Are Loadouts next on the chopping block?

Could we going back to H3’s system where it’s AR or BR (or DMR) Starts and the Storm Rifle, Carbine, Suppressor and Light Rifle are placed around the maps as side grades or slight power boosts, creating yet another tier of weapons between the new tier of Mid-PW and Normal weapons? Will Pulse Grenades be map pickups. Will the Boltshot return as it is in H4, a useless primary mode, and be a map pickup?

Or will 343 push something new and give players the choice between UNSC/Covy/Promy themes, with offending elements (Stickies, PPs, Boltshots,) either replaced with something else or redesigned and then make gametypes with either automatic/secondary or precision/automatic starts?

Obviously nobody has any info at the moment and 343 isn’t going to release anything either until their planned info dump.

I’m actually disappointed nobody took advantage of the Loadout system and just called it broken. Could have made many interesting, fun and competitive gametypes with it.

The only playlists that did were Invasion and Elite Slayer in Reach.

> I’m actually disappointed nobody took advantage of the Loadout system and just called it broken. Could have made many interesting, fun and competitive gametypes with it.
>
> The only playlists that did were Invasion and Elite Slayer in Reach.

I’ll say it again.

The only problem with Loadouts was that Power Weapons were included in them.

Remove the offending items, there are only three of them; Stickies, PP, and Boltshot, (redesign and leave it in IMO with Boltshot) and what problems are left?

> > I’m actually disappointed nobody took advantage of the Loadout system and just called it broken. Could have made many interesting, fun and competitive gametypes with it.
> >
> > The only playlists that did were Invasion and Elite Slayer in Reach.
>
> I’ll say it again.
>
> The only problem with Loadouts was that Power Weapons were included in them.
>
> Remove the offending items, there are only three of them; Stickies, PP, and Boltshot, (redesign and leave it in IMO with Boltshot) and what problems are left?

I don’t know what the problem or deal with Loadouts in Halo 4 (I’ve already explained why I never bothered), I was mostly speaking about Reach.

Could have made many interesting gametypes with Loadouts. Could have even done a Weekend gametype special like in Halo 3. Like, a gametype with nothing on the map, 2 Loadouts, Rocket launcher, no secondary, no grenades or AA, and Plasma Launcher with no secondary, no grenades, but Armour Lock AA.

> I’m actually disappointed nobody took advantage of the Loadout system and just called it broken. Could have made many interesting, fun and competitive gametypes with it.
>
> The only playlists that did were Invasion and Elite Slayer in Reach.

Much like loadouts themselves, Invasion is asymmetric in every regard.

Loadouts broke balance and skill-gap.
Nothing can be said to sway my view on that subject.

> Loadouts broke balance and skill-gap.
> Nothing can be said to sway my view on that subject.

Basically this. Loadouts were just one of many random factors that killed Halo’s traditional arena gameplay. Among Loadouts were inherit Sprinting, Promethean Vision, Armor Abilities in general, instant respawn (could be good for Customs though), personal ordinance/killstreaks, perks, no knowledge of how to actually design good maps for fighting, grenade indicators, and awful Promethean weapons. I’m very happy a lot of this is confirmed for leaving and that 343 is going back to the original trilogy’s gameplay.

I hope they try to limit direct ‘counterparts’ in the sandbox as much as possible. Loadouts or otherwise.

It just doesn’t add anything to gameplay when my alleged choices are little more than [Insert Faction]:[Existing weapon].

Map pickups don’t have to necessarily be ‘stronger’ to be worth picking up, they just need to have tangible advantages. That said I think all weapons should be lethal weapons first and ‘tools’ second. Example being something closer to a Reach or CE plasma pistol where single shots are actually decent as opposed to a H2/H3 variants which are 26 shot kills.

I want to start with a solid utility weapon with strong ‘niche’ weapons scattered throughout the map. If we end up with a say a Carbine that is functionally identical to a BR, I guess I wouldn’t be opposed to spawning with it, but ideally that should not happen in the first place. It certainly should not be a priority in terms of what makes it into the sandbox of the final game.

What about the game type in Halo 4 where you get to choose either an AR, BR, Carbine, or DRM, and a Magnum as a side arm plus a couple frags? No AAs or perks.

I just want my Carbine :frowning:

I don’t recall 343i explicitly stating that loadouts won’t return in Halo 5. In fact, they didn’t say that.

But if loadouts are to be removed, I’d like to see BR + AR starts with the Magnum being turned into a handcannon and placed on the map. I don’t want to ever see that weapon nerfed because of the philosophy of “secondary sidearms” ever again.

> I hope they try to limit direct ‘counterparts’ in the sandbox as much as possible. Loadouts or otherwise.
>
> It just doesn’t add anything to gameplay when my alleged choices are little more than [Insert Faction]:[Existing weapon].

My train of thought goes that the weapons are going to return given how they have to give the Forerunner enemies something to use against the player and giving them all PW class type stuff of exotic slipspace weapons that people are imagining is going to go over about as well as a lead balloon.

So we are going to end up with a Promy automatic, precision weapon, sidearm and grenade in the game. Same deal with Covy themed versions. Since the weapons are going to be coded and modeled, it’s only a short amount of work to give them to the players. They still have to abide by the same rules as they were used in the Campaign though so they can’t deviate too much into exotic weapon categories.

Certainly more changes could be made to push them into their identified roles. Example: High magazine, high RoF, large spread and non-hitscan projectiles defined the Suppressor as a rifle sized SMG.

> Map pickups don’t have to necessarily be ‘stronger’ to be worth picking up, they just need to have tangible advantages. That said I think all weapons should be lethal weapons first and ‘tools’ second. Example being something closer to a Reach or CE plasma pistol where single shots are actually decent as opposed to a H2/H3 variants which are 26 shot kills.

In Reach the Repeater did have tangible advantages over the AR. At the very least it was a noticeably faster kill than the AR. It was however hampered by so many cons it was at best a sidegrade and placed so far out of the way in relation to it’s power that pretty much nobody used it. It was just easier and more enjoyable to take your spawn weapon and jump face first into the combat rather than take a scenic route for a blue AR.

I fear that providing tangible advantages to a specific scenario is going to end up niching the weapon for those specific scenarios that so infrequently happen that it’s better to carry the more versatile spawn weapon and just deal with it when said situations happen. Again the “grab spawn weapon, jump face first into combat” problem as above.

I also fear that trying to create another sub category for weapon upgrades (We currently have Starters; AR, Mid PWs; Sticky Det, and PWs; Rockets,) between Starters and Mid PWs is like trying to shoehorn the Magnum, and sidearms in general, back into the range coverage taken by rifles. AR covers close, BR mid, DMR long, so where does the Magnum go?

> In Reach the Repeater did have tangible advantages over the AR. At the very least it was a noticeably faster kill than the AR. It was however hampered by so many cons it was at best a sidegrade and placed so far out of the way in relation to it’s power that pretty much nobody used it. It was just easier and more enjoyable to take your spawn weapon and jump face first into the combat rather than take a scenic route for a blue AR.
>
> I fear that providing tangible advantages to a specific scenario is going to end up niching the weapon for those specific scenarios that so infrequently happen that it’s better to carry the more versatile spawn weapon and just deal with it when said situations happen.
>
> I also fear that trying to create another sub category for weapon upgrades (We currently have Starters; AR, Mid PWs; Sticky Det, and PWs; Rockets,) between Starters and Mid PWs is like trying to shoehorn the Magnum, and sidearms in general, back into the range coverage taken by rifles. AR covers close, BR mid, DMR long, so where does the Magnum go?

If you learn how the Repeater works you can beat everybody using an AR. It mostly comes down to knowing when to ease off on the trigger or when to vent the heat briefly before firing again.

I once dominated a player so much with a Repeater that he actually went out of his way to find one himself under the pretense that it was broken and OP. But since he didn’t know how it worked, I stole it from him.

> > I’m actually disappointed nobody took advantage of the Loadout system and just called it broken. Could have made many interesting, fun and competitive gametypes with it.
> >
> > The only playlists that did were Invasion and Elite Slayer in Reach.
>
> I’ll say it again.
>
> The only problem with Loadouts was that Power Weapons were included in them.
>
> Remove the offending items, there are only three of them; Stickies, PP, and Boltshot, (redesign and leave it in IMO with Boltshot) and what problems are left?

The other problem with loadouts is that it gave players a rock/paper/scissors effect.
some had PV while some had jetpack, etc.
Everyone should start off the same.

> The other problem with loadouts is that it gave players a rock/paper/scissors effect.
> some had PV while some had jetpack, etc.
> Everyone should start off the same.

Except that throwing scissors wasn’t always a good idea, even if your opponent was using paper, or you couldn’t throw scissors because of the environment or situation.

But I digress. AAs are out of the picture now.

> My train of thought goes that the weapons are going to return given how they have to give the Forerunner enemies something to use against the player and giving them all PW class type stuff of exotic slipspace weapons that people are imagining is going to go over about as well as a lead balloon.
>
> So we are going to end up with a Promy automatic, precision weapon, sidearm and grenade in the game. Same deal with Covy themed versions. Since the weapons are going to be coded and modeled, it’s only a short amount of work to give them to the players. They still have to abide by the same rules as they were used in the Campaign though so they can’t deviate too much into exotic weapon categories.

You don’t need wild and exotic weapons for them to be more interesting than many of the redundant clones of the past. We must think about context as well, a weapon is only redundant if it has to share space with similar weapons.

As far as Promethean weapons they don’t have to be ‘OP’ or crazy to stand out. The Bi ri and the iCannon both outperform the human sniper and rockets in terms of raw firepower, but both have their own drawbacks as well. Applying this to the rest of the Promethean sandbox would help them stick out without having to rock the boat design wise.

As far as Covy weapons go we have plenty of options to fill out the Covy sandbox without while minimizing overlap. Reach did an excellent job with this for the most part.

> In Reach the Repeater did have tangible advantages over the AR. At the very least it was a noticeably faster kill than the AR. It was however hampered by so many cons it was at best a sidegrade and placed so far out of the way in relation to it’s power that pretty much nobody used it. It was just easier and more enjoyable to take your spawn weapon and jump face first into the combat rather than take a scenic route for a blue AR.

Compared to differences between the CE AR and CE PR, the repeater is practically a reskin. This is the issue I am having. We don’t have to settle for so many functional clones when more diverse options exist.

> I fear that providing tangible advantages to a specific scenario is going to end up niching the weapon for those specific scenarios that so infrequently happen that it’s better to carry the more versatile spawn weapon and just deal with it when said situations happen. Again the “grab spawn weapon, jump face first into combat” problem as above.

Having tangible does not mean having to be locked into a ‘rock-paper-scissors’ scenario. I grab a plasma pistol for its EMP, but in Reach its single shots are not to shabby either. We can have our cake and eat it too when it comes to having diverse and versatile weaponry.

> I also fear that trying to create another sub category for weapon upgrades (We currently have Starters; AR, Mid PWs; Sticky Det, and PWs; Rockets,) between Starters and Mid PWs is like trying to shoehorn the Magnum, and sidearms in general, back into the range coverage taken by rifles. AR covers close, BR mid, DMR long, so where does the Magnum go?

Why do we have to create a ‘subcategory’? Especially if their were no loadouts? We don’t need such rigid categorization. In a well balanced sandbox these lines will for organically and then should be placed on maps accordingly. I don’t know why you are so focused on range either, there is so much more that goes into a weapons design than range alone.

> I don’t recall 343i explicitly stating that loadouts won’t return in Halo 5. In fact, they didn’t say that.

What he said.

Where did they say that Loadouts are out? As far as I know, the only confirmed removed feature were AAs.

Truly I like the concept of loadouts. Get rid of the power weapons and perks (I’ll concede AA’s, too) and you have the basis for something quite nice.

If customizable loadouts do disappear, then I’d like to see starting weapons that fit the variety of maps and combat styles.

XL maps: DMR/BR starts
M/L maps: BR/AR starts
SM maps: AR/Magnum

To clarify, small maps means ones where close quarters means close quarters, not small maps with extra long lines of sight.

> Where did they say that Loadouts are out? As far as I know, the only confirmed removed feature were AAs.

Here’s one way to look at it. Brad Welch referred to Armor Abilities as “loadout AAs.” The only reason AAs have ever existed is because of loadouts; AAs just don’t work right without them (yeah, yeah, “map pickups”; that would never work right and 343i knows it). So the lack of AAs in Halo 5 could be a result of a lack of loadouts.

Of course this is speculation, but when you consider that and the fact that 343i has mentioned several times that Halo 5 and/or its beta will focus on “equal starts,” it becomes a bit more likely.

Where was it confirmed that Loadouts are out? Are we talking Loadouts or custom Loadouts? I couldn’t give a rat’s butt over custom Loadouts but Loadouts in general are probably the best custom game feature we’ve gotten in a while.

You’re not a rational person if you just spew complaints about taking Loadouts of the game. There is no reason for them to be removed. Especially when gametypes like Invasion rely on them.