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Subject: Why are Armor Abilities in Halo, if they don't feel Halo?

Ignore my gamertag. It's actually Dragonzzilla.

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.
You do realize the gap between the Pillar of Autumn leaving Reach to the Battle of the Ark is only 3 months, right?

  • 12.16.2012 8:45 PM PDT
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Posted by: nightspark
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.
Ordnance Drops... I don't take them seriously. I see Infinity Slayer as a casual relax experience. Which is why they need to bring back a Classic Halo playlist.

  • 12.16.2012 8:46 PM PDT

Just dance 4- Lindsey Stirling

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

Sprinting was something I've wanted in Halo since 2...especially with the large battlegrounds in the campaigns.

  • 12.16.2012 8:48 PM PDT
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Posted by: Dragonzzilla
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.
You do realize the gap between the Pillar of Autumn leaving Reach to the Battle of the Ark is only 3 months, right?


Really? Ming = blown.

  • 12.16.2012 8:50 PM PDT

Because Shadowrun = Microsoft Studios, Bungie = Halo. Bungie + Microsoft Studios = Halo Reach. 343i = Microsoft Studios + 1% Bungie

[Edited on 12.16.2012 8:52 PM PST]

  • 12.16.2012 8:51 PM PDT

Posted by: Recon Number 54
Life is a journey, if you spend all of it with your nose in your map, you may miss some of the best parts.

Because Halo needs to evolve and not be like CoD.

/fanboy

  • 12.16.2012 8:51 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.

Trying to give a canonical reason gets you nowhere. It also makes you look like an ass. The reason why dual wielding is out is because 343i wanted it out. Just like Bungie wanted the AR out of Halo 2 and the BR out of Reach. The weapons and ability (dual wielding) are there, we're just not allowed to use them.

[Edited on 12.16.2012 9:14 PM PST]

  • 12.16.2012 8:54 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.

I think it's pretty safe to say that Halo 4 gameplay is a lot more fast-paced. You just typed that whole post for nothing.

  • 12.16.2012 9:07 PM PDT

Posted by: Recon Number 54
Life is a journey, if you spend all of it with your nose in your map, you may miss some of the best parts.


Posted by: Dobatch

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.

I think it's pretty safe to say that Halo 4 gameplay is a lot more fast-paced. You just typed that whole post for nothing.


It's too fast. You have elements that make the game just a run 'n gun game. You have sprint, AAs, ordnances, instant spawns, and a DMR + Boltshot. There's no map control or power weapon timers (no maps are designed that way either).

Halo 4 is basically an arcade shooter with Halo slapped on the title.

  • 12.16.2012 9:09 PM PDT
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Posted by: RustedEdge

Posted by: Dobatch

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.

I think it's pretty safe to say that Halo 4 gameplay is a lot more fast-paced. You just typed that whole post for nothing.


It's too fast. You have elements that make the game just a run 'n gun game. You have sprint, AAs, ordnances, instant spawns, and a DMR + Boltshot. There's no map control or power weapon timers (no maps are designed that way either).

Halo 4 is basically an arcade shooter with Halo slapped on the title.

I wasn't trying to make Halo 4 look better. Should have made that clearer in my post. I actually completely agree with you. The gameplay is way too fast and to me it feels like 343 have taken out all the classic gameplay elements of Halo and jumped on the CoD bandwagon to better compete with it.

  • 12.16.2012 9:12 PM PDT
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Without The Flood, I wouldn't know what an opinion is.

Posted by: Dobatch
I think it's pretty safe to say that Halo 4 gameplay is a lot more fast-paced. You just typed that whole post for nothing.
That was written with respect to Reach. I haven't even played Halo 4.

  • 12.16.2012 9:16 PM PDT

AAs are here to stay. Sorry.

  • 12.16.2012 9:23 PM PDT

There's nothing wrong with armor abillities in general, it's just that certain abillities can be stupid or unbalanced (see Armor Lock).

Allowing players to choose from the same pool of abillities off of spawn gives players a way to diversify their role on a team and and feel unique ("I'm a Hologram Master!"). So long as the abillities are only tools and are not so powerful that they warp the gameplay around their useage, there's aboslutely nothing wrong with spawning with them.

[Edited on 12.16.2012 9:28 PM PST]

  • 12.16.2012 9:27 PM PDT

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