In the 2.13.13 Halo bulletin , alongside a whole heap of news that most likely very much pleased the competitive Halo players out there an ‘Infinity Throwdown’ gametype was semi announced.
‘‘Additionally, we are aware that there is a portion of the competitive community who’d prefer to see game types that utilize the DMR, as well as more of Halo 4’s sandbox. As a result, we are working with Walshy, StrongSide and Gh057ayame to develop alternate settings with balanced loadouts that offer varied options for Primary Weapons, Armor Abilities, Tactical Packages and Support Upgrades.’’
So that begs the question. Can loadouts be competitive? I think they can, as long as they are implemented correctly. I’m just going to throw it out there, if a class based competitive gametype is to be introduced, this is what I think the pre-set loadouts should be:
No Armour Abilities. Tactical Package- Resupply. Support Upgrade- Explosive.
Scout: DMR, Magnum, 2x frags.
Assault: BR, AR, 2x frags.
Operator: Carbine, PP, 2x Plasma Grenades.
Guard: LR, BS, 2x Pulse Grenades.
Now let me explain my reasoning behind these loadouts. Not being a mismatch of perks, abilities and weapons they are easy loadouts to remember. One being a UNSC Navy themed class called Scout, Assault being a Marine themed class with an Assault Rifle Secondary and Operator and Guard being Covenant and Promethean weapon specialist classes respectfully. Believe it or not but I think having multiple starting weapons to be the most ‘competitive compatible’ element of loadouts. Why? Visual and Audible cues. When you see an enemy player you can see what gun they have, when they shoot, you can see different colour projectile trails and you can hear distinctive weapon sounds unique to each weapon.
Perks I don’t think can be incorporated, since they are invisible. For this reason I believe perks in Halo 4 have been nerfed on the most part to a level that they add very little to the game, such that they won’t be game breaking. I’ll use the Tactical Package Shielding as an example. With or without Shielding a players shields take 7 second to start recharging but with Shielding shields only take 1 additional second to fully recharge whilst without it takes 2. If it started recharging earlier than that it might be unfair for chasing players who have no clue the player they are chasing has enhanced shielding but as it stands shielding isn’t a particularly useful perk in Halo 4. Now if it had cues it would be a completely different story. Imagine if, when shot, a player with enhanced shielding shields shimmered blue instead of the usual yellow. A ‘Zealot shielding mod’. Then it could recharge earlier and it wouldn’t be game breaking. Alas this is not how perks have been implemented.
The great thing with pre-set loadouts as opposed to fully customisable loadouts is that as a player you can know that your enemy has for example a Boltshot because you saw that they had a Light Rifle in your initial encounter and as such you should know it might be unwise to try and melee that player. Having various Secondary weapons incentivises the use of other loadouts beyond the DMR loadout, which I think is a good thing. Plasma Grenades and Pulse Grenades are not exactly Power Grenades like Plasma Grenades in previous Halos so I see no harm in using them in loadouts. I’ve been playtesting these loadouts for a while now and they seem balanced. The only issue was the Boltshot and that is being nerfed. The Guard class however cannot be considered a noobs class in my opinion, without Stability the Light Rifle is a tricky weapon to use, especially on small maps and Pulse grenades I personally find fairly weak to be honest. The plasma pistol doesn’t seem much superior to frags in its shield stripping ability, so noob combo doesn’t seem such a big deal. The Explosive Perk seems to help balance out the whole BR/ DMR debate seeing as Frag grenades only do about 95% shield damage on these settings making bleedthrough more useful.
Remove instant Respawn and add static Ordinance and weapon pickups to the map and I think we have a competitive class based Arena Hybrid gametype.