(This is my opinion, I’ll explain my reasoning in due time)
As it stands:
Broken AA’s - (Overpowered)
- Active Camo
- Promethean Vision
- Jetpack
Balanced AA’s -
- Regen Field
- Thruster Pack
- Hardlight Shield
- Hologram
Neutral AA’s - (Never really gets much use)
- Autosentry
Explanation:
I. Broken AA’s
- AC - All of the reasons for this being broken have been regurgitated over and over again on this board. No sense in beating a dead horse.
Solution - Active Camo radar effect shows red blips for the player using it, everyone else still sees the blue dots. This prevents a person using AA from camping around corners waiting to ambush someone while still allowing a team to utilize the radar while teammates use AC.
- Promethean Vision - Wall hack in an fps? Ok then… Just like AC I won’t reiterate too much on what’s wrong with this since its already been said before.
Solution - When a player uses PV, they lower their weapon for the duration of the AA toggle and cannot fire/throw grenades. This prevents players from gaining such a tactical advantage and being able to fully capitalize on it.
- Jetpack - “Are you serious?” Probably what popped into your head as you read this but there are many good reasons as to why this AA makes MM so bloody frustrating. In a nutshell, the Jetpack completely voids any map strategy that 343i built into these maps. Ducked behind cover just in time before 5SK? Not so fast says Captain Jetpack. This AA should be toned down a bit in order to make gaining higher ground more meaningful and rewarding.
Solution - Like PV Solution, make it so that weapons become unusable after holding down Jetpack for a specific period of time. That way, short hopping and small vertical climbs remain unaffected, but the huge vertical climbs are more costly. -Or- make it so that Jetpack has two functions 1) Quick vertical ascension by initially holding down the crouch then firing the AA and 2) Short hopping/slower, weaker vertical ascension.
II. Balanced AA’s
There’s are reason that these are balanced. They are skillful to use, don’t entirely ruin map control/positioning and don’t provide a ridiculous tactical advantage to a player using it.
Only one that might require some tweaking would be abusing regen field limits to recharge shield by stepping in and out of it over and over again.
III. Neutral AA’s
- Autosentry - Initially, I was really excited for this. I pictured an engi turret like in TF2 (or hell even one like in dominion that doesn’t do much damage but slows you down). Yet what we got was a funky little promethean pistol that stands in place, does negligible damage (unless being completely ignored) and takes forever to deploy for what it’s worth.
Solution - I don’t want to automatically say buff this AA, but it would be nice if it had some more tactical application rather than being a bullet dump for most enemy players. The dominion turret idea or simply having it move with you sound good on paper.
IV. Overall fix to AA’s
Here’s my idea that is a combination of some stuff already being worked on for MLG ordinance. Make certain AA’s usable from load-outs and others usable only as part of personal ordnance. “Yeah, I got plasma’s in my ordnance, Awesome!” said no one ever, so let’s substitute the nade slot with AA’s. Makes things more interesting and there’s less grenades floating around. Win-win situation.
Thanks for your time, discuss my ideas or submit your own to this Think-tank. Let’s get the ball rolling.