Did You Like Custom Loadouts?

Hello Everybody,

Halo 4 has been criticized and praised by many people, but key during much of the debate is the issue over custom classes (please excuse my if this was a topic at one time).

In my opinion, though 343i went a direction such as call of duty (who is very successful by the way), I thought custom classes were a good idea. Here’s the breakdown.

NO CUSTOM CLASSES:

  • allows players to play with the same starting guns–makes the playing more fair
  • only two starting guns provide for less variety
  • more players will go looking for ordinance weapons which may dominate the battlefield

CUSTOM CLASSES

  • allows players to have flexibility
  • allows for different strategies
  • players can choose classes which focus around their strengths
  • allows for a better and more varietal combat system
  • may be unfair to some players

After taking in all that I have written, I believe that custom classes provide for a better gaming experience. Custom classes can help reinforce strategies, provide variety, and may help build on your weaknesses.

What is your opinion–Thanks Guys!

I disagree with your reasons and your poll.

Custom Loadouts don’t necessarily add more variety or strategy. I could spawn with a Carbine or grab one from the map, either way I still have access to a Carbine and the strategies that brings.

All they do is increase the frequency at which I have access to a Carbine, i.e. all the time instead of potentially waiting 30s after dying to get one.

Map Pickups are designed to limit the amount of weapons in play at once, and in that case one could argue it’s unnecessary for weapons like the Carbine because their power doesn’t justify them being limited.

I hear the phrase “But what if a specific gun is the best weapon for securing a specific power weapon.” used all the time to defend map pickups.

  1. Maps can be designed to accomodate all weapons.
  2. Power weapon retrieval isn’t the only aspect of the game.
  3. How would this be any different than the identical starts we’ve always had where a specific weapon is still the best choice for securing power weapons?

I also hear the phrase “I like being able to switch my role out on the fly, but loadouts prevent this” which is also flawed reasoning.

  1. Loadouts can still contain a utility weapon.
  2. We could still place loadout weapons on the map allowing you to switch after spawning.

If we removed perks, and many of the guns and armor abilities, I would be fine with their return. Weapons like the DMR could be on the map, like plasma grenades and the plasma pistol should. Perks should just be removed from the game entirely, while all armor abilities except for thruster and hologram are removed. Have a smaller selection of abilities return to loadouts, but have them be conceptually similar to thruster and hologram, so that they don’t become crutches and rely on skill to use. Other equipment should be placed on the map to accompany Armor abilities.

> I disagree with your reasons and your poll.
>
> Custom Loadouts don’t necessarily add more variety or strategy. I could spawn with a Carbine or grab one from the map, either way I still have access to a Carbine and the strategies that brings.
>
> All they do is increase the frequency at which I have access to a Carbine, i.e. all the time instead of potentially waiting 30s after dying to get one.
>
> Map Pickups are designed to limit the amount of weapons in play at once, and in that case one could argue it’s unnecessary for weapons like the Carbine because their power doesn’t justify them being limited.
>
> I hear the phrase “But what if a specific gun is the best weapon for securing a specific power weapon.” used all the time to defend map pickups.
>
> 1. Maps can be designed to accomodate all weapons.
> 2. Power weapon retrieval isn’t the only aspect of the game.
> 3. How would this be any different than the identical starts we’ve always had where a specific weapon is still the best choice for securing power weapons?

That’s fine and your entitled to your opinion. But here’s what I’ m trying to say:

A custom loadout is made with:

  • type of grenade
  • two weapons (primary and secondary)
  • tactical package
  • armor mod

If you want to be stealthy, you use camo, boltshot, assault rifle, etc.
If you want to destroy vehicles, you use dmr, plasma grenade, plasma pistol, sprint, etc.

My point is that, unlike the other halos where you are given the same guns and only one armor mod, custom classes allows for more varietal combat and strategies. You can base your strategies around your “perks” and grenades, not just your guns.

***Note: Some guns like the boltshot and pp do make the game really unfair and I could do away with them.

Yes, I was talking mainly about weapons.

I feel that weapons or abilities should define roles, but not both. At least not both for Halo 5. Technically classes with loadouts can work (see TF2) but it’s not an easy balance to strike.

I’m not a huge fan of armor abilities being in loadouts, and I dislike perks because they are silent buffs. There’s no way to counter someone’s perk, there’s no way to even tell what perk someone has. At least Armor Abilities can feasibly be made distinguishable from other Abilities.

I, for one, love Custom Loadouts. Gives me the opportunity to be creative with my personal loadouts in terms of pri/sec weapons, grenades, AA’s, etc. Yet, I wouldn’t mind playing with Pre-set, but what Im most afraid of is if Halo 5/XB1 were to have Pre-set loadouts, it would be a little unfair at the fact that some may get their hands on precision weapons (if we are stuck with the AR’s and Magnum) and like you mentioned it would dominate the match, making it very boring a slow. Pre-set Loadouts, would be nice to have “if” there were, and hope to have a “Classic Playlist”, that way most players can enjoy the “Halo 2/3” feeling. Having Custom Loadouts, is more of a “surprise your opponent” type of thing, where no one knows your loadouts, making it challenging, which I tend to get.