Decreased

Here is an example of how the ammo in Halo has decreased over time

Halo CE Assault Rifle Ammo 660 counting what is in the gun Magazine Holds 60 Rounds

Halo 3 and Halo 3 ODST Assault Rifle Ammo 384 counting what is in the gun Magazine Holds 32 Rounds

Halo 4 Assault Rifle Ammo 256 counting what is in the gun Magazine Holds 32 Rounds

Halo 5 Assault Rifle Ammo 252 counting what is in the gun Magazine Holds 36 Rounds

Uh correct. Well done?

Best make every shot count then!

> 2533274882881665;2:
> Uh correct. Well done?
>
> Best make every shot count then!

I would hate to see how much there going to decrease it in Halo Infinite

Okay, now lets compare the range of weapons in each game. Halo CE had like 8 guns. Halo 5 had 80+. So yea less ammo, way more variety though, and in warzone you can have 700 rounds almost for the AR. Its meaningless in multiplayer and the campaign does not matter that much.

> 2533274857205113;4:
> Okay, now lets compare the range of weapons in each game. Halo CE had like 8 guns. Halo 5 had 80+. So yea less ammo, way more variety though, and in warzone you can have 700 rounds almost for the AR. Its meaningless in multiplayer and the campaign does not matter that much.

I am not a big multiplayer fan more into campaign and I don’t care how many guns there are weapons need to carry more ammo period

Most of the changes described by OP were, to the best of my knowledge, informed primarily by MP design/balancing issues. I remember Reach’s campaign addressing this by allowing for larger capacities of ammo for loadout weapons than it was possible to achieve in MP/Customs/Firefight. This was somewhat useful in reattaining the sense that you could carry and use the loadout weapons for longer than a few mins at a time, but it’s still true that they don’t feel as useful and satisfying as the CE AR and Magnum did (not to mention the ridiculous amt of Sniper/Shotty ammo allotted in some CE missions).

That’s all true, and it’s worth remembering. On the other hand, even in CE, one of the unspoken gameplay pillars of Halo combat is the player’s ability and willingness to utilize the weapons sandbox in versatile and adaptive ways. Even in CE, when it is pretty viable to keep using the same ordinance for long periods of time, I personally have always felt like it’s more fun to swap weapons out here and there to employ different (and often superior) strategies using Covie armaments.

So while I agree with your basic point, OP, I don’t think many of the subsequent games to Halo CE feel broken kr bad on account of the lessened ammo (Halo 4/5 being the exceptions to this rule IMO), as weapons variety has always been a strength of the sandboxes. I think H5 in particular really made a godforsaken mess of the MP weapons sandbox by having a practically endless number of versions of each weapon, and Halo 4 did no favors to anyone by making the Promethian weapons practically reskinned and minimally modified UNSC armament. Some of this negatively impacted the combat loop for campaign, certainly.

I’m hoping Infinite tries to bridge the divide on this. Yes, give larger quantities of ammo for starting weapons, but also make sure there are cool and meaningfully unique weapons to pickup and use both on the campaign map and from fallen opponents.

> 2533274845153375;3:
> > 2533274882881665;2:
> > Uh correct. Well done?
> >
> > Best make every shot count then!
>
> I would hate to see how much there going to decrease it in Halo Infinite

Maybe there’ll be a crafting system? IDK. In any case looking at a trend and then jumping to a conclusion based on it is kinda moot. . It’s not productive. I mean the ammo change from the last 2 games you listed is marginal at best. By your logic if it decreases again it’ll be by a similarly small count. It might not decrease at all. That’s why it’s called jumping to a conclusion.

In any case I actually like having less ammo as it makes ammo management a much more integral part of gameplay as opposed to letting the player just spray everywhere carelessly.

By looking at the Halo Infinite gameplay demo the assault rifle is going to have a 34 round magazine which I’m fine with since Halo CE’s 60 round magazine was dropped the assault rifle got more accurate to balance it out and the amount of ammo you can carry was probably reduced so you would experience other weapons more often especially in the campaign.

> 2535447291443771;8:
> By looking at the Halo Infinite gameplay demo the assault rifle is going to have a 34 round magazine which I’m fine with since Halo CE’s 60 round magazine was dropped the assault rifle got more accurate to balance it out and the amount of ammo you can carry was probably reduced so you would experience other weapons more often especially in the campaign.

it was 36, at the beginning of the demo it was 36, same as halo 5.
Also: Just because there is a decrease in ammo over time, doesnt mean there wont be a lot of ammo, look at Reach, which you did not include. Also just pick up other weapons, becuase halo has always been sandbox focused.

“I don’t keep it loaded son, you’ll have to find ammo as you go.” - Captain Jacob Keyes

> 2535447291443771;8:
> By looking at the Halo Infinite gameplay demo the assault rifle is going to have a 34 round magazine which I’m fine with since Halo CE’s 60 round magazine was dropped the assault rifle got more accurate to balance it out and the amount of ammo you can carry was probably reduced so you would experience other weapons more often especially in the campaign.

It doesn’t matter whether I have a lot of ammo or not I’m going to still use other weapons

<mark>This post has been edited by a moderator. Please refrain from making non-constructive posts.</mark>
*Original post. Click at your own discretion.

> 2533274931368952;7:
> > 2533274845153375;3:
> > > 2533274882881665;2:
> > > Uh correct. Well done?
> > >
> > > Best make every shot count then!
> >
> > I would hate to see how much there going to decrease it in Halo Infinite
>
> Maybe there’ll be a crafting system? IDK. In any case looking at a trend and then jumping to a conclusion based on it is kinda moot. . It’s not productive. I mean the ammo change from the last 2 games you listed is marginal at best. By your logic if it decreases again it’ll be by a similarly small count. It might not decrease at all. That’s why it’s called jumping to a conclusion.
>
> In any case I actually like having less ammo as it makes ammo management a much more integral part of gameplay as opposed to letting the player just spray everywhere carelessly.

If you want ammo management I suggest dead space 1 or 2 or one of the resident evil games

<mark>This post has been edited by a moderator. Please do not bump.</mark>
*Original post. Click at your own discretion.

More Ammo More Ammo More Ammo

> 2533274857205113;4:
> Okay, now lets compare the range of weapons in each game. Halo CE had like 8 guns. Halo 5 had 80+. So yea less ammo, way more variety though, and in warzone you can have 700 rounds almost for the AR. Its meaningless in multiplayer and the campaign does not matter that much.

Ehh, I might argue that last point a bit. I agree with everything else you said, but Halo 4/5’s campaigns had such low ammo for the UNSC weapons they were essentially useless. Which sucks, because I honestly prefer them to the Covenant and Promethean weapons, and those games don’t have the bandana skull to “balance it out” so to speak.

Imagine what it would be like if you lost all the extra ammo in your magazine that you dropped to reload after firing 1 shot.
Speaking of which, in addition to Master chief having hands growing out of his feet so he can pick up ammo without bending over to grab it, he must have an invisible little minion that he carries around like a backpack that reorganizes all his ammo. He just hands a half empty mag to him and the minion hands him a new one while he takes ammo out of the other magazines to refill the one he was given

they already confirmed that the AR’s clip size will be 36, from the gameplay demo

> 2535428777172366;16:
> they already confirmed that the AR’s clip size will be 36, from the gameplay demo

I know and it sucks balls

We really need to wait and see the weapon sandbox as a whole.

To keep things balanced each gun will be individually nuanced; range, rate, spread, reloading, and ammo capacity. Some weapons will get better, some worse. Old favourites may need to move on. New ones brought in to fill gaps.

Hopefully it all balances out going forward.

> 2585548714655118;18:
> We really need to wait and see the weapon sandbox as a whole.
>
> To keep things balanced each gun will be individually nuanced; range, rate, spread, reloading, and ammo capacity. Some weapons will get better, some worse. Old favourites may need to move on. New ones brought in to fill gaps.
>
> Hopefully it all balances out going forward.

The problem isn’t that only certain weapons have had their reserve ammo capacity severely reduced, its that ammo capacity has steadily been reduced with almost every new Halo game with few exceptions.

343 Halo games are especially egregious in terms of being stingy with ammo. Battery based weapons get picked up and thrown away like they run on AAA’s, power weapons have such severely limited ammo capacity that you barely get to enjoy them even with perfect use. Prometheans would feel a lot less bullet spongy if players had CE levels of ammo. Halo is a fast paced action game, scrounging around for ammo or being forced to switch weapons after every encounter or two should not be a concern.

> 2585548714655118;18:
> We really need to wait and see the weapon sandbox as a whole.
>
> To keep things balanced each gun will be individually nuanced; range, rate, spread, reloading, and ammo capacity. Some weapons will get better, some worse. Old favourites may need to move on. New ones brought in to fill gaps.
>
> Hopefully it all balances out going forward.

The simplest fix is just to give players Halo CE level ammunition and just because the weapons would have a lot of ammunition doesn’t mean that I will not use other weapons for example the assault rifle in Halo CE has a 60 round magazine in the gun and you can carry 600 extra which is a lot however I feel like the plasma rifle is more affective against elites rather than the assault rifle another good example is how the shot gun is more affective against flood combat forms rather than the assault rifle so even if I had a lot of ammunition for my weapons I would still use other weapons in the game now I am talking about campaign only multiplayer side of things less ammunition is understandable and I know there is a way they can write the code so that you have more ammunition in campaign and less in online multiplayer in other words PVP