Halo: Reach Forum
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Subject: What Armor Abilities Should Have Been


Posted by: DarkAero Trooper
The joke's on you buddy. My mom left me in a dumpster so I don't even know who she is Ha! Take that. That's nice


Cool picture bro.

  • 12.23.2011 4:58 PM PDT

only the best game ever.
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Sprint should have been a given ability, which if that was the case, was not an armor ability. The same goes for Evade. (You could choose between the two.) Jetpacks should have been picked up. The rest should have been what is currently considered an "armor ability".

  • 12.23.2011 5:01 PM PDT

explosives are always a good thing and as the saying goes "light fuse,run away"

those op abilities go in the bin called RPG not FPS.

  • 12.23.2011 5:33 PM PDT

True I think that part of the reason reach was less popular than previous halo games was that the load outs unbalanced core game play.

  • 12.23.2011 6:03 PM PDT

Digging Foxholes by Profession
Accept No Substitutes

While I think all of your suggestions are pretty stupid (points for honesty), I'll admit that they don't act how they should.

Halo 3 had equipment. Which you picked up and used when it was useful. I tended to forget to use it, but it worked well. Halo Reach took that system and kinda abused it. It went from the occasional one-use tool to a constant in the game, that you had to make regular use of and always be aware of it's charge.

  • 12.23.2011 6:16 PM PDT
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Posted by: MajorGroove

Posted by: TKDK4
No, that would mean that one person could grab all of them and then run around the map, just owning everyone.


What augmentations in particular do you think are over powered? Even if a player had every single augmentation he would most likely lose against someone with overshield or a power weapon or someone who could get headshots consistently.


Knee's + Thigh + Chest + Elbow + Hand + Head + Back

Easy way to get them all would be with thigh, then chest, then head, then hand, then elbow, then knee's, then back.

You would be able to jump from any surface land with no damage and push away enemies(and probably stun) then you could switch to any of the 3 weapons (probably sword/shotgun,rocket/PP,DMR)
if you start to get hit all you have to do is hide around a corner for a few seconds and your shields would recharge(most likely before the enemies). You can see where they are at all times so they can't sneak up on you and body shots do less damage, making enemy AR fire useless.

There you go, it EXTREMLY OP, if people complain about armour lock, imagine them using this.

  • 12.23.2011 7:03 PM PDT


Posted by: TKDK4

Posted by: MajorGroove

Posted by: TKDK4
No, that would mean that one person could grab all of them and then run around the map, just owning everyone.


What augmentations in particular do you think are over powered? Even if a player had every single augmentation he would most likely lose against someone with overshield or a power weapon or someone who could get headshots consistently.


Knee's + Thigh + Chest + Elbow + Hand + Head + Back

Easy way to get them all would be with thigh, then chest, then head, then hand, then elbow, then knee's, then back.

You would be able to jump from any surface land with no damage and push away enemies(and probably stun) then you could switch to any of the 3 weapons (probably sword/shotgun,rocket/PP,DMR)
if you start to get hit all you have to do is hide around a corner for a few seconds and your shields would recharge(most likely before the enemies). You can see where they are at all times so they can't sneak up on you and body shots do less damage, making enemy AR fire useless.

There you go, it EXTREMLY OP, if people complain about armour lock, imagine them using this.


If you were in position to drop down on someone you were probably going to win that encounter anyway because you had the drop on them.

People rarely have two power weapons let alone 3 at once. If the enemy team allowed that to happen then they deserve to die by them.

Most encounters end before someone's shields can begin to recharge let alone fully recharge. A shorter delay would encourage the enemy to keep a constant stream of damage pouring on the enemy.

The enhancer radar would only show enemies if they were in your radar range regardless if they are moving or not.

The AR would become a force to be reckoned with when coupled with the bodyshot resistance. A DMR user could still kill him with headshots though.

Realistically though, since these are picked up from the map, no one TEAM would have all of them let alone one PLAYER.

  • 12.23.2011 8:38 PM PDT

i stopped after gravity boots

  • 12.23.2011 8:41 PM PDT


Posted by: Makaveli II 904
i stopped after gravity boots


If you really did stop reading at that point then you probably spent more time typing that comment than actually reading the OP.

  • 12.23.2011 9:08 PM PDT


Posted by: DeltaFiveZero
While I think all of your suggestions are pretty stupid (points for honesty), I'll admit that they don't act how they should.

Halo 3 had equipment. Which you picked up and used when it was useful. I tended to forget to use it, but it worked well. Halo Reach took that system and kinda abused it. It went from the occasional one-use tool to a constant in the game, that you had to make regular use of and always be aware of it's charge.


You don't actually "use" any of the augmentations I have listed in the OP. They are passive in the sense that the user does not have to press any buttons to use them. This concept of conserving button real estate while adding new items is key to expanding gameplay without over complicating it.

  • 12.24.2011 1:12 AM PDT

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