Just bring duel wielding back by making it apply its double damage but more recoil and slower reload. Seems believable
I’m all for dual wielding in campaign but don’t want it in multiplayer.
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> I’m all for dual wielding in campaign but don’t want it in multiplayer.
I agree. Its fun, but just too hard to balance.
i think dual wielding would be fine…seems like the smg was more worked out in 5 so maybe not having the smg dual but having a magnum or plasma off hand.
I always found dual wielding fun in H3, but it always seemed balanced to me from what i remember. It was usually used more for fun, or trying out different ccombos. I think only the dual mauler was a little OP but i never had a problem with it.
Maybe have certain playlist with dual wielding?
Halo 2 was when it was first attempted and it kinda worked since most duel wieldable weapons were… weak. So holding two made them a lot better together.
In halo 3 a similar principle was used and followed but with tweaking to some weapons accuracy and damage levels they changed it so when you hold two they weapons actually get weaker i.e. The magnum kills with 5 perfect hits by itself but 7 when duel wielded
So something like that could be incorporated again if it was to feature in the multilayer. Or as feature that can be toggled in the settings like how h5 can turn off sprint
I liked duel wielding, but it can be hard to balance. To me the only answers I’ve come up with to try and balance it is either,
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Have it in campaign onlyOr
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Make it so you can’t duel wield just any small weapon like how Halo 3 did it, instead there are weapons pairs that you pick up together that are duel wielding only. So you can’t intertwine different weapons it has to be whatever you pick up together. For example, there might be two pistols laying together in a spot and not one. When you pick it up, you pick both up automatically and are duel wielding. Obviously you can’t use grenades anymore when doing this. When you switch weapons you keep both. When you drop them, you drop both.That’s all I got so far. Personally, I never felt duel wielding was that OP to start with. Maybe they can tweak that system by doing things like lowering the range of them, making them not as accurate and do forth, to make it more acceptable for people. I don’t know…I just miss duel wielding lol
Ahh the good ole plasma pistol and magnum combo. No thanks. I also don’t want it back because I just don’t find it realistic or practical. It does look cool though
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> Just bring duel wielding back by making it apply its double damage but more recoil and slower reload. Seems believable
Quite possibly a great way to balance out in a match. But lets be honest… As believable as “more recoil and slower reloads”, 343 has done a poor job in making things believable. I mean… Come on… The magnum still beats a BR in mid/long range combat…
Please don’t bring back dual weilding
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> Please don’t bring back dual weilding
Why? Dual wielding is awesome.
After playing Halo 5 you’d really want SMGs to be dual-wieldable? You sure you’ve thought this through?
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> > 2533274830324810;11:
> > Please don’t bring back dual weilding
>
> Why? Dual wielding is awesome.
Dual wielding in H2 I liked. But when H3 did it, it felt to me that in order for any dual weapon to feel useful you had to have two in hand. But with ODST-H5 every weapon feels like it has a unique purpose
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> > 2533274977253120;12:
> > > 2533274830324810;11:
> > > Please don’t bring back dual weilding
> >
> > Why? Dual wielding is awesome.
>
> Dual wielding in H2 I liked. But when H3 did it, it felt to me that in order for any dual weapon to feel useful you had to have two in hand. But with ODST-H5 every weapon feels like it has a unique purpose
Fair enough. I find that most of Halo 3’s weapons felt unsatisfying.
Honestly there’s no harm in doing that if they continue to take HCS the way they are, they don’t even allow autos in there, so why bother balancing them for competitive play? Just do what’s fun so long as it works.
You’ve basically just brought back dual wielding. Dual Wielding in Halo has been all style with no substance whatsoever.
Its introduction in Halo 2 damaged a not insignificant subset of the Halo sandbox from which the series has still yet to recover from. All it has accomplished thus far is sacrifice the depth of grenades and melee for “moar bullets” that was limited solely to close range engagements and every ‘combo’ was something that already existed prior to dual wielding’s introduction.
To make room for it, depth was actively removed from the sandbox. The Plasma Rifle became a blue smg(no more solid base accuracy, no headshot multiplier, not plasma stun). The Plasma pistol went from a 17 shot kill to a 26 shot kill and its overcharge lost the ability to damage health. The Pistol became a joke, the SMG is just a worse AR with no quick camo, no melee advantages. The Brute PR is a red smg, the spiker is an SMG with a bayonet, and the Mauler is basically a just melee weapon unless dual wielded with itself(which is just a worse UNSC shotgun).
To even attempt to fix dual wielding you have to overhaul the entire sandbox(which I think needs to happen anyway, but I digress) and break all the current rules with regards to “balancing” dual wielding mechanics.
Some new guidelines for trying to fix dual wielding:
*All combo’s much be made viable and not simply exist for the lolz
*Dual wielding cannot be relegated to close range only bullet hoses
*Individual weapons much be viable single wielded within their own niche
*All weapons require their own unique niche, no more X faction’s version of Y weapon.
If you can’t manage all 4 then dual wielding should not return.
I’m going to say this because it needs to be said: balancing has always made the games less fun. If we are going to bring back duel wielding the damage should be like picking up two of the same weapon, and not effected by reduced accuracy/recoil/damage/etc. just keep them how they are.
People say duel wielding would be broken of the weapons were as strong as they are in one handed games, but we have yet to actually experience that and can’t say for sure. Other video game FPS have used this concept at launch and it’s always been asked for a return, like how all the weapons used to OP in destiny 1 arena until they were systematically “balanced” with nerfs that made them feel useless, or overwatch when almost all characters put out broken levels of damage and luckily most characters have since regained that. If we keep the high powered SMG the same and combine it with another or a plasma rifle/ needler / etc then that won’t stop someone from landing a DMR or BR round in there brain pan from mode to long range.
All of the awful halo 3 nerfs to the duel wields after the first patch made them feel useless, and if they have to be broken to be useful then so be it. If the competitive players can’t hack it, they can’t hack it (like in Halo 4)
Lastly: no, if it’s going to be in game it should not have limited functionality in multiplayer, Halo prides itself on being able to do anything in campaign as in multiplayer, or more so like kn the case of Reach and 4. Everytime duel wielding gets brought up people want it to be weak through balancing or just plain avoided, just make it as it’s intended and limit the amount of guns on the field and time on the ground (like in halo 4 and early 5) all the best things in Halo’s weapon box were at their best when they were OP and broken, look at halo 3: fanboys still praise the BR for being the only viable weapon even though it’s horrible (all non power weapons were nerfed while the Br was either left alone or given better spread, leading to the others weapons sucking) <—- so if we make all weapons “broken” then they work out both in and out of campaign and multiplayer
I don’t wish it to come back but if it does, I hope carrying two guns would feel like carrying another gun entirely. Give big damage boost but also reduce accuracy /add recoil so it becomes more close quater variant of the gun/guns.