Complete list of all seen Loadouts Options

Weapons:
Primary:
Battle Rifle: Utilizes precise, three-round burst functionally, making it a formidable mid-range semi-automatic weapon.

Assault Rifle: Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat.

DMR: Premiers marksman rifle of the UNSC, offering impressive single-fire accuracy at reasonably long distances.

Storm Rifle: Fully automatic energy weapon widely considered the successor to the traditional plasma rifle.

Carbine: Notable semi-automatic mid range accuracy, firing ballistic rounds unlike most other Covenant weapons.

Suppressor: Fully Automatic Forerunner Infantry Weapon, firing bolts of hard light in rapidly accelerating succession.

Light Rifle: Precision Weapon that fires beams of hard light for mid-range to long-range combat.

Secondary:
Magnum: UNSC’s personal sidearm of choice due to its excellence at close-range to mid-range engagements.

Plasma Pistol: Semi-automatic energy weapon capable of a scaled-burst effect which disable electronics.

Boltshot: Forerunner particle diflator used for both its precision at mid-range and its bursts functionally when up close.

(All Primary and Secondary Weapons have skins that can be unlocked)

Grenades:
Pulse: Forcefully detonates and forms a hazardous ionization sphere which eventually collapses destroying any nearby targets.
Frag
Plasma

Armour Ability:
Thruster Pack: Enables a powerful burst of movement offering the ability to evade or quickly close the gap.

Promethean Vision: Allows user to detect enemy signatures through walls and other hard surfaces.

Hologram: Allows User to generate a nearby identical holographic decoy to deceive enemies during combat.

Jet Pack: Allows user limited flight through a vertical lift propulsion system similar to that of EVA thrust packs.

Hardlight Shield: Allows user to generate a protective barrier of hard light which stops most small arms fire and some explosives.

Active Camouflage: Allows user to generate a visual effect astonishingly close to invisibility.

Autosentry: An automatic Turret which can be deployed to defend it users or command a key battlefield chokepoint.

Regeneration Field: Allows users to release a short-range energy field that heals any nearby Spartans.

None: No Armour Ability equipped

Tactical Package:
Mobility: Allows unlimited Sprint

Shielding: Speeds up up your armour’s energy shield recharge rate.

Resupply: Allows the recovery of grenades from fallen allies and foes.

AA Efficiency: Increases the rate at which energy recharges for Armour Abilities

Grenadier: Increases Grenade carrying capacity

Firepower: Allows the use of a primary weapon in the secondary loadout

Fast Track: Allows user to advance quicker in Rank

Requisition: In modes with personal ordnance. Requisition lets the player request new choices when an ordnance is granted.

Wheelman: Increases the long term durability of your vehicle as well as how it reacts to EMP charges.

None: No modification equipped into the tactical package slot.

Support:
Stability: Steadies your weapon while being struck by enemy fire.

Ammo: Increases the ammunition capacity for each starting weapons and ordnance drops.

Dexterity: Speeds up reloads and weapon swapping

Sensor: Increase motion sensor range.

Awareness: Allows the use of motion sensors while using a scope.

Explosives: Altars grenade performance, increasing blast radius and decreasing grenade damage received.

Ordnance Priority: In modes with Personal Ordnance. Offers more frequent ordnance drops to user

Gunner: Increases how long a mounted weapon can fire before overheating as well as movement speed with detached turrets.

None: No Support Modification equipped

Good job at making the list.

I wonder if this is everything or if there is still more?

Nice

Can you post what each Amod does? Then I would be able to design a class. Also could you put the specialisations there as well? Any way good work.

Nice man, thanks for this. Saving this as a favorite.

Oh cool your doing it now thanks.

Could you put next to each mod if it’s a specialization or not? So we know which ones are unlocked from them.

> Good job at making the list.
>
> I wonder if this is everything or if there is still more?

Well, Drop Recon, Nemesis, and Stealth are missing from the list. Also if OP got this list from Nak3d Eli’s gameplay, then you will notice that Eli didn’t go all the way to the bottom of the list of the Support Packages so one is still unknown. But is probably one of the three non listed specialization mods.

I have bookmarked this. Here are my classes I quickly made but I think they will work quite well.

Name: Med-long

Primary: DMR/Light rifle

Secondary: SR/AR/Suppressor

Grenades: Frag

Armour Ability: Hardlight Shield

Tactical Package: Firepower

Support Package: Awareness

This class can be used very well with Sniper rifles and can defend himself.

Name: Close

Primary: SR/AR/Suppressor

Secondary: Magnum

Grenades: Plasma

Armour Ability: Promethean Vision

Tactical Package: Shielding

Support Package: Dexterity

This will be good with Shotguns and other close range weapons.

Name: Medium

Primary: BR/Carbine

Secondary: Boltshot

Grenades: Frag

Armour Ability: Regeneration Field

Tactical Package: Fast Track

Support Package: Sensor

Good all round soldier who will level faster.

Name: Vehicle

Primary: Any

Secondary: Plasma pistol

Grenades: Plasma grenade

Armour Ability: Thruster Pack

Tactical Package: Wheelman

Support Package: Explosives

Good against vehicles and as a vehicle driver/gunner.

Name: Infinity Slayer

Primary: Any

Secondary: Any

Grenades: Any

Armour Ability: Any

Tactical Package: Requististion

Support Package: Ordnance Priority

Good for Infinity Slayer game types.

Name: Offence

Primary: BR/Carbine/Suppressor/AR/SR

Secondary: Any

Grenades: Pulse

Armour Ability: Hologram

Tactical Package: Mobility

Support Package: Explosives

Good for Offencive objective game types.

Name: Defence

Primary: BR/Carbine/Suppressor/AR/SR

Secondary: Any

Grenades: Any

Armour Ability: Autosentry

Tactical Package: AA Efficency

Support Package: Sensor

Good defencive class.

Three extra classes for pick and mix.

Tell me which ones you think are good.

Shielding and explosives worry me.

> Shielding and explosives worry me.

Shielding’s no problem. They still need to wait the same amount of time to get it started. Pre-knowledge of that can keep you alive.

Explosives is what I would be worrying about. The description seems weird, and implies a direct buff. Feels a tad mandatory to me.

On-topic: I got one specific for 4v4:

Name: Pain Relief

Primary: AR/BR, depending on map, willing to swap when tried out

Secondary: Magnum

Grenade: Pulse

AA: Regen. Field

Tac.Pack: AA efficiency

Sup.Pack: Sensor

The Goal: Stick with teammates. Assist in close range combat. Use pulse grenades primarily to delay the enemies’ movement, and allow teammates to recover using the regen field left behind. Use sensor to keep track of enemy movement at longer distances.

Finally glad to get to heal in this game. I always wanted to do it. :slight_smile:

Shielding if used right seems overpowered.

Linky

my list is better :3

> Linky
>
> my list is better :3

You sure bout posting link to that site, bestkiller?

> > Linky
> >
> > my list is better :3
>
> You sure bout posting link to that site, bestkiller?

i dont see a problem…

Bumped due to duplicate thread (different OP) made 5 days ago…