Entirely possible theory on how loadouts could operate.

Link: http://www.reddit.com/r/halo/comments/rp11n/could_halo_4_load_out_system_be_gears_esque/

Essentially, what the writer states is that Halo 4 could be similar in the way Gears of War 3 loadouts are set up. You spawn with three options of a primary weapon…

  1. DMR
  2. BR
  3. AR

…and as far as we know (Possibilities for a secondary weapon)

  1. Explosive Single Shot Pistol
  2. Regular Pistol

I would also like to add a perks theory.

Armor abilities could be the “new perk system.” Bought/equipped via credit system outside of games.

Each “perk” changes your armor appearance to identify your opponents perk, so no surprises.

  1. Booster Pack - In addition to function, adds Jet-Pack graphic to back of spartan.
  2. Sprint - No visible alterations to armor. Possibility of a leg “graphic.”
    (Only basing ideas off of what we have confirmed.)

Thoughts everyone?

Edit: I would like to add that once you buy the “perks” (a.k.a. Armor Abilites) that everyone can see exactly what you use before the game starts (Much like the character preview we have in the pre-game lobby now) What this would provide is the down-low on who is using what, and I think that would help balance out each match. Knowledge is power. The thing people are complaining about is “equal footing” and what is more equal than knowing who is using what in this case?

sounds cool, i mean if is like gears or something, i like the gears loadouts

The utility weapon start seems fine to me. BR, DMR, AR seem to be all fairly matched in a sense (though i don’t know why anyone would choose AR).

Would love to know what this perk system really is about though…

I completely agree with you RocketFox. In fact, the more I think about this, the more I feel that this is the real deal. I can totally see this happening based off of the things they have said about “moving forward” with the times. Gears pulled it off nicely, and other than the SOS in Gears 3, it was perfectly balanced.

Why else bring back the DMR anyways? This answers it perfectly.

I think its really just a continuation of the loadouts from Halo Reach, but I suspect you will get to choose your loadout weapon and perk (from what you have accrued). I suspect the perks will basically be like unlockable/purchasable armor perms but can be chosen during gameplay. It would, as you mentioned, add a jetpack onto your back or slightly different leg fittings for Sprint. This would be good as it would also allow us to maintain our own custom Spartan look with non-performance affecting armor perms.

http://halo.xbox.com/Forums/yaf_postst68777_How-weapon-customization-should-be-done.aspx

> http://halo.xbox.com/Forums/yaf_postst68777_How-weapon-customization-should-be-done.aspx

Way too many variants man… Its way easier to just have a few purposefully designed weapons.

Quality vs quantity you know?

I think 343 is going to try to get as close as the can to “even starts” as they can :confused:

> > http://halo.xbox.com/Forums/yaf_postst68777_How-weapon-customization-should-be-done.aspx
>
> Way too many variants man… Its way easier to just have a few purposefully designed weapons.
>
> Quality vs quantity you know?

(Nice thread by the way Tanner!)

I agree with quality over quantity, and more so believe in function over aesthetics. Knowing Halo, function will always prove more worthy than physical appeal.

Not to say that depth of customization is off the table, because nobody knows for sure what is and isn’t yet.

So basically it’s like what Reach has. Perks we will have to wait and see, hopefully tomorrow or the weekend we’ll see some cool information on it.

> Armor abilities could be the “new perk system.” Bought/equipped via credit system outside of games.

disgusting, these systems are the scourge of modern FPS games, a god awful trend I hope will die out very quickly.

> I think 343 is going to try to get as close as the can to “even starts” as they can :confused:

Yeah, they will find the balance between making some sort of selection and choice feature whilst making sure there isn’t an ultimate option or unbalanced diversity.

That’s what I’ve been saying for a while, but people still flip their -Yoink-. It’s probably going to resemble GoW more than CoD. People just hear “loadout” and think Call of Duty.

I can see a lot of problems with this. First of all, when looking at the possible weapon selection. You can choose DMR, BR or AR. The DMR and BR are pretty much equal, both utility weapons. But the AR, there is no reason to pick that when you can choose a BR or DMR, unless you of course particularly like the AR.

Then there is the pistol selection. Now, assuming the grenade pistol functions kind of like the Grenade launcher of Reach, I don’t see how anyone would take the regular pistol. The ultimate combo would essentially be DMR/BR for regular use and Grenade pistol for everything else. AR and pistol are viable options only for someone who lacks the capability to use BR, DMR and the Grenade pistol.

And finally, the thruster pack and sprint. Both very, veryd different abilities. Other gives vertical boost, other gives horizontal. You choose either one, at some point you will be at disadvantage because the opponent made a more viable choice even though neither of you could’ve known that you’re going to end up into the situation. The functions of these two have so much advantages and are so different that they don’t work as options you make before spawn, too imbalanced.

In order for there to be any balance in the loadout selection, your selection should essentially consist of an utility weapon and a close range niche weapon. In other words, you have the primary choice where you have DMR, BR and regular pistol. All of them behave in the same way, with no advantages over another weapon in any situation. Then you have the niche weapon choice which consists of AR, SMG and possibly a Plasma repeater. As the utility weapons, none of these would be better than another in any case and would only provide choice based on player preference.

I won’t say much about perks as I have nothing concrete to say about them. But they should all be selections that don’t affect your abilities to fight or move on the map. They should be more like extra clips, extra grenades and things that generally don’t have drastic impact on gameplay, just there to give you the feeling of choice.

In the end, for the system to work, every choice you make would have to be pretty much meaningless when you spawn, not affecting your performance in the match. In other words, just a fancier way of visual customization to fool you think that you actually ahve some control over your choices. Rude? Yes, but the only way to make the system work in any feasible way and following the principles of the Halo formula.

Naw, maybe you can pick perks, but everyone starts with the same weapon (unless its
invasion)

picks nose

Perks is a strange one, as I can’t really see way it will not be unbalanced and give pre spawn advantages.

However, if the perks were so minimal and made such little difference I wouldn’t mind that, for example having 1% higher jump,more clips, 1% higher jump.

I am not sure really, just worried about how they will end up.

> That’s what I’ve been saying for a while, but people still flip their Yoink!. It’s probably going to resemble GoW more than CoD. People just hear “loadout” and think Call of Duty.

Ya, I know.

> Perks is a strange one, as I can’t really see way it will not be unbalanced and give pre spawn advantages.
>
> However, if the perks were so minimal and made such little difference I wouldn’t mind that, for example having 1% higher jump,more clips, 1% higher jump.
>
> I am not sure really, just worried about how they will end up.

Then again, what purpose does 1% higer jump have? I personally don’t feel good about this loadout and perk system. Balance or variety? Choose one. That’s basically what the loadouts and perks do. If you make them balanced, you’re going to have a lot of stuff that does things very similarly, has no real effect on the game and is mainly cosmetic. If you choice the variety approach, you’re going to have a lot of stuff that works better than otehr stuff in some cases, but worse in other cases, producing gameplay where you make a random choice on spawn that decides whether you succeed or not. So, balance of variety?

Magical double post.

> > Perks is a strange one, as I can’t really see way it will not be unbalanced and give pre spawn advantages.
> >
> > However, if the perks were so minimal and made such little difference I wouldn’t mind that, for example having 1% higher jump,more clips, 1% higher jump.
> >
> > I am not sure really, just worried about how they will end up.
>
> Then again, what purpose does 1% higer jump have? I personally don’t feel good about this loadout and perk system. Balance or variety? Choose one. That’s basically what the loadouts and perks do. If you make them balanced, you’re going to have a lot of stuff that does things very similarly, has no real effect on the game and is mainly cosmetic. If you choice the variety approach, you’re going to have a lot of stuff that works better than otehr stuff in some cases, but worse in other cases, producing gameplay where you make a random choice on spawn that decides whether you succeed or not. So, balance of variety?

I totally agree.