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Halo 4 Armor Abilities: How I Would Do It


SideshowRob

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While I am not employed at 343 and have extremely limited knowledge when it comes to programming, I have been a Halo fan for a long time, just like most of you probably are if you're on this forum, and this topic is about what would make Halo 4 armor abilities(should they be included) as practical and balanced as they could be(at least to me). Some topics like this have already been posted, but this is hopefully going to be a more detailed approach.

 

 

Armor Abilities were a good idea in theory, but many will agree the execution left a lot to be desired for many players.

Some of the things that were done wrong-

  • Turning power-ups like active camo into loadouts increased the incentive to camp. When one doesn't need to put themselves at risk to get invis, why would they even bother moving?
  • Jet packs- Jet Packs ruin the flow of maps more often than not. Players no longer need to hone their map navigation skills like before, as they are now able to simply fly up to hard to reach spots or get easy shots on players who were on foot. While this is a touchy thing to gripe about, as it walks the line between an actual problem and a long time fan not being able to adapt. While in the title update playlists with zero bloom/reduced bloom the Jet Packs are much more balanced than before, it would still be better not to see them return in future Halo games unless they were a pickup.
  • Sprint- Sprint hurts the pace of the game. Players are able to reach power weapons much faster, and encourages the abuse of melee attacks. It also makes it very easy to escape, encouraging players to camp and wait for enemies to approach them to attack where they don't have a chance to escape.
  • Armor Lock- Self-explanatory.

Armor Abilities I would add in Halo 4-

  • Hologram/Decoy- Returning from Reach; it worked perfectly
  • Vampirism- As long as the armor ability button is held, all damage inflicted will transfer 1/2 of however much of the enemy shield was lost into the user's shield bar. EXAMPLE- One sniper shot on the enemy=+1/2 shields for you. The trade off is that the player's shields will glow whenever the ability is active, making them extra visible, and will take double damage from anyone on the enemy team other than the player's victim. More crafty enemies using this armor ability could use this to their advantage. Lasts about half as long as sprint.
  • EMP- Disables the motion tracker of anyone within half of default motion tracker range, causes camouflaged players to flicker.
  • Sabotage- Jams projectile based weapons forcing them to reload after they expend half of their magazine(A sniper rifle with a full magazine will be forced to reload after two shots) and causing plasma weapons to overheat for one full second while draining half of their battery power. The trade off? It requires a full shield to use, and once you use it you'll be one-shot(No shields).
  • Armor-Lock- The same effects as the armor lock in Reach, with one key difference- It only lasts as long as evade. This means that now it will be limited to protecting the player from quick instant kill attacks, like a sword, gravity hammer, wraith, vehicle splatter, rockets, or just things like grenades and basic melee attacks
  • Enhanced power- Allows melee attacks to knock enemies back (no increased damage, however), as well as jump higher, hijack moving vehicles, and stay zoomed in while taking damage. Lasts about as long as Reach's active camo ability.
  • Jammer- Directly affects the aim of enemy players. Causes their aim assist to drag their aim slightly off. Will also throw off the tracking of projectiles like the needler, plasma pistol, and plasma launcher(should it return). Lasts for a very short amount of time, but recharges quickly. Would be helpful in throwing off a sniper before he takes a shot

Any insight and criticism is welcome, but please be constructive about it. If you have noticed any blatant flaws I have overlooked, feel free to point them out. Again, be constructive. This is my first post. I'm looking forward to being able to converse with like-minded halo fans!

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I like these ideas, especialy vamparism, and jet pack I love and wouldn't want it to be gone, I use it alot when banshees are in play to jump above their bombs, I could handle it being gone if banshees weren't around but its scorched into halo so I'll continue likeing the jet pack, besides its defect is that its easier to shoot you down when used and I would like sprint to be a perminant because halo is HUGE, and when i lose a vehicle I'll want a sprint!

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Hmmm well m8, honestly no offense but i think its clear u have a serious problem with snipers and camping XD. I don't blame you since it can be annoying but i really think you can't blame the armor abilities for that. Its all in the players choice and it can happen with or without them. Also any new ones will be used from campers in a way you may not think of (sad but true ;-)). The truth is that Halo 3 was the most balanced game ever and all those focus and improvement of AA(armor abilities) in Reach made it a lot different than all the last Halo games and that was what made it fail in the eyes of serious and dedicated Halo players. I hope 343 won't make the same mistake in the Halo 4 multy (although we already know jetpack will be there XD). WE WANT THE GOOD OLD HALO MULTYPLAYER BACK :D

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I like alot of these abilities, I think it would be fun to play with them. But I dont think it would be a halo game. It should take place sometime in the Halo universe, maybe as ODST using new technology or forerunners battling the flood. But if you called this halo based on spartans, people will get angry and leave again.

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While I am not employed at 343 and have extremely limited knowledge when it comes to programming, I have been a Halo fan for a long time, just like most of you probably are if you're on this forum, and this topic is about what would make Halo 4 armor abilities(should they be included) as practical and balanced as they could be(at least to me). Some topics like this have already been posted, but this is hopefully going to be a more detailed approach.

 

 

Armor Abilities were a good idea in theory, but many will agree the execution left a lot to be desired for many players.

Some of the things that were done wrong-

  • Turning power-ups like active camo into loadouts increased the incentive to camp. When one doesn't need to put themselves at risk to get invis, why would they even bother moving?
  • Jet packs- Jet Packs ruin the flow of maps more often than not. Players no longer need to hone their map navigation skills like before, as they are now able to simply fly up to hard to reach spots or get easy shots on players who were on foot. While this is a touchy thing to gripe about, as it walks the line between an actual problem and a long time fan not being able to adapt. While in the title update playlists with zero bloom/reduced bloom the Jet Packs are much more balanced than before, it would still be better not to see them return in future Halo games unless they were a pickup.
  • Sprint- Sprint hurts the pace of the game. Players are able to reach power weapons much faster, and encourages the abuse of melee attacks. It also makes it very easy to escape, encouraging players to camp and wait for enemies to approach them to attack where they don't have a chance to escape.
  • Armor Lock- Self-explanatory.

Armor Abilities I would add in Halo 4-

  • Hologram/Decoy- Returning from Reach; it worked perfectly
  • Vampirism- As long as the armor ability button is held, all damage inflicted will transfer 1/2 of however much of the enemy shield was lost into the user's shield bar. EXAMPLE- One sniper shot on the enemy=+1/2 shields for you. The trade off is that the player's shields will glow whenever the ability is active, making them extra visible, and will take double damage from anyone on the enemy team other than the player's victim. More crafty enemies using this armor ability could use this to their advantage. Lasts about half as long as sprint.
  • EMP- Disables the motion tracker of anyone within half of default motion tracker range, causes camouflaged players to flicker.
  • Sabotage- Jams projectile based weapons forcing them to reload after they expend half of their magazine(A sniper rifle with a full magazine will be forced to reload after two shots) and causing plasma weapons to overheat for one full second while draining half of their battery power. The trade off? It requires a full shield to use, and once you use it you'll be one-shot(No shields).
  • Armor-Lock- The same effects as the armor lock in Reach, with one key difference- It only lasts as long as evade. This means that now it will be limited to protecting the player from quick instant kill attacks, like a sword, gravity hammer, wraith, vehicle splatter, rockets, or just things like grenades and basic melee attacks
  • Enhanced power- Allows melee attacks to knock enemies back (no increased damage, however), as well as jump higher, hijack moving vehicles, and stay zoomed in while taking damage. Lasts about as long as Reach's active camo ability.
  • Jammer- Directly affects the aim of enemy players. Causes their aim assist to drag their aim slightly off. Will also throw off the tracking of projectiles like the needler, plasma pistol, and plasma launcher(should it return). Lasts for a very short amount of time, but recharges quickly. Would be helpful in throwing off a sniper before he takes a shot

Any insight and criticism is welcome, but please be constructive about it. If you have noticed any blatant flaws I have overlooked, feel free to point them out. Again, be constructive. This is my first post. I'm looking forward to being able to converse with like-minded halo fans!

 

How old are you? GTFO

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why the user though? that sucks

 

I'm not sure why, to be honest. It might be so that it's not too overpowered, so that they can't just hunt down enemy players with no chance of being found. Alternatively, it might be so tat they're forced to use it near team mates. It might also just be to add a penalty for using it, in the same way Evade and Sprint don't allow players to use weapons, grenades, or melee while they're active.

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