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2/18/2013 4:22:27 PM
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Armor Abillities in general are a great idea, however, Armor Lock is by nature a very weak abillity. Why would you want to withstand damage when you could avoid it with evade or sprint? The latter two abillities are not only more versatile, but are infinitely more useful because they remove you from the danger zone, whereas Armor Lock roots you to the spot. Bungie still wanted Armor Lock to be an attractive Armor Abillity, so they tried to buff it to make it more appealing. Unfortunately, their attempts really didn't make Armor Lock any stronger; so long as the core of the weapon is weak, the entire abillity will be awkward and crippled by that weakness, no, Bungie really only succeeded in making Armor Lock really annoying to play against. Why should players be allowed to shed Plasma Grenades after they've been stuck? I'm all for allowing them to survive if they Armor Lock before being stuck, but allowing them to retroactively survive doesn't reward reflexes, positional awareness, anything, it just teaches bad habits and causes people to rely on Armor Lock like a Crutch. Why should Armor Lock shred vehicles? Doesn't that remove a lot of fun from the game by removing vehicles from circulation using an abillity that is availible from spawn? Why can't Armor Lock disable the vehicle like an EMP Blast, to give both the enemy team a chance of retaining their vehicle and your team a chance of taking it over? The team with the better positioning wins in that scenario, and it's a lot more interesting than just causing the vehicle to randomly explode for hitting a stationary object. Not to mention, Armor Lock itself broke up the flow of the game terribly, and slowed it down like crazy. It just frankly isn't a very good Armor Abillity, and its useage hurt the game more than it made things interesting. It should have been removed before Bungie even showed it to us, I imagine the Design Document for that thing shows how huge and bloated the abillity became by the time they were done giving it random powers in an attempt to make it suck less.
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  • [quote]Armor Abillities in general are a great idea[/quote] HA

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  • [quote][quote]Armor Abillities in general are a great idea[/quote] HA[/quote]Obviously they aren't so great of an idea that they should be implemented in every game type, but I feel that they are a great way for players to sorta specialize into different roles on the team. It makes things a little more interesting, and so long as everyone have access to the same pool of abillities, and so long as any one particular feature isn't too overpowered or pants on head stupid (which is probably a point of contention for you), it's mostly harmless. I do understand that things like Jetpack, Sprint, and Armor Lock slow down the gameplay and in the former's case, can break maps splendidly. Which is why they aren't for every gametype.

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  • I agree as per usual with you, Hylebos. Armor variant were an excellent addition to add flavor to a game that would have essentially been an expansion pack otherwise. They were an adjustable feature, making them nothing more than a new tool in the ever-expanding tool box that was available to players to use as they saw fit. Was armor lock an intrinsically broken variant? No, but it suffered from many over sights that could have been avoided with more careful thought and testing. It should have made the player resilient to, and not a weapon towards, vehicle impacts. And your analysis of it becoming a crutch to player performance is spot on, making it a bail out button for CQB than a strategic option as other variant proved to be.

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