A solution for Dual-Wield to return

Since Halo 3 that dual-wield has been absent from the Halo games due to making the dual-wieldable weapons weak (and also because the pros said “screw fun, give me competition”). Many people want it to come back but it’s the problems above. So, I’ve been recently thinking in a solution for it to come back and this is what popped in my head (using SMG as an example):

  • Have 2 types of SMG, one is dual-wieldable and the other’s not; - The dual-wieldable SMG would have another SMG stuck to it by a sort of connector. When the player picks them up, the connector will deactivate and the SMGs would be ready to fire; - Canonically, the Spartan/Elite would be able to use their abilities when using the guns, but for balancing purposes, most will be disabled. - Ground Pound, Sprint (and so Spartan Charge and Slide) Smart-Link (ADS) and clamber would be disabled, but the Thrusters would still be enabled.
  • When the player dies, a failsafe would occur and a sort of magnet would attract both SMGs, then activate the connector; - If for some reason the SMGs get too far from one another, a failsafe would occur and the same would happen as when the player dies; - The SMGs would have a high damage output that could maybe rival the SAW’s (or maybe slightly less), but would have worse accuracy, like in Halo 2/3.Let me know your thoughts on this and share your ideas that could shape this feature.

It sounds like an interesting concept, but I fear that there would be a quite a lot of controversy around it.

Some players may not be happy with having 2 sets of SMGs, with the only difference between them being is that one is dual-wieldable.

> 2533274870717152;2:
> It sounds like an interesting concept, but I fear that there would be a quite a lot of controversy around it.
>
> Some players may not be happy with having 2 sets of SMGs, with the only difference between them being is that one is dual-wieldable.

That’s not the only difference. It would be relatively different. For example, you wouldn’t be able to use Smark-Link, Ground Spound, Sprint, Spartan Charge, Slide, Melee and Throw Grenades, while the other variant allows you to do all that. Plus, they would have to be very powerful with a high damage output while sacrificing accuracy. But the other variant would have normal accuracy and normal damage.

As for the controversy, I’ll say 60% would agree for Dual-Wield to NOT return, I’m sure of that. But this feature would allow dual-wield to return without ruining any weapon.

> 2533275010817669;3:
> > 2533274870717152;2:
> >
>
> That’s not the only difference. It would be relatively different. For example, you wouldn’t be able to use Smark-Link, Ground Spound, Sprint, Spartan Charge, Slide, Melee and Throw Grenades, while the other variant allows you to do all that. Plus, they would have to be very powerful with a high damage output while sacrificing accuracy. But the other variant would have normal accuracy and normal damage.

Would both types of SMG be available in Arena?

It sounds like it would be a bit imbalanced if one team had the powerful SMG and the other only had the usual version.

I think they’d be OK in Warzone though.

I love how the pros always seem to be the scapegoats for things being removed because it’s not like anyone else complained about things or maybe saw that dual wielding wasn’t a good feature in Halo.

I agree with Timmy that two sets of weapons might be redundant and removing abilities might be a little jarring/awkward for people if they can still move like normal, but have all the abilities removed except for thrust. One example of how that can work is when you use the turret. You have your abilities removed, but there are visual indicators to help indicate that like 3rd person view, both your hands are using the turret and you move slow.

If you want a version example of dual wielding, then look at the flagnum. You can still trust and ground pound, but you can’t slide or spartan charge because you’re holding an objective. I think people would complain about not being able to do the other abilities if you’re just holding another gun.

> 2533274870717152;4:
> > 2533275010817669;3:
> > > 2533274870717152;2:
> > >
> >
> > That’s not the only difference. It would be relatively different. For example, you wouldn’t be able to use Smark-Link, Ground Spound, Sprint, Spartan Charge, Slide, Melee and Throw Grenades, while the other variant allows you to do all that. Plus, they would have to be very powerful with a high damage output while sacrificing accuracy. But the other variant would have normal accuracy and normal damage.
>
> Would both types of SMG be available in Arena?
>
> It sounds like it would be a bit imbalanced if one team had the powerful SMG and the other only had the usual version.
>
> I think they’d be OK in Warzone though.

Maybe. If yes it would have to be available in very few maps.

Yes, it sounds, but in the end it’s like a movement-restricted SAW with decreased accuracy :wink:

If Warzone is already a chaotic mess, then why the hell not? XD

> 2727626560040591;5:
> I love how the pros always seem to be the scapegoats for things being removed because it’s not like anyone else complained about things or maybe saw that dual wielding wasn’t a good feature in Halo.
>
> I agree with Timmy that two sets of weapons might be redundant and removing abilities might be a little jarring/awkward for people if they can still move like normal, but have all the abilities removed except for thrust. One example of how that can work is when you use the turret. You have your abilities removed, but there are visual indicators to help indicate that like 3rd person view, both your hands are using the turret and you move slow.
>
> If you want a version example of dual wielding, then look at the flagnum. You can still trust and ground pound, but you can’t slide or spartan charge because you’re holding an objective. I think people would complain about not being able to do the other abilities if you’re just holding another gun.

Maybe you’re right then…
So, what abilities do you suggest to be left enabled? Thrust, Ground Pound… something else?
Thanks for sharing your solution.

So kinda like the akimbo system from cod? That would work better than halo 2/3’s solution. How it should work is when using the dual-smg’s should be like:

-both have a single ammo counter, 120 rounds
-with RT, both are fired simultaneously
-LT can still be used for grenades, but the animations is twice as long
-reloading is twice as long
-the reticule should be increased by 50% (so the accuracy and range are halved)
-recoil increased by 50%
-rounds are fired simultaneously so close range it should be deadlier than a base SAW
-since ammo is consumed simulaneously (so every pull of the the trigger is atleast 2 rounds) the length of of time to empty the magazine should be identical to non-dual-wielded
-sprinting and spartan abilities are still usable
-smart-scope only provides an increase of 20% in zoom

This way it fulfills a better purpose of being deadly at close-range but quickly fall-off when the distance widens.

And being separate also keeps other guns from being nerfed/buffed to be dual-wielded

> 2533274799135257;8:
> So kinda like the akimbo system from cod? That would work better than halo 2/3’s solution. How it should work is when using the dual-smg’s should be like:
>
> -both have a single ammo counter, 120 rounds
> -with RT, both are fired simultaneously
> -LT can still be used for grenades, but the animations is twice as long
> -reloading is twice as long
> -the reticule should be increased by 50% (so the accuracy and range are halved)
> -recoil increased by 50%
> -rounds are fired simultaneously so close range it should be deadlier than a base SAW
> -since ammo is consumed simulaneously (so every pull of the the trigger is atleast 2 rounds) the length of of time to empty the magazine should be identical to non-dual-wielded
> -sprinting and spartan abilities are still usable
> -smart-scope only provides an increase of 20% in zoom
>
> This way it fulfills a better purpose of being deadly at close-range but quickly fall-off when the distance widens.
>
> And being separate also keeps other guns from being nerfed/buffed to be dual-wielded

The reticle can be normal, but the accuracy gets worse with every shot.
Right trigger for the right gun, left trigger for the left gun, as it was in Halo 2/3.
I think that increase in recoil is too much, since we’re talking about super soldiers (kinda). Maybe 20% is fine.
Grenades, melee, clamber and some abilities must be disabled for balancing.

I think all the abilities should still be available. I agree with Omeggos with how it should be implemented. The accuracy and range shouldn’t be good for medium to long range, but up close it should melt people. I would also make it a tier two weapon like a shotgun. I think my question would be is it too redundant in an already cluttered sandbox? I think it is in H5, but maybe in H6 it would be a possibility.

What if they dual wieldable weapons were just the same weapons as before, just when you pick up a second one their properties change? An example would be if you have 1 SMG it would function like normal, but if you pick up a second then they get balanced so as to not be overpowered (less damage at long range, more recoil). I feel like this is how H3 did it, but it would just need some more balance tweaking for H5 or a future game.

> 2727626560040591;10:
> I think all the abilities should still be available. I agree with Omeggos with how it should be implemented. The accuracy and range shouldn’t be good for medium to long range, but up close it should melt people. I would also make it a tier two weapon like a shotgun. I think my question would be is it too redundant in an already cluttered sandbox? I think it is in H5, but maybe in H6 it would be a possibility.

I feel like having all the abilities would make it a bit OP. Grenades, melee and clamber would have to be automatically disabled.
I agree that it’s kinda late for Halo 5, but it could definitely be a possibility in Halo 6.

> 2533274843634673;11:
> What if they dual wieldable weapons were just the same weapons as before, just when you pick up a second one their properties change? An example would be if you have 1 SMG it would function like normal, but if you pick up a second then they get balanced so as to not be overpowered (less damage at long range, more recoil). I feel like this is how H3 did it, but it would just need some more balance tweaking for H5 or a future game.

That’s not how it worked in Halo 3.
To be honest, I once thought it could be that way, but I also thought that it’s a stupid idea. No offense :/.

> 2727626560040591;5:
> If you want a version example of dual wielding, then look at the flagnum. You can still trust and ground pound, but you can’t slide or spartan charge because you’re holding an objective. I think people would complain about not being able to do the other abilities if you’re just holding another gun.

I think there should be an alternate animation for the Ground Pound while dual-wielding. Rather than using your fists / weapons to slam into the ground, you instead perform a thruster-assisted stomp / flying kick since your hands are preoccupied. Would be pretty badass in my opinion.

I could dig that. It would remind me of a Mario stomp, lol.

Holy trinity is broken with Dual Wield - Guns, Grenades, Melee

With the direction that Halo is going in, with the fancy movements and whatnot, I think this wouldn’t be a great idea. It would just make everything too complicated. The best that they could probably do is make a new weapon that looks like dual-wield, but really isn’t. For example, a dual-wield SMG would look like 2 SMG’s, but if you drop it you drop both, like your original idea. It would have slightly different weapon properties, etc. For all intents and purposes, it’s just a different version of a SMG with a dual-SMG visual. I think this is a good balance that can make some players happy while not affecting the overall game too much.

Cool

> 2533275010817669;1:
> Since Halo 3 that dual-wield has been absent from the Halo games due to making the dual-wieldable weapons weak (and also because the pros said “screw fun, give me competition”). Many people want it to come back but it’s the problems above. So, I’ve been recently thinking in a solution for it to come back and this is what popped in my head (using SMG as an example):

Many gamers playing the game competitively back in the day and enjoyed the game, I suspect the people that originally complained about it back in the day were probably terrible at the game, I guess there probably partly to blame for the CoD style game-play we see in later games sadly. Anyway I hope dual wielding returns someday since tired of the flinch shooter that modern Halo games has become these days. I loved competitive Halo back in the day but ever since 343i took over the competitive edge kind of died.

> 2533274870717152;2:
> It sounds like an interesting concept, but I fear that there would be a quite a lot of controversy around it.
>
> Some players may not be happy with having 2 sets of SMGs, with the only difference between them being is that one is dual-wieldable.

Just make it simple and bring back the ability to Dual Wield. If you want an SMG that isn’t able to be dual wielded, make it a silenced SMG like we had in ODST.

> 2533274829873463;18:
> …since tired of the flinch shooter that modern Halo games has become these days. I loved competitive Halo back in the day but ever since 343i took over the competitive edge kind of died.

Halo 5 has a slower kill times than CE, would that make CE a twitch / flinch shooter? The nickname was given to games like Call of Duty or Counter Strike with very low kill times, which Halo doesn’t have. While Halo 4 did have flinch it was removed from Halo 5, traditional descope is back in its place