Forums / Games / Halo Infinite

Armor abilities including armor lock in Infinite

OP Punisher8246

  1. 1
  2. ...
  3. ...
  4. 2
H3 brought pickup items such as landmines or bubble shields while Halo Reach opted for armor abilities to add to the experience. I personally think both should make a return in Infinite. I can understand the dislike for sprint or aim down sights, but I don't support a return to a basic no abilities approach. Reach's armor abilities (except sprint) were unique to the franchise and didn't try to copy other popular shooters. These abilities were balanced (yes including armor lock), fun to use and adapted to the multiplayer maps. Bungie found a way to innovate the gameplay experience without sacrificing Halo's identity. The problem about H5 is that most new abilities were copied off of Call of Duty in order to appeal to a wider audience. But those abilities are completely different than the Reach ones. I also fully support the return of armor lock to Infinite. The ability could be modified to prevent players from holding it too long, which could solve the grievances that many people had about its impact on firefights. Other than that I don't see any problem with armor lock, it offered a defense mechanism against ramming vehicles and made melee confrontations more interesting. I'm not a big fan of sprint, but jetpacks, invisibility and holograms should return.
As map pickups and limited use for these abilities. one time use for armor lock. I could get behind that.
H3 brought pickup items such as landmines or bubble shields while Halo Reach opted for armor abilities to add to the experience. I personally think both should make a return in Infinite. I can understand the dislike for sprint or aim down sights, but I don't support a return to a basic no abilities approach. Reach's armor abilities (except sprint) were unique to the franchise and didn't try to copy other popular shooters. These abilities were balanced (yes including armor lock), fun to use and adapted to the multiplayer maps. Bungie found a way to innovate the gameplay experience without sacrificing Halo's identity. The problem about H5 is that most new abilities were copied off of Call of Duty in order to appeal to a wider audience. But those abilities are completely different than the Reach ones. I also fully support the return of armor lock to Infinite. The ability could be modified to prevent players from holding it too long, which could solve the grievances that many people had about its impact on firefights. Other than that I don't see any problem with armor lock, it offered a defense mechanism against ramming vehicles and made melee confrontations more interesting. I'm not a big fan of sprint, but jetpacks, invisibility and holograms should return.
You clearly haven't done your research.

Armor lock is one of the most disdained mechanics in Halo period. It was never balanced properly. Bungie just liked to incorporate fun & innovative mechanics over balanced.

The Thruster Pack was not copied from Call of Duty. The omnidirectional mechanic was an innovation upon the already existing armor ability jetpack. The mechanic was originally featured in Halo 4 (released 2012). Call of Duty adapted a similar mechanic in Call of Duty: Advanced Warfare (released 2014).

The only mechanic I might have seen adapted or inspired from Call of Duty is the Slide mechanic.
Bubble shields were so much fun. I'd love to see their return... even if just for social / custom games.
Syxnrgy wrote:
~
The Thruster Pack was not copied from Call of Duty. The omnidirectional mechanic was an innovation upon the already existing armor ability jetpack. The mechanic was originally featured in Halo 4 (released 2012). Call of Duty adapted a similar mechanic in Call of Duty: Advanced Warfare (released 2014).
I think Thruster Pack was more inspired by evade than the jetpack.
Trenchbird wrote:
Syxnrgy wrote:
~
The Thruster Pack was not copied from Call of Duty. The omnidirectional mechanic was an innovation upon the already existing armor ability jetpack. The mechanic was originally featured in Halo 4 (released 2012). Call of Duty adapted a similar mechanic in Call of Duty: Advanced Warfare (released 2014).
I think Thruster Pack was more inspired by evade than the jetpack.
Mixture of both for sure.
H3 brought pickup items such as landmines or bubble shields while Halo Reach opted for armor abilities to add to the experience. I personally think both should make a return in Infinite. I can understand the dislike for sprint or aim down sights, but I don't support a return to a basic no abilities approach. Reach's armor abilities (except sprint) were unique to the franchise and didn't try to copy other popular shooters. These abilities were balanced (yes including armor lock), fun to use and adapted to the multiplayer maps. Bungie found a way to innovate the gameplay experience without sacrificing Halo's identity. The problem about H5 is that most new abilities were copied off of Call of Duty in order to appeal to a wider audience. But those abilities are completely different than the Reach ones. I also fully support the return of armor lock to Infinite. The ability could be modified to prevent players from holding it too long, which could solve the grievances that many people had about its impact on firefights. Other than that I don't see any problem with armor lock, it offered a defense mechanism against ramming vehicles and made melee confrontations more interesting. I'm not a big fan of sprint, but jetpacks, invisibility and holograms should return.
BOTH? one or the other was alone to cause pain and suffering, I'd rather just go with one to be quite honest
I don't like either but if I had to choose I'd go with equipment. I don't like that armour abilities were tied to loadouts meaning not everyone was on the same playing field. Equipment on the other hand was something anyone could go and pick up so it was fair game. Also I just have a deep hate for armour lock and jetpack. Maybe if they ever brought those back they could be akin to equipment where you have to pick them up rather than just have them all the time. Not a favourable scenario but better in my opinion.
Here's the thing: I also don't support a full 180 and just copy Halo 2's gameplay, but the way Reach did it, while unique, was anything but balanced. On certain maps, the Jetpack is a meta and makes every other ability pretty much useless. A reason why I hate Uncaged so much, it's just a Jetpack fest, and no matter how hard I tried, every enemy was using Jetpacks and was the sole reason why we were getting destroyed. It made headshots harder because they were at a higher ground, the enemies completely unpredictable, and survivability very low.

Armor Lock was never balanced and was never fun to fight against. It's a cheap "Get-Out-of-Jail" free card that delays your death either for the sake of delaying it, or just denying a kill, as your teammates would arrive shortly after and deal with your attacker. In melee engagements, it's not hard to time armor lock to nullify the enemy's second punch and proceed with a punch of your own to finish him off. Cheap, barely counter-able, an absolute disdain towards Reach's formula.

If anything, Halo 5's Mythic playlist is what I think Halo Infinite should build upon. No Sprint (and associated abilities), but not a full return to Classic, keeping one (or two) modern element that makes every engagement more fun. If it weren't for the network issues, I would grind the hell out of Mythic arena.

Still... I think there should be room for Equipment. Cool additions that could benefit Halo Infinite's sandbox. I wish I could deploy a Bubble Shield again, or a Grav-Lift. Maybe something completely new, you know?
Syxnrgy wrote:
H3 brought pickup items such as landmines or bubble shields while Halo Reach opted for armor abilities to add to the experience. I personally think both should make a return in Infinite. I can understand the dislike for sprint or aim down sights, but I don't support a return to a basic no abilities approach. Reach's armor abilities (except sprint) were unique to the franchise and didn't try to copy other popular shooters. These abilities were balanced (yes including armor lock), fun to use and adapted to the multiplayer maps. Bungie found a way to innovate the gameplay experience without sacrificing Halo's identity. The problem about H5 is that most new abilities were copied off of Call of Duty in order to appeal to a wider audience. But those abilities are completely different than the Reach ones. I also fully support the return of armor lock to Infinite. The ability could be modified to prevent players from holding it too long, which could solve the grievances that many people had about its impact on firefights. Other than that I don't see any problem with armor lock, it offered a defense mechanism against ramming vehicles and made melee confrontations more interesting. I'm not a big fan of sprint, but jetpacks, invisibility and holograms should return.
You clearly haven't done your research.

Armor lock is one of the most disdained mechanics in Halo period. It was never balanced properly. Bungie just liked to incorporate fun & innovative mechanics over balanced.

The Thruster Pack was not copied from Call of Duty. The omnidirectional mechanic was an innovation upon the already existing armor ability jetpack. The mechanic was originally featured in Halo 4 (released 2012). Call of Duty adapted a similar mechanic in Call of Duty: Advanced Warfare (released 2014).

The only mechanic I might have seen adapted or inspired from Call of Duty is the Slide mechanic.
I really don't see how armor lock is unbalanced, just because you don't like something doesn't mean its unbalanced. The only smart way to use it is by activating it quickly during explosions and melees. People who hold it to try to escape gun fights end up getting killed anyways. I personally don't like invisibility, it pisses me off, but it doesn't make it unbalanced and players should be able to use it if they want to. What do you mean by research? Where did you get the info that thrusters come from jetpacks? From 343? You really think they would admit that their executives forced them to follow Call of Duty to get more sales? What about ''smart scope''? Do you actually believe 343 when they say it wasn't based on COD? Give me a break. Thrusters are an absolute rip off of COD, they have nothing to do with jetpacks or even H4's thrusters. You'd be naive to think otherwise.
Syxnrgy wrote:
You clearly haven't done your research.

Armor lock is one of the most disdained mechanics in Halo period. It was never balanced properly. Bungie just liked to incorporate fun & innovative mechanics over balanced.

The Thruster Pack was not copied from Call of Duty. The omnidirectional mechanic was an innovation upon the already existing armor ability jetpack. The mechanic was originally featured in Halo 4 (released 2012). Call of Duty adapted a similar mechanic in Call of Duty: Advanced Warfare (released 2014).

The only mechanic I might have seen adapted or inspired from Call of Duty is the Slide mechanic.
I really don't see how armor lock is unbalanced, just because you don't like something doesn't mean its unbalanced. The only smart way to use it is by activating it quickly during explosions and melees. People who hold it to try to escape gun fights end up getting killed anyways. I personally don't like invisibility, it pisses me off, but it doesn't make it unbalanced and players should be able to use it if they want to. What do you mean by research? Where did you get the info that thrusters come from jetpacks? From 343? You really think they would admit that their executives forced them to follow Call of Duty to get more sales? What about ''smart scope''? Do you actually believe 343 when they say it wasn't based on COD? Give me a break. Thrusters are an absolute rip off of COD, they have nothing to do with jetpacks or even H4's thrusters. You'd be naive to think otherwise.
It's unbalanced because it's cheap. It's explained in my first comment, so I won't quote myself here.

Active Camo is still not a good change. You have a portable mechanic that essentially makes you nearly-invisible, and completely invisible to scopes because you really can't figure out the distortion when using them. In what Universe is that balanced? Just the radar scrambler is enough to confuse anyone who comes near, as they have to pay extra attention to locate the one responsible who can use this opportunity to load 2 or 3 DMR shots before the victim realizes what's going on. I'm glad that Halo 5 reverted it to being only a power-up.

Thruster Packs, included in Halo 4 first, were re-introduced in Halo 5 by 343's choice. Remember that Halo 5 had a Beta in MCC, with MCC itself released 7 days after Advanced Warfare. Literally impossible for 343 to just see the ability and say "Hey guys, COD did this, quick, let's add it within the impossible span of 7 days before MCC goes live. No delays or anything, it's Halo 2's B-day."
I like the abilities as pick-ups similar to Halo 3 and MLG Halo Reach settings where you could pick the jet-pack, evade, etc. up from the map like a power-up.
C0RRuPTT wrote:
I like the abilities as pick-ups similar to Halo 3 and MLG Halo Reach settings where you could pick the jet-pack, evade, etc. up from the map like a power-up.
you mean like scatter them across the map like the weapons because im down first come first serve
C0RRuPTT wrote:
I like the abilities as pick-ups similar to Halo 3 and MLG Halo Reach settings where you could pick the jet-pack, evade, etc. up from the map like a power-up.
Yeah I'd like to see equipment/abilities return like that. Where they're every bit a thing you'd fight over as any power weapon or powerups like Overshields.
Maybe they'll allow loadouts for Campaign missions and Custom Games too, and then disable it on a mode-by-mode basis but balance most built-in maps around the idea that you're not playing with them.
Syxnrgy wrote:
H3 brought pickup items such as landmines or bubble shields while Halo Reach opted for armor abilities to add to the experience. I personally think both should make a return in Infinite. I can understand the dislike for sprint or aim down sights, but I don't support a return to a basic no abilities approach. Reach's armor abilities (except sprint) were unique to the franchise and didn't try to copy other popular shooters. These abilities were balanced (yes including armor lock), fun to use and adapted to the multiplayer maps. Bungie found a way to innovate the gameplay experience without sacrificing Halo's identity. The problem about H5 is that most new abilities were copied off of Call of Duty in order to appeal to a wider audience. But those abilities are completely different than the Reach ones. I also fully support the return of armor lock to Infinite. The ability could be modified to prevent players from holding it too long, which could solve the grievances that many people had about its impact on firefights. Other than that I don't see any problem with armor lock, it offered a defense mechanism against ramming vehicles and made melee confrontations more interesting. I'm not a big fan of sprint, but jetpacks, invisibility and holograms should return.
You clearly haven't done your research.

Armor lock is one of the most disdained mechanics in Halo period. It was never balanced properly. Bungie just liked to incorporate fun & innovative mechanics over balanced.

The Thruster Pack was not copied from Call of Duty. The omnidirectional mechanic was an innovation upon the already existing armor ability jetpack. The mechanic was originally featured in Halo 4 (released 2012). Call of Duty adapted a similar mechanic in Call of Duty: Advanced Warfare (released 2014).

The only mechanic I might have seen adapted or inspired from Call of Duty is the Slide mechanic.
I really don't see how armor lock is unbalanced, just because you don't like something doesn't mean its unbalanced. The only smart way to use it is by activating it quickly during explosions and melees. People who hold it to try to escape gun fights end up getting killed anyways. I personally don't like invisibility, it pisses me off, but it doesn't make it unbalanced and players should be able to use it if they want to. What do you mean by research? Where did you get the info that thrusters come from jetpacks? From 343? You really think they would admit that their executives forced them to follow Call of Duty to get more sales? What about ''smart scope''? Do you actually believe 343 when they say it wasn't based on COD? Give me a break. Thrusters are an absolute rip off of COD, they have nothing to do with jetpacks or even H4's thrusters. You'd be naive to think otherwise.
Apparently I'm naive... please be mature when articulating. Not "wah wah" my ideas are infallible "wah wah". You brought your ideas here to a public forum to recieve feedback and criticism, so accept the critique good or bad.

Your lack of research shows because your OP has zero (I repeat zero) context of player feedback. The past is so educating to develop for the future.

What is considered balanced is where player enjoyment meets sandbox counters... fun meets strategy. The lack of player enjoyment or lack of hard sandbox counters (possibly both) is why certain aspects are considered overpowered or underwhelming, both are unbalanced and require patching.

Didn't discuss this but Halos identity revolves heavily in equal starts (this was one of the founding changes of Halo 5: Guardians from Halo 4). You speak so vastly of 343 Industries "stealing" ideas from Call of Duty, where I agree some mechanics took inspiration from the COD franchise like Slide or by extension smart-scope (should've been zoom), however other mechanics like the Thruster Pack did not, they were already established in prior Halo titles.

Note: (I repeat) Halo 4 was released 2012 whilst Call of Duty Advanced Warfare released 2014... how can you possibly believe 343 Industries "stole" the patent for the Thruster Pack, unless they were insider trading development ideas (which is glacially rare in a business world)?

The only way I could see "armor abilities" returning is in the form of sandbox equipment (circa Halo 3), that are equally accessible, fun and serve a purpose without being too overpowered within the sandbox. Each equipment would be limited usage whether that could be multiple charges (ie 3 landmines) or a one time use (ie power drain) etc.
Sylxeria wrote:
C0RRuPTT wrote:
I like the abilities as pick-ups similar to Halo 3 and MLG Halo Reach settings where you could pick the jet-pack, evade, etc. up from the map like a power-up.
Yeah I'd like to see equipment/abilities return like that. Where they're every bit a thing you'd fight over as any power weapon or powerups like Overshields.
Maybe they'll allow loadouts for Campaign missions and Custom Games too, and then disable it on a mode-by-mode basis but balance most built-in maps around the idea that you're not playing with them.
This is the other alternative. Allowing the ability to create loadouts for custom games and unique playlists, however don't force players to diverge from the core identities of Halo, give them the power to control their own Halo experience.

Note: Also could be a featured section in the WARZONE REQ systems if that were to return.
Syxnrgy wrote:
Syxnrgy wrote:
H3 brought pickup items such as landmines or bubble shields while Halo Reach opted for armor abilities to add to the experience. I personally think both should make a return in Infinite. I can understand the dislike for sprint or aim down sights, but I don't support a return to a basic no abilities approach. Reach's armor abilities (except sprint) were unique to the franchise and didn't try to copy other popular shooters. These abilities were balanced (yes including armor lock), fun to use and adapted to the multiplayer maps. Bungie found a way to innovate the gameplay experience without sacrificing Halo's identity. The problem about H5 is that most new abilities were copied off of Call of Duty in order to appeal to a wider audience. But those abilities are completely different than the Reach ones. I also fully support the return of armor lock to Infinite. The ability could be modified to prevent players from holding it too long, which could solve the grievances that many people had about its impact on firefights. Other than that I don't see any problem with armor lock, it offered a defense mechanism against ramming vehicles and made melee confrontations more interesting. I'm not a big fan of sprint, but jetpacks, invisibility and holograms should return.
You clearly haven't done your research.

Armor lock is one of the most disdained mechanics in Halo period. It was never balanced properly. Bungie just liked to incorporate fun & innovative mechanics over balanced.

The Thruster Pack was not copied from Call of Duty. The omnidirectional mechanic was an innovation upon the already existing armor ability jetpack. The mechanic was originally featured in Halo 4 (released 2012). Call of Duty adapted a similar mechanic in Call of Duty: Advanced Warfare (released 2014).

The only mechanic I might have seen adapted or inspired from Call of Duty is the Slide mechanic.
I really don't see how armor lock is unbalanced, just because you don't like something doesn't mean its unbalanced. The only smart way to use it is by activating it quickly during explosions and melees. People who hold it to try to escape gun fights end up getting killed anyways. I personally don't like invisibility, it pisses me off, but it doesn't make it unbalanced and players should be able to use it if they want to. What do you mean by research? Where did you get the info that thrusters come from jetpacks? From 343? You really think they would admit that their executives forced them to follow Call of Duty to get more sales? What about ''smart scope''? Do you actually believe 343 when they say it wasn't based on COD? Give me a break. Thrusters are an absolute rip off of COD, they have nothing to do with jetpacks or even H4's thrusters. You'd be naive to think otherwise.
Apparently I'm naive... please be mature when articulating. Not "wah wah" my ideas are infallible "wah wah". You brought your ideas here to a public forum to recieve feedback and criticism, so accept the critique good or bad.

Your lack of research shows because your OP has zero (I repeat zero) context of player feedback. The past is so educating to develop for the future.

What is considered balanced is where player enjoyment meets sandbox counters... fun meets strategy. The lack of player enjoyment or lack of hard sandbox counters (possibly both) is why certain aspects are considered overpowered or underwhelming, both are unbalanced and require patching.

Didn't discuss this but Halos identity revolves heavily in equal starts (this was one of the founding changes of Halo 5: Guardians from Halo 4). You speak so vastly of 343 Industries "stealing" ideas from Call of Duty, where I agree some mechanics took inspiration from the COD franchise like Slide or by extension smart-scope (should've been zoom), however other mechanics like the Thruster Pack did not, they were already established in prior Halo titles.

Note: (I repeat) Halo 4 was released 2012 whilst Call of Duty Advanced Warfare released 2014... how can you possibly believe 343 Industries "stole" the patent for the Thruster Pack, unless they were insider trading development ideas (which is glacially rare in a business world)?

The only way I could see "armor abilities" returning is in the form of sandbox equipment (circa Halo 3), that are equally accessible, fun and serve a purpose without being too overpowered within the sandbox. Each equipment would be limited usage whether that could be multiple charges (ie 3 landmines) or a one time use (ie power drain) etc.
You continue to link the H5 thruster pack to H4's thrust ability, which was very different. We simply don't have the same perspective on it, to me, H5's thrust feels exactly like Advanced warfare exo suit, at least horizontally. 343 wouldn't need to steal any patent, they would just have to rename the ability. If 343 copied smart scope and slide, chances are they probably copied thrusting as well. The entire multiplayer felt like a fast paced arcade shooter, just like Call of Duty.

I do have context of player feedback, I am aware of the community's dislike for armor lock, but I'm not going to follow an opinion just because its popular. I refuse to adhere to the idea that player enjoyment is tied to balance, how you or I feel about armor lock doesn't determine its balance. Armor abilities were accessible to everyone, you simply had to make a strategic decision of which one to use when spawning. I still don't see how these abilities were overpowered in the sandbox. Sprinting simply made you faster, but since you couldn't shoot while doing it, it give you much advantage. Jetpacks gave you the high ground but exposed you and made you an easy target. Invisibility didn't allow you to move which means any player with a few grenades could expose you and kill you easily. Armor lock only gave you an advantage in melee confrontations with inexperienced players. The fact that you were able to protect yourself from explosions was refreshing in a game where everyone spams grenades all the time. The only issue I can find is people using it to escape firefights, but this can be easily fixed by reducing the length of the ability. Even then, players who hold armor lock forever are usually inexperienced and get killed anyway. You have the right to dislike armor lock, but you still haven't proven it's unbalanced.
Syxnrgy wrote:
Syxnrgy wrote:
You clearly haven't done your research.

Armor lock is one of the most disdained mechanics in Halo period. It was never balanced properly. Bungie just liked to incorporate fun & innovative mechanics over balanced.

The Thruster Pack was not copied from Call of Duty. The omnidirectional mechanic was an innovation upon the already existing armor ability jetpack. The mechanic was originally featured in Halo 4 (released 2012). Call of Duty adapted a similar mechanic in Call of Duty: Advanced Warfare (released 2014).

The only mechanic I might have seen adapted or inspired from Call of Duty is the Slide mechanic.
I really don't see how armor lock is unbalanced, just because you don't like something doesn't mean its unbalanced. The only smart way to use it is by activating it quickly during explosions and melees. People who hold it to try to escape gun fights end up getting killed anyways. I personally don't like invisibility, it pisses me off, but it doesn't make it unbalanced and players should be able to use it if they want to. What do you mean by research? Where did you get the info that thrusters come from jetpacks? From 343? You really think they would admit that their executives forced them to follow Call of Duty to get more sales? What about ''smart scope''? Do you actually believe 343 when they say it wasn't based on COD? Give me a break. Thrusters are an absolute rip off of COD, they have nothing to do with jetpacks or even H4's thrusters. You'd be naive to think otherwise.
Apparently I'm naive... please be mature when articulating. Not "wah wah" my ideas are infallible "wah wah". You brought your ideas here to a public forum to recieve feedback and criticism, so accept the critique good or bad.

Your lack of research shows because your OP has zero (I repeat zero) context of player feedback. The past is so educating to develop for the future.

What is considered balanced is where player enjoyment meets sandbox counters... fun meets strategy. The lack of player enjoyment or lack of hard sandbox counters (possibly both) is why certain aspects are considered overpowered or underwhelming, both are unbalanced and require patching.

Didn't discuss this but Halos identity revolves heavily in equal starts (this was one of the founding changes of Halo 5: Guardians from Halo 4). You speak so vastly of 343 Industries "stealing" ideas from Call of Duty, where I agree some mechanics took inspiration from the COD franchise like Slide or by extension smart-scope (should've been zoom), however other mechanics like the Thruster Pack did not, they were already established in prior Halo titles.

Note: (I repeat) Halo 4 was released 2012 whilst Call of Duty Advanced Warfare released 2014... how can you possibly believe 343 Industries "stole" the patent for the Thruster Pack, unless they were insider trading development ideas (which is glacially rare in a business world)?

The only way I could see "armor abilities" returning is in the form of sandbox equipment (circa Halo 3), that are equally accessible, fun and serve a purpose without being too overpowered within the sandbox. Each equipment would be limited usage whether that could be multiple charges (ie 3 landmines) or a one time use (ie power drain) etc.
You continue to link the H5 thruster pack to H4's thrust ability, which was very different. We simply don't have the same perspective on it, to me, H5's thrust feels exactly like Advanced warfare exo suit, at least horizontally. 343 wouldn't need to steal any patent, they would just have to rename the ability. If 343 copied smart scope and slide, chances are they probably copied thrusting as well. The entire multiplayer felt like a fast paced arcade shooter, just like Call of Duty.

I do have context of player feedback, I am aware of the community's dislike for armor lock, but I'm not going to follow an opinion just because its popular. I refuse to adhere to the idea that player enjoyment is tied to balance, how you or I feel about armor lock doesn't determine its balance. Armor abilities were accessible to everyone, you simply had to make a strategic decision of which one to use when spawning. I still don't see how these abilities were overpowered in the sandbox. Sprinting simply made you faster, but since you couldn't shoot while doing it, it give you much advantage. Jetpacks gave you the high ground but exposed you and made you an easy target. Invisibility didn't allow you to move which means any player with a few grenades could expose you and kill you easily. Armor lock only gave you an advantage in melee confrontations with inexperienced players. The fact that you were able to protect yourself from explosions was refreshing in a game where everyone spams grenades all the time. The only issue I can find is people using it to escape firefights, but this can be easily fixed by reducing the length of the ability. Even then, players who hold armor lock forever are usually inexperienced and get killed anyway. You have the right to dislike armor lock, but you still haven't proven it's unbalanced.
Armor Lock provided invulnerability at the push of a button, an EMP effect, an instant death for vehicles ramming it and it shedded stuck plasmas, additionally, you were in third person mode, free to rotate the camera and exit Armor Locl facing the direction you pointed the camera at. Experienced users could have a player waste three times as much explosives to kill them, or drag out the encounter enough to get help on smaller maps.

So, to summarise.
Negate most power weapons and grenades.
Get out of sudden melee engagements unharmed with timed EMPs
Kill vehicles or EMP them depending on their size and speed.
Remove stuck plasmas.

The kicker about it "not being unbalanced", is that, I think it was i343, released a balance patch where Armor Lock was nerfed a lot.
For instance, it stopped removing stickies, and instead of acting as a barrier, it became an extra set of shields, meaning that if you took damage your Armor Ability charge metre would deplete a lot quicker.

There was not a single other armor ability in existance which had that many uses, and actually prevented you from dying.
The effort you needed to put into Armor Lock in order to do what it was supposed to do, was far less than the effort required to do the things it prevented.
Accurately stick someone, press a button.
Line up a boosting ghost or warthog to hit a player and splatter them, press a button.
Quick melee engagement, reactively press button and release to EMP.

I'd say there's a reason Armor Lock wasn't present in Halo 4, and probably replaced with the Hardlight shield.
Syxnrgy wrote:
Syxnrgy wrote:
H3 brought pickup items such as landmines or bubble shields while Halo Reach opted for armor abilities to add to the experience. I personally think both should make a return in Infinite. I can understand the dislike for sprint or aim down sights, but I don't support a return to a basic no abilities approach. Reach's armor abilities (except sprint) were unique to the franchise and didn't try to copy other popular shooters. These abilities were balanced (yes including armor lock), fun to use and adapted to the multiplayer maps. Bungie found a way to innovate the gameplay experience without sacrificing Halo's identity. The problem about H5 is that most new abilities were copied off of Call of Duty in order to appeal to a wider audience. But those abilities are completely different than the Reach ones. I also fully support the return of armor lock to Infinite. The ability could be modified to prevent players from holding it too long, which could solve the grievances that many people had about its impact on firefights. Other than that I don't see any problem with armor lock, it offered a defense mechanism against ramming vehicles and made melee confrontations more interesting. I'm not a big fan of sprint, but jetpacks, invisibility and holograms should return.
You clearly haven't done your research.

Armor lock is one of the most disdained mechanics in Halo period. It was never balanced properly. Bungie just liked to incorporate fun & innovative mechanics over balanced.

The Thruster Pack was not copied from Call of Duty. The omnidirectional mechanic was an innovation upon the already existing armor ability jetpack. The mechanic was originally featured in Halo 4 (released 2012). Call of Duty adapted a similar mechanic in Call of Duty: Advanced Warfare (released 2014).

The only mechanic I might have seen adapted or inspired from Call of Duty is the Slide mechanic.
I really don't see how armor lock is unbalanced, just because you don't like something doesn't mean its unbalanced. The only smart way to use it is by activating it quickly during explosions and melees. People who hold it to try to escape gun fights end up getting killed anyways. I personally don't like invisibility, it pisses me off, but it doesn't make it unbalanced and players should be able to use it if they want to. What do you mean by research? Where did you get the info that thrusters come from jetpacks? From 343? You really think they would admit that their executives forced them to follow Call of Duty to get more sales? What about ''smart scope''? Do you actually believe 343 when they say it wasn't based on COD? Give me a break. Thrusters are an absolute rip off of COD, they have nothing to do with jetpacks or even H4's thrusters. You'd be naive to think otherwise.
Apparently I'm naive... please be mature when articulating. Not "wah wah" my ideas are infallible "wah wah". You brought your ideas here to a public forum to recieve feedback and criticism, so accept the critique good or bad.

Your lack of research shows because your OP has zero (I repeat zero) context of player feedback. The past is so educating to develop for the future.

What is considered balanced is where player enjoyment meets sandbox counters... fun meets strategy. The lack of player enjoyment or lack of hard sandbox counters (possibly both) is why certain aspects are considered overpowered or underwhelming, both are unbalanced and require patching.

Didn't discuss this but Halos identity revolves heavily in equal starts (this was one of the founding changes of Halo 5: Guardians from Halo 4). You speak so vastly of 343 Industries "stealing" ideas from Call of Duty, where I agree some mechanics took inspiration from the COD franchise like Slide or by extension smart-scope (should've been zoom), however other mechanics like the Thruster Pack did not, they were already established in prior Halo titles.

Note: (I repeat) Halo 4 was released 2012 whilst Call of Duty Advanced Warfare released 2014... how can you possibly believe 343 Industries "stole" the patent for the Thruster Pack, unless they were insider trading development ideas (which is glacially rare in a business world)?

The only way I could see "armor abilities" returning is in the form of sandbox equipment (circa Halo 3), that are equally accessible, fun and serve a purpose without being too overpowered within the sandbox. Each equipment would be limited usage whether that could be multiple charges (ie 3 landmines) or a one time use (ie power drain) etc.
You continue to link the H5 thruster pack to H4's thrust ability, which was very different. We simply don't have the same perspective on it, to me, H5's thrust feels exactly like Advanced warfare exo suit, at least horizontally. 343 wouldn't need to steal any patent, they would just have to rename the ability. If 343 copied smart scope and slide, chances are they probably copied thrusting as well. The entire multiplayer felt like a fast paced arcade shooter, just like Call of Duty.

I do have context of player feedback, I am aware of the community's dislike for armor lock, but I'm not going to follow an opinion just because its popular. I refuse to adhere to the idea that player enjoyment is tied to balance, how you or I feel about armor lock doesn't determine its balance. Armor abilities were accessible to everyone, you simply had to make a strategic decision of which one to use when spawning. I still don't see how these abilities were overpowered in the sandbox. Sprinting simply made you faster, but since you couldn't shoot while doing it, it give you much advantage. Jetpacks gave you the high ground but exposed you and made you an easy target. Invisibility didn't allow you to move which means any player with a few grenades could expose you and kill you easily. Armor lock only gave you an advantage in melee confrontations with inexperienced players. The fact that you were able to protect yourself from explosions was refreshing in a game where everyone spams grenades all the time. The only issue I can find is people using it to escape firefights, but this can be easily fixed by reducing the length of the ability. Even then, players who hold armor lock forever are usually inexperienced and get killed anyway. You have the right to dislike armor lock, but you still haven't proven it's unbalanced.
Agree to disagree. You don't have to follow the masses to have an educated opinion; if it lines up with the community fantastic, if it doesn't no issue. But from what I've gathered a lot more of your thread posters are supporting the "Armor Lock is unbalanced" argument. I'm going to "put my money, where my mouth is" and bet $100 that Armor Lock will not return in Halo Infinite!
Syxnrgy wrote:
Syxnrgy wrote:
H3 brought pickup items such as landmines or bubble shields while Halo Reach opted for armor abilities to add to the experience. I personally think both should make a return in Infinite. I can understand the dislike for sprint or aim down sights, but I don't support a return to a basic no abilities approach. Reach's armor abilities (except sprint) were unique to the franchise and didn't try to copy other popular shooters. These abilities were balanced (yes including armor lock), fun to use and adapted to the multiplayer maps. Bungie found a way to innovate the gameplay experience without sacrificing Halo's identity. The problem about H5 is that most new abilities were copied off of Call of Duty in order to appeal to a wider audience. But those abilities are completely different than the Reach ones. I also fully support the return of armor lock to Infinite. The ability could be modified to prevent players from holding it too long, which could solve the grievances that many people had about its impact on firefights. Other than that I don't see any problem with armor lock, it offered a defense mechanism against ramming vehicles and made melee confrontations more interesting. I'm not a big fan of sprint, but jetpacks, invisibility and holograms should return.
You clearly haven't done your research.

Armor lock is one of the most disdained mechanics in Halo period. It was never balanced properly. Bungie just liked to incorporate fun & innovative mechanics over balanced.

The Thruster Pack was not copied from Call of Duty. The omnidirectional mechanic was an innovation upon the already existing armor ability jetpack. The mechanic was originally featured in Halo 4 (released 2012). Call of Duty adapted a similar mechanic in Call of Duty: Advanced Warfare (released 2014).

The only mechanic I might have seen adapted or inspired from Call of Duty is the Slide mechanic.
You continue to link the H5 thruster pack to H4's thrust ability, which was very different. We simply don't have the same perspective on it, to me, H5's thrust feels exactly like Advanced warfare exo suit, at least horizontally. 343 wouldn't need to steal any patent, they would just have to rename the ability. If 343 copied smart scope and slide, chances are they probably copied thrusting as well. The entire multiplayer felt like a fast paced arcade shooter, just like Call of Duty.
I quoted you on exactly this and you completely ignored it, keeping that debunked statement that Halo 5's Thrusters, which are an evolution of Halo 4's Thrusters, were copied from Advanced Warfare.
Smart Scope was nothing new by the time of Advanced Warfare.
Call of Duty is a twitch shooter. Halo 5 is very different from that. You can still react, you can still counter, you still have every tool at your disposal to outsmart, outgun or outskill your attacker. In CoD, it's just a matter of who lands the first shot.
  1. 1
  2. ...
  3. ...
  4. 2