STRATEGICALLY the best Specialization mod...

Hey everyone!

So I decided to really sit down and see just what Specializations will be useful, and which ones I am probably going to avoid. This is all based off of just the small paragraph descriptions. I understand that I have not played the game yet, so I’m not sure exactly how everything will work, but as I understand them, this is my opinion:

Wetworks-
Unfortunately, this is going to be one that I immediately shut down. I like that 343i was going for a more stealthy thing here, but unfortunately, for it to stay Halo, they can’t go all the way, and if you can’t go all the way, it just wont be worth it.

This armor mod lets you become LESS loud while sprinting. Right off the bat, this doesn’t really appeal to me unless it is SERIOUSLY quite. Reason being is that you are still making a noise. I wear an Astro A40 headset. Many other players wear headsets, and with them you can hear people CROUCHING up behind you. Unless this mod makes you completely silent, I will still be able to hear you, and I will know you’re there.

Second, the armor mod changes how Promethean Vision detects you. Instead of showing your entire body, you see an outline. Well, to me that pretty much doesn’t do much, as the enemy will still see you that you are there, which is 90% of the AA’s use. After time, I’m sure we’ll also be able to tell what weapons they are carrying due to the outline.

Thus, this Specialization mod just doesn’t really seem like it will do much.

Pioneer (Fast Track mod)-
I like this one. Extra XP gain while using this ability. I am sure half of my loadouts will have this mod. However, here’s the thing… I am going to only use this when I can tell that the enemy is not going to be putting up much of a fight. Thus, I will use one of the other Specializations until I can see that we outmatch our opponents. That way, I can still get the bonus of one of the other Specializations, until I see that I do not need the extra advantage.

Engineer (Drop Recon mod)-
I can see this mod only working if some things are changed. As it is written, it says that you are given a couple seconds of advanced notice on the timed drops. A couple seconds isn’t enough to really cause too much of an advantage. What you need to think about is each and every player’s distance from that drop. If you an an opponent are exactly the same distance from the drop, these extra couple seconds will be an advantage. However, if your opponent is an extra 6 seconds closer (running time) to the drop, those 2 seconds early aren’t going to help you get there before him.

Thus, I don’t really see this mod really giving too much of an advantage unless you are in the VERY unlikely event that you and an opponent are equidistant from a timed drop.

Tracker (Drop Recon mod?)-
This one can definitely be useful so you’re not stuck with an ordinance weapon that does not suit the map (ex: shotgun on Longbow). However, it seems as though this will only let you re-roll YOUR drops, which to me means that you can only use this in Infinity Slayer, unless they go through with giving players random drops outside of Infinity Slayer.

Rogue (Stability mod)-
Well, this one definitely has some potential here. At the same time, there is a bit of a downside. The potential is that you can become an unstoppable sniping machine as long as shots fired at you aren’t too distracting (screen flare, bounced reticule, etc). At the same time, you will win long distance DMR battles. If you can shoot an opponent out of scope, and you can remain IN scope, you’ll win.

However, this mod’s strength is also it’s weakness. In some situations, it’s best to be shot out of scope, as it immediately pulls you back to the normal firing mode which is preferable in mid range & close range fights. With this mod, you’ll have to manually unscope, which could allow your opponent to land an extra shot on you in that time. Tough choice here.

Stalker (Nemesis mod)-
Ugh. I can see this one becoming quite the go-to mod. At a standard 1:1 kill/death ratio, this means that you will constantly have some enemy’s location on your HUD. In doubles, if both of you have the mod, and each of you were killed by a different enemy, you will be aware of both opponent’s locations. This is really going to allow for some camping and preparing to get the jump on you opponent, pretty much guaranteeing you a kill if you play smart.

I would highly suggest to 343 to change this so that the marker goes away after like 30 seconds.

Thus, this Specialization is another of of those mods that will be strategically a good choice.

Pathfinder (Gunner mod)-
This is a fun Specialization. Decreased turret cooldown, and increased movement speed with detached turrets. However, that’s all it is. If you’re not planning on being a constant Warthog gunner, you have better options. However, if you die, and you know your teammate has an empty hog, it may be beneficial to switch to a Gunnar mod and jump in his turret until you die.

Thus, unless you are a constant BTB player, I would save this one to do a quick-swap with your Specialization mods.

Operator (Wheelman mod)-
Another one of those situational mods, however, I believe you’ll run into situations where this mod is useful more often than the Gunner mod. Vehicle health recharge as well as some Plasma Pistol overcharge resistance… definitely would be useful to have one of these in your hog. I could see one vehicle class being set up with this mod, and then switching it to Gunner if you see that your squadmates in your vehicle already have the Wheelman mod.

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Narrowed Down

So here are the mods, their descriptions, and how I see them working out. I’ve given pros and cons for each one, and stated how to use each one effectively. So, what is the most strategic? Read on.

I’ve narrowed the choices down to Fast Track, Stability, and Nemesis.

Fast Track- Keep at least one class with Fast Track selected. Do not choose this class right off the bat, but rather when you see that you’re playing against opponents of much lower skill level to the point where it’s not going to be a challenge. Instead of wasting through the game trying to just get it over with, reward yourself with extra XP! Thus, those matches that aren’t hard are not wastes of time.

Nemesis- While this mod seems to be a huge issue, it’s really only a problem in certain game types. FFA and BTB really make this not an issue with there being so many other enemies. However, in Team Doubles, this could DEFINITELY land you some free kills.

Stability- This mod is just one that you cannot avoid. Without this mod, you will almost always lose any long-distance DMR fight. If you can learn to quickly get out of scope (Melee is quicker than pressing scope twice!), you’ll be golden at distance.

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Conclusion

I have concluded that Stability is going to be the most useful Specialization that fits in most situations. In Team Doubles, I would recommend switching to Nemesis. However, I would always have at least one class set up with the Fast Track mod for those games that aren’t much challenge.

How do you guys feel about my conclusions? Do you agree/disagree? What changes do you think should be made to balance these more?

I like your nemesis nerf. Maybe even after 10 secs?

And I never realised that Rogue indeed has drawbacks before you said it. :slight_smile:

P.S
I hope that people would post constructive feedback like you do instead of complaining like little kids.

Good job OP!

Notice how all these mods provide advantages you can use against players who don’t have them.

You guy have noticed that they have not shown all the armor for the specializations cause some of those spartans are wearing the same wrist armor and leg armor.

> I like your nemesis nerf. Maybe even after 10 secs?
>
> And I never realised that Rogue indeed has drawbacks before you said it. :slight_smile:
>
> P.S
> I hope that people would post constructive feedback like you do instead of complaining like little kids.
>
> Good job OP!

Yes, I definitely believe that something should be changed so that you do not see them the whole time, just see their position for a little bit once you spawn. However, being able to see them the whole time until you kill them is just asking for a free ambush kill every time you die.

Perhaps something like 15 seconds from spawn… that would give you plenty of time to get a good sprint towards the enemy if you feel like running right for him, yet just short enough so that if you feel like sitting back and taking your time, you can see where he is for a little bit, yet not see him long enough to be able to set up some elaborate 2-minute camp kill.

One engineer, one stalker and two rogues. That is how I would divide it over 4 players, in “vanilla” at least.

I want to know how the nemesis mod shows you the person who last killed you. If it is a constant waypoint over their head, that’s unbalanced and unfair, but if it’s a dot on your radar that’s always there, no matter how close you are to them, I wouldn’t mind that as much. At least it doesn’t tell you exactly where they are, it just gives you a general direction.

> I want to know how the nemesis mod shows you the person who last killed you. If it is a constant waypoint over their head, that’s unbalanced and unfair, but if it’s a dot on your radar that’s always there, no matter how close you are to them, I wouldn’t mind that as much. At least it doesn’t tell you exactly where they are, it just gives you a general direction.

Well, this was the quote from IGN:

> … according to Ellis, “Pops up on the HUD an icon of the last person that killed you.” It also tracks enemies who’ve attacked but not killed you as well, making it useful for both retaliation and revenge.

Here is the quote from the Halo 4 site:

> The Nemesis armor mod allows users to target and track down previous attacking enemies, highlighting them on the armor’s passive sensors.

From the IGN wording, it sounds like it would be more of a Waypoint. However, the Halo 4 site description makes it seem like it would be something on the sensor… perhaps some sort of arrow? That would be nice. A lot better than a pinpoint position.

Very constructive post, OP. I agree about the Nemesis mod potentially being overpowered, and your solution sounds like the perfect one. Maybe even lessen it to twenty seconds. Stability definitely does seem like the winner here, and the rad helmet is just a bonus for that specialization.

> You guy have noticed that they have not shown all the armor for the specializations cause some of those spartans are wearing the same wrist armor and leg armor.

They are wearing the same leg/arm armor, however that is because those aren’t part of the armor “set.” Only the helmet, shoulders and chest are. If you want any of the customizable videos that show the leg/arm customizability you will see that they are named differently.
Inner-plated, outer-plated, dual-plated…
If you read my thread you’ll see it.

Pretty helpful things in there, thanks OP!

i really like this post, you have pointed out a lot of good things about each mod, but dont forget its not going to be a long time until they are even used, we have approx 3 years till halo 5, i dont think they are going to make max rank easy to achieve

> > You guy have noticed that they have not shown all the armor for the specializations cause some of those spartans are wearing the same wrist armor and leg armor.
>
> They are wearing the same leg/arm armor, however that is because those aren’t part of the armor “set.” Only the helmet, shoulders and chest are. If you want any of the customizable videos that show the leg/arm customizability you will see that they are named differently.
> Inner-plated, outer-plated, dual-plated…
> If you read my thread you’ll see it.

I noticed this as well. I wonder how leg and arm armor are unlocked, or regular “non-specialization” armor for that matter.

> One engineer, one stalker and two rogues. That is how I would divide it over 4 players, in “vanilla” at least.

You stole my team.

> > The Nemesis armor mod allows users to target and track down previous attacking enemies, highlighting them on the armor’s passive sensors.
>
> From the IGN wording, it sounds like it would be more of a Waypoint. However, the Halo 4 site description makes it seem like it would be something on the sensor… perhaps some sort of arrow? That would be nice. A lot better than a pinpoint position.

This sounds so much better. You either have to have it on the sensor so you know the direction but not the distance until close range (Also if I remember right they said something about close range in one of the descriptions so this would make sense.). OR if it is a waypoint then it needs to be only for 20 sec.

Also back to the sensor thing, it wouldn’t give that much of an advantage to the player using it, as the other player would be able to see them on their sensor as well at close range. The more i think about it the more it needs to be like this.

Awesome. You disproved any butthurt Halo purist theory that claim “specializations will be game breaking” or “it will ruin the feel of Halo”. I hope more people will see this

Full party teams have the potential to be unstoppable now. For me this is a good thing.

> Awesome. You disproved any butthurt Halo purist theory that claim “specializations will be game breaking” or “it will ruin the feel of Halo”. I hope more people will see this

Yep. While some abilities do appear to be more useful in more situations than others, there are still downsides to each.

Count me up as an Operator, I´m a dedicated Warthog and general vehicle support driver to the core.

I´ll also definitely be keeping an eye out for Gunners or people whom could use a dedicated Warthog/vehicle drivah’ in their teams.

> Count me up as an Operator, I´m a dedicated Warthog and general vehicle support driver to the core.
>
>
> I´ll also definitely be keeping an eye out for Gunners or people whom could use a dedicated Warthog/vehicle drivah’ in their teams.

I definitely see mods such as Operator being useful for those who like to drive, however, on maps without vehicles, or while vehicles are respawning, I suggest using a different armor mod.