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This topic has moved here: Subject: Why are Armor Abilities in Halo, if they don't feel Halo?
  • Subject: Why are Armor Abilities in Halo, if they don't feel Halo?
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Subject: Why are Armor Abilities in Halo, if they don't feel Halo?
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Halo 2 Added Dual Weilding + Boarding
Halo 3 Added Equipment
Halo Reach added Assissinations + AA's; Removed Dual Weilding
Halo 4 Added Custom Loadouts

So why is it, that out of all these things, AA's feel like the most odd thing to put in Halo? Sure they're a natural evolution of Equipment, but do you think Halo 4 would be more fun if you spawned with Equipment, or an Armor Ability.

Let me know what you think.

Posted by: BLZL
Armour Abilities are unusual in that they add a game-play variable that's independent to the map.

All the changes you listed save for AA's and Custom Loadouts add an unpredictability factor that hasn't been in previous games(Ignoring Fiesta). In Halo 3 and earlier, if you knew the gametype and map then you'd know exactly what you might encounter in that match. With every other change, this early-game ambiguity doesn't exist. Boarding, duel-wielding, and equipment were all mechanical changes whose effect on a particular map was clear cut and consistent. You go in knowing at all times what players are capable of.

Armour Abilities changed that. Not knowing what your opponents might start out with, players have to play more cautiously. The game slows down, as players can no longer be certain of the potential options the enemy team might take.


[Edited on 12.16.2012 8:41 PM PST]

  • 12.16.2012 8:31 PM PDT

Because they're a part of loadouts.

  • 12.16.2012 8:32 PM PDT

There are laws against feeling Halo and all others.

  • 12.16.2012 8:32 PM PDT
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Posted by: Graver18
Because they're a part of loadouts.
Well, yes, but what makes them feel non Halo - like?

I feel that if most of the AA's were removed and possibly put into Equipemt format, it would be great.

  • 12.16.2012 8:34 PM PDT

Gather around the campfire, once it goes out, it's out for good.

Dual wielding didn't alter kill times all that much.
Boarding made vehicles less potent than their god-kin CE counterparts. It added the dynamic of "be quick or be dead".
Equipment in H3 was too scarce and ineffective to make a large difference.

[Edited on 12.16.2012 8:35 PM PST]

  • 12.16.2012 8:34 PM PDT
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What I don't understand is. Why does reach have AA's if it's before Halo: CE but Halo: CE doesn't have them and why does Halo 4 have them also even though Halo 3 didn't have them.

Also did MC forget how to duel wield in Cryo?

  • 12.16.2012 8:34 PM PDT

Just dance 4- Lindsey Stirling

Dead-body-ologist at The U.S. Army 18th Medical Command

Posted by: Onyx81

Posted by: Graver18
Because they're a part of loadouts.
Well, yes, but what makes them feel non Halo - like?

I feel that if most of the AA's were removed and possibly put into Equipemt format, it would be great.
I feel if they were literally integrated into the armor sets, they would feel more "practical".

  • 12.16.2012 8:35 PM PDT
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The Flood's resident metalhead.

Because it gave you special abilities at spawn, unlike all those other changes.

  • 12.16.2012 8:35 PM PDT


Posted by: Onyx81

Posted by: Graver18
Because they're a part of loadouts.
Well, yes, but what makes them feel non Halo - like?

I feel that if most of the AA's were removed and possibly put into Equipemt format, it would be great.
I just think that loadouts are not a natural part of Halo. Placing armor abilities around the map that could be picked up makes way more sense to me, and MLG kind of implemented this well in Reach.

  • 12.16.2012 8:35 PM PDT
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Posted by: Sev808
Posted by: Onyx81

Posted by: Graver18
Because they're a part of loadouts.
Well, yes, but what makes them feel non Halo - like?

I feel that if most of the AA's were removed and possibly put into Equipemt format, it would be great.
I feel if they were literally integrated into the armor sets, they would feel more "practical".
How so?

  • 12.16.2012 8:36 PM PDT
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Posted by: Kat_Ana
What I don't understand is. Why does reach have AA's if it's before Halo: CE but Halo: CE doesn't have them and why does Halo 4 have them also even though Halo 3 didn't have them.

Also did MC forget how to duel wield in Cryo?
Dual Weilding was removed because of the fact it made guns hard to balance, and it muddied up the golden triangle.

  • 12.16.2012 8:37 PM PDT

Idk ask all the casuals who love them.
Halo 4 sucks.

  • 12.16.2012 8:37 PM PDT

Just dance 4- Lindsey Stirling

Dead-body-ologist at The U.S. Army 18th Medical Command

Posted by: Onyx81

Posted by: Sev808
Posted by: Onyx81

Posted by: Graver18
Because they're a part of loadouts.
Well, yes, but what makes them feel non Halo - like?

I feel that if most of the AA's were removed and possibly put into Equipemt format, it would be great.
I feel if they were literally integrated into the armor sets, they would feel more "practical".
How so?
We have all these ascetics for the game with their own history, you could say...give scout armor and recon like camo, airborne a jetpack...ya know, specializations in literal terms.

  • 12.16.2012 8:38 PM PDT

Ignore my gamertag. It's actually Dragonzzilla.

Posted by: Kat_Ana
What I don't understand is. Why does reach have AA's if it's before Halo: CE but Halo: CE doesn't have them and why does Halo 4 have them also even though Halo 3 didn't have them.

Also did MC forget how to duel wield in Cryo?
Reach was the single most advanced planet in UNSC Space. It had a lot of experimental technology (the Spartans are a good example); when Reach fell, most of the technology went with it. On the dual-wielding part, I mean come on. Dual-wielding has always been impractical even in Halo 2.

  • 12.16.2012 8:38 PM PDT
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Posted by: DatDudeBV
Idk ask all the casuals who love them.
Halo 4 sucks.
Halo 4 is not bad, I love it a lot. I'm just trying to figure out if Halo has a place for AA's, or will they keep trying to bluntly add them in.

  • 12.16.2012 8:38 PM PDT

-blam!- Was that actually blammed out? Or did I just type it? You'll never know.

But they do feel "Halo," now, because "Halo," has armor abilities.

  • 12.16.2012 8:39 PM PDT
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Without The Flood, I wouldn't know what an opinion is.

Armour Abilities are unusual in that they add a game-play variable that's independent to the map.

All the changes you listed save for AA's and Custom Loadouts add an unpredictability factor that hasn't been in previous games(Ignoring Fiesta). In Halo 3 and earlier, if you knew the gametype and map then you'd know exactly what you might encounter in that match. With every other change, this early-game ambiguity doesn't exist. Boarding, duel-wielding, and equipment were all mechanical changes whose effect on a particular map was clear cut and consistent. You go in knowing at all times what players are capable of.

Armour Abilities changed that. Not knowing what your opponents might start out with, players have to play more cautiously. The game slows down, as players can no longer be certain of the potential options the enemy team might take.

  • 12.16.2012 8:39 PM PDT
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  • Veteran Legendary Member

Don't be stupid like I was! Check to see what that Forum Ninja is saying to you!

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Posted by: Sev808
Posted by: Onyx81

Posted by: Sev808
Posted by: Onyx81

Posted by: Graver18
Because they're a part of loadouts.
Well, yes, but what makes them feel non Halo - like?

I feel that if most of the AA's were removed and possibly put into Equipemt format, it would be great.
I feel if they were literally integrated into the armor sets, they would feel more "practical".
How so?
We have all these ascetics for the game with their own history, you could say...give scout armor and recon like camo, airborne a jetpack...ya know, specializations in literal terms.
i've thought about that before, but it makes it extremely hard to balance.

  • 12.16.2012 8:39 PM PDT
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Posted by: Dragonzzilla
Posted by: Kat_Ana
What I don't understand is. Why does reach have AA's if it's before Halo: CE but Halo: CE doesn't have them and why does Halo 4 have them also even though Halo 3 didn't have them.

Also did MC forget how to duel wield in Cryo?
Reach was the single most advanced planet in UNSC Space. It had a lot of experimental technology (the Spartans are a good example); when Reach fell, most of the technology went with it. On the dual-wielding part, I mean come on. Dual-wielding has always been impractical even in Halo 2.


So why did ONI wait so long to make more AA's after the fall of Reach? And why would they make them during a time of peace Halo 3 ending- Halo 4?

Also. Duel wielding was definitely one of the greatest things put into Halo.

  • 12.16.2012 8:40 PM PDT
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Posted by: BLZL
Armour Abilities are unusual in that they add a game-play variable that's independent to the map.

All the changes you listed save for AA's and Custom Loadouts add an unpredictability factor that hasn't been in previous games(Ignoring Fiesta). In Halo 3 and earlier, if you knew the gametype and map then you'd know exactly what you might encounter in that match. With every other change, this early-game ambiguity doesn't exist. Boarding, duel-wielding, and equipment were all mechanical changes whose effect on a particular map was clear cut and consistent. You go in knowing at all times what players are capable of.

Armour Abilities changed that. Not knowing what your opponents might start out with, players have to play more cautiously. The game slows down, as players can no longer be certain of the potential options the enemy team might take.
This is summed up extremely well.

  • 12.16.2012 8:40 PM PDT

Just dance 4- Lindsey Stirling

Dead-body-ologist at The U.S. Army 18th Medical Command

Posted by: Onyx81It's not so much about balance...it's more about making the player think outside the box on how to deal with each encounter thrown at them.

  • 12.16.2012 8:41 PM PDT
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Posted by: Kat_Ana

Posted by: Dragonzzilla
Posted by: Kat_Ana
What I don't understand is. Why does reach have AA's if it's before Halo: CE but Halo: CE doesn't have them and why does Halo 4 have them also even though Halo 3 didn't have them.

Also did MC forget how to duel wield in Cryo?
Reach was the single most advanced planet in UNSC Space. It had a lot of experimental technology (the Spartans are a good example); when Reach fell, most of the technology went with it. On the dual-wielding part, I mean come on. Dual-wielding has always been impractical even in Halo 2.


So why did ONI wait so long to make more AA's after the fall of Reach? And why would they make them during a time of peace Halo 3 ending- Halo 4?

Also. Duel wielding was definitely one of the greatest things put into Halo.
ONI is not a factory. Most of the Prototypes were on Reach, and after Reach fell, it'd be hard to make a ton of them within 5 Months.

  • 12.16.2012 8:42 PM PDT

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i HATE them. AAs, sprinting, and loadouts are not halo and it is for casual gamers. it ruins the game for me :(
yorkie

  • 12.16.2012 8:44 PM PDT
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Halo was always about starting everyone one equal footing. AAs and spawning with equipment throws that concept out the window. Don't even get me started in ordinance drops.

[Edited on 12.16.2012 8:45 PM PST]

  • 12.16.2012 8:44 PM PDT
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Posted by: mvyorkie009
i HATE them. AAs, sprinting, and loadouts are not halo and it is for casual gamers. it ruins the game for me :(
yorkie
This is a respectable opinion, but I think Sprinting by default is fine. It was one of those features that felt Halo to me.

  • 12.16.2012 8:45 PM PDT

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