> I think as opposed to “Loadouts” You should just choose your “Loadout”.
>
> And the choices should be very limited.
>
> You can customize your “Default” Loadout from the Lobby UI, but you can temporarily change it whenever you’re at the game start, or respawn screen.
>
> It’s pretty simple really, when you are respawning, the UI shows:
>
>
> <- (Image of selected precision weapon), (Image of selected Automatic/Sidearm) ->
> _(Image of selected grenade)
> ______________________________________ V _______________________________________
>
>
> To change your selected weapon, press the corresponding arrow on your D-Pad.
>
> Your “Precision” Weapon choices would include the BR, Carbine, and LR.
>
> “Automatic” Weapon choices would include the AR, Storm Rifle, and Sentinel Beam.
>
> “Grenade” choices would include ONE Frag, Plasma, or Pulse.
I’m a little inclined to disagree with this. Giving people the ability to spawn with multiple utility weapons WOULD make things a little unfair, as there isn’t a way to predict which setups they might use. They’d effectively be able to spawn with a setup effective for any map and layout, which would effectively negate the need for them to move around and acquire other weapons to make up for the rolls they are currently missing.
If someone can spawn with a Light Rifle and an Storm Rifle, they’ve effectively got all the bases covered for all ranges, and for long range maps they’ve already got the most effective non-powerweapon at their disposal. There’d be no need for them to move around and acquire a long range weapon, because they can already spawn with the best one.
Allowing people to spawn with pistols/sidearms would also be counterproductive, as that doesn’t solve the problem of anti-vehicular combat with the plasma pistol and close range annoyances of the boltshot.
Same goes for plasma grenades.
If you give players the ability to cover all bases, there’s no logical reason for them to need to acquire weapons to aid them in that range. That was one of the biggest problems with Halo 4, was that you could spawn with the best weapon in any particular range. This was most evident in big team battle, especially when accompanied by the “stability” perk.
It just lead to a less enjoyable experience (from my perspective) overall.
> To balance the LR, it’s unscoped function should become an accurate, headshot-capable automatic function with a reasonably low rate of fire, say barely faster than a Carbine’s, that has a kill time just a little slower than a BR’s while scoped will still fire straight single-shot, 3 round consuming power-shots, and the scope should be reduced to 2x to match the Carbine and BR’s, and de-scope should be added back into the game so BR’s and Carbine’s can knock LR user’s out of scope in long ranged engagements.
Alright well you sort of fixed my above statement, but that still takes away one more weapon from the game that could have been used on maps. There’s no logical reason to really change a pre-existing weapon (in my opinion) so drastically and thus removing it from the on-map sandbox, instead of adding a new one.
> This setup would make everyone start of with the same basic tools, effectively equal starts, while also showing off their own playstyle whether they prefer the Light Rifle/Scope meta-game, the Carbine’s rate of fire, leading their Automatic shots, or sustained beams.
>
> Everyone get’s a fair Precision Utility weapon, and a fair close-range backup Automatic, and ONE grenade each with slight benefits in certain situations, but not enough to turn a game around.
>
> Perks being completely removed promotes more balanced, and even starts, and doesn’t strip down the native abilities we should have, like faster shield recharge, and picking up grenades from corpses (which 1 grenade spawns help keep from turning the game into a Halo 3-style grenade flood)
Essentially, it’s the same basic idea with a few weapon modifications. I agree with the idea, although disagree about the light rifle and grenades.
> Armour Abilities should either be removed from the game completely, or converted into map-spawns, or new forms of map-based power-ups.
Now here’s where I do disagree. I don’t think there’s anything overly flawed with armor abilities in their idea. So long as the abilities in question aren’t significantly powerful (in other words, jetpack, promie vision, camo) then they aren’t much of a problem. Hologram, Hardlight (possibly) and Thruster add to the game without taking too much away, which was my main reason for keeping them there.
Now that said, Jetpack could definitely be converted to an on-map pickup like it was on Countdown and Sanctuary in MLG Reach, and Camo can most certainly be reverted to powerup form. Promie vision and Auto Sentry ought to be removed entirely.
[Fos Kovul]Ordinance doesn’t necessarily need to be removed completely, but it does need to be completely static, and probably not even contain power weapons anymore. Even if it just contained a full ammo version of your primary/secondary loadout choices, or 2x your loadout grenade as options, so if you’re out of ammo in a sticky pinch, or you’ve used up your power weapon(s) you can get your initial stuff back.
[/quote]
I think ordinance is going to be a whole different beast to tackle in terms of discussion, which is why I decided to leave it out.
> If anything it could be a sidearm if they made it comparable to Halo 2 or Reach’s, instead of the broken OP ones in Halo 3 and 4.
Again, I’m inclined to disagree. The lower amount of weapons we remove from maps (the needler being a rather important one, even in Reach) the better. The Halo 4’s needler was just the right strength for a Tier 2 powerweapon, which in my opinion is where it should be.