Halo 4 Loadouts Guide

This topic is dedicated to discussing loadouts and strategies associated with them.

Here’s the information regarding the loadout system for reference:

Specializations

Wetwork: This is your stealth Spartan. He focused on the elimination of an enemy target with the goal of leaving no tactical footprint behind. The Stealth armor mod allows users to move quickly and silently in combat, executing enemy assassinations with speed and dexterity.

Pioneer: Spartan optimization for deployment into uncharted, hostile territory, such as uncolonized worlds or Forerunner constructs like Requiem, for the purpose of gathering and relaying information. The Fast Track armor mod allows Spartans to gain more experiential data from each encounter, effectively ranking up quicker during the process.

Engineer: Spartan optimization for the subversion, repair, and or reconstitution of a wide range of technology, including Covenant and Forerunner complex networks. The Drop Recon armor mod allows users to predict the location and time of an ordnance drop through an external suborbital monitoring system.

Tracker: Spartan optimization for long-range target tracking (trans-continent and off-world), particularly in scenarios where conventional tracking has failed or such a substantial time has passed that the trail has gone cold. The Requisition armor mod allows users the ability to recall their own ordnance requests in order to acquire more helpful weapons in the field.

Rogue: Spartan optimization for single-operative missions which require a lone Spartan to be deployed on their own for incredibly long durations of time, even years if required. The Stability armor mod allows users to increase their aiming stability when being fired upon.

Stalker: Spartan optimization for target shadowing missions which require tactical invisibility despite operating at an extremely close range to the target itself. The Nemesis armor mod allows users to target and track down previous attacking enemies, highlighting them on the armor’s passive sensors.

Pathfinder: Spartan optimization for deep, unconventional deployment within unknown enemy territory and with little to no assistance from command. The Gunner armor mod decreases the time of weapon overheat when occupying a vehicle weapon position and increases Spartan speed while carrying a detached turret.

Operator: Spartan optimization for the operation and control of a wide range of vehicles: space, air, ground, and sea. The Wheelman armor mod gives Spartans the ability to coax every bit of stamina and durability out of vehicles they are piloting.


Weapons

Primary Weapons

Battle Rifle - Utilizes precise, three-round burst functionality, making it a formidable mid-range, semi-automatic weapon.
DMR - Premiere marksman rifle of the UNSC, offering impressive single-fire accuracy at reasonably long distances.
Carbine - Notable semi-auto mid-range accuracy, firing ballistic rounds unlike most other Covenant weapons
Light Rifle - Precision weapon that fires beams of hard light (3-round burst while un-zoomed and a more powerful single shot when zoomed in) for mid-range to long-range combat.
Assault Rifle - Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat.
Storm Rifle - Full-auto energy weapon widely considered the successor to the traditional Plasma Rifle
Suppressor - Full-auto Forerunner infantry weapon, firing bolts of hard light in rapidly accelerating succession.

Secondary Weapons

Magnum - UNSC’s personal sidearm of choice due to its excellence at close-range to mid-range engagements.
Bolt Shot - Forerunner particle dilator used for both its precision at mid-range and its burst functionality when up close.
Plasma Pistol - Semi-auto energy weapon capable of a scaled-burst effect which disables electronics.

Grenades

Fragmentation Grenade - The Fragmentation Grenade, which has existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies.
Plasma Grenade - The Plasma Grenade, when triggered, is engulfed in latent plasma, allowing it to cling to targets before detonating.
Pulse Grenade - The Pulse Grenade forcefully detonates and forms a hazardous ionization sphere which eventually collapses, destroying any nearby targets.


Armor Abilities

Thruster Pack - Enables a powerful burst of movement allowing the ability to evade or quickly close the gap.

Promethean Vision - Allows users to detect enemy signatures through walls and other hard surfaces.

Hologram - Allows users to generate an almost identical holographic decoy to to deceive enemies during combat.

Jet Pack - Allows users limited flight through a vertical lift propulsion system similar to that of EVA re-entry packs.

Hard Light Shield - Allows users to a protective barrier of hard light which stops most small arms fire and some explosives.

Active Camouflage - Allows users to generate a visual effect astonishingly close to invisibility.

Auto-Sentry - An automatic turret which can be deployed to defend its user or command a key battlefield choke-point.

Regeneration Field - Allows the user to release a short-range energy field that heals any nearby Spartans.


Tactical Packages

Mobility - Allows unlimited sprint.

Shielding - Speeds up your armor’s energy shield recharge rate.

Resupply - Allows the recovery of grenades from fallen allies or foes.

AA Efficiency - Increases the rate at which energy recharges for armor abilities.

Grenadier - Increases grenade carrying capacity.

Firepower - Allows the use of a primary weapon in the secondary weapon slot.

*Fast track - Allows the user to advance quicker in rank. (Pioneer specialization required)

*Requisition - In modes with personal ordnance. Requisition lets the player request new choices when an ordnance is granted. (Tracker specialization required)

*Wheelman - Increases the long term durability of your vehicle as well as how it reacts to EMP charges. (Operator specialization required)


Support Upgrades

Ammo - Increases ammunition capacity for both starting weapons and ordnance drops.

Dexterity - Speeds up reload and weapon swapping.

Sensor - Increases motion sensor range.

Awareness - Allows the use of motion sensors while using a scope.

Explosives - Alters grenade performance, increasing blast radius and decreasing grenade damage received.

Ordnance Priority - In modes with personal ordnance, offers more frequent ordnance drops to the user.

*Stability - Steadies your weapon while being struck by incoming fire. (Rogue specialization required)

*Gunner - Increases how long a mounted weapon can fire before overheating as well as movement speed with detached turrets. (Pathfinder specialization required)

*Nemesis - Gives you an icon on your HUD showing the last person that killed you. (Stalker specialization required)

*Stealth - Allows Spartans to Sprint quietly. They also appear as an outline to players using Promethean Vision and perform quicker assassinations. (Wetwork specialization required)

*Drop Recon Lets you know that Infinity Ordnance is coming and what the Infinity Ordnance is. You see the waypoint and type of weapon that is coming down prior to the weapon entering the game. (Engineer specialization required)




Use these templates to craft your loadouts:


- - - - - - Loadout: Title - - - - - -
-Specialization:
-Primary Weapon:
-Secondary Weapon:
-Grenade Type:
-Armor Ability:
-Tactical Package:
-Support Upgrade:
+Summary:


- - - - - - Squad: Name - - - - - -
-
-
+Summary:


<mark>If you create a loadout identical to a one that has already been posted here, use the name they provided for that loadout.</mark>

This is a great guide for loadouts but could you go in depth about the weapons and grenades? Ex. “The DMR is a good Medium to Long range weapon with exceptional accuracy.”

Oh yeah and here’s my loadout as well.

Name: Marksman
-Specialization: Rogue
-Primary Weapon: DMR
-Secondary Weapon: Magnum
-Grenade Type: Fragmentation
-Armor Ability: Jetpack
-Tactical Package: Shielding
-Support Upgrade: Ammo

+Summary: Uses the Rogue specialization in combination with the DMR’s long range capabilities. When unzoomed the DMR is still good at medium and even close ranges. The magnum is a good cleanup if reloading, and good at close range. Frag grenades work well with the DMR at popping shields, followed up with a headshot. Use of the Jetpack provides a good angle for headshots and is harder for the BR to hit because of spread. The shielding tactical package allows for a slightly quicker recharge, good a t close-medium range. The Ammo support upgrade is helpful to start with, especially when other DMR’s are scarce.

> Use these templates to craft your loadouts:
>
>
>
> <mark>If you create a loadout identical to a one that has already been posted here, use the name they provided for that loadout.</mark>

er… no.

My Loadouts:

            • Loadout: Extra XP - - - - - -
              -Specialization: Pioneer
              -Primary Weapon: Any
              -Secondary Weapon: Any
              -Grenade Type: Any
              -Armor Ability: Any
              -Tactical Package: Fast Track*
              -Support Upgrade: Any

+Summary: Get as much XP as possible which speeds up the process of unlocking loadout options. Besides Fast Track, the loadout should be customized towards being the best suited for your play style and a certain matchmaking playlist or map.

            • Loadout: Anti-Vehicle / Shield OR ‘N00B Combo’ - - - - - -
              -Specialization: Any
              -Primary Weapon: Battle Rifle / Carbine / Lightrifle
              -Secondary Weapon: Plasma Pistol
              -Grenade Type: Plasma / Pulse
              -Armor Ability: Promethean Vision
              -Tactical Package: Resupply / Grenadier
              -Support Upgrade: Dexterity / Explosives

+Summary: Best for disabling vehicles and taking down shields. You can get a lot of assists using this method or you can finish the opposition by getting a headshot with your primary or throwing a plasma / pulse grenade on a disabled vehicle. There’s also the option of getting insta-kills via plasma grenade sticks. Use Promethean Vision to know when to charge up the Plasma Pistol so that you can blast enemies coming around a corner / obstacle or vehicle approaching you. Suitable for all maps and gametypes.

            • Loadout: Old School - - - - - -
              -Specialization: Any
              -Primary Weapon: Assault Rifle / BR
              -Secondary Weapon: Magnum
              -Grenade Type: Frag
              -Armor Ability: None
              -Tactical Package: None
              -Support Upgrade: None

+Summary: The new features will only get in my way so therefore I shall use none.

            • Loadout: The N00B - - - - - -
              -Specialization: Pioneer
              -Primary Weapon: Assault Rifle
              -Secondary Weapon: Magnum
              -Grenade Type: Frag
              -Armor Ability: Thruster Pack
              -Tactical Package: Mobility
              -Support Upgrade: Ammo

+Summary: Loves AR rushing, spraying and getting killed.

            • Loadout: Defensive Sniper - - - - - -
              -Specialization: Tracker
              -Primary Weapon: DMR / Lightrifle
              -Secondary Weapon: Magnum / Boltshot
              -Grenade Type: Frag
              -Armor Ability: Active Camo / Jet Pack / Promethean Vision
              -Tactical Package: AA Efficiency / Requisition*
              -Support Upgrade: Ammo / Ordnance Priority

+Summary: You like to stay back in your base and pick people off from afar. With the armor abilities you can avoid being spotted, spot enemies or go for the high ground. The tactical packages will allow you to use your armor ability more frequently or try to get a sniper if you didn’t get one in an ordnance drop. The support upgrade will allow you to get more ammo with you sniper or get ordnance drops faster so you can try to get another power weapon / power-up. Best for large maps. Suitable for any gametype except king of the hill.

            • Loadout: Offensive Sniper - - - - - -
              -Specialization: Rogue
              -Primary Weapon: DMR / Lightrifle / Carbine / Battle Rifle
              -Secondary Weapon: Magnum / Boltshot
              -Grenade Type: Frag
              -Armor Ability: Active Camo / Jet Pack / Promethean Vision
              -Tactical Package: Mobility / AA Efficiency
              -Support Upgrade: Ammo / Dexterity / Ordnance Priority / Stability*

+Summary: You like to to rush the sniper spawns and have a good aim. With the armor abilities you can avoid being spotted, spot enemies or go for the high ground. The tactical packages will allow you to get to a sniper spawn faster or use your armor ability more frequently. The support upgrades will allow you to get more ammo with your sniper, switch weapons faster to pick off an enemy, get ordnance drops faster so you can try to get another power weapon / power-up or save you from having to zoom back in when being fired upon. Best for medium or large maps. Suitable for any gametype except king of the hill.

            • Loadout: Counter Sniper - - - - - -
              -Specialization: Engineer
              -Primary Weapon: DMR / Lightrifle
              -Secondary Weapon: Magnum
              -Grenade Type: Frag
              -Armor Ability: Active Camo / Jet Pack / Promethean Vision
              -Tactical Package: Mobility
              -Support Upgrade: Drop Recon*

+Summary: You’re tired of pesky snipers and will track them down using your loadout options. With the armor abilities you can avoid being spotted, spot enemies or go for the high ground. The tactical package will allow you to get to cover faster and get to power weapons faster. The support upgrade will allow you to see where ordinance drops are coming so you can situate yourself to pick off the person that called it and / or steal the ordinance drop so you can use what was provided to assist eliminating the snipers on the map. Best for medium / large maps and objective gametypes except king of the hill.

            • Loadout: Hail to the King - - - - - -
              -Specialization: Any
              -Primary Weapon: Assualt Rifle / Storm Rifle / Suppressor
              -Secondary Weapon: Boltshot
              -Grenade Type: Frag
              -Armor Ability: Active Camo / Auto Sentry / Hardlight Shield / Regen Field
              -Tactical Package: Mobility / Shielding / Resupply
              -Support Upgrade: Ammo / Dexterity / Explosive

+Summary: You want to win king of the hill. With the armor abilities you can avoid being spotted, have a sentry to guard the objective, guard against enemy fire or make regen field for you and possibly your team; all are used defensively so that you can stay in the hill longer. The tactical packages will allow you to get to the objective faster, have your shield regenerate faster or have more grenades so that you can clear out the objective or blast incoming enemies. The support upgrades will allow you to stay in the hill without running out of ammo, switch weapons faster to pick off enemies + reload faster so you can persist in engaging enemies or have a larger grenade blast radius so you can clear out the objective. Best for small / medium maps and the gametypes king of the hill or regicide.

            • Loadout: BR Master - - - - - -
              -Specialization: Rogue
              -Primary Weapon: Battle Rifle
              -Secondary Weapon: Plasma Pistol / Magnum
              -Grenade Type: Frag
              -Armor Ability: Regen Field / Thruster Pack
              -Tactical Package: Mobility / Shielding
              -Support Upgrade: Stability*

+Summary: You just have to out-BR everyone. With the armor abilities you can throw down a regen field for you and possibly your allies or strafe to cover from enemy fire or grenades. The tactical packages will allow you get to power weapons / ordinance drops / cover faster or have your shields regen faster so you can do some more BR’ing. Stability will allow you to stay zoomed in so you can pick off enemies faster and more precisely with your trusty BR. A squad of BR Masters working together on high ground are very hard to stop. Best for medium / large maps. Suitable for any gametype.

            • Loadout: Assassin - - - - - -
              -Specialization: Wetwork
              -Primary Weapon: Dependant on map
              -Secondary Weapon: Boltshot / Plasma Pistol
              -Grenade Type: Plasma
              -Armor Ability: Active Camo
              -Tactical Package: Mobility / AA efficiency
              -Support Upgrade: Stealth

+Summary: Seeks to assassinate and “ninja” enemies. With active camo you can avoid being detected. The tactical packages will allow you to move around the maps faster or stay cloaked longer. Stealth further increases your chances of remaining undetected and allows you to perform faster assassinations. Known to brag about “ninja’ing” players. Suitable for all maps and the gametypes slayer, assault and capture the flag.

            • Loadout: The Gunner - - - - - -
              -Specialization: Pathfinder
              -Primary Weapon: Carbine / Battle Rifle
              -Secondary Weapon: Plasma Pistol
              -Grenade Type: Plasma / Pulse
              -Armor Ability: Any
              -Tactical Package: Shielding
              -Support Upgrade: Gunner*

+Summary: Best for players that intend to use turrets. What armor ability is the most suitable for the specific map / gametype should be used. Shielding will make it less likely that you will be picked off while on a warthog, scorpion or using a turret. Gunner allows you to move faster while carrying turrets and increases the cool-down of turrets. Suitable for medium or large maps.

            • Loadout: The Driver - - - - - -
              -Specialization: Operator
              -Primary Weapon: Carbine / Battle Rifle
              -Secondary Weapon: Plasma Pistol
              -Grenade Type: Plasma / Pulse
              -Armor Ability: Any
              -Tactical Package: Wheelman*
              -Support Upgrade: Ordnance Priority

+Summary: Best for players that intend to use vehicles. What armor ability is the most suitable for the specific map / gametype should be used. Wheelman will lessen the EMP effect on your vehicle and boost its health. Ordnance priority will make it more likely an ordnance drop is ready for you if you have to bail out of your vehicle. Suitable for medium or large maps.



My Squads:

            • Squad: BR Masters - - - - - -
              -BR Master 1
              -BR Master 2
              -BR Master 3
              -BR Master 4

+Summary: Work together to cover each other, provide regens and defend key locations therefore implementing map control. Known to consistently tea-bag fallen enemies.

            • Squad: The N00B Squad - - - - - -
              -Fire Team: The Deceivers
              -The N00B 1
              -The N00B 2

-Fire Team: The Clueless
-The N00B 3
-The N00B 4

-The N00B 5

+Summary: Work together brilliantly to lose the game for their team. The N00B 1 team kills in a strategy to trick the opposing team(s). The N00B 2 jumps off the map to add to the trickery. The N00B 3 misses most of their shots and wastes all the ammo for the power weapons. The N00B 4 rapidly spins around while looking up and moving around randomly; they are the lookout for enemy banshees and are also a distraction. The N00B 5 is a pacifist and does nothing the entire game or quits early in rebellion to the violence; they don’t have a fire team because they are a non-conformist. They all diligently fodder themselves to snipers so those players can make get multi-kills and resultingly post video clips of the proceedings.

> > Use these templates to craft your loadouts:
> >
> >
> >
> > <mark>If you create a loadout identical to a one that has already been posted here, use the name they provided for that loadout.</mark>
>
> er… no.

There’s obviously a lot of loadouts that can be made. You’re not required to use the name of a certain loadout… I only suggested that so the topic can be more concise. If you see a loadout that’s nearly identical to your own, reference to it then use your own name and how it differs in attributes or intended use.

            • Loadout: Designated Marksman - - - - - -
              -Specialization: Any
              -Primary Weapon: DMR
              -Secondary Weapon: Boltshot
              -Grenade Type: Frag
              -Armor Ability: Sentry Turret
              -Tactical Package: Mobility
              -Support Upgrade: Sensor

+Summary: A class that is designed to keep enemies at long range, mobility means you can keep moving, so the enemy never catches you. Should anyone pop up on your radar while scoped, you can take them on with a turret and a charged boltshot. Frag grenades are useful and can be thrown long distances.

            • Loadout: Combat Medic - - - - - -
              -Specialization: Pioneer
              -Primary Weapon: Battle Rifle/Carbine
              -Secondary Weapon: Plasma Pistol
              -Grenade Type: Pulse
              -Armor Ability: Regeneration Field
              -Tactical Package: AA Efficiency
              -Support Upgrade: Dexterity

+Summary: Good for being in the thick of things, get the regen field down whenever you need it and use the plasma pistol/pulse grenade for a shield drop while switching quickly to finish them off.

            • Loadout: CQB - - - - - -
              -Specialization: Wetwork
              -Primary Weapon: Storm Rifle
              -Secondary Weapon: Bolt Shot
              -Grenade Type: Frag
              -Armor Ability: Thruster Pack
              -Tactical Package: Resupply
              -Support Upgrade: Stealth*

+Summary: Best for combat in close quarters. With thruster pack the player can quickly advance on enemies or retreat as well. Resupply allows the player to have grenades at the ready for enemy encounters. Stealth decreases the volume of a players footsteps, makes them less visible to enemies using Promethean vision and speeds up assassinations. Best for small / medium maps and any gametype.