Equal Starts in Multiplayer

So Halo 5 is going back to arena style multiplayer, where everyone starts with the exact same weapons and abilities, and it’s all because people prefered that over the loadout system in Halo 4. Now, I don’t have anything against these equal starts, but there is something I just wanted to know; why do you guys prefer equal starts over loadouts?

I want details, please.

Here’s a quote to explain

“Because god made us all equal, except I’m slightly more equal because I’m alive and you’re dead.”
-Sarge

When everyone starts off the same, it’s easier to judge a skill gap because people cant spawn with BS loadouts like mini-shotguns or plasma pistols and plasma grenades.

Yes I do prefer equal starts. There is no competition, there are no details. Equal starts are better.

we’re gladiators, of equal ability, put into the pit
our access to our tools of destruction (golden triangle+vehicles) are equal and fair
what decides if the red or blue gladiator(s) wins is skill alone

equal starts are mandatory in this colosseum.

Only exception is in certain team based game types. Like invasion and BTB where it just adds spice.
Even then it should be limited to guns of the same class. IE: BR v Carbine, AR v Plasma repeater and so on.

I like it because it makes the game a little more tactical. Former halo games were kind of like rock paper scissors, where reach and 4 had way too many variables to be able to say that. Loadouts and AAs meant when you saw a blip on the radar around the corner you had no idea what to expect. AR? BR? DMR? Boltshot? Did the enemy have a power weapon from the map or ordinance drop? Hard light shield or automated turret? So many variables felt less like Halo to many.

Equal starts are better in every way shape and form. It makes it easier to tell the skill gap between players. Loadouts and AA’s make the game more of a jumbled up kill fest then it needs to be. BR starts are the path to salvation. You know what to expect the majority of the time, it becomes a more slow paced tactical game, and true skill is shown in a battle rifle standoff. Don’t even see how this is up for questioning.

Equal starts in competitive gametypes but some gametypes work better with loadouts. Only some, not many.

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> Don’t even see how this is up for questioning.

Just curious. You see I started playing Halo with my own Xbox in Reach, (before that I just went to a friend’s place) and it annoyed me when I got into a Slayer DMR match. I prefered to use the Needle Rifle, and I thought “They’re not that different, why can’t we just pick one from the start so I don’t have to run around looking for a Needle Rifle?” That’s why Slayer Pro was my favorite gametype in Reach. We got to pick, and both classes had sprint.

Other than that, I’ve seen some good points on here, like how predictability ties in with skill. When I posted this, I was mainly thinking about the weapons we spawn with, and didn’t pay much attention to AAs.

> 2533274978553590;8:
> > 2533275024337013;6:
> > Don’t even see how this is up for questioning.
>
>
> Just curious. You see I started playing Halo with my own Xbox in Reach, (before that I just went to a friend’s place) and it annoyed me when I got into a Slayer DMR match. I prefered to use the Needle Rifle, and I thought “They’re not that different, why can’t we just pick one from the start so I don’t have to run around looking for a Needle Rifle?” That’s why Slayer Pro was my favorite gametype in Reach. We got to pick, and both classes had sprint.
>
> Other than that, I’ve seen some good points on here, like how predictability ties in with skill. When I posted this, I was mainly thinking about the weapons we spawn with, and didn’t pay much attention to AAs.

Although they are very similar, differences still do add up in the end. But for me the issue of having identical starting weapons is also about encouraging diversity in the weapon sandbox.

The DMR and Needle Rifle are very similar, so are the BR and Carbine for that matter. I don’t believe the line of thinking should be “Well these two weapons are similar why not let us spawn with either?”. That leads to having a bunch of redundant clones, which only provides superficial variety.

Instead we should focus on how to make the two weapons more distinct so the choice between either of them is more meaningful. Equal starts make this an easier task as anything that isn’t a starting weapon must be picked up. If people are not picking up a certain weapon than that leaves two possible issues. 1.) It is underpowered, buff it. or 2.) It is too similar to a starting weapon and needs a design change(Why pick up something you already have?)

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*Original post. Click at your own discretion.

i don’t. it’s stupid.

halo-4 was and is the best halo MP game and they won’t make anything like it again…

thanks to all the idiots chanting down with progress

It encourages map design/gameplay tactics. Want a br/sniper/rockets? You find the spawn and move around the map. When everyone gets the one weapon they want to use, it becomes very stale (why chase the enemy when you can camp with your spawn weapon?).

Not to say all games had good starting weapons (CE with the pp and AR was not nearly as fun as pistols, especially on big maps). Loadouts just tend to take fun out of the game because it does not force a player outside of their conform zone, and make them learn how to use the unique weapons. Everything in turn becomes less about a gun, and more about skins (the LR and DMR are different in 5 from 4, where before they were essentially one shot brs).

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> > 2533274978553590;8:
> > > 2533275024337013;6:
> > > Don’t even see how this is up for questioning.
> >
> >
> >
> > Just curious. You see I started playing Halo with my own Xbox in Reach, (before that I just went to a friend’s place) and it annoyed me when I got into a Slayer DMR match. I prefered to use the Needle Rifle, and I thought “They’re not that different, why can’t we just pick one from the start so I don’t have to run around looking for a Needle Rifle?” That’s why Slayer Pro was my favorite gametype in Reach. We got to pick, and both classes had sprint.
> >
> > Other than that, I’ve seen some good points on here, like how predictability ties in with skill. When I posted this, I was mainly thinking about the weapons we spawn with, and didn’t pay much attention to AAs.
>
>
> Although they are very similar, differences still do add up in the end. But for me the issue of having identical starting weapons is also about encouraging diversity in the weapon sandbox.
>
> The DMR and Needle Rifle are very similar, so are the BR and Carbine for that matter. I don’t believe the line of thinking should be “Well these two weapons are similar why not let us spawn with either?”. That leads to having a bunch of redundant clones, which only provides superficial variety.
>
> Instead we should focus on how to make the two weapons more distinct so the choice between either of them is more meaningful. Equal starts make this an easier task as anything that isn’t a starting weapon must be picked up. If people are not picking up a certain weapon than that leaves two possible issues. 1.) It is underpowered, buff it. or 2.) It is too similar to a starting weapon and needs a design change(Why pick up something you already have?)

The Needle Rifle IS unique! Unlike the boooooring DMR, the ammo for the Needle Rifle is not only purple, but it glows!!!

Ha, I’m just kidding you. While they are very similar in function, the lesser amount of bloom made the Needler Rifle ideal to me. But, in retrospect, they could’ve made it stand out more.

The BR and Carbine are similar in most games, but in Halo 2 Vista, the Carbine has a much higher rate of fire than it did on the Xbox. This acutally made it better than the BR at close to mid range than the BR, but the BR still beat it at longer distances. I think that this was a good way to make the weapons more unique, because otherwise the Carbine was a less accurate BR.