Dual-Wielding Balance
We all know 343i announced that there will NOT be dual-wielding in Halo 4, due to balancing issues. Because there is no “Dual-Wielding”, the Halo games shunned out some favored weapons (like the SMG) from previous titles into newer titles.
What I don’t understand is that, 343i says that it was a balancing issue…well what issue? I know Bungie had it right when they talked about players who dual-wielded in Halo 2, stopped meleeing and nading, because it changed the way players fought each other. But what I really don’t understand is why couldn’t 343i add dual-wielding back, using their new Loadout System, and making it a Tactical Package, instead of having by default?
Here are 2 ways that I believe that could work, with both ways having the ability to Dual-Wield as a Tactical Package:
Name: Exceed / Double Tap
Players using this Tactical Package will enable them to freely pick-up and dual-wield certain weapons (like in Halo 3; I prefer this one).
Players using this Tactical Package can start off with dual-wielded weapons from their loadouts, cannot switch out 1 wielded weapon for another, and is to wield both weapons together if picked up (it’s more like CoD’s Akimbo).
Either way, my main point is, they could have added dual-wielding back, but turning it into a Tactical Package instead of the default ability. This will allow players to choose if they want to dual-wield or not…it all depends on the situation.
Or, they could just introduce weapons that are bound to each other so that you reap the benefits of having dual-wielded weapons but without having the mechanic in-game.
In other words, when you pick the SMG, you really just get two SMG’s that can both be put away at the same time and effectively doubles your bullets output, but you cannot bash or throw nades as a result. This allows balance to be better able to be achieved since the SMG is no longer a standalone weapon but it also allows dual-wielding into the game, indirectly.
> Or, they could just introduce weapons that are bound to each other so that you reap the benefits of having dual-wielded weapons but without having the mechanic in-game.
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> In other words, when you pick the SMG, you really just get two SMG’s that can both be put away at the same time and effectively doubles your bullets output, but you cannot bash or throw nades as a result. This allows balance to be better able to be achieved since the SMG is no longer a standalone weapon but it also allows dual-wielding into the game, indirectly.
Furthermore to balance this make the SMGs really inaccurate after all, their nickname is bullet hose.
Bungie did not have it right at all! It was overpowered in Halo 2 and underpowered/worthless in Halo 3. Dual wielding is a garbage mechanic that is broken in just about every game it’s in. I can’t think of a game where is perfectly balanced. It’s better for the sandbox for it to be left out.
> Bungie did not have it right at all! It was overpowered in Halo 2 and underpowered/worthless in Halo 3. Dual wielding is a garbage mechanic that is broken in just about every game it’s in. I can’t think of a game where is perfectly balanced. It’s better for the sandbox for it to be left out.
> Dual wielding is an issue because it means that a weapon is either weak single-wielded or OP dual-wielded.
Then they could have made them Secondary Weapons, problem solved. 343i said that Secondary Weapons are now meant to ‘be’ secondary weapons and not a primary weapon for all purposes, meaning they are weak as hell, but still have their specialties and advantages. What if making Secondary Weapons dual-wieldable only, which allows the “Firepower” Tactical Package have its own competition against the “Exceed” Tactical Package (named at top)? This will allow players to either ‘choose’ to have 2 primaries, OR have the ability to have a better, effective, secondary weapon. It’s all just speculation, so who knows!
> Bungie did not have it right at all! It was overpowered in Halo 2 and underpowered/worthless in Halo 3. Dual wielding is a garbage mechanic that is broken in just about every game it’s in. I can’t think of a game where is perfectly balanced. It’s better for the sandbox for it to be left out.
Uh…you just agreed that Bungie was right while saying they weren’t…nice try. I do agree that Dual-wielding in Halo 2 was overpowered, and in Halo 3 it wasn’t really a necessity, however, the dual-wielding mechanic isn’t bad whatsoever…in fact it’s a great idea, it just needs its balance. Everything has balance, but it doesn’t always happen, so don’t assume that it’s never balanced and it never will be…it can, you just don’t choose to accept that.
Well, I will agree with everyone and say it was pretty useless in Halo 3 unless you used a SMG, Plasma rifle, Plasma Pistol / SMG, Mauler, Spiker combo. BUT, the formula OP introduced…it’s gold. If they implemented it like OP said, it would be perfect for the sandbox and gameplay. OP, I give you +1 Foodnipple.
> Well, I will agree with everyone and say it was pretty useless in Halo 3 unless you used a SMG, Plasma rifle, Plasma Pistol / SMG, Mauler, Spiker combo. BUT, the formula OP introduced…it’s gold. If they implemented it like OP said, it would be perfect for the sandbox and gameplay. OP, I give you +1 Foodnipple.
I think the reason why people think that Dual-Wielding in Halo 3 was useless, was because of the Battle Rifle. That weapon was like the ‘Must have’ weapon to survive.
I’m kinda glad that they made the BR in Halo 4 a 5sk, or else it would become the Jack of All Trades again (that is IF they keep it that way).
> [/li]1. Players using this Tactical Package can start off with dual-wielded weapons from their loadouts, cannot switch out 1 wielded weapon for another, and is to wield both weapons together if picked up (it’s more like CoD’s Akimbo).[/list]
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> What do you guys think?
No. Just no. This would not be balanced because the damage would be significantly higher than any other loadout weapon. These tactical packages and specifications need to only tweak the advantage very slightly.
> Bungie did not have it right at all! It was overpowered in Halo 2 and underpowered/worthless in Halo 3. <mark>Dual wielding is a garbage mechanic that is broken in just about every game it’s in</mark>. I can’t think of a game where is perfectly balanced. It’s better for the sandbox for it to be left out.
Works in Skyrim.
From what others have said…I like the idea of bound dual-wielding…they could bring back some of the weapons that were left out of Reach without the issues of balance and the akward pick-up/exchange weapons…also it would help cut down on grenade spamming. But SMGs…Plasma rifles, maybe a spiker/mauler combo…That’d be pretty cool…
> > [/li]1. Players using this Tactical Package can start off with dual-wielded weapons from their loadouts, cannot switch out 1 wielded weapon for another, and is to wield both weapons together if picked up (it’s more like CoD’s Akimbo).[/list]
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> > What do you guys think?
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> No. Just no. This would not be balanced because the damage would be significantly higher than any other loadout weapon. These tactical packages and specifications need to only tweak the advantage very slightly.
But they are Secondary Weapons, and they do the least amount of damage between any other weapon in the game, plus they can only do so much.
For example, let’s say they brought the SMG back and made it into a Secondary Weapon, then you used the made-up ‘Exceed’ Tactical Package, you would then start off with 2 SMGs in the price of 1 weapon (meaning you have your Primary, then you have a dual-wielded weapon as your Secondary). The SMG’s reticule would be bigger than the Assault Rifle’s and its fire-rate is much faster, BUT the damage is significantly low, because it’s a Secondary Weapon. The SMG’s would only be useful within a short range. This is following Option #2 listed above, which I don’t fully like, but with speculation, it COULD work.
> Works in Skyrim.
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> From what others have said…I like the idea of bound dual-wielding…they could bring back some of the weapons that were left out of Reach without the issues of balance and the akward pick-up/exchange weapons…also it would help cut down on grenade spamming. But SMGs…Plasma rifles, maybe a spiker/mauler combo…That’d be pretty cool…
I agree, that would be cool, but I really do have to say that there should not be any dual-wieldable shotgun-like weapons, because that’s one thing that made it OP.
I don’t really think this will work out well. I do, however, like the idea of certain weapons that are only dual-wieldable. SMGs could fit this category.
I also would like dual-wielding to return in some form or another, but I think making a perk just for it would draw a lot of criticism. Pretty much everybody would choose it. If they tried to counteract that by making dual-wielding even worse, no one would use it and it would be a waste.
I like the idea of dual-wield only weapons, as someone else stated. It would spice up the game a little, if they were placed occasionally around a couple maps. And please give us dual-wielding in some fashion in Forge so we can put them in Forged maps.
Do you know why theirs no dual-wielding? Because, picture the H4 pistols in both hands. It was around Reach level in the demos. How about the Plasma Pistol and the pistol? Charge shot, headshot, without the pain of switching weapons. There’s ways to abuse it.
Bounding them together is a slightly better idea; then it doesn’t have to apply to stronger weapons.