heckfu said he's looking for men when he gets back from his ban
I'm going to add a bit on to my whole Crysis Universal AA idea (which in turn was inspired by Halo: Shield and Sword, which is hosted on HBO for those interested).
To summarize: you get two Armor Abilities - passive and aggressive. Passive are Sonar (Default), Motion Tracker, Flashlight, VISR Mode, and Night Vision (Reach-style). Aggressive include Jump Jet (Double Jump), buffed Thruster, Hologram, Sprint (Default), Jackal Shield (nerfed Hardlight Shield that takes a full second to activate so no whip-outs like Armor Lock or HLS, third-person, and must be controlled in place of your weapon), Regeneration Field with reduced area-of-effect, and buffed Auto Turret.
Hitting left or right on the DPad cycles through passive, up and down does aggressive. All of these abilities rely on a single "Armor Energy" meter which can withstand up to 5 Armor Ability uses, or 30 full seconds of a passive ability. This meter does not recharge and requires an AA Node pickup; Nodes are placed on maps according to the size of one team (so a BTB map would have 6-8) in completely neutral locations.
Sonar is basically CoD radar that only detects shooting. It and Sprint have unlimited usages which don't affect your AA battery, but Sprint does require a recharge period like in Halo 4. In addition to this, your abilities actually cannot be used in tandem - passive abilities are simply static modifications that integrate into your HUD, while aggressive ones all only require a single button press. An exception is Jump Jet which, being a double jump, is triggered with the jump button. The Jackal Shield actually has a mandatory sustain period of 5 seconds, meaning that it has to be used specifically rather than as a Swiss army shield. Activating an AA, even Sprint, will make your passive ability fade out over the course of about a quarter of a second, even if it's Sonar.
Sort of related is the modification to the Binary Rifle in my sandbox write-up. It's now a 2-shot kill like the other rifles. Unscoped, the round will also induce heavy horizontal
and vertical slowdown on the target, even vehicles, making it a potential recon vehicle/Mantis counter. Scoped in, the slowdown effect is nonexistent and still requires 2 shots (or one headshot), but a direct hit will punch both your Armor Abilities back to their default Sonar/Sprint states (ultimately canceling out something like autoturret and potentially screwing over people making life-or-death double jumps) and take out 15 seconds of your entire AA meter's charge. If you survive the second hit somehow, that's your entire AA usages gone. Laser sight remains intact both scoped and unscoped.