I know 343 has a lot on their plate right now, but isn’t it about time Dual wielding returns? It’s not like they’ve forgotten about it because it pops up in cut scenes from time to time, and they even talked about bringing it back in Halo 4 but made the wrong decision. Halo 2 was so great for me personally because it had great new gametypes, boarding enemy vehicles, and dual wielding, and 343 removed many of those awesome gametypes, and they removed dual wielding all together. I don’t think they didn’t put it back in because it can’t be done because the Havok engine is very expendable. Just think that Skyrim, Halo, and Saints Row all run on the same engine.I think they just don’t want to take the time to re balance the sandbox in the current Halo sandbox. In my opinion it would make the game better, and and with a classic playlist I’d be able to really enjoy Halo matchmaking like I did in Halo 2 and 3. It’s not that I don’t like Infinity because I think it’s alright and I can play a few matches before I start to either get mad or bored, but It doesn’t compare to the original trilogy.
As long as dual wieldable weapons are ONLY dual wieldable (meaning you always find them in pairs, and always drop them in pairs). That way we don’t have a bunch of weak and ineffective weapons cluttering the sandbox.
> As long as dual wieldable weapons are ONLY dual wieldable (meaning you always find them in pairs, and always drop them in pairs). That way we don’t have a bunch of weak and ineffective weapons cluttering the sandbox.
Agreed. Any perceived depth in mixing and matching weapons mostly ends up being a cosmetic illusion.
Additionally, I think anyone thinking that Halo 2/3 were defined by duel wielding is mistaking conceptual appeal (I love duel wielding) with actual mechanic appeal. Is it necessary? No, but I would like to have it provided that it doesn’t end up a detriment to game play.
> As long as dual wieldable weapons are ONLY dual wieldable (meaning you always find them in pairs, and always drop them in pairs). That way we don’t have a bunch of weak and ineffective weapons cluttering the sandbox.
Making them only effective when dual wielding makes them weak as you don’t want. You should find the weaker ones in pairs such as the spiker or PP but the others you will often find only one.
Dual Rocket Lauchers or Spartan Lasers or Fuel Rod Cannons or Incineration Cannons…
Seems legit? 
Matchmaking
I believe dual wielding should returning BUT in a social playlist not competitive as it cannot be properly balanced unless it is just dual wield smgs as a single weapon like in Halo: Spartan Assault and no mis-matching… but if that is the case it aint dual wielding in my opinion… need the customization option and mismatching availability.
Spartan Ops/ Firefight/ Campaign/ Forge/ Custom Games
I believe dual wielding is a MUST for the teamwork based and story orientated game types as I want to feel overwhelmingly powerful and storm the enemies with dual weapons. The soul reason that dual wielding isn’t in multiplayer is equality and balancing well thats fine just add into above categories. Custom games and forge is for fun games like FAT BOY or stuff like that…
PS: Tip to 343 Industries, Bungie had invented innovated ways that weapons, vehicles, armour abilities/ gadgets can be used hence making Halo 2 and Halo 3 memorable. Halo CE didn’t need to be innovated as it opened the whole Halo series and will be remembered forever.
PSS: So after that information the fans have wanted dual energy swords in the halo shooter games ever since first seeing them. It is technically allowed because Elites use it in some films and books so they are canon and if it is a balancing issue just add to enemy AI in Campaign, Firefight, Spartan Ops to scare the living pants off of us fans giving us that heart thumping experience we both love and enjoy.
Your poll seems biased OP
> > As long as dual wieldable weapons are ONLY dual wieldable (meaning you always find them in pairs, and always drop them in pairs). That way we don’t have a bunch of weak and ineffective weapons cluttering the sandbox.
>
> Making them only effective when dual wielding makes them weak as you don’t want. You should find the weaker ones in pairs such as the spiker or PP but the others you will often find only one.
I wouldn’t mind seeing some old weapons be changed to better suit gameplay and be more useful/intimidating. The Brute Spiker, for instance, is supposed to be the Brutes’ primary firearm, but falls flat when it comes to firepower and visuals. I want to see them carry actual rifle-type weapons with no stock and a large bayonet coming from under the barrel (like the Retro Lancer in Gears of War). After all, the Elites received that treatment to their Plasma Rifle, why not the Brutes? This would also make for some epic assassinations and make the weapon more valued by players.
> As long as dual wieldable weapons are ONLY dual wieldable (meaning you always find them in pairs, and always drop them in pairs). That way we don’t have a bunch of weak and ineffective weapons cluttering the sandbox.
I disagree with this. If dual-wieldable weapons are only dual-wieldable, what’s the point? Now you basically have a normal gun that looks like two just for flair, but can’t throw grenades without dropping both weapons first (since they are dropped in pairs in this scenario). The fun of dual-wieldable weapons was the mixing and matching, allowing for combinations that were useful in different situations.
If you don’t want the weak single weapons, don’t pick them up. Personally, I would rather have these “weak” (ineffective is dependent on the user) weapons in the sandbox than four different precision/utility rifles.
> > As long as dual wieldable weapons are ONLY dual wieldable (meaning you always find them in pairs, and always drop them in pairs). That way we don’t have a bunch of weak and ineffective weapons cluttering the sandbox.
>
> I disagree with this. If dual-wieldable weapons are only dual-wieldable, what’s the point? Now you basically have a normal gun that looks like two just for flair, but can’t throw grenades without dropping both weapons first (since they are dropped in pairs in this scenario). The fun of dual-wieldable weapons was the mixing and matching, allowing for combinations that were useful in different situations.
>
> If you don’t want the weak single weapons, don’t pick them up. Personally, I would rather have these “weak” (ineffective is dependent on the user) weapons in the sandbox than four different precision/utility rifles.
The point is that the dual wielding weapons were nerfed to #%@! so that they wouldn’t be overpowered with dual wield. The H2 pistol, post patch, took 13 bullets to kill and had a 12 bullet clip. Sound useless? It was, unless you had two pistols. In which case they might as well be one gun, because I’m certainly not picking a useless weapon like that up. I might as well pick up a boltshot with only the primary fire.
I’d rather not see people prevented from using grenades because they had to pick up two copies of a weapon instead of one stronger weapon, especially since most of the dual wield weapons weren’t explosive.
No dual wielding in h5, please. The better way to promote weapon combos is increased weapon swap speed.
> > > As long as dual wieldable weapons are ONLY dual wieldable (meaning you always find them in pairs, and always drop them in pairs). That way we don’t have a bunch of weak and ineffective weapons cluttering the sandbox.
> >
> > I disagree with this. If dual-wieldable weapons are only dual-wieldable, what’s the point? Now you basically have a normal gun that looks like two just for flair, but can’t throw grenades without dropping both weapons first (since they are dropped in pairs in this scenario). The fun of dual-wieldable weapons was the mixing and matching, allowing for combinations that were useful in different situations.
> >
> > If you don’t want the weak single weapons, don’t pick them up. Personally, I would rather have these “weak” (ineffective is dependent on the user) weapons in the sandbox than four different precision/utility rifles.
>
> The point is that the dual wielding weapons were nerfed to #%@! so that they wouldn’t be overpowered with dual wield. The H2 pistol, post patch, took 13 bullets to kill and had a 12 bullet clip. Sound useless? It was, unless you had two pistols. In which case they might as well be one gun, because I’m certainly not picking a useless weapon like that up. I might as well pick up a boltshot with only the primary fire.
>
> I’d rather not see people prevented from using grenades because they had to pick up two copies of a weapon instead of one stronger weapon, especially since most of the dual wield weapons weren’t explosive.
>
> No dual wielding in h5, please. The better way to promote weapon combos is increased weapon swap speed.
You do have a valid point. As much as I love the idea of dual-wielding SMGs to mow through my enemies, it would potentially make gameplay too cluttered. However, why not reintroduce a few former dual-wieldable weapons in a new way, like how the Plasma Rifle has become the Storm Rifle? There’s a topic on here about bringing in the Silenced SMG from ODST as a primary weapon. To balance for its lack of firepower, allow it to keep its scope. We could use an automatic primary with a scope function, I think.
Personally, I was never a fan of duel wielding b/c i like to throw grenades, but if it does return, I want to see Duel Wielding as a armor/custom loadout modification under Tactical Package.
> Personally, I was never a fan of duel wielding b/c i like to throw grenades, but if it does return, I want to see Duel Wielding as a armor/custom loadout modification under Tactical Package.
God no because that removes a game feature just for the sake of making it a package thus over-complicating things.
> As long as dual wieldable weapons are ONLY dual wieldable (meaning you always find them in pairs, and always drop them in pairs). That way we don’t have a bunch of weak and ineffective weapons cluttering the sandbox.
That isn’t entirely true, you could treat the weakened dual-wieldable weapons as secondary loadout weapons. The only concern I have with dual-wielding in Halo 5 is if 343i decides to make a perk for it… Then I would be pissed beyond comprehension.
> As long as dual wieldable weapons are ONLY dual wieldable (meaning you always find them in pairs, and always drop them in pairs). That way we don’t have a bunch of weak and ineffective weapons cluttering the sandbox.
No thanks. The strategic element of choosing which weapons to dual wield was a big part of what made it fun. I’d rather not see it return if it’s like L4D or COD and it’s just static and a little stronger than other weapons. I wouldn’t like that at all.
I for one support the return of Dual Wielding a la Halo 2.
> > > As long as dual wieldable weapons are ONLY dual wieldable (meaning you always find them in pairs, and always drop them in pairs). That way we don’t have a bunch of weak and ineffective weapons cluttering the sandbox.
> >
> > I disagree with this. If dual-wieldable weapons are only dual-wieldable, what’s the point? Now you basically have a normal gun that looks like two just for flair, but can’t throw grenades without dropping both weapons first (since they are dropped in pairs in this scenario). The fun of dual-wieldable weapons was the mixing and matching, allowing for combinations that were useful in different situations.
> >
> > If you don’t want the weak single weapons, don’t pick them up. Personally, I would rather have these “weak” (ineffective is dependent on the user) weapons in the sandbox than four different precision/utility rifles.
>
> The point is that the dual wielding weapons were nerfed to #%@! so that they wouldn’t be overpowered with dual wield. The H2 pistol, post patch, took 13 bullets to kill and had a 12 bullet clip. Sound useless? It was, unless you had two pistols. In which case they might as well be one gun, because I’m certainly not picking a useless weapon like that up. I might as well pick up a boltshot with only the primary fire.
>
> I’d rather not see people prevented from using grenades because they had to pick up two copies of a weapon instead of one stronger weapon, especially since most of the dual wield weapons weren’t explosive.
>
> No dual wielding in h5, please. The better way to promote weapon combos is increased weapon swap speed.
Dual-wielding weapons has its drawbacks. It requires you to be in close on the target to stand a chance. You cannot throw grenades, reload times are slower, and if you melee, you drop a weapon (this is the one thing I could see changing if it returns).
Dual-wielding has its advantages. Kill times are a lot faster in the situations where it is the better choice. You generally run through less ammo per kill in either gun, resulting in more kills per clip.
The point is, the weapons don’t need to be nerfed to hell to the point of the Halo 2 pistol. I think dual-wielding is a great mechanic, but some aspects of it could be improved. Dual-wieldable weapons should remain be weaker than standalone guns like the assault rifle, battle rifle, etc, but still able to kill in at least one clip. The appeal comes from sacrificing some things to get the extra firepower, tipping the scales in favor of having two weapons in close. It really all comes down to how the guns are balanced. It is not a problem with the concept, but the execution. If done poorly, I can understand the position against it. But if done correctly, it adds quite a bit of flavor to the game.
The boltshot is a poor example here. It is horribly overpowered in one firing mode (secondary), and vastly underpowered with the other (primary). It is the epitome of two extremes for a secondary weapon. Would I agree with the current boltshot being dual-wieldable? Absolutely not. But the old SMG and Plasma Rifle combo? That was done quite well, though the guns may have been a tad to accurate in the past while dual-wielding. Let’s not purposely pick out the worst weapons and ignore the ones that did the job well.
And there’s no rule saying that a dual-wieldable weapon can’t be explosive. I would enjoy something like this.
Edit: I forgot that weapons were made weaker while dual-wielding to compensate for the extra power. Perhaps this is the reason for the 13-shot pistol?
Magnum
Single: Scoped fire. Accurate. Little bloom. Moderate kill time.
Double: No scope. Somewhat inaccurate. More bloom. Fast kill time. No nades.
That’s a fair trade-off.
Boltshot
While dual-wielding, players can’t shotgun fire.
Only primary firing mode.
Plasma Pistol
No special modifications necessary.
All seems fair to me.
It’s really not that difficult to balance.
> There’s a topic on here about bringing in the Silenced SMG from ODST as a primary weapon. To balance for its lack of firepower, allow it to keep its scope. We could use an automatic primary with a scope function, I think.
I agree.
I like this post.
This is a good post.