I like what 343 tried to do with specializations. It’s a nice gesture that was meant to allow players to choose how to evolve their spartan in a sense, but when you look at it under a microscope you can pretty much conclude that Stability will be the only one to significantly effect gameplay, with possibly the exception of Nemesis.
For those that don’t know, Stability is the Armor Mod you gain from completing the Rogue Specialization which is currently only available to owners of the Limited Edition. Stability will take up the Support Upgrade slot in your loadout (Explosives, Ammo, etc.) and what Stability does is reduce the flinch your aim receives when you’re being shot at. Why is this useful? It gives you a significant advantage in most cases against players who engage you and do not have the Stability mod themselves. As most gameplay now centers around the use of the DMR and BR you can see how this is useful.
I’m not here to tell you that Stability is over powered, it simply outshines all the others. Let’s examine the other Specialization that go in the Support Upgrade Slot.
Wetwork: I currently finished it. Your footsteps are significantly more quite which is great. Your assassinations are faster. You only appear as an outline on Promethean vision. It’s not great because if players are looking for you, they’ll notice you on vision. You’re also still visible on radar and currently any game type that disable radar also disables loadouts. Good for custom games with no radar I suppose.
Engineer: Let’s you see incoming Ordnance drop before players without the mod(the random ones, not player ordnance). Would be awesome if we were playing a Halo where weapon control mattered / existed. Halo 4 is not that game. Might be useful in future game types.
Pathfinder: Allows mounted weapons to overheat slower. Do I need to explain why this is worthless? I’d take Explosives over this any day.
Stalker: Gives the Nemesis Perk which let’s you track the player who killed you last. Torn on this one, because it is clearly useful. However do you really need a mod to tell you the enemy team is more than likely camping their base? I’d still go with Stability.
To me it just seems in an effort to try to let players be individuals that instead made it so other players without Stability will be at a disadvantage. I’m not trying to argue that bad players will out shoot your MLG pros. I’m arguing that there should have been mods that were made to be on par with this. That I should be losing something from choosing Stability. In reality I’m not. I’m coming out ahead of anyone that doesn’t choose it.
I didn’t have to read all of that because I agree for obvious reasons, without the need for a lengthy explanation. The only mod that affects gunplay, which is the biggest part of Halo. IMO, NONE of the mods should have affected gunplay. Leave that to skill.
-Sigh- It might be the only one useful to YOU. They all suit different play styles without breaking the game. So while rouge may be the useful perk in most instances doesn’t mean the rest are bad or not worth choosing.
For instance my brother is a driver a lot. So him not stopping via EMP and and his vehicle getting back to 100% health faster means he can do more for the team.
Oh and on some specs you got wrong and some you didn’t include everything.
Yeah, I think for most players it was widely apparent as the Go-To specialization. I’m pretty sure every poll I’ve seen showed Rogue as the most desired specialization.
I don’t find it that amazing. The recoil you get from getting shot normally isn’t that big of a difference, at least for me. Personally, I think only Rouge should keep you in-scope while shooting and normally you get hit out of scope.
> -Sigh- It might be the only one useful to YOU. They all suit different play styles without breaking the game. So while rouge may be the useful perk in most instances doesn’t mean the rest are bad or not worth choosing.
>
> For instance my brother is a driver a lot. So him not stopping via EMP and and his vehicle getting back to 100% health faster means he can do more for the team.
>
> Oh and on some specs you got wrong and some you didn’t include everything.
Oh really? Please feel free to point out those errors then.
And that EMP reduction is called Wheelman. That’s in a Tactical Package completely separate from Support Upgrade. Thus I can have both Wheelman and Stability. I think maybe you need to review the specializations yourself.
> > -Sigh- It might be the only one useful to YOU. They all suit different play styles without breaking the game. So while rouge may be the useful perk in most instances doesn’t mean the rest are bad or not worth choosing.
> >
> > For instance my brother is a driver a lot. So him not stopping via EMP and and his vehicle getting back to 100% health faster means he can do more for the team.
> >
> > Oh and on some specs you got wrong and some you didn’t include everything.
>
> Oh really? Please feel free to point out those errors then.
>
> And that EMP reduction is called Wheelman. That’s in a Tactical Package completely separate from Support Upgrade. Thus I can have both Wheelman and Stability. I think maybe you need to review the specializations yourself.
Operator
The Wheelman armor mod the Operator carries gives you a bit of a resistance against EMP shots against a vehicle you are driving. It won’t necessarily stop you in your tracks anymore. This also allows you to recharge the health of a vehicle slightly faster.
I assume all specs that you get are in the tactical package slot. We don’t have any reason to believe otherwise.
the pathfinder mod reduces the cooldown timer not how long it takes before it cools down.
the nemisis mod also puts an icon above people that shoot at you but don’t kill you for a few seconds.
I over looked all the specs from several places as i just hit 50 today. I chose tracker.
My point still stands. Just because it can come in handy more often doesn’t mean the rest are useless. They are tailored to different styles of play.
I’ve used all the scoped weapons available in Multiplayer and I’m really struggling to see much use for reduced stagger. It’s barely noticable to me in the first place. Note that I have not, that I can recall, been shot by small arms while scoped into Beam/Sniper/Binary Rifle so maybe it’s more obviously useful as a sniper in a dangerous area of town, but… I think I’d take my Ammo upgrade over it.
Granted, I’m more inclined to use, say, grenades, AR, Storm Rifle, PP, StickDet, the pistol at close range or my fists (or drive someone in a vehicle) than BR/DMR/Carbine. I use everything at some point or another, but… Like was said, different playstyles. I’m more the automatics and explosions and facepunching sort than the precision duel player.
> I assume all specs that you get are in the tactical package slot. We don’t have any reason to believe otherwise.
>
> My point still stands. Just because it can come in handy more often doesn’t mean the rest are useless. They are tailored to different styles of play.
And I have Stealth unlocked as I said. It’s a Support Upgrade. And that’s fine that players have their own play styles. I wasn’t trying to argue they didn’t. My point is that 343 didn’t develop the mods well enough to promote that individuality. You really can’t debate that Stability outshines the others in a wider variety of maps given that nearly all of Halo 4’s are large in scale. For small maps like Adrift and Haven sure, maybe the others are better.
> > > -Sigh- It might be the only one useful to YOU. They all suit different play styles without breaking the game. So while rouge may be the useful perk in most instances doesn’t mean the rest are bad or not worth choosing.
> > >
> > > For instance my brother is a driver a lot. So him not stopping via EMP and and his vehicle getting back to 100% health faster means he can do more for the team.
> > >
> > > Oh and on some specs you got wrong and some you didn’t include everything.
> >
> > Oh really? Please feel free to point out those errors then.
> >
> > And that EMP reduction is called Wheelman. That’s in a Tactical Package completely separate from Support Upgrade. Thus I can have both Wheelman and Stability. I think maybe you need to review the specializations yourself.
>
> Operator
> The Wheelman armor mod the Operator carries gives you a bit of a resistance against EMP shots against a vehicle you are driving. It won’t necessarily stop you in your tracks anymore. This also allows you to recharge the health of a vehicle slightly faster.
>
> I assume all specs that you get are in the tactical package slot. We don’t have any reason to believe otherwise.
>
> the pathfinder mod reduces the cooldown timer not how long it takes before it cools down.
>
> the nemisis mod also puts an icon above people that shoot at you but don’t kill you for a few seconds.
>
> I over looked all the specs from several places as i just hit 50 today. I chose tracker.
>
> My point still stands. Just because it can come in handy more often doesn’t mean the rest are useless. They are tailored to different styles of play.
You are incorrect. Specializations are different when it comes to packages. I.E Fast Track is tactical, while Wetworks is Support. Do your research.
The only reason I will go down this route is for the armor not the spec. I’m probs gonna use operator for btb and undecided for normal sized but recoil doesn’t affect me that much.
> > I assume all specs that you get are in the tactical package slot. We don’t have any reason to believe otherwise.
> >
> > My point still stands. Just because it can come in handy more often doesn’t mean the rest are useless. They are tailored to different styles of play.
>
> Wrong. They’re divided between both Tactical and Support. Here you go: http://www.ign.com/wikis/halo-4/Support_Upgrades
> http://www.ign.com/wikis/halo-4/Tactical_Packages
>
> And I have Stealth unlocked as I said. It’s a Support Upgrade. And that’s fine that players have their own play styles. I wasn’t trying to argue they didn’t. My point is that 343 didn’t develop the mods well enough to promote that individuality. You really can’t debate that Stability outshines the others in a wider variety of maps given that nearly all of Halo 4’s are large in scale. For small maps like Adrift and Haven sure, maybe the others are better.
Thanks. I don’t keep up with ign because they have been wrong before. (ex they said quick scoping wouldn’t be possible in BO2 and it is.)
I am not debating that stability is the most useful in most situations. I’m arguing how useful the others are. I had a hard time choosing what my first one would be. and my circle of friends as well. Rouge wasn’t appealing to me because i don’t scope often (unless BTB or sniping) and i can deal with the flinching very easily. IMO a lot of the other ones seem far more useful to me.
But thats because i play differently. And these are based on different playstyles. The only thing that offended me about your post is you claiming the others to be rubbish. When this is clearly based on playstyle.
Well let me just say that the Operator Wheelman mod goes in the tactical packages. So if you get rouge you can have the stability mod in the support upgrades and you can have the wheelman can go tactical packages. You see what I mean. Now you can have both great armor upgrades.
I’m slow on my progression but I play against SR130 when partied up a fair amount in team vs. team but do not find flinch that much of an issue. Team fire or getting the drop on your enemy or popping in/out of cover is far more important than flinch/stability.
I think I’ll finally settle on Wetwork combined with camo to go off radar, avoid PV and lighten the sounds of your footsteps even when sprinting…sounds great to me. I’ll try each of the specialisations as I unlock them of course.
Requisition has been rocking my Spartan world lately. This one allows you to to change your ordinance drop to a different set if the first is not to your liking.
> I’m slow on my progression but I play against SR130 when partied up a fair amount in team vs. team but do not find flinch that much of an issue. Team fire or getting the drop on your enemy or popping in/out of cover is far more important than flinch/stability.
>
> I think I’ll finally settle on Wetwork combined with camo to go off radar, avoid PV and lighten the sounds of your footsteps even when sprinting…sounds great to me. I’ll try each of the specialisations as I unlock them of course.
Is it true/can anyone confirm that using Stealth (Wetwork mod) with Active Camo will allow you to not appear on the radar of opposing players?
> > I’m slow on my progression but I play against SR130 when partied up a fair amount in team vs. team but do not find flinch that much of an issue. Team fire or getting the drop on your enemy or popping in/out of cover is far more important than flinch/stability.
> >
> > I think I’ll finally settle on Wetwork combined with camo to go off radar, avoid PV and lighten the sounds of your footsteps even when sprinting…sounds great to me. I’ll try each of the specialisations as I unlock them of course.
>
> Is it true/can anyone confirm that using Stealth (Wetwork mod) with Active Camo will allow you to not appear on the radar of opposing players?