Title Update Discussion

This is not a complaint thread but simply a few things that I and a few people I know would see fit for Reach to succeed further when 343i take over Reach on the 8th of July.

Feel free to post your own replies on what is being complained about other than Armour Lock or other game mechanics.

Multi-Team

* Rocket Hog Race - Although a perfect replacement for Rocket Race after Multi-Team went 3v3v3v3, it is a pure mess, you can barely stay on your wheels long enough to actually drive properly.

Fix/Suggestion - Either one of the following, remove it from Multi-Team, giving Rocket Race (2v2v2v2v2v2) its own playlist in the “Community” Section of Matchmaking. Another option is change Multi-Team back to 2v2v2v2v2v2 and make it Rocket Race again. Or make it’s weighting much lower, as of now it is possible for Rocket Hog Race to show up either on the first voting round randomly and it’s a guaranteed option to show up during the second voting phase.I would much prefer the FIRST option, as regardless of how low populated the playlist is, I can guarantee it would make Multi-Team’s Population go up. Currently, I rarely play it due to the fact people will ALWAYS vote for it when something fun comes up on the first voting phase.

Team Classic

* Grenades - Right, this is going to be a tricky one to try and ask for a change, right now, with the current Reach Engine, it is impossible to have a Damage Modifier for Grenades without a Title Update which this far into Reach, is highly unlikely - With this causes the attempt at Classic Settings to make grenades extremely powerful due to the 110% Damage Modifier added by Jeremiah from Bungie to make kill times faster.

Fix/Suggestion - Make it so you do not spawn with ANY Grenades on ANY Gametype in the Team Classic Playlist, I agree that the decision to make it a 1 Grenade off the spawn start was a good one but due to the fast kill times in Classic, the grenades build up and people end up with two regardless.Fix/Suggestion 2 - Adding on sort of to the first suggestion, make it so all grenades on the map are set to a highish respawn time so grenades will not be as dominant compared to what they are now. Also, make it so instead of TWO Grenades spawning next to each other, it is just one, yes, this would take a lot of effort due to the fact there are a lot of maps, but it would make the experience better.

* 110% Damage Modifier - This, in my honest opinion was a silly change and most of the community frowned upon it after it was announced by Jeremiah on Bungie’s Forums, it was a suggestion by Jeremiah hoping it would make classic better but instead made it a ‘Nade Spam Fest’.

Fix/Suggestion - Simple really, set it back to 100% Damage Modifier, that way grenades can still be used efficiently and wisely as you only have one that can drop a shield and kill them with a simple headshot from the Needle Rifle or a spray from the Assault Rifle.* Map Names - Not much of a problem but just my thought, I don’t exactly have the best memory and for those times when I actually do play Classic, I have no idea what I am voting for because the map names are all made by the Author. Now this playlist is meant to be Classic, why not just have the exact same names as Classic Maps?

Fix/Suggestion - Make all maps have the same name as what the original map was/is.

Firefight Doubles

* Only one round gametypes - Now I know for a fact I am not the only one who would like to see this change, currently in 2X Score Attack, the gametype used has only ONE Round per game. This makes the game very boring and finishes to quickly and is more biased to the host due to Firefight Lag so the person without host will tend to get a lot less kills and a lot less Credits (cR).

Fix/Suggestion - Increase the gametype 2X Score Attack to have at least ONE Set, this would result it me and many others actually wanting to play it over Arcade Fight which may I point out has UNLIMITED LIVES & 3 Rounds (ONE Set).
I am in NO way suggesting that 2X Score Attack should have unlimited lives as that would ruin the point.

Rumble Pit

* Juggernaut - The problem with this Gametype is nothing other than the fact it rarely shows up, when I first played this in the Beta, I was hyped for it and when the game was released, I was upset that it rarely shows up, playing it in a Custom Game is not an option for me as not many of my friends have Reach or enjoy playing it as it’s just not their thing.

Fix/Suggestion - Increase the weighting of this to at least show up 50/50 on the SECOND Voting Phase of Rumble Pit.

* Arena Zealot - Currently and for a while, Arena Zealot has been in place on all playlists on Matchmaking, this, yes was a good idea for Gametypes like Oddball, Infection & Slayer but, other than them, Zealot’s upper area works well for Gametypes such as Juggernaut, Crazy King & Headhunter.

Fix/Suggestion - Make it possible for regular Zealot to show up with Juggernaut, Crazy King & Headhunter in Rumble Pit as it causes no harm and would add another level of fun

.

Team Snipers

* The Maps - Now it’s common sense on this one, even though I rarely play Team Snipers, I have seen many complaints about maps like Hemmorrhage, Breakpoint and Highlands being in the Playlist. Maps like this are just too big and result in both teams camping. Yes, I understand that playing Team Snipers like this is normal but the map sizes result in long kill times and long games, usually forcing the game to end before the SCORE Limit.

Fix/Suggestion - Remove Big Team Battle/Invasion Maps from the line up (Hemmorrhage, Breakpoint & Highlands).

Team Objective

* Stockpile’s Removal - Now I have no idea what Bungie were thinking when they removed this Gametype from the line-up, the achievement linked with Stockpile is already hard enough to get without this change, the current only way to play Stockpile to get the achievement right now is either SWAT or Big Team Battle.Fix/Suggestion - Add Stockpile back to Team Objective.

Fix/Suggestion - Add Stockpile back to Team Objective…

Living Dead

* The Maps - No I am not going to lecture you on my opinion on Sword Base, but simply request Community Made Maps can get put into Living Dead like in Halo 3. If I remember correct, the first decent one put into Halo 3’s Living Dead was ‘Haunted Manor’ on Foundry. It was a huge success and was fun for both humans & zombies as it was not unbalanced.

Fix/Suggestion - Host a competition similar to ‘Community Cartographers’ and find the best of the best Infection Maps, test them internally or externally by telling the public what maps you have decided, choose the maps with the best feedback and add them to the Playlist.

* Alpha Zombies - In my opinion, Alpha Zombies need to have a Hammer alongside their Sword or just a hammer, the hammer is such a fun weapon and would be a challenge for the Zombies if they wanted to use it.

Fix/Suggestion - Give the Alpha Zombies a Hammer & Sword starting weapon set and then let them use their personal preference.

<strong>(*) The Sword</strong> - Now I am not 100% sure on this one but I am going to put it here anyways, recently I was playing Infection after Alpha Zombies was added to the playlist, I was using the sword and noticed that sometimes but not all the time that my Sword would actually require TWO stabs to kill a survivor/human, I honestly can not remember if I was a Alpha Zombie or just a Zombie but it was quite unfair - A note to those who are saying it was the last man standing or the Sword Lunge missed. I can confirm both of these to not be the case, it was still mid round and my sword did actually inflict damage to the Human but did not kill him.

Fix/Suggestion (if plausible) - Make it so the sword is always a ONE HIT Kill unless the Human is the LAST MAN STANDING

Big Team Battle

* The Maps - Spire, Boneyard & Breakpoint are NOT Big Team Battle Maps, they are INVASION Maps. After playing BTB All-Stars recently, I realised why people complained about this, the maps are a joke when it comes to BTB Games.

Fix/Suggestion - Remove Spire, Boneyard & Breakpoint from Big Team Battle, they are INVASION Maps and belong inside the INVASION Playlist

* The Maps 2 - Community Maps, one of the most complained things about in Reach, mainly in Big Team Battle, now as known more, a few custom made maps have a lot of flaws either it be Framerate Drops, unfair spawns or misplaced kill barriers.

Fix/Suggestion - Tell us what Community Maps will be added to Big Team Battle or any playlist before putting them in on short notice so we can test them ourselves to see if there are any problems.

Invasion

* The Lack of Maps - Well as we all know, the only TWO non-DLC Maps are Spire & Boneyard that function with JUST Invasion, not Invasion Slayer/Skirmish. This needs to change and I have one simple suggestion for that, Community Invasion Maps, of course would both needed to be tested for Balance & Framerate, would result in a lot of fun.

Fix/Suggestion - Add Community Invasion Maps into the mix, make sure to ask the Community what maps they would prefer via a poll or something in that manner, then proceed to announce the popular and let the Community test them.

* Balance on Current Maps - This is just something I thought I would clear up for everyone, right now the main complaints for Invasion are that the Elites are put to a HUGE disadvantage on Boneyard and that Spartans are put to a HUGE disadvantage on Spire. People need to realise the Canon side to this, your a Spartan team of 6, attacking an enemy spire to steal a top-defended Covenant Data Core.You are the attackers against a Covenant Base, of course you will be at a disadvantage.Same goes for Boneyard, the Covenant are attacking a Human Shipyard to steal a Human Data Core, you are attacking a 6 man Spartan Team that is a Human Base. Of course your putting yourself to a disadvantage

Map Problems

Anchor 9

No Problems

Boardwalk

Rocket Launcher Spawn - The Rocket Launcher spawn right now, is biased towards the team that spawns at the top side of Boardwalk, resulting in them getting it faster than the other team. Fix - Move the Rocket Launcher to the Plasma Launcher Location and replace the old Rocket Spawn with a Concussion Rifle.

Boneyard

No Problems

Breakpoint

No Problems

Condemned

No Problems

Countdown

Sword - Max One on map at any given time. - This was a bad change, it makes it so a team of four can easily control the Sword Spawn, take it, use all 100 energy source in it and then swap it and pick it up again while the other team has no chance really.Fix - Make it so there can be multiple Swords on the map at any given time or use below suggestion.

Shotgun - This is another on the list of complaints, depending on who gets the Sword will most likely make it unfair if the same team gets the Shotgun, a proposed fix by a Community Member was to replace the Sword with the Shotgun with NO SPARE CLIPS and replace the old Shotgun spawn with a Grenade Launcher. Fix - Replace the Sword with the Shotgun with NO SPARE CLIPS and replace the old Shotgun spawn with a Grenade Launcher.

Forge World Maps

No Problems

Highlands

No Problems

Powerhouse

No Problems

Reflection

Red Team has big advantage from spawn - Right from the spawn, Red Team has access to the Sword by sprinting, the rockets by going up a floor via the Elevator and ‘Nade Spamming’ Blue Team if they grab it and they simply need to go up two floors with the Elevator for the Sniper, resulting in All Power Weapons and can maintain Top Map Control for the whole game.

Fix - Replace the Rockets with a Grenade Launcher, this could still make Blue Team not get the weapon but it more easy to move from that a Rocket. Move the Sword to the left of it’s current location so it’s inbetween both staircases, this way Blue Team has of a chance of getting the weapon. Leave the Sniper as it is but replace it to have only 1 Spare Clip if this is not the case already.

Spire

No Problems

Sword Base

Team that spawns next to Green Lift can win due to Lift Camping - False, this is easily counterable, there are multiple weapons on the map to counter them. There are Grenades, Concussion Rifles, a sniperand the Shotgun & Sword if they do not have it already.

Fix - None, the map is fine.

Tempest

No Problems

Zealot

Arena Zealot in gametypes such as KoTH, Juggernaut, Headhunter or Capture the Flag - This basically kills the strategic approach of timing when jumping from the top of the map, you are forced to rush your choice due to the Kill Barrier stopping you. Even though there is a Concussion Rifle as a pick-upable weapon up there.Fix - Use the DEFAULT Zealot Map Variant for King of the Hill, Juggernaut, Headhunter and Capture the Flag.

Right, I think I have sorted out MOST of the problems so far with the topic. If you notice any odd spellings/paragraphings, please let me know, otherwise, please post your input.

> Right, I think I have sorted out MOST of the problems so far with the topic. If you notice any odd spellings/paragraphings, please let me know, otherwise, please post your input.

good suggestions all around. the biggest problem with Reach is still the gimped physics they imposed upon the spartans. why do i care that in cannon Spartan IIs couldn’t jump as high as IIIs, etc. the game doesn’t even “feel” like halo; and it won’t feel like halo without some tweaking of the jump height and movement speed.

> > Right, I think I have sorted out MOST of the problems so far with the topic. If you notice any odd spellings/paragraphings, please let me know, otherwise, please post your input.
>
> good suggestions all around. the biggest problem with Reach is still the gimped physics they imposed upon the spartans. why do i care that in cannon Spartan IIs couldn’t jump as high as IIIs, etc. the game doesn’t even “feel” like halo; and it won’t feel like halo without some tweaking of the jump height and movement speed.

This I agree with slightly, but I suppose making the Jump Height and Movement Speed in Campaign different to the one in Multiplayer would confuse people on what they could do.

It’s a good idea but could cause a lot of behind-the-scenes problems.

I posted this in another thread, and it was completely ignored by some players leading a genocide against Armor Abilities. With glaring problems like DMR inconsistencies and unbalanced AAs, I wouldn’t be surprised if Halo Reach was known as the Halocaust in a few years. However, AAs and Bloom were not that bad of ideas. The implementation was.

If Bungie hadn’t added armor abilities, you’d have Halo 3 with better graphics. Is that a bad thing? Not necessarily. It would be more competitive than the joke we call Halo Reach. However, with 343 looking at all this AA/Bloom hate, they will be afraid to try anything new. Honestly, I think that armor abilities are a good idea. Even Armor lock was not that bad of an Idea. There were three ways armor lock could work competitively:

  1. Being vunerable till the locker’s fist hits the ground.
  2. The armor locker user having to wait for his Mjolnir to unlock after exiting armor lock. (For a while after exiting armor lock, the user is vunerable to damage, but still immobile and unable to shoot)
  3. Armor lock decreasing damage taken by 50 percent instead of making the person who would have killed you throw their controller at the TV.
    If armor lock was like that, it would be great for tanking Nades or Rockets, but would not function as a second life.
    The other armor abilities aren’t that bad either. If you lose top control because some guy flies up with a jetpack,you would lose top control to that guy if he ran up the stairs. Obviously, the concept of maintaining top control has changed a lot with the introduction of the jetpack, but I would not say “Jetpacks ruin map control”. Sprint is only good for escaping death cause bungie screwed up with the DMR’s bloom. Evade is pretty OP, but to give bungie credit, Its VERY uncommon. Invisibility and holograms are never even considered an issue.

Bloom is not a bad idea either. Look at the magnum/needle rifle. You can be efficient at different ranges with different rates of fire. With the needle rifle, the optimal fire rate at a given rage is found by balancing the rate of fire and accuracy. It works because the fastest (average) kill time at any range also is the fastest fire rate all shots will definitely hit. The main problem with the DMR’s bloom is that the optimal rate of fire in most ranges is spamming. When a DMR user is spamming at mid Range you have a quicker kill time because the high rate of fire makes up for all the shots you miss with bloom. (Turning the game into a coin toss)

If the DMR was a four shot kill with a bigger max bloom but faster reset rate, this game would be competitive. Very competitive. With a consistent 4 shot kill, people would not be able to sprint away (from a skilled player) when they are about to lose a DMR duel. Spammers would lose control of their guns, and their reticules would rival the size of Kanye West’s ego. The skilled players would come out and top, and the Halo would be put back into Reach.

343 Industries,
As you can see with all the complaining on these forums and lack off players in Reach’s Matchmaking, Halo players are unhappy.
If you were to answer our cries, you could win over the heart’s Halo community and prove yourselves as developers of the people. We have faith you.

After reading many posts, I tried summarizing what we want. (Can’t please everyone though)

Here are the main problems and some possible solutions:
Grenades:
The grenades in Reach have gotten the power they had in CE days again, but the fuse timer is much shorter. Combined with slower movement speed, grenades have become a real pain.
Solution 1: Lower the power of the grenades. Don’t let grenades bleed through shields.
Solution 2: Increase the fuse to be more comparable to Halo CE.

Bloom:

Solution 1: Remove bloom from the DMR. This would speed up gameplay and remove the luck currently associated with the DMR. Modders have all ready done this, and looking at all your great work with your short time with the franchise, we think you could pull it off too.

Solution 2: Increase the max expansion of the DMR bloom to about 3 times the diameter of the current expansion. This would make spammers actually lose control of the DMR, and proper gun control would be required to use it effectively. To keep the gameplay from being to slow, the DMR should be a 4 shot kill with faster retraction rate, but more expansion with each shot. The increase in bloom expansion per shot would make it so the spammers get into trouble with the bloom, and the increased retraction rate would reward pacing your shots. The four shot kill would make sprinting away from a DMR battle much less effective. This solution is a lot harder, but if 343 studios could pulled it off they would prove their ability to balance Halo while adding new mechanics.
Solution 3: linked below

Armor Abilities:

Sprint: People complained there kills ran away, but there are DMR bloom fixes above that should fix that.

From what I have read in the title update discussion, the bulk of the problems in armor abilities was armor lock.

Solution 1: Get rid of armor lock in all gametypes.
Solution 2: Add a period of time after someone exits armor lock where the user is vunerable to damage, but cant move, aim, or shoot. This period should last around one second. Shields will start recharging after this bloc of time ends.
Solution 3: Make armor lock reduce damage instead of absorbing all of it.
Solution 4: Shorten armor lock, and get rid of the EMP and frosting effect.

A handful of people also had problems with Jetpacks because they can ruin map control:
Solution: Have jetpack as a pick up Armor Ability. This way, it could play a roll in getting top control, but!
You would first have to get to where the jetpack is as opposed to walking up the stairs to the top, or getting a power weapon etc.

Many players miss the feeling of spawning on the same terms of everyone else.
Solution representing them: Make a playlist with pick up AAs pick up. (Get rid of Loadouts, start with sprint)
You could do this without a TU though, so I would wait to see how many players come back after the update before adding this playlist. If the player count would be as low as it was now, the community would be split too much for ideal matchmaking speeds.

Most players had nothing against sprint, hologram, evade, or camo. However, there are also many players who hate armor abilities in general). If enough people support 343 industries getting rid of armor abilities in Reach Matchmaking (Say you just want Armor abilities gone in the comments) I will update this post to just say: Remove Armor Abilities. By the way, I am assuming you guys are not satisfied with the Classic Playlist.To represent the other sides, say if you support the other solution(s) over the removal of AAs.

AFK players: If a player gets 0 kills, don’t give him any Credits.

Here are some things that many would like:

Clear distinction between Social and Ranked

1-50 ranking

Bleed Through melee

@Halo Fans,
If you have another problem, solution, or request, I will add it into the OP as long as you have a valid reason. Also let me know if you have a problem with the solutions listed above and why. Thank you, and if you add to this, you could help save the game.

Some fixes would be better than no fixes. Any of those suggestions would be fine with me, I just cant fathem why bungie or 343i hasnt made the neccesary updates to this broken game.

EDIT: oh yea and grenades = mini nukes. The update should nerf them back to Halo 2/3 damage.

As for bloom fix, there is also a very good and popular way to fix it. I support it as it removes almost all randomness from the bloom.

Then to Armor Lock, why only remove it from all non-BTB gametypes? Why can’t people get over the fact that it’s a problem in BTB too. It literally makes splattering impossible when every single one of your opponents has Armor Lock. That makes vehicle gameplay really dull (implying Armor Lock was the only reason).

I have already understood that fixing Halo Reach iss impossible without making it a whole different game. Even if we fixed bloom and the melee system and removed Armor Lock, there would still be a ton of other problems. Other armor abilities, grenades, movement speed, jump height, hitboxes, the whole vehicle sandbox, spawn system, maps. All those would need to be fixed if we wanted a decent multiplayer experience.

Thanks for the feedback guys, I added some stuff to the OP.
@ tsassi, I proposed some changes for other AAs and grenades (possibly after you read the post). There are many things to complain about in Reach. Hitboxes isn’t one of them. The movement speed and jump height are amped up in Team Classic and MLG, so I’m pretty sure you’d wanna play those (once they fix Reach)
MLG maps are always pretty good. (Other than V2 Reflection…)

By the way, do you guys think think this thread is pointless? I made this thread to trying to give a good place for everyone to get represented for an upcoming TU but no one seems to care.

I agree almost if not exactly 100% with this forum, and I have things I would like to add

DMR BLOOM SOLUTION: My idea is that you could take the rectical enlargment away, but increase shot time, for instence say the time between shots are .5 seconds, mabye we could change it to 1 second, this is so that the person who aims the best would win.

BLEED THROUGH: I know there isnt any in halo reach, I and many people (from threads) would like to see this in again, I remember fondly of halo 3, and I am hoping it can be brought back, I don’t know if it would work however with the health system.

ARMOR LOCK: A lot of people have a problem with this(including myself). In My opinion it was way too powerful. I think that the EMP should be taken out, and also it does not slow you down when you hit it, also that they are slowed down for about .5 to 1 second(like you do when you are hijacked) and there shields are not able to recharge until they are able to go back to full movement again. The person being invincible is enough, I think if we do those then the time really wouldnt matter, I also think that there should be a way vechiles can avoid being destoryed by this, but I havent though of a way yet.

INVISIBILITY: I think that this is a good thing however, I think instead of having a radar jammar as well I think it should just not show your red dot on the radar. I think if we did this it would be less confusing, because sometimes I will be playing and If I’m on a map with different level floors(swordbase) then it is difficult for me to tell the difference(depending on how crazy the radar jammer goes) also this would help out teams because then it wouldnt show a bunch of enemies running around on your screen.

JET PACK: I think that when you are in the jet pack, you should move a tad bit slower than you do when you are on the ground. Also I think it should last just a tad bit shorter so that you can’t just use it to control the map and the wepons it has on it.

BUBBLE SHIELD: Honestly I dont have a problem with this infact I like it. The only thing I would say is make the health recarge rate slower, and mabye increase the shields stabiliziation( make it not be destoryed so easy). Infact I am kinda upset I havent seen a lot of this in the load out menue.

That is all I have for now, thank you for reading. Also no I do not think that this thread is pointless we all have very good ideas, and a lot of them most of the community wants as well.

P.S. Sorry I have edited this so much, this will be my final edit (hopefuly)

i agree with everything you’ve proposed. you’ve hit every nail on the head and provided several ways to fix each problem.

my preferences are as follows:

grenades: either proposition would be fine. ideally i’d go with the second one because thats where most of the issue is. the fuse time is simply too fast.

DMR bloom: solution 2, or solution 2 with the ‘fragtality’ bloom, which tsassi linked. this is the biggest problem with halo reach currently, and it really needs to be fixed / changed.

Armor lock: solution 4. the duration is the problem. shorter duration (3 seconds maximum), and remove the ability to use it in between melees. also remove the ‘frosting’ effect.

i have 2 ideas for sprint changes

solution 1: make it so people without shields cannot sprint.
solution 2: make it so if you receive damage from an enemy you stop sprinting, and are unable to sprint till 2 seconds after you have received enemy damage

either of these would make it so people who get outplayed cannot simply run away. i feel this is less of a problem compared to other things (bloom, armor lock, nuke grenades, no-bleed melees), but its still problematic and frustrating to watch people simply run away when they are a shot or 2 down in a DMR battle.

jet pack: this should be obvious. there is ABSOLUTELY NO REASON why you should be able to spawn with something that COMPLETELY removes the concept of map control from the game. not only that, it makes the game feel MASSIVELY GIMMICKY. like its a childrens game or something, instead of a serious FPS game.

no bleed melees: remove them entirely. go back to an updated post-patch halo 3 melee system please. its infinitely better in that game. never in the history of halo has a person been actually PUNISHED for trying to do the more skillful action in close combat (shooting then smacking, as opposed to just sprint + melee + melee). the no bleed melee system removes the viability of shooting from some close quarters combat situations. it literally could not be any LESS intuitive in its design.

> Some fixes would be better than no fixes. Any of those suggestions would be fine with me, I just cant fathem why bungie or 343i hasnt made the neccesary updates to this broken game.
>
> EDIT: oh yea and grenades = mini nukes. The update should nerf them back to Halo 2/3 damage.

We probably haven’t gotten a title update because they have been busy with switching control over.

I don’t see why people think Jet Pack ruins map control, every time I see someone Jet Pack you know what happens? They die.

The reason it ruins map controll is that some one can get a good spot on the map or rush to a spot were say the rocket launcher, or spartan laser is so that there team could possibly dominate the map. But yes when you see someone flying in the air most ofen than not they die.

> it makes the game feel MASSIVELY GIMMICKY. like its a childrens game or something, instead of a serious FPS game.

One word, Tribes.

> The reason it ruins map controll is that some one can get a good spot on the map or rush to a spot were say the rocket launcher, or spartan laser is so that there team could possibly dominate the map. But yes when you see someone flying in the air most ofen than not they die.

Jet pack doesn’t let you get to power weapons any faster, sprint always gets there first.
Honestly though I hope the Booster in Halo 4 is more akin to a double jump, if you have played the Metroid Prime games you will know what I mean.

it easily does if you are playing on a map with multiple levels, and also say you are playing sword base, it always you to get form one level to the other quicker and conrol the map better(in my opinion)

I believe you should amend your Armor Abilities section to include the following from what I’ve read from my time with the Halo Community:

Armor Abilities
-Remove Armor Lock from all playlist. It is a ability that, with all of its broken gameplay elements (frosting, shield recharge, and abuse) would be similar to remove rather than fix.
-Default Load-outs should be changed on Evade and Sprint to still give players a choice in style of play. Armor Abilities such as Active Camo, Jetpack, and Holo-gram should be placed strategically as pick-ups.
-With the removal of Armor Lock, bring back Over shield and Active Camo as a Power-up on specific maps.