Why Halo 5 needs Armor Abilities

PLEASE READ THE POST

Hello forums,

I’ve seen a lot of people talk about Armor Abilities and how ‘unfair’ they are. I disagree with that. Coming from the perspective of a player who has never been ‘great’ at Halo, I think that Armor Abilities help balance out the gameplay. In older games, unless you were a Halo god, so to speak, you would never have fun because you would constantly get killed by all of those Halo gods. When they were introduced in Halo: Reach, I found that some of them were a bit unbalanced, (Armor Lock Especially), but all around they were good in helping worse players get better. When Halo 4 came out, I think the 343 perfected them. All of them were balanced out and could be combated easily. I’m not saying that Halo 4 is perfect, as it does have some flaws, (Personalized Loadouts, ok-campaign, etc.), but all-in-all, I think that it was a good game. When people complain about the Armor Abilities, and yes even Ordnance, I think they’re not giving them a full chance. Ordnance, no matter how pointless it is, does not unbalance the gameplay. It isn’t unfair, as many people have said, because EVERYONE CAN USE IT. Armor Abilities aren’t unfair because EVERYONE CAN USE IT. The definition of the word unfair is “disproportionate; undue; beyond what is proper or fitting”. Halo 4’s Armor Abilities add new layers of gameplay to diversify it. Like I said earlier, all the Abilities can be combated easily. It just means that the people who don’t like the Armor Abilities need to learn about how to combat them. A lot of old Halo maps rely on the fact that everyone knows all of the nooks and crannies for finding weapons, vehicles, etc. This is just a new thing for Halo Veterans to learn. Find out which weapons work best against what Ability.

Many people on the Internet have an issue with change. Die-Hard Fans especially. If their perfect thing gets changed in any way, they freak out about it, without analysing it without a bias towards the old. I’m not saying that the old Halo games aren’t good, they are better, (simply because the campaigns were amazing), but you can’t say that the new games are horrible simply because they are DIFFERENT. Different does not equal bad.

If people could voice their opinions in a reply, I would be happy.

What makes armor abilities unfair is that it makes the game into a rock, paper, scissors game.
You never know what kind of armor ability someone have until it’s too late.

Bad example: Maybe you’re about to throw a sticky at a person and when it’s about to stick he uses a thruster pack.
You couldn’t foresee this and therefore lost a kill you should have had if it wasn’t for armor abilities. They make the game random. If that person would have had for example promethean vision instead that Stick would have been yours.

Armor abilities doesn’t balance the game, they make it random. Therefore making it easier for bad people to get kills because they win on the randomness.

If everyone had the same armor ability, like a game where everyone is forced to use for example hardlight shield. Now, that would be fair.
The game is only fair if we all have the same traits. If not, then it’s random.

They say that AA’s added a “randomness” to the gameplay. I think it was more a Rock, Paper, Scissors effect. However the Ordinance and the armor mods took that effect to far. Keeping the AA’s as they are, except Auto turret or AL anything that gets kills for you shouldn’t be there, would be good. Minimizing loadouts to just picking your primary would be great to. Ordinance is totally random and if they have it should be reflected by your gameplay. People that rush the sniper and keep using it should get a ranged based ordinance drop, Sniper, Invis, DMR, bigger radar. People that go CQC could get Over shield, shotgun, Fast movement. that would take a bit of the randomness out.

i’m just gonna to say this, since AA’s had already been discussed to death: H5G doesn’t need AA’s, the vast majority doesn’t need them, i for myself doesn’t need them & i’ll bet my balls if you’d try hard enough you’d also get along without them pretty well. and i’m not even one of those “die-hard veterans”, sure, i started with CE in 2001, but i haven’t played Halo online in MM until Reach. AA’s didn’t balance anything, they imbalanced the game in the best case. made it too random, too easy. you shouldn’t need such gimmicks to be able to compete. i’m also far away from being a good competitive player, but i tell you this: losing a game in H3 is still more rewarding than winning in H4. Why ? because in H3 you can be sure, that you only lost because your opponent was better. but because of all those random gimmicks like AA’s, perks, sprint etc. you’ll never know if you’ve been indeed better than you’re enemy or if you just had more luck than them. besides that, AA’s are confirmed to be gone, so i don’t know what the point of this thread is, since like i already said, this topic has been discussed countless times.

> Bad example: Maybe you’re about to throw a sticky at a person and when it’s about to stick he uses a thruster pack.
> You couldn’t foresee this and therefore lost a kill you should have had if it wasn’t for armor abilities. They make the game random. If that person would have had for example promethean vision instead that Stick would have been yours.

This is a the glass is half empty statement. The glass is half full would be the thruster pack gamer correctly choose the best AA for the situation. However if they would have chosen any of the other half a dozen AA’s they would have failed.
This rock, paper, scissors element has a predictability to it Its always gonna be the select list of options. Its not as if you throw rock and I throw Bazooka, that would be random.

> They say that AA’s added a “randomness” to the gameplay. I think it was <mark>more a Rock, Paper, Scissors effect</mark>. However the Ordinance and the armor mods took that effect to far. Keeping the AA’s as they are, except Auto turret or AL anything that gets kills for you shouldn’t be there, would be good. Minimizing loadouts to just picking your primary would be great to. Ordinance is totally random and if they have it should be reflected by your gameplay. People that rush the sniper and keep using it should get a ranged based ordinance drop, Sniper, Invis, DMR, bigger radar. People that go CQC could get Over shield, shotgun, Fast movement. that would take a bit of the randomness out.

That entire game is based upon randomness. People seem to not like Class based Halo as the main theme for a game. They want fairness, equality starts and balanced play…

-If you use an armor ability, everyone knows what it was.
-I admit that AutoTurret should not be so powerful.
-There are five options for armor abilities, so it isn’t just Rock, Paper, Scissors.
-I’m not saying that they are all perfect. Regen Field is kind of bull–Yoink-

> > Bad example: Maybe you’re about to throw a sticky at a person and when it’s about to stick he uses a thruster pack.
> > You couldn’t foresee this and therefore lost a kill you should have had if it wasn’t for armor abilities. They make the game random. If that person would have had for example promethean vision instead that Stick would have been yours.
>
> This is a the glass is half empty statement. <mark>The glass is half full would be the thruster pack gamer correctly choose the best AA for the situation.</mark> However if they would have chosen any of the other half a dozen AA’s they would have failed.
> This rock, paper, scissors element has a predictability to it Its always gonna be the select list of options. Its not as if you throw rock and I throw Bazooka, that would be random.

But you can never know what situation is next.
He was lucky to pick thrusters just for that encounter. And just because he was lucky enough to think for himself “Let’s pick thrusters this life.” I lost a kill.
I could have in no way have seen that coming.

That’s why armor abilities are random. He got lucky and therefore survived. If AA’s wouldn’t have been in the game I would have gotten my deserved kill.

> -If you use an armor ability, everyone knows what it was.
> -I admit that AutoTurret should not be so powerful.
> -There are five options for armor abilities, so it isn’t just Rock, Paper, Scissors.
> -I’m not saying that they are all perfect. Regen Field is kind of bull-Yoink!

This is still random it just puts In more options so it causes more randomness.

AA’s as long as they just stick to the basic AA’s they don’t impact gameplay that much. Camo, Hologram, thruster pack, regen. Jetpack could be removed and you could still retain vertical freedom by adding a ledge grab or climb as a default like sprint.

They could add amped AA’s that impact gameplay as much as grabbing a rocket launcher does. But those would be better suited as something you pick up. Things like Bubble shield, drop shield, a regen that fixes vehicles, a camo that cloaks close allies, or a teleport that works by first deploying a transmitter then later activating the teleport. These would help maintain map control and draw people into conflicts.

I did not really AA I like the Equipment in halo 3 it was a one time use so you had to use it right, unlike AA where you could use it infinite amount of times.

> PLEASE READ THE POST
>
>
>
>
> Hello forums,
>
> I’ve seen a lot of people talk about Armor Abilities and how ‘unfair’ they are. I disagree with that. Coming from the perspective of a player who has never been ‘great’ at Halo, I think that Armor Abilities help balance out the gameplay. In older games, unless you were a Halo god, so to speak, you would never have fun because you would constantly get killed by all of those Halo gods. When they were introduced in Halo: Reach, I found that some of them were a bit unbalanced, (Armor Lock Especially), but all around they were good in helping worse players get better. When Halo 4 came out, I think the 343 perfected them. All of them were balanced out and could be combated easily. I’m not saying that Halo 4 is perfect, as it does have some flaws, (Personalized Loadouts, ok-campaign, etc.), but all-in-all, I think that it was a good game. When people complain about the Armor Abilities, and yes even Ordnance, I think they’re not giving them a full chance. Ordnance, no matter how pointless it is, does not unbalance the gameplay. It isn’t unfair, as many people have said, because EVERYONE CAN USE IT. Armor Abilities aren’t unfair because EVERYONE CAN USE IT. The definition of the word unfair is “disproportionate; undue; beyond what is proper or fitting”. Halo 4’s Armor Abilities add new layers of gameplay to diversify it. Like I said earlier, all the Abilities can be combated easily. It just means that the people who don’t like the Armor Abilities need to learn about how to combat them. A lot of old Halo maps rely on the fact that everyone knows all of the nooks and crannies for finding weapons, vehicles, etc. This is just a new thing for Halo Veterans to learn. Find out which weapons work best against what Ability.
>
> Many people on the Internet have an issue with change. Die-Hard Fans especially. If their perfect thing gets changed in any way, they freak out about it, without analysing it without a bias towards the old. I’m not saying that the old Halo games aren’t good, they are better, (simply because the campaigns were amazing), but you can’t say that the new games are horrible simply because they are DIFFERENT. Different does not equal bad.

Armor abilities help worse players do better. That’s one reason why they are terrible, they’re essentially crutches. If you want to become better, you should get off your lazy -Yoink- and practice to improve the areas of skill you may lack or aren’t the best at. Armor abilities destroy a lot of that, instead giving the lesser skilled players an easier route rather than making them work hard to get better.

If you’re issue is that you would never score any kills, that is why Halo 2/3’s matchmaking was the best. You could let the game match you up by skill to fight against players of the same level, rather than having these cheap crutches to make it so you don’t have to use a lot of the skill that’s normally required to win. Promethean Vision takes out the awareness and prediction skill, you don’t have to stay on alert, listen closely to enemy footstep, or learn about the hotspots of the map because this ability lets you see through walls. Jet Pack takes out the memorization and critical thinking skill, you don’t have to memorize the not-so-obvious shortcuts of the map in order to race from place to place or plan what route you should take because this ability lets you skip large amounts of terrain and easily fly over newrarly any obstacle in your path. Active Camo takes out the positioning, caution, and stealth skills, you don’t have to carefully strategize your approach, be patient until its the appropriate time to strike, or position yourself so you won’t be easily seen, because this ability lets you turn invisible at moment’s notice. These are just some badic examples.

No one can use each of the armor abilities in game, a person can only equip one at any given time. Because everyone gets to spawn with any out of the eight and you will never know which players have which armor abilities at any given time, it creates a larger emphasis on luck and randomness. You may try to argue that this requires players to adapt, but a lot of the time they won’t have a chance to before it’s already too late. If you carefully coordinate and plan a surprise ambush/flank onto the enemy’s base with all of your team members, none of that matters when a hostile has promethean vision and his ordance randomly decides to give him a choice of rockets or a shotgun. You’ll never be able to know in advance or plan for the situation because of the extreme randomness and the amount of random bs that has a chance of happening, and when you find out, your plan is already screwed, you and your teammates are already doomed, and there’s NOTHING your team can do about it. It transforms the game into something as luck-based as a casino. All you can do is HOPE that something doesn’t go wrong. And for your point about having to find out what weapon beats which armor ability, you can only hold two weapons at any given time and you’re never going to know which armor ability your enemy has until you’re already in battle.

Random Ordnance is random. Halo’s weapon spawns used to spawn at set intervals at fixed places, requiring players to memorize the spawn times and locations, keep track of the spawn timer, strategize your routes, and fight against the opposition in order to retreat. Random Ordnance takes away this aspect and changes everything into luck. You have to hope that the weapon you’re good at spawns at the right time, and at the right place, because your memorization and planning means nothing when all of these factors are random (the weapon itself, the spawn time, and where it spawns). One match you might get unlucky because the weapon CHOOSES to spawn next to your enemy instead of you, and there’s NOTHING you could do to prevent that from happening. There’s an extreme difference between luck and skill. Ordnance also tells you where each weapon is and when it spawns. Goodbye map memorization.

Personal Ordnance rewards players, even if they’re just camping or are teaming up on the weakest player. With the normal on-map power weapons, you would have to move out into dangerous territory and fight against the opposition to aquire something. Now the game isn’t forcing you to do that, because you can get the same exact power weapons from camping or teaming up on the weakest player. Not to mention, the choices the Personal Ordnance gives you is entirely random. You could be given the weapon choice of just a Needler, but your enemy could be given the weapon choice of an Incineration Cannon for gaining the same exact amount of points aa you did. That’s luck, not skill. The weapons, an essential part of any game mode, become random. And you’ll never be able to prepare for an enemy’s weapon from personal ordance, because they can be ANY WEAPON in the game’s entire arsenal, even if that weapon doesn’t normally spawn on the map.

I wouldn’t mind the Random Ordnance as much if the game was divided half and half into Casual and Competitive playlists, and it only appeared in Casual playlists, appearing alongside the normal weapon spawns for some general consistency. And I wouldn’t mind the Armor Abilities if they were pickups on the map so you’d have to use a lot of skill in order to acquire them.

> What makes armor abilities unfair is that it makes the game into a rock, paper, scissors game.
> You never know what kind of armor ability someone have until it’s too late.
>
> Bad example: Maybe you’re about to throw a sticky at a person and when it’s about to stick he uses a thruster pack.
> You couldn’t foresee this and therefore lost a kill you should have had if it wasn’t for armor abilities. They make the game random. If that person would have had for example promethean vision instead that Stick would have been yours.

what a load of crap. “Random” stuff happens all the time in every halo. Good players overcome and predict. Even if AA’s had been made map pickups, as is often cited as the method to end “randomness”, you wouldn’t know if your target was about to thrust away.

> Armor abilities doesn’t balance the game, they make it random. Therefore making it easier for bad people to get kills because they win on the randomness.

this is exactly what is meant by balanced in this context, making things more equal between skill levels.

> If everyone had the same armor ability, like a game where everyone is forced to use for example hardlight shield. Now, that would be fair.
> The game is only fair if we all have the same traits. If not, then it’s random.

I guess… I don’t think its too difficult to predict what AA a player is going to use for a given level. But I agree that loadouts would have been better has they been more narrowly defined by game type.

They should have the as and things and have an option to take them out so everyone can be happy xD

They’re not crutches, they’re starting points. A lot of players starting out need some form of platforms to start off of and then afterwards move on to the older games. Younger players need to start somewhere.

> They’re not crutches, they’re starting points. A lot of players starting out need some form of platforms to start off of and then afterwards move on to the older games. Younger players need to start somewhere.

People start out bad, everyone does, halo is competitive if you don’t use skill or strategy, than you will stay bad forever these things don’t help in the long run they make it worse for bad players.

> But you can never know what situation is next.
> He was lucky to pick thrusters just for that encounter. And just because he was lucky enough to think for himself “Let’s pick thrusters this life.” I lost a kill.
> <mark>I could have in no way have seen that coming.</mark>
> That’s why armor abilities are random. He got lucky and therefore survived. If AA’s wouldn’t have been in the game I would have gotten my deserved kill.

In the “out of the blue” instance, it may seem random but add a your teammate is running around the whole time sticking everyone. That thruster choice is a perfectly predicted outcome. In that case its your teammate to blame for your loss.

> People start out bad, everyone does, halo is competitive if you don’t use <mark>skill or strategy</mark>, than you will stay bad forever these things don’t help in the long run they make it worse for bad players.

AA’s still take a level of skill and strategy to use correctly effectively. How many times have you been actually fooled by hologram? The user can’t just toss it out randomly and expect someone to fall for it. How many times have you died in a Regen field? Even small arms fire like DMR, and BR can kill you in those, it doesn’t even take a power weapon. Basic AA’s don’t effect gameplay much. It can still be competitive with skill and strategy.

> They’re not crutches, they’re starting points. A lot of players starting out need some form of platforms to start off of and then afterwards move on to the older games. Younger players need to start somewhere.

I’m just wondering if you actually read the posts above.

The reason players from various skill levels,don’t like it is because it is random ,no it is not fair because everyone has access to all of them. What is fair is an equal playing field, where everyone spawns with the same thing. I don’t understand how AAs or Ordnance help players get better. It can sway it in your favor or against you depending on which one you have or which one the other guy has.

How are they starting points to transition in to older games? The previous titles do not contain any of these “get out of jail free cards” and random elements. Suddenly there is emphasis on map awareness , aim, strafe, map control and teamwork with less emphasis on randomness. Bad players are not going to get better because the game rewards them for being bad.