Why I'm a little bummed about halo 4

fatalspoons
9:44PM
I just watched a video of all the armor abilities available in halo 4, and now I’m a lot less excited about this game. It seems like it’s just going to be a cluster -Yoink- of abilities now. I mean, how am I supposed to form an effective play style when at any moment there are so many different factors that can affect the engagement. In halo 1-3, you almost always had a fairly good idea of what your opponent was capable of, and could make decisions based on that. But then halo reach introduced a bunch of armor abilities that created this huge random element to each engagement, and with that lack of prediction capability, the engagements became inconsistent and I never felt fully comfortable with it. I’d enter into engagements that I felt confident in, only to be surprised by armor lock or sprint or cloak, and it gets really frustrating feeling like I can no longer accurately gauge the outcome of an engagement because of all the random variables. I was hoping they would tone that down a bit in halo 4. Instead, it looks like they’ve magnified it by a factor of 10. I’m a little bummed.

As someone who has played the game…

Your argument has been invalid for months now.

How so?

The only really bad Armour Ability is the Jetpack, and even it got a colossal nerf. Most of the other AAs can be ignored outside of very specific niche situations.

I wish they just removed the Jetpack, but whatever.

Decision making, prediction, teamwork, ranged combat, reflexes, ambush…should I keep going?

> How so?

Because where you see the issue of inbalance and random abilities, I see differen tones of gameplay. No armor ability overlaps another, 343i had finely tuned them to be nothing more than extra ability at your use rather than a true game changer.

No single AA is on the same level of OP as AL was. Hardlight Shield is the current evolution of it many would say, but it plays as a mobile version, the user isn’t invincible, and they are vulnerable from the sides and behind.

Other obnoxious AA’s from Reach have been nerfed. Sprint is slowed when shot, and jetback lasts for only a few seconds compared to Reach’s 9-12 seconds.

Promethean vision is only useful if you have little understanding of the radar. I lol’d back when this was highly controversial since those who complained were mainly those who play MLG settings where radar doesnt exist. Yes, it can see where people are, but at the same time, if you know where the enemy is hiding because of the blip they made on the radar, then all it really does is confirm what you already knew.

auto-sentry does mild damage but can easily be destroyed. Health regen is nowhere near as potent as it was back in H3. Thruster pack is actually almost completely useless now. (It acts more of a side step than a full on thrust, giving you 1/3 the distance of a single leap from Reach’s evade.)

Hologram has been fixed to be more useful in 4. And Camo is the only one I can see having issues, but overall it acts just like it did in Reach. Meaning unless you stay completely still, it’s essentially useless.