I think dual wielding should return, not just for the player, but for the enemy AI as well. I know they sometimes rarely appeared in Halo 2 and Halo Reach, but I think they should be different. Instead of randomly appearing on lower difficulties, all enemies that can dual wield would be set, meaning there wouldn’t be any other dual wielders in the game. They should at least be a Major for Elites, or Captain if the brutes return, and have a decent squad. The list of dual wieldable weapons for the AI on Easy-Heroic:
Needler (No Supercombine) - Plasma Rifle - SpikerPretty small list, but should be sufficient. Also, maybe they could mix match their weapons, meaning they could have a Plasma Rifle and a Needler.
On legendary however, enemies would randomly be dual wielding, with a percentage of 5% of all enemies in a squad (Who are capable of dual wielding) would randomly spawn with dual wielding weapons, along side the aforementioned enemies who will always spawn with dual wielding weapons. However, these enemies would be lower ranked, usually minors, to make it more fair to dispatch of them
As always, this is just some random thoughts from my head.
That would require much more balancing. Realistically speaking, dual wielding isn’t really that effective since it’s not really possible maintain the level of accuracy and focus for handling two weapons at once, it does however make you look more intimidating. Then again in Halo, they have an explanation to it stating beings with greater physiologies like Spartans and the bigger races from the covenant like Sangheilis could pull it off. I didn’t really use it but I wouldn’t mind it returning.
Dual wielding will likely never return. Not saying absolutely never, just likely never. Balancing that mechanic was such a massive headache for Bungie, and I’m sure many of the old-timers at 343 who worked at Bungie or had friends at Bungie have no interest in trying to pull that out of Pandora’s Box again.
As far as difficulty multipliers for enemies though… I’m cool with making enemies more difficult by increasing the chances that they are dual wielding. You don’t have to worry about MP balancing when only enemy AI in the campaign are allowed to dual wield. Heck that could even be a new skull:
The “Double-Trouble Skull”: 25% of all enemies faced will be dual wielding
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> Dual wielding will likely never return. Not saying absolutely never, just likely never. Balancing that mechanic was such a massive headache for Bungie, and I’m sure many of the old-timers at 343 who worked at Bungie or had friends at Bungie have no interest in trying to pull that out of Pandora’s Box again.
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> As far as difficulty multipliers for enemies though… I’m cool with making enemies more difficult by increasing the chances that they are dual wielding. You don’t have to worry about MP balancing when only enemy AI in the campaign are allowed to dual wield. Heck that could even be a new skull:
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> The “Double-Trouble Skull”: 25% of all enemies faced will be dual wielding
Now that’s a skull I would LOVE to see, especially knowing how deadly dual-wielding enemies can be; I still get annoyed thinking about those final few Zealots in Reach.
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> That would require much more balancing. Realistically speaking, dual wielding isn’t really that effective since it’s not really possible maintain the level of accuracy and focus for handling two weapons at once, it does however make you look more intimidating. Then again in Halo, they have an explanation to it stating beings with greater physiologies like Spartans and the bigger races from the covenant like Sangheilis could pull it off. I didn’t really use it but I wouldn’t mind it returning.
I would like it to return, there are many ways to bring it back. Also balancing could always make it more practical.
i would like to see dual wielding return in general. for customs, campaign and some social gametypes.
it should be balanced by giving the diual wield weapons a special utility when single wielded and removing it when dual wielded ( or weakening the existing utility when dual wielded). for example: plasma rifle stun, smg quick reload speed, pistol quick draw, plasma pistol tracking/emp strength, spiker bleeding damage, mauler knockback.