Correctly implemented power-ups, NOT PODs!
Instead of perks and specialization that have been breaking the game. We should go back to custom power ups in match making. The potential of these. in the sandbox was not maximized in halo 3.
Power-ups are fought for and give you an advantage, over-shield and camo. REAL CAMO not the camo in halo reach or anything of Halo 4.
Power-ups DO NOT mess with the core mechanics of the game and force players to want to move around the maps and push to get these advantages.
If you think about the possibilities that power-ups have in halo since Halo 1, it makes armor abilities/specialization seem like a unnecessary and restricted joke that breaks the philosophy of halo.
Here are the possibilities of Halo Power-Ups, some current and some new.
- OverShield
- Camo (Halo 1-3 style)
- Damage Multiplier
- Speed Increase
- Super Jump (With the game not having jet-pack of course)
- Infinite ammo/ Bottomless clip
- Invulnerability
There is endless possibilities. Halo has always been about having the advantage over your opponent but all other teams having an equal chance for that advantage.
BUT! These should be implemented correctly. NOT WITH PODs!!!
- Be on specific parts of the map
- Need to be on timers
- certain power-ups for certain maps and gametypes
- They have to last a certain time, usually 30 seconds to a minute
This way is how it was done from halo 1-3.
The next Halo needs to add FEATURES (and not core mechanic changes) like this to add fun, we do not need to mess with the core of halo to make it new and interesting.
I feel like you just got out of a very angry game of Infinity Slayer but there is nothing wrong with pods they just need to have more minor things such as ammo refills, averagely powered AA’s and grenades.
Power weapons,powerful AA’s and powerups probably shouldn’t be in that zone. In PVE they could flow very well and in custom games. MP for those crazy socail games but ranked where people are going HARDCORE RAGE! …maybe not.
No, there is alot wrong with pods.
It messes with re-spawn timers and they are unaffected by max on map.
which is why we say games with one team having 4 sniper rifles of various or even one faction(very rarely)
The reason you don’t have Rocket launching weapons on small maps is cause its to easy to get kills with it, whereas on big maps you have to decide weather using it on those two player beside each other is the smart thing to do with your last rocket when that Mantis/Scorpion/Wraith/Banshee is the biggest threat to your team. But P. Ordinance broke that. to many power weapons on maps, even with those ridiculously short de-spawn times.
I am VERY sure most people would rather see a return to only spawn on map power weapons.
As for power-ups, No, I do not hate The concept of AAs, not at all, but they need heavily refined and Ironed out.
Also Damage Boost is stupid and very unfair. If anyone gets that and a SAW or even an AR with that, it is way to powerful. I have seen(and Done) frenzy’s being done with the AR alone after a Damage Boost, let alone a SAW,
Speed Boost is OK, not really OP and is in fact one of the more interesting additions, as it is more or less a buffed Custom Power-up from H3s Default Setting (10% speed boost) with faster reloads aswell.
Overshields in PO is a load of nonsense, and completely unfair, I was in a game and my team slaughtered a team of people who would otherwise have been beat us (they were very good otherwise with thier grenade etc) because all my team were getting were the Overshields.
I agree with you that heavy advantages like Power Ups (and Power Weapons) should be placed on the map again and should definitely not get delivered to you via POD.
However, somehow I have never been a huge fan of Power Ups, primarily because they reward you with huge power but it does not require any skill to use that power effectively against your opponents. They give you an massive advantage without any disadvantage, aside their instant activation.
> Here are the possibilities of Halo Power-Ups, some current and some new.
> - OverShield
> <mark>- Camo (Halo 1-3 style)</mark>
> - Damage Multiplier
> - Speed Increase
> <mark>- Super Jump (With the game not having jet-pack of course)</mark>
> <mark>- Infinite ammo/ Bottomless clip</mark>
> <mark>- Invulnerability</mark>
I know they are just suggestions of you though I would like to comment on the ones I highlighted.
I think the instant activation diminishes the effective use of Camo a lot. An improved Camo would work a lot better as an on-map AA with limited uses.
The same goes for the Jet-Pack.
A Power Up that would give you infinite ammo or a bottomless clip would be extremely overpowered, even game breaking in my opinion, in combination with every power weapon, especially with Rockets.
The same goes for Invulnerability. How in the world am I supposed to counter that?
> I feel like you just got out of a very angry game of Infinity Slayer but there is nothing wrong with pods they just need to have more minor things such as ammo refills, averagely powered AA’s and grenades.
>
> Power weapons,powerful AA’s and powerups probably shouldn’t be in that zone. In PVE they could flow very well and in custom games. MP for those crazy socail games but ranked where people are going HARDCORE RAGE! …maybe not.
I have not played halo 4 since december. There is everything wrong with PODs, they needs to leave the series. there is not reason to waste time and resources to make them “work” better. equipment was better received by players and does not break the core of halo.
There is no reason to try to make things work by force, PODs have to go. Equipment works because it once worked, PODs have failed it it is a joke compared to the possibilities with customer power-ups.
> I agree with you that heavy advantages like Power Ups (and Power Weapons) should be placed on the map again and should definitely not get delivered to you via POD.
>
> However, somehow I have never been a huge fan of Power Ups, primarily because they reward you with huge power but it does not require any skill to use that power effectively against your opponents. They give you an massive advantage without any disadvantage, aside their instant activation.
>
>
>
>
> > Here are the possibilities of Halo Power-Ups, some current and some new.
> > - OverShield
> > <mark>- Camo (Halo 1-3 style)</mark>
> > - Damage Multiplier
> > - Speed Increase
> > <mark>- Super Jump (With the game not having jet-pack of course)</mark>
> > <mark>- Infinite ammo/ Bottomless clip</mark>
> > <mark>- Invulnerability</mark>
>
> I know they are just suggestions of you though I would like to comment on the ones I highlighted.
>
> I think the instant activation diminishes the effective use of Camo a lot. An improved Camo would work a lot better as an on-map AA with limited uses.
> The same goes for the Jet-Pack.
>
> A Power Up that would give you infinite ammo or a bottomless clip would be extremely overpowered, even game breaking in my opinion, in combination with every power weapon, especially with Rockets.
>
> The same goes for Invulnerability. How in the world am I supposed to counter that?
I did say that certain power ups need to be added to certain maps and game types, therefore a small map with rockets would not have infinite ammo power up, please think. Infinite ammo can last a appropriate amount of time to keep balance, maybe 10 seconds or maybe 30 seconds. ALL powers can be easily adjusted by the time they can last.
Power-ups in competitive play, tournaments and just in history have been known to be game changing and therefore important to fight for, they must be powerful enough to make a team WANT to get it instead of another team.
Keep in mind that these power-ups are available every 2 or 3 minutes and last a short amount of time, teams have to use these effectively and must be powerful enough to change the momentum of a game.
Specialisations doesnt ruin gameplay what so ever, the perks they unlock do. This is easy to see specialisations dont have any impact upon gameplay and should stop being blamed for no reason.
Also having infinite ammo as a power up would mess up the game completely regardless of how long it lasts or appears for.
The game could always use more powerups. Vampirism comes to mind.
Power ups are much better for gameplay than either equipment or AA’s in my opinion.
> Specialisations doesnt ruin gameplay what so ever, the perks they unlock do. This is easy to see specialisations dont have any imoact upon gameplay and should stop being blamed for no reason.
You shouldn’t nitpick for no reason. It’s already obvious he’s referring to perks, as cosmetic items have no impact on gameplay.
> The game could always use more powerups. Vampirism comes to mind.
>
> Power ups are much better for gameplay than either equipment or AA’s in my opinion.
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>
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> > Specialisations doesnt ruin gameplay what so ever, the perks they unlock do. This is easy to see specialisations dont have any imoact upon gameplay and should stop being blamed for no reason.
>
> You shouldn’t nitpick for no reason. It’s already obvious he’s referring to perks, as cosmetic items have no impact on gameplay.
Then he should say perks then which sums it up already, perks and specialisations arent related in anyway other than unlocking them. This annoys me since it makes out a feature to be bad when its not.
> <mark>I did say that certain power ups need to be added to certain maps and game types,</mark> therefore a small map with rockets would not have infinite ammo power up, please think. Infinite ammo can last a appropriate amount of time to keep balance, maybe 10 seconds or maybe 30 seconds. ALL powers can be easily adjusted by the time they can last.
My fault, I guess I simply skipped that part.
> Power-ups in competitive play, tournaments and just in history have been known to be game changing and therefore important to fight for, they must be powerful enough to make a team WANT to get it instead of another team
Sure, but I think they should still not be as powerful as temporarily invulnerability.
> Keep in mind that these power-ups are available every 2 or 3 minutes and last a short amount of time, teams have to use these effectively and must be powerful enough to change the momentum of a game.
I know but the advantage they are giving you is still quite “cheap” in my opinion in comparison to a power weapon.
I mean basically everyone can make an effective use out of a Power Up like Damage Boost or Overshield but not everyone will make an effective use out of a Sniper Rifle.
It’s not that I am against Power Ups, as long as they are placed on map, it is just their concept that does not really appeal to me.
> I know but the advantage they are giving you is still quite “cheap” in my opinion in comparison to a power weapon.
>
> I mean basically everyone can make an effective use out of a Power Up like Damage Boost or Overshield but not everyone will make an effective use out of a Sniper Rifle.
>
> It’s not that I am against Power Ups, as long as they are placed on map, it is just their concept that does not really appeal to me.
Basically everyone can use a rocket launcher, while not everyone can strafe effectively with speed boost.
Power ups and power weapons should be judged on an individual basis.
> > <mark>I did say that certain power ups need to be added to certain maps and game types,</mark> therefore a small map with rockets would not have infinite ammo power up, please think. Infinite ammo can last a appropriate amount of time to keep balance, maybe 10 seconds or maybe 30 seconds. ALL powers can be easily adjusted by the time they can last.
>
> My fault, I guess I simply skipped that part
>
>
>
> > Power-ups in competitive play, tournaments and just in history have been known to be game changing and therefore important to fight for, they must be powerful enough to make a team WANT to get it instead of another team
>
> You worry about countering invulnerability, but how do you counter camo in halo1-3? you basically can’t and it suppose to be an advantage, Dont worry about not having it, worry about having it. In a CTF game in a 4v4 setting a 10 second invulnerability power-up will be enough to break a stand-off and enough time to pull a flag but not enough time to run it to your base, therefore your rest of your team pushes so when you die, they can get the flag. the other team would focus on killing the members that don’t have the powerup so they are not alive to get the flag when the power-up guy dies. A camo guy with a good flank and skills can wipe out an entire team by assassinating them, I have seen it many times in halo 2. How well you take advantage of a power-up determines how effective and powerful it will be.
>
> Someone who gets camo and starts shooting everywhere would not make camo so powerful right? But someone who is sneaky and good at flanks can really hurt a team and change the momentum for a limited time.
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> As for unlimited ammo, it depends what gametype it is on and the weapons in the game type or map. You need to consider that some of these power-ups have categories, some are more “social” or “fun” and some are more serious that can be in a tournament setting or a ranked 4v4 or 2v2 match and each needs to be carefully placed and tweeked just like anything else that is well balanced.
I think we only need 4 Powerups and they are:
Overshield
Active Camo (Same as H3)
Speed Boost
Damage Boost
> I think we only need 4 Powerups and they are:
>
> Overshield
> Active Camo (Same as H3)
> Speed Boost
> Damage Boost
Halo needs to evolve with new ideas. Equipment doesnt break the game.
Smaller pick ups like bubble shield, regen or power drain could be added.
> > I think we only need 4 Powerups and they are:
> >
> > Overshield
> > Active Camo (Same as H3)
> > Speed Boost
> > Damage Boost
>
> Halo needs to evolve with new ideas. Equipment doesnt break the game.
Actually Grav lift does kind of break the game. BUT it’s not on every map 100% of the time. But once it’s deployed it can be used more than just once.
I will say this, that most people do think equipement are better than AAs because they’re a map item like equipment was, it can be deployed and it’s used, people have to pick up a new AA to use instead of being able to be used over and over and over like AAs.
But Power-Ups are great, they’re classic Halo, which a lot of people LOVE pointing out they want, power-ups are both in Halo 2 and 3. Which in case you don’t realize, a lot of people think and swear is the classic Halo.
Granted I will say I think classic Halo is Halo CE.
Power ups should return just like they was in Halo 1-3, it was fun, it gave players a reason to move around the map, something that ordinance and AAs don’t do.
> I think we only need 4 Powerups and they are:
>
> Overshield
> Active Camo (Same as H3)
> Speed Boost
> Damage Boost
^^^^ YES 100%
> > I think we only need 4 Powerups and they are:
> >
> > Overshield
> > Active Camo (Same as H3)
> > Speed Boost
> > Damage Boost
>
> Halo needs to evolve with new ideas. Equipment doesnt break the game.
> Smaller pick ups like bubble shield, regen or power drain could be added.
^^ / yes those to can work
> > I think we only need 4 Powerups and they are:
> >
> > Overshield
> > Active Camo (Same as H3)
> > Speed Boost
> > Damage Boost
>
> Halo needs to evolve with new ideas. Equipment doesnt break the game.
> Smaller pick ups like bubble shield, regen or power drain could be added.
The smaller pickups you have mentioned should just return as new Equipment/AA that are located on map, not in your loadout.
I think the 2 new Power Ups that came into Halo 4 (Speed & Damage Boost) were very good. I really don’t know what other Powerups you could add, that coudn’t break gameplay.
> > > I think we only need 4 Powerups and they are:
> > >
> > > Overshield
> > > Active Camo (Same as H3)
> > > Speed Boost
> > > Damage Boost
> >
> > Halo needs to evolve with new ideas. Equipment doesnt break the game.
>
>
>
> > I will say this, that most people do think equipement are better than AAs because they’re a map item like equipment was, it can be deployed and it’s used, people have to pick up a new AA to use instead of being able to be used over and over and over like AAs.
>
> Agreed, I think most people prefer Equipment, but no reason Equipment can’t evolve where it can be used multiple times depending on the strength/weakness of the Equipment. IE) Bubble Shield is a 1 use item but Hologram has 3-5 uses. This is a great way to evolve the H3 Equipment.
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> > But Power-Ups are great, they’re classic Halo, which a lot of people LOVE pointing out they want, power-ups are both in Halo 2 and 3. Which in case you don’t realize, a lot of people think and swear is the classic Halo.
> >
> > Granted I will say I think classic Halo is Halo CE.
>
> Halo CE also had powerups. Halo REACH didn’t have any.
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>
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> > Power ups should return just like they was in Halo 1-3, it was fun, it gave players a reason to move around the map, something that ordinance and AAs don’t do.
>
> I totally agree Powerups should return. And I do like the 4 we now have with H4. Happy for more if they work well. But the 4 we now have seem perfect.
I never really understood why Bungie didn’t add to the power ups available. For 3 games we were stuck with camo and overshield (the customizable powerup in H3 was lame and doesn’t count).
Even on top of your already good suggestions, they could have done a lot more and unique abilities. Just random ideas off the top of my head: Instant respawn for your whole team for 1 death, “marking” a player with a waypoint or something, Double points for kills for 30 seconds, etc… They beautiful thing is that with these on the map, virtually any idea they implement is fine because both teams have an equal chance of obtaining it.
Instead they REMOVE powerups and opt to give us this horrible, unbalanced class types system that completely defies the established halo gameplay.
God it makes my head hurt wondering why they decided to take Halo in this direction.
> I never really understood why Bungie didn’t add to the power ups available. For 3 games we were stuck with camo and overshield (the customizable powerup in H3 was lame and doesn’t count).
The customizable powerup was fun, it had it’s uses.
Also there was other powerups, but they didn’t make the cut because they didn’t work right, or didn’t work outside of MP.