Devolution
Member
The Antitype said:I don't see the armor abilities breaking map control as a particularly damaging thing. It just forces players and teams to take new attack strategies into account and react on the fly.
Whereas locking down a specific section of a map may have worked in previous Halo's now, players have the ability to circumvent choke-points with the jetpack, try to sneak past and attack from behind with the cloak, flank to the power weapons with a sprint, or charge in, disrupt the team, and then use armor lock to wait for back-up.
Circumventing choke holds is one thing, basically jetpacking up to a spot in which you can't be shot at or having a vantage point the map wasn't built around is bullshit. Not to mention the y-axis is slow. In semi-open maps with predictable spawns the jetpacker is constantly at a ridiculous advantage and on maps like Countdown there are various spots that the jetpack gives access to. And people camp up there.
At the end of the day, the winner of the battle still comes down to who lands more shots first. The AAs just give players to ways to enter, exit, and change the momentum of the exchanges. I don't have a problem with that.
Not when people have dash/evade, melee or close range weapons at their disposal. Not when melee is so powerful. And not when shots are circumvented by mechanics that minimize your ability to shoot someone down.
However, I DO wish Bungie had made it more obvious which AAs players were using, so it was less of a surprise. Honestly, I don't have much of a problem with it, cause the people I play with call out AAs the same way they do locations and weapons, so I usually have an idea of what's coming.
I agree but I wish they had made maps based around various AAs. Instead of just randomly throwing AAs at whatever map. And most of all thought about how stuff like jetpack would be abused well before they designed anything.