A Quick Fix for Loadouts

Since loadouts have a pretty good chance of returning in Halo 5, I’d like to put in my two cents as to how I’d like them implemented.

First of all, there should be no loadouts, only loadout. By this I mean a player will only have one loadout. This loadout will be integrated with the armor customization. The equipment you use in your loadout will show up on your character model in the pre-game lobby.

Secondly, in the loadout you will have a choice of your primary and secondary weapon, and a choice between an armor ability or piece of equipment. Equipment and AA’s will act like abilites in League of Legends, and have different (and customizable) cooldown times. Cooldown times will continue after deaths just like League of Legends) You will be able to choose between:


<Primary Weapons>
Assault Rifle- close combat weapon, little to no bloom

SpecTacSMG (from ODST)- med range weapon, scope, moderate bloom/recoil

Battle Rifle- long range weapon, large amount of bloom
(assorted range of camos to choose from)

Preorder early access MA5k Weapon- as seen in Halo: Ghosts of Onyx, close/med range, high recoil, moderate bloom


<Secondary Weapons>
SpecTac Pistol (from Halo2)- fast firing weapon, low damage, scope, little bloom

Magnum- semi fast firing weapon, med damage, no scope, moderate bloom

Revolver- slow firing, high damage, no scope, high bloom
(assorted range of camos to choose from)


<Equipment&AA’s>
Jump Pack- acts as a higher jump, cannot double jump, moderate cooldown rate

Tripmine- 20 sec. cooldown

shield regenerator- 20 sec. cooldown

bubble shield grenade- 20 sec. cooldown

Gravity Well- functions like titanfall’s gravity shield by bouncing back projectiles, 10 sec. cooldown

Forrunner EMP Turret- shoots until shields are drained, 15 sec. cooldown

knockback punch- sends enemy player flying back with large punch, takes down shields but not health, 15 sec. cooldown

None of this is set in stone. Not the weapons, not the abilities, none of the idea. But I’d enjoy seeing something like this implemented, mainly because the way loadouts were organized in Halo 4 seemed ill-thought out and completely ruined the balance that Halo games offer. While the idea of loadouts rustles peoples jimmies I believe what I have stated would offer decently balanced gameplay and still keep the “play the game your way” option that people enjoyed in Halo Reach and Halo 4. If you’re one of those people who believe loadouts are somewhat heresy (like me), then lets all hope that 343i gets it together and comes up with a compromise.

I like the direction you are taking loadouts however I do not agree with everything.
There should be no bloom on the BR and your AA ideas are pretty gamebreaking nor make any sense. Do we suddenly have an unlimited amount of trip mines that can only be used when using the AA (however only one can be used every 20 seconds)? I really dislike the Overshield and Speed Boost idea also.

In terms of AAs, I’d like to see 4 or 5. This would be Thruster, Hologram, Regen (one time use) and two others that will not break gameplay. Stuff like Bubble shield can go on map as pickup.

I’d like your idea if it didn’t include AAs and Equipment and especially if it didn’t include a preorder bonus.

I don’t mind Loadouts, but when people aren’t given the same choices, I start to have problems.

> I like the direction you are taking loadouts however I do not agree with everything.
> There should be no bloom on the BR and your AA ideas are pretty gamebreaking nor make any sense. Do we suddenly have an unlimited amount of trip mines that can only be used when using the AA (however only one can be used every 20 seconds)? I really dislike the Overshield and Speed Boost idea also.
>
> In terms of AAs, I’d like to see 4 or 5. This would be Thruster, Hologram, Regen (one time use) and two others that will not break gameplay. Stuff like Bubble shield can go on map as pickup.

I put extra bloom on the BR to balance it against short range weapons, that way it would be better for an AR user to take on a BR user, if you have another idea, though, I’d like to hear it.

Yes, you would have an unlimited amount of trip mines but with a cooldown of 20 sec. I believe it would be passable. I don’t want people spawning in with equipment every time they die because people would spam them, suicide, then repeat the process.

4 or 5 AA’s would be a decent number, not too many not too few. I’ll fix stuff around.

> I’d like your idea if it didn’t include AAs and Equipment and especially if it didn’t include a preorder bonus.
>
> I don’t mind Loadouts, but when people aren’t given the same choices, I start to have problems.

I want to keep both, but if you have a way to balance the AA’s and Equipment out, be my guest. Should I add things? Delete? Modify?

In SangheiliAnd what of us Sangheili players who prefer the NR/CC?

For real though I can not believe how many threads I have had to post this.

> > I like the direction you are taking loadouts however I do not agree with everything.
> > There should be no bloom on the BR and your AA ideas are pretty gamebreaking nor make any sense. Do we suddenly have an unlimited amount of trip mines that can only be used when using the AA (however only one can be used every 20 seconds)? I really dislike the Overshield and Speed Boost idea also.
> >
> > In terms of AAs, I’d like to see 4 or 5. This would be Thruster, Hologram, Regen (one time use) and two others that will not break gameplay. Stuff like Bubble shield can go on map as pickup.
>
> <mark>I put extra bloom on the BR to balance it against short range weapons</mark>, that way it would be better for an AR user to take on a BR user, if you have another idea, though, I’d like to hear it.
>
> Yes, you would have an unlimited amount of trip mines but with a cooldown of 20 sec. I believe it would be passable. I don’t want people spawning in with equipment every time they die because people would spam them, suicide, then repeat the process.
>
> 4 or 5 AA’s would be a decent number, not too many not too few. I’ll fix stuff around.

As it is the BR is fairly balanced alongside the AR. Remember short range weapons will always be at a disadvantage because the range is so limiting. The BR and AR should be able to compete at close range, add bloom and the BR will suck at close range. Bloom adds an unwanted random element to gameplay anyway which most people don’t want to deal with.

This doesn’t fix it at all, you’re still giving players wide varieties of different functioning weapons to choose from.

Instead, limit it to direct equivalents as such:

Primary: BR, DMR, Carbine, NR, LR

Secondary: Magnum, AR, Plasma Rifle*, SR/Repeater, Suppressor

Grenade: 1xFrag, 1xStick**, 1xPulse

    • Plasma Rifle works like a direct downsize of Halo CE’s, it fires VERY accurately (Semi-Automatic capable while tapping the trigger will fire exactly how fast you pull the trigger with PERFECT accuracy), with a lower Fire Rate than the AR, and deals double damage on headshots after shields are drained.

** - Stickies reworked slightly, the grenade now has to fly to about half of Halo 4’s motion tracker range, maybe 3/4 before it “flares” and actually becomes sticky. This, combined with the 1x nade count on ALL nades (as 2x frags isn’t necessarily balanced either), helps diminish close quarters grief sticks completely, while also reducing your “opportunities” for a mid range stick by half off spawn. As well as more than halving it’s potential vs vehicles (since CQC sticks don’t work on them either). Forcing the player to actually utilize the learning arc of leading and aiming at ranges that take some skill and practice to land direct impacts on.

I feel loadouts that are far more trimmed are better. My system:

Primaries:

-Covenant Carbine
-Battle Rifle

Secondaries:

-Assault Rifle
-Storm Rifle
-Magnum (4sk, 1.5x scope w/Halo 3 RoF)

Halo needs to return to the Classic Arena Shooter that made it so great and so popular to begin with.

> Halo worked for a specific reason, which is due to the way it played. This is based off of the movement speed, optimal battle ranges, the size of the maps, locations of weapons on the maps, equality among players. These are but examples of what made Halo so unique and great. Halo 4 destroyed them all by removing or completely destroying these aspects of the game. Sure, it can be argued that Reach started this trend, which is true, but it’s entirely 343i’s fault for continuing Reach’s legacy.

There are many good features in REACH and Halo 4 that should be kept and implemented but also needs to evolve for the next Halo.
The main issue with Halo now, is where is it heading. We have many people that want to see it return to a Static Loadout with Weapons on maps, no Loadouts, AA and Perks.
Then there are people who love these features, and want these to remain. Then there are those who like the old, but still want the new, and like to see a hybrid of both that is much better balanced to what we have now.

Weapon Loadout Selection:

It is possible to have Custom loadouts and still be an Arena Shooter.

But your weapon choice would be much more limited to that of Halo 4.

You would only have the following choices, and Perks/AA need to be removed.

Primary:
Battle Rifle
Assualt Rifle
Carbine
Storm Rifle

Secondary:
Magnum
Needle Pistol
SMG
Plasma Rifle

Grenades:
1 Frag,

AA would be new evolved Equipment and work similar to that of Halo 3.
I had a similar choice to Swift, but was limited to UNSC only. Swift allows a little more choice.
This also makes the DMR, LR, PP and Boltshot map pickups only. And is much more balanced. And much better for game play and map movement.

Quickest & best fix: Get rid of loadouts.

~ Duck.