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> > > I would like to see Halo learn from how Doom Eternal balances it’s weapons in campaign. While the weapons in Halo tend to have purposes, a lot of those purposes bleed into one another and don’t really require planning what weapons are best for the circumstance. And even on Legendary you don’t really need to dip into most weapons’ strengths and weaknesses to complete a level. You just use what you have and drop bad guns for better guns.
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> > > It would be nice if they find a way to make every weapon more unique from one another, and really increase enemy resistances to weapons in the sandbox that aren’t suited to taking them out. Make it so that drones escape your aim assist at full speed, but automatic weapons will stunlock them and tracking weapons are particularly effective at hitting them. Make it so that on Legendary Elites laugh at your bullets so you really do want to grab a plasma weapon when they show up. Let us blow the cannons off of Hunters, or the arms off of Knights to make their attacks weaker. In fact let’s take Hunters a step further than they already are and make bullets nigh-useless against them, inspiring you to consider what actually WOULD damage one such as Supercombines and other explosives. Use these features to make weapons like the Needle Rifle feel like they are actually better in certain situations than the BR and vice versa.
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> > > Then in competitive matches leave all that at the door and stick to the shields and health only resistances at levels we’d expect from the Halo series.
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> > > Also, increase the movement speed and don’t include sprint. I think movement could be just a little faster than it has ever been in the franchise. A smidge. With really snappy acceleration to give us a lot of strafing options.
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> > Doom can do that because you’re not limited to two weapons. In Halo, you’d leave the player in a frustrating situation where they constantly have to juggle weapons around, searching for the right weapon on the ground, and in some circumstances the correct weapon might not even be available. Halo would have to relax the two weapon limit if you wanted specific weapon categories for specific enemies.
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> I agree. Also, it works in DOOM Eternal because each weapon has very specific uses on certain enemy parts, armour and limbs, especially on harder modes. Halo would also need the enemies designed around dismemberment and armour degradation imo.
That’s why I went out of my way to say that these resistances would only be more apparent on higher skill levels. Normal and Easy I think shouldn’t really require them to get through, with damage feeling similar to the way it does now. But on Heroic I’d say at least a basic understanding of the system should be required for later levels, while on Legendary you aught to need to know these things from the get-go. As for the weapon limit, I don’t think it would be much of a problem. Weapons can be found lying around or in enemy hands throughout the campaign. It would be on the level designers to make sure what you need is available. Like how you can usually find Rockets, or lasers around a battlefield when the game is about to throw Wraiths your way in current Halo games.
I’m gonna use Truth and Reconciliation from Halo CE as an example real quick. When you first board the ship, you fight wave after wave of enemies coming through the doors. A combination of grunts, jackals, stealth elites, and zealots followed by two Hunters. First you get the two stealth elites as usual. Since they don’t have shields in CE you should be able to take them out with your Assault Rifle, or if you didn’t have one on you there should be one lying next to one of the two dead marines in the room (one had ammo, and the other had a health pack in CE). Next up comes a wave of grunts and jackals, with no Elites, these enemies all have plasma weapons to ensure that when the Zealots show up there will be plasma laying on the ground so you have them there. The fight continues as expected from there. The last wave, however, will all have Needlers, specifically so that they are available for the player when the Hunters come through the door at the end of the encounter. You’ll also have acquired plasma grenades which are useful for destroying the Hunter’s fuel rod cannons. This would make the encounter a bit more interesting than it is in CE. Since in CE you pretty much just need a Plasma Pistol, grenades, and to have collected ammo for your Sniper whenever possible to get through this encounter easily. But with a Doom inspired system you’ll want to take full advantage of the AR, Plasma Pistol, Needler, and both grenade types. A refreshing change of pace after a Sniper-heavy opening section to the level. In a game featuring weapons from later in the series you could imagine having used other weapons in the early section, like BR’s, Focus Rifles, or Carbines that you wouldn’t have seen as well.