A Reasonable Answer to Loadouts

…that doesn’t revolve around the Waypoint Whiners publicly lynching the 343 staff for Sprint, Loadouts, Bloom, the MCC being too slow, and whatever else you kids are mad about.

I imagine a large number of the community wasn’t around for Reach, but I think the rest of us remember: individual gametypes offered different loadouts, such as DMR/Magnum/Sprint or Shotgun/AR/Armor Lock. While I personally disagreed with it, it certainly could’ve worked much better without Armor Abilities, which added a newer, more unpredictable layer of gameplay that vanilla-loving purists wouldn’t accept.

Moving on to Halo 4, where the concept was expanded but more chaotic. As opposed to gametype-specific setups, the player could go into a game with weapons, skins, and lesser gameplay modifiers of their choosing. In some ways, this was a step in the right direction, but for the most part, it just added another layer of randomness, not to mention granting slight advantages to players who’ve had more time to gather Tactical Packages and Support Upgrades.

Now comes Halo 5: Guardians, which is 343 Industries’ chance to really impact the XBox One without porting older work. A number of changes are being made to the Halo formula, but, like with Sprint and playable Elites, it can be made to work with just the right tweaking. So what needs to be done with Loadouts?

  • Cut it down. The likes of perks are unneccesary and unwanted, particularly with the inclusion of Spartan Abilities, which are available to everyone. So what should we have? A selection of primary weapons, some skins or alternative models to slap on them, and that’s it. Now you can go into multiplayer with the weapon you most thrive with without totally unbalancing the game.- Playlist restrictions. If you’re a regular Social player, chances are you’re either a total casual, or you enjoy some moderate competition while still having fun. If you focus more on Ranked playlists, you’re absolutely driven by winning, and you’re extremely adverse to change. So I suggest Loadouts are segregated, being exclusive to Social playlists and select Ranked gametypes. This way, the majority of the fanbase gets to somewhat personalize how they play while the über-competitive community gets their same-start, primarily-skill-based goodness. As a side note, the Social-Ranked segregation concept could also apply to playing as an Elite rather than a Spartan. My logic here is… well, if there are any B.Net veterans around, you might remember all the uproar about “those -Yoink- dinosaurs” and their odd, glitchy necks in SWAT. So there’s another fix.And bam. I’ve made a number of suggestions over the years, but this is the one that could probably solve the most problems. Jump on it.

No

Loadouts also work by not existing.

I think the only playlists they NEED to be in is invasion if it comes back, and that’s about it. As for your sangheili compromise, I have a better one: raise their heads, problem solved.

> 2533274949773755;1:
> Just not in the way they’ve been presented in the past. I imagine a large number of the community wasn’t around for Reach, but I think the rest of us remember: individual gametypes offered different loadouts, such as DMR/Magnum/Sprint or Shotgun/AR/Armor Lock. While I personally disagreed with it, it certainly could’ve worked much better without Armor Abilities, which added a newer, more unpredictable layer of gameplay that vanilla-loving purists wouldn’t accept.
>
> Moving on to Halo 4, where the concept was expanded but more chaotic. As opposed to gametype-specific setups, the player could go into a game with weapons, skins, and lesser gameplay modifiers of their choosing. In some ways, this was a step in the right direction, but for the most part, it just added another layer of randomness, not to mention granting slight advantages to players who’ve had more time to gather Tactical Packages and Support Upgrades.
>
> Now comes Halo 5: Guardians, which is 343 Industries’ chance to really impact the XBox One without porting older work. A number of changes are being made to the Halo formula, but, like with Sprint and playable Elites, it can be made to work with just the right tweaking. So what needs to be done with Loadouts?
>
> - Cut it down. The likes of perks are unneccesary and unwanted, particularly with the inclusion of Spartan Abilities, which are available to everyone. So what should we have? A selection of primary weapons, some skins or alternative models to slap on them, and that’s it. Now you can go into multiplayer with the weapon you most thrive with without totally unbalancing the game.
> - Playlist restrictions. If you’re a regular Social player, chances are you’re either a total casual, or you enjoy some moderate competition while still having fun. If you focus more on Ranked playlists, you’re absolutely driven by winning, and you’re extremely adverse to change. So I suggest Loadouts are segregated, being exclusive to Social playlists and select Ranked gametypes. This way, the majority of the fanbase gets to somewhat personalize how they play while the über-competitive community gets their same-start, primarily-skill-based goodness. As a side note, the Social-Ranked segregation concept could also apply to playing as an Elite rather than a Spartan. My logic here is… well, if there are any B.Net veterans around, you might remember all the uproar about “those -Yoink- dinosaurs” and their odd, glitchy necks in SWAT. So there’s another fix.
> And bam. I’ve made a number of suggestions over the years, but this is the one that could probably solve the most problems. Jump on it.

Skins I’m okay with, but what 343i needs to do is give us a menu where we can change the asthetics of the weapons, similar to the Armory from Reach for armor. Different looking skins, maybe a scope that doesn’t change functions, just changing asthetics or barrels that do the same. Basically, only cosmetic stuff, nothing that actually changes the game. Then, when you play multiplayer, all that is changed is that you have a customized gun, no damage or other changes. Basically, it’s still the same as the default weapon. I liked Halo 4, but I will admit loadouts don’t belong in a competitive environment, which is why I agree with your 2nd point. I like changing asthetics, but not if those asthetics change the game drastically.

> 2533274822366750;4:
> I think the only playlists they NEED to be in is invasion if it comes back, and that’s about it. As for your sangheili compromise, I have a better one: raise their heads, problem solved.

This

I mainly want them in customs because it gives more options and variety.

> 2533274826802205;7:
> I mainly want them in customs because it gives more options and variety.

Even I of all people am ok with that. But ONLY in customs.

> 2533274826802205;7:
> I mainly want them in customs because it gives more options and variety.

Invasion as well, but they belong literally nowhere else.

> 2533274915643658;5:
> > 2533274949773755;1:
> > Just not in the way they’ve been presented in the past. I imagine a large number of the community wasn’t around for Reach, but I think the rest of us remember: individual gametypes offered different loadouts, such as DMR/Magnum/Sprint or Shotgun/AR/Armor Lock. While I personally disagreed with it, it certainly could’ve worked much better without Armor Abilities, which added a newer, more unpredictable layer of gameplay that vanilla-loving purists wouldn’t accept.
> >
> > Moving on to Halo 4, where the concept was expanded but more chaotic. As opposed to gametype-specific setups, the player could go into a game with weapons, skins, and lesser gameplay modifiers of their choosing. In some ways, this was a step in the right direction, but for the most part, it just added another layer of randomness, not to mention granting slight advantages to players who’ve had more time to gather Tactical Packages and Support Upgrades.
> >
> > Now comes Halo 5: Guardians, which is 343 Industries’ chance to really impact the XBox One without porting older work. A number of changes are being made to the Halo formula, but, like with Sprint and playable Elites, it can be made to work with just the right tweaking. So what needs to be done with Loadouts?
> >
> > - Cut it down. The likes of perks are unneccesary and unwanted, particularly with the inclusion of Spartan Abilities, which are available to everyone. So what should we have? A selection of primary weapons, some skins or alternative models to slap on them, and that’s it. Now you can go into multiplayer with the weapon you most thrive with without totally unbalancing the game.
> > - Playlist restrictions. If you’re a regular Social player, chances are you’re either a total casual, or you enjoy some moderate competition while still having fun. If you focus more on Ranked playlists, you’re absolutely driven by winning, and you’re extremely adverse to change. So I suggest Loadouts are segregated, being exclusive to Social playlists and select Ranked gametypes. This way, the majority of the fanbase gets to somewhat personalize how they play while the über-competitive community gets their same-start, primarily-skill-based goodness. As a side note, the Social-Ranked segregation concept could also apply to playing as an Elite rather than a Spartan. My logic here is… well, if there are any B.Net veterans around, you might remember all the uproar about “those -Yoink- dinosaurs” and their odd, glitchy necks in SWAT. So there’s another fix.
> > And bam. I’ve made a number of suggestions over the years, but this is the one that could probably solve the most problems. Jump on it.
>
>
> Skins I’m okay with, but what 343i needs to do is give us a menu where we can change the asthetics of the weapons, similar to the Armory from Reach for armor. Different looking skins, maybe a scope that doesn’t change functions, just changing asthetics or barrels that do the same. Basically, only cosmetic stuff, nothing that actually changes the game. Then, when you play multiplayer, all that is changed is that you have a customized gun, no damage or other changes. Basically, it’s still the same as the default weapon. I liked Halo 4, but I will admit loadouts don’t belong in a competitive environment, which is why I agree with your 2nd point. I like changing asthetics, but not if those asthetics change the game drastically.

I wasn’t expecting anyone that wasn’t an Archiver to actually read this post and come up with an intelligent answer, so kudos to you!

I would agree, but I’m also seeing some issues with how it might work. A large number of the weapons we’ve been introduced to look rather uncompromising towards the likes of attachments or alternate parts, which is why I’d suggest, rather than that, the model be swapped out completely. Decent examples would be turning your MA5D into an MA37, or the current BR model into the older one: same clip/charge, same damage, same rate of fire, possibly the same audio, just an alternate appearance based on personal preference. So yeah, aesthetics could work, but like with any number of elements introduced to the Halo franchise, it needs to be done either properly or in a way that won’t spread a thousand years of butthurt amongst the fanbase.

> 2533274949773755;10:
> > 2533274915643658;5:
> > > 2533274949773755;1:
> > > Just not in the way they’ve been presented in the past. I imagine a large number of the community wasn’t around for Reach, but I think the rest of us remember: individual gametypes offered different loadouts, such as DMR/Magnum/Sprint or Shotgun/AR/Armor Lock. While I personally disagreed with it, it certainly could’ve worked much better without Armor Abilities, which added a newer, more unpredictable layer of gameplay that vanilla-loving purists wouldn’t accept.
> > >
> > > Moving on to Halo 4, where the concept was expanded but more chaotic. As opposed to gametype-specific setups, the player could go into a game with weapons, skins, and lesser gameplay modifiers of their choosing. In some ways, this was a step in the right direction, but for the most part, it just added another layer of randomness, not to mention granting slight advantages to players who’ve had more time to gather Tactical Packages and Support Upgrades.
> > >
> > > Now comes Halo 5: Guardians, which is 343 Industries’ chance to really impact the XBox One without porting older work. A number of changes are being made to the Halo formula, but, like with Sprint and playable Elites, it can be made to work with just the right tweaking. So what needs to be done with Loadouts?
> > >
> > > - Cut it down. The likes of perks are unneccesary and unwanted, particularly with the inclusion of Spartan Abilities, which are available to everyone. So what should we have? A selection of primary weapons, some skins or alternative models to slap on them, and that’s it. Now you can go into multiplayer with the weapon you most thrive with without totally unbalancing the game.
> > > - Playlist restrictions. If you’re a regular Social player, chances are you’re either a total casual, or you enjoy some moderate competition while still having fun. If you focus more on Ranked playlists, you’re absolutely driven by winning, and you’re extremely adverse to change. So I suggest Loadouts are segregated, being exclusive to Social playlists and select Ranked gametypes. This way, the majority of the fanbase gets to somewhat personalize how they play while the über-competitive community gets their same-start, primarily-skill-based goodness. As a side note, the Social-Ranked segregation concept could also apply to playing as an Elite rather than a Spartan. My logic here is… well, if there are any B.Net veterans around, you might remember all the uproar about “those -Yoink- dinosaurs” and their odd, glitchy necks in SWAT. So there’s another fix.
> > > And bam. I’ve made a number of suggestions over the years, but this is the one that could probably solve the most problems. Jump on it.
> >
> >
> >
> > Skins I’m okay with, but what 343i needs to do is give us a menu where we can change the asthetics of the weapons, similar to the Armory from Reach for armor. Different looking skins, maybe a scope that doesn’t change functions, just changing asthetics or barrels that do the same. Basically, only cosmetic stuff, nothing that actually changes the game. Then, when you play multiplayer, all that is changed is that you have a customized gun, no damage or other changes. Basically, it’s still the same as the default weapon. I liked Halo 4, but I will admit loadouts don’t belong in a competitive environment, which is why I agree with your 2nd point. I like changing asthetics, but not if those asthetics change the game drastically.
>
>
> I wasn’t expecting anyone that wasn’t an Archiver to actually read this post and come up with an intelligent answer, so kudos to you!
>
> I would agree, but I’m also seeing some issues with how it might work. A large number of the weapons we’ve been introduced to look rather uncompromising towards the likes of attachments or alternate parts, which is why I’d suggest, rather than that, the model be swapped out completely. Decent examples would be turning your MA5D into an MA37, or the current BR model into the older one: same clip/charge, same damage, same rate of fire, possibly the same audio, just an alternate appearance based on personal preference. So yeah, aesthetics could work, but like with any number of elements introduced to the Halo franchise, it needs to be done either properly or in a way that won’t spread a thousand years of butthurt amongst the fanbase.

Good point, but even the old BR is still a problem. Just look at the scope; it is an ACOG style scope, whereas the new scope is an open housing red dot sight ( I know it’s not a Red Dot Sight, but bear with me). So even skins would be a problem.

Also, thank you for the compliment, I try to be as constructive as I can.

> 2535440955887524;2:
> No

Stop trolling the posts.

Having loadouts in Halo Reach worked. Players didn’t have to rank up to unlock their weapons. Players didn’t have to muck around with a whole bunch of options they really couldn’t be bothered with before jumping in to a match. It was all preset, and it worked. The only problem I saw was that players had to die in order to switch their armour ability loadout, because Bungie didn’t bother putting armour abilities on any of the multiplayer maps, like they did for equipment in Halo 3.Oh, and there wasn’t a bunch of hidden unexpected tactical packages or support upgrades, which result in players magically surviving vehicle explosions , or suddenly the enemy’s shields are fully recharged ahead of time, or suddenly the enemy pulls an extra grenade out of thin air.

So, the problem isn’t the concept of loadouts itself. All loadouts give you is a couple of different starting weapons to choose from. Nothing wrong with that idea. It’s all the other rubbish which sticks to loadouts like old chewing gum on the bottom of your shoe.

> 2533274822366750;4:
> I think the only playlists they NEED to be in is invasion if it comes back, and that’s about it. As for your sangheili compromise, I have a better one: raise their heads, problem solved.

This