> > > > > I am fine with counterparts as long as they work like the NR vs the DMR or the CC vs the BR in which they are basically the same but they provide two different playstyles to use effectively.
> > > > >
> > > > > Also Boo to the BR its bleedthrough is literally the only thing I hate about it but if you get rid of that BAM! You have a UP wep.
> > > > >
> > > > > OP, I am not the biggest fan of your idea I would prefer restricted load-outs and weps on the maps and the weps function like they do now.
> > > >
> > > > I prefer restricted loadouts as well. Just in regard to the rifles this is how I think they should play out.
> > > >
> > > > You would still spawn with the BR or AR depending on the mode, and the other weapons would be available for pickup on the map. The only exceptions would be specialized gamemodes or invasion.
> > >
> > > I HATE the BR. I love the carbine. There is no good reason to not to have choice between them. they are functionally the same, but handle differently, so why shouldn’t I and other Carbine lovers get the choice? The Carbine and BR are more or less balanced as is in Halo 4, when used correctly.
> >
> > Your basing this all on how the Carbine and Battle Rifle play out in Halo 4. My idea would give them each unique range roles instead of filling the same one in different ways. (Just so were on the same page I’m a carbine lover as well, and its my most used weapon in Halo 4)
> >
> > The truth is though that we are in the minority, and giving people these choices leads to more choices being added in the loadouts, such as the DMR, Boltshot, Plasma Pistol, etc…
> >
> > We all know how the sandbox played out pre-TU, with the DMR dominating all. I’m trying to avoid that by making sure everyone spawns with the same weapons all the time.
> >
> > Say you go into the team slayer playlist, and the voting options come up. You have three choices. One would be regular team slayer with ar starts, the second would be br starts, and the third would be carbine starts. These are just examples, other starts would be things like Light Rifles, Suppressors, Storm Rifles, etc…
> >
> > It ensures variety in the weapons, but at the same time ensures equal starts.
>
> The Most Fair Way to do it is this:
>
> Primaries:
> Battle Rifle
> Covenant Carbine
> Assault Rifle1a
> Storm Rifle1b
>
> Secondaries
> Magnum
> Needle Pistol2
> Plasma Rifle3a
> SMG*3b
>
> 1x Frag starts with just below Halo Reach power, less grenade spamming, but power in the grenade compensate for the lack of multiple grenades
>
> 1a) Would have Headshot Multipliers, 18 shots to kill all body shots, 12 to kill all headshots, (Multiplier of 1.5), Make it have a tighter spread, so it can compete slightly better over range
>
> 1b)Give it the same stuff as the AR, but it is slightly less accurate, to compensate, it has the Halo CE plasma Rifle stun effect, making it more unique compared to the AR, also, introduce the vent feature from the Plasma Repeater to it, there is no need to include the slows down over time feature, venting it is just faster than letting it cool automatically, but leaves you out of combat.
>
> 2) This is a “Pistolized” Needle Rifle, just with a lower magazine count and 1.5x zoom. I would like to see a return of Skirmishers using this, it fits better with them. It’s a lightweight Precision weapon pistol, fitting with the Jackal marksman abilities, but engineered to be the weapon carried by skirmishers. Just a personal Idea. anyway, it provides us with a pseudo DMR-NR relationship between the Magnum and Needle Pistol.
>
> 3a and b) These weapons are basically stronger at Extreme CQC than the Primary Automatics, but fail at range outside of that. Instead of having Headshot multipliers, they sit at a constant 16 shots anywhere to kill, with a higher spread.
>
> This creates a balanced yet Diverse sandbox. The secondary automatics have a niche in that they out preform the primary automatics at Extreme CQC. This trait could be shared with the Secondary Precisions, in that at CQC they outperform the Primary ones. This gives an incentive to actually swap to a different weapon in combat to suit situations, instead of this current thing we have of Constant Primary out and the occasional use of the secondary.
>
> Another Idea I had was that players could forgo their 1x Grenade to carry two Primaries at start, or get two grenades and carry 2 secondaries at start, just a thought
>
> This Idea of “BRs all the way, -Yoink!- the other people” is ridiculous and petty. BRs are nice and all, but some of us like a covie weapon. (This last line wasn’t aimed at you)
The problems with a custom loadout system can not be fixed, and a weapon that is more powerful than the others, no matter how slightly will always exist in the system.
The majority of players will use the weapon just because it is the best, defeating the purpose of the system’s existence in the first place. Only look to how fast the migration from the dmr to the br was for the majority of players post-tu in Halo 4 to know it is true.
Halo 1-3, and Reach did not have that problem because everyone always spawned with the same weapon. I never said that weapon always had to be the br (carbine starts, light rifle starts, etc…)but every player should always spawn with the same weapon no matter what that weapon is.
I can already see the problem with your loadout system in that your letting people spawn with automatics(AR, SR)and precisions (BR,CC) at the same time. This alone causes issues as gunfights will be determined simply by what you spawn with compared to your skill.
Catch somebody with a BR in a CQB situation when you have an AR? You win. They catch you in an open field with your AR? They win. Its rock-paper-scissors, but I don’t think that is how halo gunplay should be done. It should be about skill, not about what you chose to spawn with over what they chose to spawn with.