assassinations are faster. If your new to Halo, or find the mass population of players a real challenge this might affect you. If you have ears, it won’t. The movement sounds in this game are LOUD.

Pioneer

  • Fast Track Armour Mod - Earn more XP when you have this equipped.

Um. Okay. Cool if I really care that much about the progression system. Which I personally don’t.

Engineer

  • Drop Recon Armour Mod - See ordnance drops a couple of seconds before anyone else, also get a longer range on the arrows which direct you to ordnance.

More visual ques that help players who can’t predict where PW spawn and couldn’t read a clock in Halo CE-Reach.

Tracker

  • Requisition Armour Mod - If you’re not happy with the three things you’re offered in your ordnance drop you can “re-roll” and get three other choices that may better suit your needs.

So a re-roll on ordnance drops. Kind of dumb in my opinion. I don’t have a massive issue with this, but can see why it would be rather annoying. I’d scrap this one in all honesty.

Rogue

  • Stability Armour Mod - We’ve heard about this one already, it allows you to stay zoomed in even when taking fire from enemies. David Ellis has confirmed on NeoGaf that IGN made a mistake when they said it improves your general accuracy, it does not.

So stay in zoom while being shot. Kind of stupid considering all the other things you could use instead (fire power, shield re-gen) Of course the main issue with this would be sniper rifles. Call me a 343 fanboy if you will, but I think they’ll see that it would be stupid to allow such a thing. Overall, doesn’t really help you do anything other than suck less at scoping in mid battles.

Stalker

  • Nemesis Armour Mod - Places a marker on the HUD showing the location of the last person who killed you, also puts markers for people who are currently shooting you (before they’ve killed you).

I think people have been assuming the worst on this one. That when you die, you will have a waypoint in your hud showing you the exact location of the last person to kill you. If you think this, stop. Once again, my blind faith to 343 would lead me to assume that this “waypoint” only shows up when that player is IN your view. Why would they make it that way?

Think about Infinity Slayer. Medals feed ordnance. More medals=faster drop.

As for being shot and seeing who’s shooting you, more visual stuff for players who have trouble seeing people.

Pathfinder

  • Gunner Armour Mod - Speeds up the cool-down on mounted weapons as well as allowing you to move faster whilst carrying a turret.

Um… cool?

Operator

  • Wheelman Armour Mod - Speeds up vehicle health recovery and gives a slight immunity to EMP blasts.

Slight. Key word. Slight.

Probably works like this.

EMP hits ghost. Ghost slows down…

Once again this is all speculation. I think I may have left on out that talks about the radar being on your hud while zoomed in. Once again, this is all awareness stuff! 343 told us how they were going to be very heavy in the visual ques to help players out.

Essentially. The other tactical packs/support packs are probably more important than this stuff.

Just my view on it.

Sorry for another needless thread.

If specialisations are so useless, then don’t use them, they won’t cause any hassle to you either.

By the way, I didn’t read the full post.

they dont bother me

> If specialisations are so useless, then don’t use them, they won’t cause any hassle to you either.
>
> By the way, I didn’t read the full post.

I don’t plan on using them. Considering there are much better options that are already within the tactical/support package.

I don’t feel they will be completely useless, but I don’t see them being as crippling as most people think. If anything pioneer will help me get more armor faster.

> I don’t feel they will be completely useless, but I don’t see them being as crippling as most people think. If anything pioneer will help me get more armor faster.

Of course not 100% useless. Mainly geared towards the less skilled players.

> If specialisations are so useless, then don’t use them, they won’t cause any hassle to you either.
>
> By the way, I didn’t read the full post.

He basically provides conterpoints to those people who say that the mods are OP.

I think that what 343I was going for, something that is cool but something that is not so useful as to dominate people!

Being “useless” enables it to be countered so easily, therefore being balanced

> I think that what 343I was going for, something that is cool but something that is not so useful as to dominate people!
>
> Being “useless” enables it to be countered so easily, therefore being balanced

Possibly. To me they are essentially balanced-if we get clarification on some parts of them.

By useless I meant to good players. Those who have awareness, know how to time power weapons, have teamwork. Communication and being better pretty much trump these.

OP Specializations are separate from Support Upgrade and Tactical Packages.

They are more of a “class” per say. So you could have one operator and one engineer and they could both have identical loadouts (Primary Wep, Secondary Wep, AA, Support Upgrade, and Tactical Package)

> OP Specializations are separate from Support Upgrade and Tactical Packages.
>
> They are more of a “class” per say. So you could have one operator and one engineer and they could both have identical loadouts (Primary Wep, Secondary Wep, AA, Support Upgrade, and Tactical Package)

I’m led to believe they will show up as an option within tactical or support.

> > OP Specializations are separate from Support Upgrade and Tactical Packages.
> >
> > They are more of a “class” per say. So you could have one operator and one engineer and they could both have identical loadouts (Primary Wep, Secondary Wep, AA, Support Upgrade, and Tactical Package)
>
> http://3.bp.blogspot.com/-IBCDSic5g-Y/UCryKUPzWLI/AAAAAAAAC5c/k4-wA6uNO88/s1600/Dellis.PNG
>
> I’m led to believe they will show up as an option within tactical or support.

o_O well if thats the case than yoink me running!

> OP Specializations are separate from Support Upgrade and Tactical Packages.
>
> They are more of a “class” per say. So you could have one operator and one engineer and they could both have identical loadouts (Primary Wep, Secondary Wep, AA, Support Upgrade, and Tactical Package)

Sorry, but you’re wrong. David Ellis confirmed that the mods from these specializations will appear as either Tactical or Support Packages.

> > > OP Specializations are separate from Support Upgrade and Tactical Packages.
> > >
> > > They are more of a “class” per say. So you could have one operator and one engineer and they could both have identical loadouts (Primary Wep, Secondary Wep, AA, Support Upgrade, and Tactical Package)
> >
> > http://3.bp.blogspot.com/-IBCDSic5g-Y/UCryKUPzWLI/AAAAAAAAC5c/k4-wA6uNO88/s1600/Dellis.PNG
> >
> > I’m led to believe they will show up as an option within tactical or support.
>
> o_O well if thats the case than yoink me running!

Haha Which is the reason why I find these things to not be really important. Essentially they are geared towards helping players out with things they’ve lacked in previous games. Among other things of course such as play style, preference etc.

> > I think that what 343I was going for, something that is cool but something that is not so useful as to dominate people!
> >
> > Being “useless” enables it to be countered so easily, therefore being balanced
>
> Possibly. To me they are essentially balanced-if we get clarification on some parts of them.
>
> By useless I meant to good players. Those who have awareness, know how to time power weapons, have teamwork. Communication and being better pretty much trump these.

Exactly, these “perks” can help noobs compete more easily with everyone else and i say that lightly. I think 343I really made these balanced and i see no problem what so ever.

The only one that seems half useful in an actual team slayer ranked based game would be the rogue spec. advantageous in long ranged dmr/br/snipe battles. so that’s what I’m rolling with

Engineer helps predict <mark>random</mark> weapon drops, if I can use this with mobility then it is very useful.