Your Mission: Prove Jetpack Loadouts ARE NOT overpowered

I’ve been reading / seeing / hearing complaints about the Jetpack since the Halo: Reach Beta. It has not been nerfed since then. It seems that actually, maps have been adapted to it. It should be the other way around, because it makes things very hard for Forgers. Not just that they have to take into account all the things that make a good map what it is (and that is A LOT) but now they have to take into account AAs, especially the Jetpack, which is the perfect AA to break a map and negate its structure and how it was created.

But not only does it annoy Forgers. It actually makes the MP experience of Reach a lot less enjoyable on settings where the Jetpack is available as a Loadout. The reason why I point out “as a Loadout” is because I’m thinking of MLG settings that make great use of it by limiting its use at any given time (and only on certain maps) to ONE per side. Unfortunately, MLG is about unique in this and most other hoppers make full use of it by allowing an entire team to start with it if it please them.

You might like to think that this is acceptable, but clearly, the Jetpack gives its user a clear advantage for many reasons that I will attempt to point out in a clear manner (coming from a player that plays the game at its highest level; E.G. Onyx 1% Arena, MLG 4s, etc.) You might also be tempted to say that Jetpack is just the same as Sprint, but Sprint does not allow you to do any of the things listed under Points making the Jetpack overpowered.

Points making Jetpack overpowered:

  • Puts Bumper Jumpers at a clear disadvantage with a default controller
  • Negates map cover (which, need I remind you, is the core of Halo MP - as in map control)
  • Negates many power weapons (which are also, the core of Halo MP - as in map / weapon control)
  • Allows the same as Sprint does, BUT on the Y-axis, AND LETS YOU SHOOT, unlike Sprint
  • Allows user to leave map boundaries temporarily, leading to confusion and unfair kills
  • Negates opponent call outs
  • Allows user to get a clear advantage in a headshot-weapon battle (due to the player shooting from below being unable to hit the Jetpacker’s head and vice versa)
  • Allows user to reach some hiding spots
  • Negates the use of lifts, elevators and ramps
  • Allows user to multiply the power of gravity / air lifts
  • Allows user to clean up weaker opponents without having to endanger themselves by making a push to the opponents’ side.
    [more to come]

Possible tweaks to the Jetpack:

  • Reticle bloom while in use (50, 75 or 100%)
  • Use of weapons disabled while in use
  • Shorter movement boost (cannot go as high in a single burst)
  • Decreased time of use (25, 33 or 50%)
  • Unable to activate if damaged by an EMP blast (credits to Hotrod192)
  • Unable to activate twice before landing at least once
  • Drain of time of use while taking damage (similar to the tweaked Armor Lock)
  • Remove it from most playlists, leaving it on maps as a pick-up
    [more to come]

So now that this has been said, your job is to prove to me (and everyone else looking at this) that the Jetpack is not so overpowered that it cancels map design and the use of strategies in Halo MP. In comparison to any of the current Armor Abilities that are used in Matchmaking, it is THE ONLY one that can cause that much of an upset in tactics. I will respond to your arguments and statements as much as possible. For those of you who bring up decent points (or something that seems to come back a lot from different people), I will edit the OP and post them in it.

If you fail at doing this, I think that it is clear enough that the Jetpack should be tweaked in some manner, meaning 343i should make a move accordingly based on that fact.

Go.

Reserved.

I won’t bother disproving you. I’m with you. Jetpack angers me more than armor lock.

I agree with you as well. The idea for jetpacks is awesome (in theory) and it works on some maps, but a lot of the time it’s rather frustrating. One change that would have been nice to see is having an overcharged Plasma Pistol or EMP Grenade actually disable the jetpack like it does to vehicles.

Agree 100%. There’s nothing worse than coming up against a team who’ve deliberately chosen a map where they can all fly up high and spam grenades at the eopposition then go for head shots. I hate jetpack more than armor lock.
Also as a bumper jumper user i find it very cumbersome to use jetpack and consequently dont.

Mission is a go. Use of deadly force is authorized. Eliminate the Jetpack heroes with extreme prejudice.

I run bumper jumper as well (i encourage you to do the same if you don’t. You’ll play better trust me) and jetpacking is impossible while shooting. Not that i don’t mind, Jetpack is more a Campaign/FF thing just like armor lock.

> I agree with you as well. The idea for jetpacks is awesome (in theory) and it works on some maps, but a lot of the time it’s rather frustrating. One change that would have been nice to see is having an overcharged Plasma Pistol or EMP Grenade actually disable the jetpack like it does to vehicles.

Great idea, updated OP with it.

All they really need to do is make it so your bloom kicks up while jetpacking. Meaning it becomes impossible to make precise shots with any weapon, even Rockets and Snipers are likely to stray.

> Plasma Pistol or EMP Grenade actually disable the jetpack like it does to vehicles.

I like this. Or perhaps have the jetpack power linked to shields. So if you fight from the air and your shields go down, you drop like a stone, hopefully to your deserved death.

> > Plasma Pistol or EMP Grenade actually disable the jetpack like it does to vehicles.
>
> I like this. Or perhaps have the jetpack power linked to shields. So if you fight from the air and your shields go down, you drop like a stone, hopefully to your deserved death.

If damage (not as in shields, but as in damage taken, like the tweaked AL) affected its time of use, this could happen without the depletion of shields. I believe I don’t need to point out that it’d be a good thing.

> > I agree with you as well. The idea for jetpacks is awesome (in theory) and it works on some maps, but a lot of the time it’s rather frustrating. One change that would have been nice to see is having an overcharged Plasma Pistol or EMP Grenade actually disable the jetpack like it does to vehicles.
>
> Great idea, updated OP with it.

Decent idea, but yeah for the most part, the jetpacking player would be 1 shot or close to it enough that disabling it would be basically useless.

I do like the above comment here above about the shield related thing.

> > > Plasma Pistol or EMP Grenade actually disable the jetpack like it does to vehicles.
> >
> > I like this. Or perhaps have the jetpack power linked to shields. So if you fight from the air and your shields go down, you drop like a stone, hopefully to your deserved death.
>
> If damage (not as in shields, but as in damage taken, like the tweaked AL) affected its time of use, this could happen without the depletion of shields. I believe I don’t need to point out that it’d be a good thing.

I think that providing it supplied a mechanism for making the jetpackers think hard before flying straight up, spamming gredanes and shooting from the clouds it’d be good. You’d be forced to use it to navigate maps, rather than fight from the air as it’s reliability from the air would be questionable.

> I think that providing it supplied a mechanism for making the jetpackers think hard before flying straight up, spamming gredanes and shooting from the clouds it’d be good. You’d be forced to use it to navigate maps, rather than fight from the air as it’s reliability from the air would be questionable.

Care to explain a bit more?

Challenge…accepted

5 days later

I failed D:

I couldnt agree more with the OP, Jetpacks are seriously overpowered and the OP’s points basically cover it.

Bumper Jumper was the most popular control system used in Halo 3.

I personally always use sprint, wont catch me using any crutches.

Jetpack is VERY easy to take out.
I dont get why people hate it.

> Jetpack is VERY easy to take out.
> I dont get why people hate it.

Stick to the point.

> Jetpack is VERY easy to take out.
> I dont get why people hate it.

Feel free to elaborate, because as I have pointed out in the OP, Jetpackers have a clear advantage over anybody else who isn’t using it.

Its not that it is overpowered it’s that players have gotten better at using it over the year now that the game has been out.

In order for it to be overpowered it would need to have all of the features that Armor Lock has. The positives for Jet Pack include, the ability to scale different heights in a single bound, perch in places that are difficult or not available for players without Jet Pack, spying from a perch on the enemy to see what their current strategies are. Most times players spawn with AR’s, and sometimes DMR’s. Yes the Jet Packer is stronger during DMR games, but everyone has a DMR as well, making Jet Packer exposed nearly anywhere on medium sized maps. Some controller schemes (See: Bumper Jumper) do not make it easy to Jet Pack and shoot or throw nades at the same time. That alone is a negative. The other negatives are, that Jet Packer guy is slow of foot like AL guy and takes much longer to reach a destination than Sprint, Evade guy. That means that Jet Packer guy is available to be shot at more often because he’s taking longer to get to the next piece of Cover or Building. Another negative is that Jet Packer guy probably is not getting the Sniper/Rocket/Shotgun in games where Sprint/Evade gets players to the weapons faster at the beginning of the Match/Round. So, Jet Packer guy has to deal with default spawn weapons more often, in turn limiting his ability to dominate the Skies with a power weapon. That means Jet Packer guy has to get creative and use skill to secure power weapons.

Armor Lock on the other hand is overpowered because: 360 camera while in AL, Can take away a proven sticky grenade kill by activating AL, Blocks all incoming fire/explosions, EMP burst takes out vehicles and everyone’s shield around them, the Frosting effect after coming out of AL gives the player more time to flee or kill a shield drained opponent, unlike Jet Pack you don’t know by the appearance of a player (I.E. - Has no visible Jet Pack or marking on him) that he is an Armor Lock player, AL is basically a get out of jail free and game pause button all in one press of a button = Over powered, deserves nerfing.

> > I think that providing it supplied a mechanism for making the jetpackers think hard before flying straight up, spamming gredanes and shooting from the clouds it’d be good. You’d be forced to use it to navigate maps, rather than fight from the air as it’s reliability from the air would be questionable.
>
> Care to explain a bit more?

Think of a plane getting shot in the engines… it has to come down. Same thing. Make them come down once weakened.