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Dual-wielding added more options to the Halo sandbox. Players could opt to stick with wielding only one weapon, and thus retain the ability to melee, use equipment and grenades, or they could run around dual-wielding weapons, which dealt an impressive amount of firepower in exchange for losing other abilities. Players who preferred dual-wielding had 21 different combinations of weapons to choose from, in Halo 2 and Halo 3. Removing dual-wielding restricted player choice.
Canonically, the player is a Spartan cyborg supersoldier, encased in 1,000 pounds of Mjolnir power-armour. Standard weapons are like toys in the player’s hands–in fact, some UNSC weapons even have to be increased in size specifically for Spartans. Compared to the Mjolnir armour, UNSC weapons weigh nothing. There is no reason why Spartans–or Elites–should be unable to dual-wield weapons.
As to the six weapons in Halo 2 [SMG, Magnum Pistol, Plasma Pistol, Plasma Rifle, Brute Plasma Rifle, Needler] and Halo 3 [SMG, Magnum Pistol, Plasma Pistol, Plasma Rifle, Spiker, Mauler]–these weapons are underpowered when not dual-wielded, especially compared to their counterparts in games without dual-wielding. This is a poor balancing decision by Bungie–it’s not a problem with dual-wielding itself.
Dual-wielding provides the player with increased firepower, in exchange for:
• Melee
• Grenades
• Equipment
• Quickly switching to secondary weapon.
• Accuracy
Logically, having both hands full means that it’s a little difficult for a Spartan to physically use a secondary weapon/grenades or equipment at the same time. I’m sure they’d use their teeth if they could, but the helmet gets in the way.
Removing the option to melee whilst dual-wielding is an odd decision. Spartans have two hands, therefore they can make two fists, and in each hand they have a weapon which can be used as a makeshift cudgel. There’s no need to drop one weapon whilst meleeing–and there’s no balancing issue involved–in the Halo games, Spartans won’t shoot whilst meleeing anyway, and they apparently won’t use both fists to punch an enemy at the same time, either.
Reduced accuracy makes sense, because the Spartan has the additional problems of countering the separate recoil effect of each weapon, and has to aim both weapons at exactly the same spot at once–it’s simply more difficult to dual-wield.
Note that weapon accuracy does not equal bloom, or spread, or precision. Logically, the actual spread of bullets fired from the player’s gun is not going to magically increase simply because the person holding the gun has a weapon in the other hand, too.
Weapon accuracy is a measure of where the player is aiming–accuracy in itself measures how close you got to the true value, or the target.
Weapon precision, or bullet spread is a measure of how precise the weapon is–it doesn’t matter if the player is aiming in a completely different direction to where the bullets actually end up going–as long as all the bullets end up in the exact same spot, that weapon is extremely precise.
These are some of the factors which may affect weapon precision, in the real world and in video games:
- Varying/inconsistent wind speeds.and directions.- The shape and calibre of the bullet.- The angle that bullets/pellets exit the barrel. Shotguns have pellets which spread out. Precision weapons are supposed to have basically no spread, until the bullet loses enough velocity that it starts tumbling in the air.- Bloom [Video games only].- Using a scope [Video games only].These are some of the factors which may affect your accuracy.
- Consistent wind speeds and directions.- Gravity.- Recoil.- Using a scope.- The speed of the bullet and the range of the target.- Your aim—the ability to compensate for the above factors.Smart-scope is a camera built-in to UNSC, Covenant, and Promethean weaponry which wirelessly displays a live video of what the weapon is aiming at to your HUD whilst zoomed in. The HUD will also display where the weapon is aimed at all times–this is the targeting reticule. [As an aside, this is why I like to call Halo 5’s “Smart-Scope” by the name “digital iron-sights.”–because a Spartan has no need to literally and physically look down the sights of the weapon unless their helmet is broken.]
Not a lot has changed about the reticule in Halo games. Typically it’s just there, in the centre of the screen, or a little below the centre, depending on the game. The Blind Skull and the Malfunction skulls may cause it to vanish completely, and weapons which had no scope in Halo 3 had no reticule when zooming in with the Mjolnir Mark VI’s in-bulit 2x zoom function. In Halo Reach, a visual representation of something called “bloom” was added–the reticule actually would expand when firing a weapon.
Bloom is present in every Halo game, for most weapons, regardless of the presence or absence of the expanding reticule. Bloom makes weapons less precise the faster the weapon is fired, and is supposed to simulate the effects of recoil. With recoil, the weapon should move, and thus the targeting reticule which shows where the weapon is pointing should move. An actual simulation of recoil would decrease weapon accuracy, but not its precision. Upon a cursory examination, in Halo the bullets which are fired from a supposedly precise weapon such as the DMR, are exiting the barrel at completely different, and random angles, rather than travelling the same path each time.
In short, precision weapons in Halo are imprecise.
Continued in next post


