The Equipment/AA Solution for Halo 4

Oh boy here we go. out of all the subjects and concerns about this franchise Armor Abilities are by far the most debated. Some like them, others despise them and don’t believe they belong in Halo. after giving the topic some thought, i believe i have found a solution that benefits all.

Lets look at Halo 2 for a second. Most would consider halo 2 the ultimate multiplayer experience. It was essentially you, your gun, and grenades. There were 2 pickups ( OS, AC). It was amazing. Everyone was on equal ground at the start and you always felt like you won because you were better, not because you picked the right loadout for the occasion.

Now halo 3. Halo 3’s big addition was equipment. They worked as pickups similar to weapons. Some were used for defense like bubbleshield, others for offense like the power drain. Because they were pick ups and not available at spawn, they were able to provide fun new gameplay options without destroying the most important part of Halo…balance.

then came halo reach. They took the idea of Equipment and turned it in to a whole new monster…Armor abilities. The most controversial addition possibly ever in Halo. It took the philosophy that everyone starts the same and stomped on it. Now everyone was different. Some were fast, some were invisible, others could fly. The balance was just dismantled. Though the abilities were fun, they were frustrating to players and made the game more situational and less about skill.

So now with Halo 4 we have a problem. How do we return to the formula of balance and skill without going backwards. Many would just want to remove AA all together and essentially clone Halo 2. But we just can’t do that. we can not take a step backwards.

here is my plan.

In Halo 3 your right bumper controlled your weapon, the left bumper controlled grenades/secondary weapon/ and the x button was for equipment. In Reach they removed dualwielding and equipment and designated the left bumper for armor abilities.

In Halo 4 loadouts are gone. Everyone starts with the same thing like 2/3. Everything is essentially the same except for the LB button. The LB button now has 3 seperate functions.

It can pick up

-A Secondary weapon

-An Armor Ability

-An equipment.

Thats right Halo 4 is bring back all 3. The left bumper has the ability to control 3 very different features. This means if you choose to dualwield, you can not use an armor ability or equipment. if you pick up an armor ability, you can not dualwield or use equipment.

Everything the LB controls is found on the ground and not spawned with. Each category functions completely differently.

A secondary weapon functions as you would expect. It allows you to dualwield guns essentially doubling your power. not all guns can be dualwielded.

An armor ability is a rechargeable ability that ranges from a jetpack, to holograms etc.

An equipment works much like an armor ability but can only be used once. Once it is used the player uses the item.

Now please remember. You do not spawn with an armor ability. Armor abilities will be far more rare in Halo 4. They spawn like weapons and equipment do, and when the player dies with one, it is not dropped and is put on a respawn timer. A jetpack, which in reach was incredibly irritating, becomes a vital piece of equipment. It allows for easy traversal of the map, and can give a height advantage. But because it is gone when you die, it becomes a very important piece of equipment and you can no longer just act like an idiot with it. If you die with it, your team can lose out on an opportunity to gain the upperhand.

I hope this makes sense. Your LB button now controls 1 of 3 things. Your secondary weapon, your armor ability, or your piece of equipment. You can only have 1 of the 3 equipped at a time. So players are not going to be able to dualwield there SMG’s and fly around the map like a crazy person dropping bubbleshields.

Now lets get in to specifics on each category of the secondary tools.

Secondary weapon- Essentially all of the small arms weapons, ( SMG, Magnum, Spiker, etc.) Maybe as an addition, you can choose to pocket your secondary weapon meaning you can have 2 weapons in inventory.

Equipment: ( can only be used once)

-Bubbleshield: Just like Halo 3.

-Regen: Halo 3

-Powerdrain: Halo 3

-Target Locator ( new idea) Calls in a drop pod that contains random weapons/ not power weapons, and ammo.

  • Sentry turret ( small forerunner turret that will follow you around until you die or it gets destroyed)

  • Trip Mine: Halo 3

-grav lift

  • and one or 2 more new ones

Armor abilities ( rechargeable, until player death)

  • Jetpack ( like reach, blanced for Halo 4)

  • Hologram deployer : more believable holograms that perform animations like reload

  • personal shield: Like the jackals use. Only protects front, can be destroyed, can not shoot when using, can still move when activated.

  • Enhanced Agility module: Sprint is another discussed topic and this is my solution. Sprint as an armor ability never made much sense anyway and because Halo 4 will most likely feature faster movement speeds and greater jump heights, the sprint feature seems pointless. That is where the agility module comes in. This is an actual armor ability. While sprinting was more of the lack of an ability, the agility module actually provides some other benefits. the agility module is almost like braces that go around your legs. Dead Space comes to mind. When activated jets activate on your legs and tap in to your suits systems increasing your movement speed greatly. No weapons can be used during activation. It provides a similar function to sprint in a way that is more useful and makes sense. Here is how it is balanced. In Reach sprint could be used to easily run away from targets. In halo 4 the ability has a charge up time. So a player is moving at normal speed, he activates the module and enters a sprint, the jets fire up and the player gradually picks up speed until they hit top speed. The top speed is pretty fast, but takes time to get there and is not instant so players can not siply run away. As an added bonus, it is given a double jump feature. By tapping jump while in the air, the jets fire up and gives you a slight boost.

That is my idea. It is essentially dualwielding, equipment, and armor abilities all coexisting in the game. active camo and overshield become powerups again and everything is now in the form of pick ups.

I believe this is how the main playlists should work, but I also believe there should be special playlists for those who prefer the other styles of Halo play.

Playlists example

RANKED

Team Slayer: works like i described

Team objective: Follows same rules

Team Snipers : belongs in competive section ( same rules)

Team Swat : Makes its return Halo 3 style. ( Some variants may include agility modules at start for some variety)

Team hardcore: This playlist if for the Halo purists. No armor abilities, No equipment. Just you, your guns, and your grenades. essentially Halo 2. And the playlist is ranked so you dont feel like the hardcore players are getting the shaft.

MLG: Whatever MLG wants I guess.

Team Doubles: Standard, with the occasional hardcore variant

Lone Wolves: Maybe?

Note: Team hardcore may be split in to 2 seperate playlists, obj/slayer if it becomes succesful and people ask for it.

SOCIAL

Social versions of slayer, objective, FFA

Action Sack ( For party games)

Living Dead ( Dedicated infection)

Best of the Community( Instead of putting all of those forge maps in ranked and such, most of them will go here. If you wanna try out new maps this is the place.) Keep forged maps in ranked at a minimum.

tactical slayer: Halo reach style. For those who like spawning with their abilities there is a separate playlist for that. It is basically a care free zone where players can come and just fool around with abilities. Not competitive.

tactical objective: Same with objective gamemodes.

As you can no doubt see, there is going to be a playlist for you. Whether you like my idea for standard Halo, classic halo 2 style, or even if you liked Reach. You are not going to be left in the dark, but the standard Halo 4 form will be the way I described.

Thats my idea, give me feedback please.

( Also, make ranking system cater to competitive)

Take it away :slight_smile:

> Take it away :slight_smile:

I want them both dead. Just sayin’.

> > Take it away :slight_smile:
>
> I want them both dead. Just sayin’.

No way you read it. Read my ideas, and my playlist updates and then tell me what you think. Simply removing them would be a terrible idea. Have an open mind and think about it. Halo needs to grow, removing them would be a mistake in the long run. Just read my thoughts, and tell me why you think they are bad. A real reason. Not just ( D3rrr R34cH is BAd and it had Armer abiltees so dat automatkly meens they shud just b remuved. D3rr. Halo 2 derp)

derp

MLG defeats the purpose of Team Hardcore.

> > > Take it away :slight_smile:
> >
> > I want them both dead. Just sayin’.
>
> No way you read it. Read my ideas, and my playlist updates and then tell me what you think. Simply removing them would be a terrible idea. Have an open mind and think about it. Halo needs to grow, removing them would be a mistake in the long run. Just read my thoughts, and tell me why you think they are bad. A real reason. Not just ( D3rrr R34cH is BAd and it had Armer abiltees so dat automatkly meens they shud just b remuved. D3rr. Halo 2 derp)

No, I read it. Well, I read your first post. Competitive Halo suffers with these gimmicks and MLG refused to use 'em in Halo 3 for good reasons. Now that ZB is being implemented into Reach’s MLG settings sprint is being thrown out too, not sure about the others though… but it seems possible. Gimmicks like these add nothing positive to Halo’s gampelay; they’re just forced game mechanics.

> derp
>
> MLG defeats the purpose of Team Hardcore.

Not exactly. While team hardcore basically makes it Halo 2 style. MLG is not put together by 343. it is done by the MLG guys. They may want to add equipment or something. Also starting weapons are different sometimes. like in Halo 3 you only started with BR. In Hardcore you may get BR/pistol etc.

What about melees? How do they figure in?

Another concern is that of “too much stuff.” Hopefully, that won’t happen, but it is a danger.

Sounds like a good idea, just those two questions came to mind.

> > > > Take it away :slight_smile:
> > >
> > > I want them both dead. Just sayin’.
> >
> > No way you read it. Read my ideas, and my playlist updates and then tell me what you think. Simply removing them would be a terrible idea. Have an open mind and think about it. Halo needs to grow, removing them would be a mistake in the long run. Just read my thoughts, and tell me why you think they are bad. A real reason. Not just ( D3rrr R34cH is BAd and it had Armer abiltees so dat automatkly meens they shud just b remuved. D3rr. Halo 2 derp)
>
> No, I read it. Well, I read your first post. Competitive Halo suffers with these gimmicks and MLG refused to use 'em in Halo 3 for good reasons. Now that ZB is being implemented into Reach’s MLG settings sprint is being thrown out too, not sure about the others though… but it seems possible. Gimmicks like these add nothing positive to Halo’s gampelay; they’re just forced game mechanics.

Who cares if they are gimmicks if they are fun? Tell me what exactly a gimmick does that negatively impacts the game. You have your playlists. Hardcore, Snipers, Swat all free of those pesky armor abilities and equipment options. But just because you prefer that style of play doesnt mean everyone else does. Do you really think making every playlist in Halo 4 exactly like Halo 2 would be a good idea? Your not thinking. Halo 2 was 7 years ago. It was a fantastic game and there is a ranked/competitive playlist that allows you to experience it untarnished. But armor abilites/Equipment are a part of the universe and if you don’t put them in, what do you add instead to justify the purchase of a brand new game? How is it not ok for there to be a playlist for everyone. For the hardcore such as yourself, the competive but fun seeking players like myself, and the casuals who just wanna fly around and use holograms. There is something for everyone. Thats what makes a great game…variety.

A Team Hardcore playlist is unnecessary. There will most likely be a SWAT and Snipers playlist at launch, and then eventually an MLG playlist.

> What about melees? How do they figure in?
>
> Another concern is that of “too much stuff.” Hopefully, that won’t happen, but it is a danger.
>
> Sounds like a good idea, just those two questions came to mind.

Appreciate the feedback.

to melees I say…what about them? They work just like in Halo 3.

As to having too much stuff. Not every equipment/AA will be on every map. some maps may not even have a jetpack or bubbleshield, just as not every map has a rocket or sword.

> A Team Hardcore playlist is unnecessary. There will most likely be a SWAT and Snipers playlist at launch, and then eventually an MLG playlist.

Yes but like I said. Ranked Slayer has AA/E on map. Hardcore slayer doesn’t have them at all. MLG is a seperate thing all together. it is unknown what they will do. Also hardcore contains objective modes as well. Ranked Slayer/Snipers/swat does not.

MLG usually comes a month later.

the goal is to have a hyper competitive “hardcore playlist” at launch to cater to the hyper competitive halo purists that don’t like Halo’s latest innovations and would rather play Halo 2 with shiny graphics and some new weapons. Mkay?

> Thats what makes a great game…variety.

No. That’s what makes a sub-par shooter that’s quickly forgotten and doesn’t satisfy anyone… kinda like Shadowrun. I like this article.

Simply put, Duel-wielding is dead. I don’t think it’ll EVER make a comeback. Sorry. However, pretty much making AAs into equipment seems to be the majority census. Honestly, I couldn’t care less, I don’t see how a “Skilled” player cries about balance, when I have NO PROBLEM taking care of anyone using an AA, and I’m not pro. I honestly like your idea of making AAs equipment though, as I don’t see it as a gimmick, and at EVERY MLG tourny somehow Jetpack shows up, really gimmicky.

> > Thats what makes a great game…variety.
>
> No. That’s what makes a sub-par shooter that’s quickly forgotten and doesn’t satisfy anyone… kinda like Shadowrun. I like this article.

I agree with the article. But you still don’t get it. I agree with you. Halo is at its best when its stripped to its core. Weapons, grenades, and your skill. I have already told you that a playlist like this will exist day one. It is a featured, pure halo, ranked playlist. There are no gimmicks. Do having those gimmicks exist elsewhere in the game really effect that playlist? Absolutely not. When i said variety I did not mean in options while you play, i meant options in the way you play the game itself. If you are looking for a simple yet competitive experience, then play in the hardcore playlist. If you are looking for a new take on the series then play the new playlist. If you wanna play griffball, go do that. Should we remove griffball from the game because it isn’t competitive? I don’t think so. Griffball has no effect on the hardcore mode. The new halo 4 will have no effect on the hardcore mode. I agree, simple is better. But for those who want new, my idea gives them that. And its hardly that confusing. they are item pick ups. Does that mean we should get rid of weapon spawning because it makes the game to complex? No, it adds another dimension.

I honestly cant believe your way of thinking. Here I have given you a place where you can play exactly the way you want to play. Yet somehow you feel like having a seperate playlists with more new and innovative ideas is bad for god knows why. I can’t think of anything other than complete stubborness. You are holding Halo back. It needs to grow. It needs to remember its roots, but still it must grow. The classic Halo experience is always gonna be there. But new experiences must come to light as the franchise moves forward.

> Simply put, Duel-wielding is dead. I don’t think it’ll EVER make a comeback. Sorry. However, pretty much making AAs into equipment seems to be the majority census. Honestly, I couldn’t care less, I don’t see how a “Skilled” player cries about balance, when I have NO PROBLEM taking care of anyone using an AA, and I’m not pro. I honestly like your idea of making AAs equipment though, as I don’t see it as a gimmick, and at EVERY MLG tourny somehow Jetpack shows up, really gimmicky.

I liked dualwielding lol. It isnt really a big deal. Think of it as a passive armor ability. When you don’t have an equipment/AA you can dualwield to compensate for it.

> > Simply put, Duel-wielding is dead. I don’t think it’ll EVER make a comeback. Sorry. However, pretty much making AAs into equipment seems to be the majority census. Honestly, I couldn’t care less, I don’t see how a “Skilled” player cries about balance, when I have NO PROBLEM taking care of anyone using an AA, and I’m not pro. I honestly like your idea of making AAs equipment though, as I don’t see it as a gimmick, and at EVERY MLG tourny somehow Jetpack shows up, really gimmicky.
>
> I liked dualwielding lol. It isnt really a big deal. Think of it as a passive armor ability. When you don’t have an equipment/AA you can dualwield to compensate for it.

I understand what you’re saying, but what I’m trying to stress is I don’t think dual-wielding will ever make a return. I don’t see it EVER coming back to gameplay. I don’t care one way or anything, I’m just saying IMO I don’t think we’ll see it ever again.

> > > Simply put, Duel-wielding is dead. I don’t think it’ll EVER make a comeback. Sorry. However, pretty much making AAs into equipment seems to be the majority census. Honestly, I couldn’t care less, I don’t see how a “Skilled” player cries about balance, when I have NO PROBLEM taking care of anyone using an AA, and I’m not pro. I honestly like your idea of making AAs equipment though, as I don’t see it as a gimmick, and at EVERY MLG tourny somehow Jetpack shows up, really gimmicky.
> >
> > I liked dualwielding lol. It isnt really a big deal. Think of it as a passive armor ability. When you don’t have an equipment/AA you can dualwield to compensate for it.
>
> I understand what you’re saying, but what I’m trying to stress is I don’t think dual-wielding will ever make a return. I don’t see it EVER coming back to gameplay. I don’t care one way or anything, I’m just saying IMO I don’t think we’ll see it ever again.

You may be right, but I hope it does. This is Halo 4. A sequel to Halo 3/2/CE. Not a sequel to Reach. Reach may have dropped DW. But it wouldn’t make sense for Chief to be able to dualwield one minute, and then all the sudden lose the ability. They may put it in for simply continuities sake. I won’t be devestated if it is removed, but I hope it returns

The core Halo experience should just be powerups (Camo and Overshield). If they decide to include armor abilities, sprint and/or evade and maybe Hologram should be the only ones returning. Jetpack is not a bad thing in Firefight, Campaign and maybe a select few specialty playlists in matchmaking like Actionsack or Grifball or whatever. Ditch armor lock, camo, and drop shield completely.

As far as equipment goes, this can also be added along side armor abilities, but again, only a select few should return. Power drainer, bubble shield, radar jammer and maybe trip mine if it was buffed back to it’s original strength like in the Halo 3 beta. Regen and flare should be out.

Just my opinion.

Halo 4 can have any kind of noobish stuff as long as it’s a pick up.

When you start with noobish stuff in a game (e.g AL), the game is ruined.

I agree with OPs idea.

<mark>But hopefully, they remember that Quality > Quantity. Less can be more.</mark>