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Subject: Why doesn't Halo 4 have Armor Lock?

-I was here


Posted by: ROFL Wolf1254
I still don't get why Active Camo is again useless and only works if you're still or really slow.

It was fine in Halo 1,2, and 3.
hey, at least it doesn't -blam!- alert everyone to your spot with that radar jamming -blam!-.

  • 12.04.2012 8:36 PM PDT
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Posted by: MongotheRed

Posted by: Murcielago00
And this can be applied to everyone I was discussing who were arguing that AL did, indeed, slow the pace of the game.


And that is where you are wrong. The FACTS are that the AL last for about 10 seconds and the person using it is completely invincible. As opposed to the person being vulnerable at all times, this does actually slow down the game.


And this is where we have to part ways. I never felt the pace of the game was slowed in the slightest, even when almost everybody was using Armor Lock. My perception of time, more or less, told me it felt it was that same "Halo pace."


Posted by: Hylebos
Posted by: Murcielago00
And this can be applied to everyone I was discussing who were arguing that AL did, indeed, slow the pace of the game.
That's a little different.

I can compare Reach to Reach without Armor Lock and agree that Reach without Armor Lock has a faster pace because players do not have the abillity to waste three seconds of our time on a five second cool down. You'll notice that the only variable that changes is the presence of Armor Lock, which allows us to easily compare the two scenarios.

You were comparing Reach to Halo 3, which introduces too many confounding variables. The game feels slower, but is that because player speed is slower than in Halo 3? Is that because the weapons are balanced differently? Is it because players sprint away from combat too much?

Do you see the difference?
Yes I do see the difference, now.

[Edited on 12.04.2012 8:39 PM PST]

  • 12.04.2012 8:39 PM PDT

Posted by: ROFL Wolf1254
I still don't get why Active Camo is again useless and only works if you're still or really slow.

It was fine in Halo 1,2, and 3.
A powerup that spawns on the map that must be used when grabbed is entirely different from a rechargeable abillity that is availible off spawn.

For one, you need to control the map (or at the very least your opponents need to not control the map) in order to pick the powerup up without being shot down, it respawns in a couple of minutes rather than recharging in a few seconds, and you couldn' choose when you activate it, once you grabbed it you sorta just had to run with it, which is huge in objective. When I grab Camo on Lost Resort, I need to know that I have a way in and out of the enemy base during the 30 minute window I'm invisible, or else picking it up will have been worthless. Compare that to chilling directly outside the base till your team has enough control to punch in, then activating your cloak.

  • 12.04.2012 8:40 PM PDT

Active camo should not be a loadout.
Armor Lock is just insane in design, temporary invincibility will always overpower anything else.

Hardlight shield at least is reasonable. Sprint needs to go away just make it faster overall movement speed. It accomplishes the same thing.

  • 12.04.2012 8:43 PM PDT

Because there is more risk using Hardlight shield than Armor Lock.. Therefore.. more balanced.

  • 12.04.2012 8:43 PM PDT

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