The three have a place in Halo 4 if they have the following:
For Sprint we need…
The moving mechanic of Halo CE/2 as well as the fast moving speed that those games had.
Why? because that makes sprint more balanced when it comes to chasing, if someone sprints with a sword at you, you’ll get 2 choises: run away and try to out play that opponent, or use your gun to kill him, and if your gun isn’t good for the situation, the player with that sprints at you with the sword has the upper hand. Why? because that will happen if we atill have the “realistic” mechanic that we got for Reach, the sword noob gets you because he is at full speed, but you need to wait till you get there. So if the moving system is like in Halo CE/2 (not realistic but good for gameplay), all players will go at the same speed (beeing max speed straight away) when running/spinting, good for gameplay when it comes to equality.
Sprint should be in Halo 4 by default, LB to activate, but then we’ll need a good melee system to not turn Halo 4 into the double pummel fest that Reach is.
For Jetpack we need…
Not a lower jump height like Bungie thought we should have when they added the jetpack for Reach, nor we need loadouts.
The jetpack just needs to be tactically on the map, specially on the spot where you’ll be able to ruin a teams highground controll. The jetpack will be there like a power up (along with OS and AC), 40 seconds max on air untill the juice ends, a dead player can drop the jetpack for another one to use. The jetpack spawns every 3 minutes. The Jetpack is activated by jumping and sprinting (LB + A).
For Hologram we need…
We need to turn them into what they were in Halo 2.
In Halo 2 the heretic leader used holodrones to fool the arbiter and make him easier to kill, for Halo 4s MP we need to remake those holograms to make them balanced. They are found on the map as 2 Holo Drones (small spherical hologram grenade like), they’ll be added in the grenade section as a decoy ability. The difference from the holograms from Reach is the following: they can be thrown as far as a grenade can be thrown and they’ll be doing 3 things at random, sprinting, charging shooting (no damage if hit), or ghnadi jumping (crouch jumping), always on a straight line.
Reach had great additions to Halo, one beeing AAs (loadouts = horrible idea), but sadly, they weren’t balanced (noob lock, derp shield and evading death).
These three are balanced the way I propose them, so guys give me your support and keep this thread alive to see if this idea is heard.
Feedback (good/bad) is highly appreciated.