Specifically for picking your own weapon Loadouts ala CoD.
In your average MP game, after the players first spawn, it’s all basically random anyways. Sure in the high level competitive play there’s a rhyme and a reason, but that isn’t your average MP game. You’re average MP game is where a average skilled player, like me, searches alone or with some buddies, and just basically -Yoink- around for 12 minutes. There are no callouts, no map control, nothing of the sort.
So why does it really matter that players have to spawn with the AR/Magnum and walk five feet before picking up the BR instead of just spawning with the BR?
> > No offense but i honestly dont see how this is an argument for Loadouts?
>
> CoD hit franchise gold by enabling the player to fine tune his character’s creation to suite their preferred playstyle.
You realize CoD has significantly different gameplay than Halo, right?
Also, why copy CoD just to copy CoD? Your argument holds no logic or reasoning.
> I got two things out of this:
>
> 1.) You want Halo to be an “Average MP game with no rhyme or reason.”
> 2.) You want Halo to be less balanced.
>
> What a fantastic argument you’ve created.
If you’re going to quote me, put … to show where you’ve cut out large portions of my sentence.
In any average game you encounter the rest of the weapon sandbox seemingly at random.
Say it’s three minutes into the game, bunch of randoms with no mics and not trying for any teamwork, and you spawn down by the Plasmas on Countdown, run all the way up the ramps up to the Concussion Rifle and from the opposite tunnel a guy with the Needler rounds the corner. What huge difference does it make if he picked up that weapon instead of spawning with it?
As for less balanced: The end effect is what I just described. How is that red player picking up the weapon after he respawns somehow more balanced than spawning with the weapon already?
> You realize CoD has significantly different gameplay than Halo, right?
So that makes anything they do completely alien and unusable in any other game?
> Also, why copy CoD just to copy CoD? Your argument holds no logic or reasoning.
To give players that same sense of tailoring their character when they play Halo.
> Specifically for picking your own weapon Loadouts ala CoD.
>
> In your average MP game, after the players first spawn, it’s all basically random anyways. Sure in the high level competitive play there’s a rhyme and a reason, but that isn’t your average MP game. You’re average MP game is where a average skilled player, like me, searches alone or with some buddies, and just basically -Yoink- around for 12 minutes. There are no callouts, no map control, nothing of the sort.
>
> So why does it really matter that players have to spawn with the AR/Magnum and walk five feet before picking up the BR instead of just spawning with the BR?
Because this just makes pick-up weapons useless.
Second of all, say I spawn with a BR in an AR start game. I’m now at a huge advantage against anyone that chose to keep their AR. This just doesn’t make sense. Why are people spawning on uneven footing now?
Third of all, you have to work for say, a concussion rifle, or plasma rifle that may spawn in the middle of the map. Why would you spawn with them?
This same reason can also reduce team-coordinated pushes in say, a slayer game. Why do we have to push up anymore? We already spawned with needlers, swords, and concussion rifles.
> > No offense but i honestly dont see how this is an argument for Loadouts?
>
> CoD hit franchise gold by enabling the player to fine tune his character’s creation to suite their preferred playstyle.
This is HALO not CALL OF DUTY.
Halo never had custom loadouts (custom), and never should.