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.
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.
You clearly haven't done your research.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.
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.
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.
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.