-shrugs- I still wouldn't play it.
Had an interesting thought on [i]actually[/i] making Active Camo + Hologram worthwhile. Combine them.
[b]Decieve:[/b] Cloak for 3 seconds, leaving behind a image in your previous location. In addition, you gain a short 1 second boost of speed.
It'd be more useful in a combat situation. As it stands, active camo lasts too long and encourages camping. Instead, make it a fight mechanic. And for god's sake, give me some access to assassinations.
Guess I may as well post my AA thoughts on here since I'm already started.
[b]Drop Shield:[/b] Bring it back. Shorten the duration slightly and make it have a max HP. Still blocks bullets in and out.
[b]Blink:[/b] Short range TP. It's what evade and thruster pack are trying to be anyways. Cannot blink backwards. (Counters assassination exploit)
[b]Drone:[/b] Combine Hardlight Shield + Drone. Drone shoots an extra shot every 3 seconds, targetting the last target you dealt damage too. Can be activated a second time to provide you with a temporary shield at the cost of resetting the drones cooldown. Drone follows player on his shoulder.
[b]Jet Pack:[/b] Short vertical boost. Doubles jump height. No more sustained flying, but allows shortcuts between levels.
[b]Brace:[/b] Anti-vehicle AA. Root yourself for up to 2 seconds. If struck by any vehicles on your front side, you stop them dead. (and/or flip them over your head) Your shield drains for the duration.
English
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Do you think that increasing the effectiveness of AA's is the way to go? In my model, AA's function like weapons have in past Halo games. You start out with one that's decently effective and generally useful. But you can then swap it out for "Power AA's" on the map that are worth fighting for. And I chose the on-map AA's to mimic the equipment Halo 3 had on the map. Dropshield is Bubble Shield, Auto-Turret is the Power Drain, and Jetpack is the Grav Lift. Active Camo is a hybrid powerup/AA. I wouldn't want players to [i]start[/i] with AA's that can inflict damage, stop vehicles, cloak, or ignore map design. And, if you try to put those in Loadouts, you end up with the problem of nerfing them to uselessness or making them too powerful.
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I think if you're going to include them, make them meaningful. Balancing is always an issue, be it nerfing something so hard it doesn't matter or making it powerful enough to have an effect on gameplay. I didn't particularly mind the inclusion of AA's in Reach/H4. I felt that added some gameplay flavor. The trouble was some were more direct combat oriented and others functioned more like support. AA's in essence need to cater to specific playstyles. They're sort of like classes without archetypes, able to be mixed and matched with various weapon loadouts to create flavors of play. There's nothing wrong with that model, save that it's an extra bit to balance. Yes, AA's on map would work. But I don't know if the play would be more appealing.