Dua Wield looks Badass! But...

I know this topic will generate polemic but…
I had beated the Halo Trilogy (Halo CE to Halo 3), and when I started Halo 2, I’ve so looking forward to dual wield gameplay. When I had finished Halo 3, I’d noticed I spent entire time playing 85% with a single weapon than dual wield system.
The only rarely efficiency to use it is against elites. When you use Magnum+Type 25 or Needler+Type 25 to kell more fast the elites. The dual submachine guns was cool at the start but useless against with a thousand of enemies. Most of time, you need to kill fast, but you can’t with dual handled and most of times need to drop off to answer more quickly.
I don’t know if it’s the problem of the weapons, or the enemies have more life than normal at the end of Halo 2. I felt the impression the flood become more resistent than CE. I need to shoot with the shotgun twice to kill sometimes.
I think they should need to buff , create new variants weapons, or new weapons; something like that.
I want to hear your opinion. I’m talking about campaign only. I still need more time to taste the Halo’s multiplayer to make a solid argument, so I will talk more about later.
Remembering I had beated (and also re-playing Halo 4 now) everything now on Heroic Challenge.
That’s all.

I do not want different modes to be mechanically different, especially if it involves controller layouts.

Also, seeing as this topic crops up now and then, here’s some copy pasta:

Either dual wielding is brought back just as a weapon modeled as two, one in each hand, or for there to be any fun and practical use for it other than being “kewl”, the entire weapon sandbox along with player health has to be redesigned from the ground.

For instance, increase player shields and health, have plasma weapons deal significant damage to shields but insignificant damage to health, and the other way around for ballistics.

I’m talking about very noticeable differencs.
Like having massive TTKs with one weapon alone (non power weapon). Forcing players to rely on combos, both for single wields and dual wields.

Plasma weapons would chew shields while not really make a difference to health, while ballistics would see it the other way around.

That’d allow dual wields to have use on their own while at the same time not be too powerful while dual wielded. A plasma rifle alone would chew shields, and the player could then switch to a Battle Rifle or an Assault Rifle. However comboing a Plasma Rifle with an SMG and you wouldn’t have to switch weapons, along with another thing I’ll talk about now.

Combo effects: Different weapons could have different effects on their combo weapon. For instance, an SMG could make needles travel faster, let’s explain it through air tunnels for the needles caused by the bullets. The bullets could also cause sligthly more damage by attracting microcrystals into them which then are embedded into the target. A Plasma Rifle could energize bullets making their shield damage higher, while the bullets again cauae the plasma rounds to travel faster. And so forth for different combos.

Another aspect that could be (re)introduced is status effects. Halo CE had the Plasma Rifle and the Ghost cause players to “freeze”, ministuns or however you want to describe it.
Then Halo 3 could set players on fire with the firebombs and the flamethrower.

Consider that we have covenant weapons firing radioactive material, that being the fuel rod and the carbine, which could have damage over time effects. Forerunner weapons / tools could see temporal effects such as time slows or time speed increase affecting everything in an area or a specific player.

That is what I think is needed for Dual Wielding to actually be a viable mechanic. While yes it was fun to do, I don’t really think Halo 2-3 did it that good for it to return as it was then, and neither do I really see it that useful an addition now when nothing really has changed. I mean, the sandbox feels like it has several duplicates as it is. There’s really not much interesting going around.

I like having the option in campaign. You need to be close for it to be effective. Would be nice if you could dial wield rifles. I know it’d be broken but I don’t care, it’d be fun.

Keep dual wield away from multiplayer though, at least in ranked.

> 2533274795123910;2:
> I want different modes to be mechanically different, especially if it involves controller layouts.
>
> Also, seeing as this topic crops up now and then, here’s some copy pasta:
>
> Either dual wielding is brought back just as a weapon modeled as two, one in each hand, or for there to be any fun and practical use for it other than being “kewl”, the entire weapon sandbox along with player health has to be redesigned from the ground.
>
> For instance, increase player shields and health, have plasma weapons deal significant damage to shields but insignificant damage to health, and the other way around for ballistics.
>
> I’m talking about very noticeable differencs.
> Like having massive TTKs with one weapon alone (non power weapon). Forcing players to rely on combos, both for single wields and dual wields.
>
> Plasma weapons would chew shields while not really make a difference to health, while ballistics would see it the other way around.
>
> That’d allow dual wields to have use on their own while at the same time not be too powerful while dual wielded. A plasma rifle alone would chew shields, and the player could then switch to a Battle Rifle or an Assault Rifle. However comboing a Plasma Rifle with an SMG and you wouldn’t have to switch weapons, along with another thing I’ll talk about now.
>
> Combo effects: Different weapons could have different effects on their combo weapon. For instance, an SMG could make needles travel faster, let’s explain it through air tunnels for the needles caused by the bullets. The bullets could also cause sligthly more damage by attracting microcrystals into them which then are embedded into the target. A Plasma Rifle could energize bullets making their shield damage higher, while the bullets again cauae the plasma rounds to travel faster. And so forth for different combos.
>
> Another aspect that could be (re)introduced is status effects. Halo CE had the Plasma Rifle and the Ghost cause players to “freeze”, ministuns or however you want to describe it.
> Then Halo 3 could set players on fire with the firebombs and the flamethrower.
>
> Consider that we have covenant weapons firing radioactive material, that being the fuel rod and the carbine, which could have damage over time effects. Forerunner weapons / tools could see temporal effects such as time slows or time speed increase affecting everything in an area or a specific player.
>
> That is what I think is needed for Dual Wielding to actually be a viable mechanic. While yes it was fun to do, I don’t really think Halo 2-3 did it that good for it to return as it was then, and neither do I really see it that useful an addition now when nothing really has changed. I mean, the sandbox feels like it has several duplicates as it is. There’s really not much interesting going around.

I completely enjoy it.
I think they should serious rethink of level design.
I hopefuly they should put on infinite.
But they should rethink the entire enemy horde too. Throught the series, I felt since Halo 2 I still fighting and dying to hard to deal enemies than truly entire horde like Halo CE. I felt like super soldier on first game than only Lore cutscene on the entire series.

I thought it was fun in the campaign but rarely ever used it in multiplayer

> 2535436090432793;4:
> > 2533274795123910;2:
> > I want different modes to be mechanically different, especially if it involves controller layouts.
> >
> > Also, seeing as this topic crops up now and then, here’s some copy pasta:
> >
> > Either dual wielding is brought back just as a weapon modeled as two, one in each hand, or for there to be any fun and practical use for it other than being “kewl”, the entire weapon sandbox along with player health has to be redesigned from the ground.
> >
> > For instance, increase player shields and health, have plasma weapons deal significant damage to shields but insignificant damage to health, and the other way around for ballistics.
> >
> > I’m talking about very noticeable differencs.
> > Like having massive TTKs with one weapon alone (non power weapon). Forcing players to rely on combos, both for single wields and dual wields.
> >
> > Plasma weapons would chew shields while not really make a difference to health, while ballistics would see it the other way around.
> >
> > That’d allow dual wields to have use on their own while at the same time not be too powerful while dual wielded. A plasma rifle alone would chew shields, and the player could then switch to a Battle Rifle or an Assault Rifle. However comboing a Plasma Rifle with an SMG and you wouldn’t have to switch weapons, along with another thing I’ll talk about now.
> >
> > Combo effects: Different weapons could have different effects on their combo weapon. For instance, an SMG could make needles travel faster, let’s explain it through air tunnels for the needles caused by the bullets. The bullets could also cause sligthly more damage by attracting microcrystals into them which then are embedded into the target. A Plasma Rifle could energize bullets making their shield damage higher, while the bullets again cauae the plasma rounds to travel faster. And so forth for different combos.
> >
> > Another aspect that could be (re)introduced is status effects. Halo CE had the Plasma Rifle and the Ghost cause players to “freeze”, ministuns or however you want to describe it.
> > Then Halo 3 could set players on fire with the firebombs and the flamethrower.
> >
> > Consider that we have covenant weapons firing radioactive material, that being the fuel rod and the carbine, which could have damage over time effects. Forerunner weapons / tools could see temporal effects such as time slows or time speed increase affecting everything in an area or a specific player.
> >
> > That is what I think is needed for Dual Wielding to actually be a viable mechanic. While yes it was fun to do, I don’t really think Halo 2-3 did it that good for it to return as it was then, and neither do I really see it that useful an addition now when nothing really has changed. I mean, the sandbox feels like it has several duplicates as it is. There’s really not much interesting going around.
>
> I completely enjoy it.
> I think they should serious rethink of level design.
> I hopefuly they should put on infinite.
> But they should rethink the entire enemy horde too. Throught the series, I felt since Halo 2 I still fighting and dying to hard to deal enemies than truly entire horde like Halo CE. I felt like super soldier on first game than only Lore cutscene on the entire series.

Me and my typing, I added a “do not” at the start of my post.

Either way, I did enjoy dual wielding as well, but ultimately it didn’t really do that much to the gameplay. Redundant weapons being close to useless on their own was the result.
I don’t see how the level design play in on it though? More close quarters?

As far as the “hordes” go, I think the issue over the years as far as difficulty goes, is what I think is the wrong approach to making the game more difficult. Their approach has been more health, more damage and faster projectiles for the enemy. Most evident in Reach I’d say. That makes all but a few weapon combos useful. Not related to dual wielding though.

Due to the weapon balancing for duel wielding it turned into a gimmick. There’s definatly a larger outspoken group for the return of the H2 BR vs duel wielding. However in my opinion, if duel wielding made a return to Halo I’d like to see the weapons not be balanced for it. My reason is that in this way we would in effect be createing custom power weapon combos. On any given map there is usually only one of each type of power weapon, Snipe, Rockets, and so on. With weapons balanced for single weapon play used for duel weilding its no longer a Gimmick and becomes useful in countering power weapons.