How loadouts should be in future titles

Just removing something is a very dogmatic way to solve a problem, I mean why remove something that can be rebalanced to work for you? Take loadouts for example, the problems we have with them are that they allow too much on spawn, such as sticks and plasma pistols. We also had balance problems with the DMR, and we still have problems with 3 AAs. In light of these problems this is how I would structure loadouts:

Primary:
AR(or similar automatic)
BR(or similar type weapon)
Carbine(or similar type weapon)
Storm rifle(or similar automatic)
Magnum(or similar pistol)

Secondary:
Any one of the above weapons, as there are no perks

Grenade:
Frags (bounces)
Needle grenade(rolls and sticks to surfaces but not people or vehicles)

Armor ability:

Thruster(first person view and needs to be charged up for more distance only)

Hologram(spits two holograms at once but for less range)

Regen field(only heals team mates)

Gravity field(decreases gravity in general vicinity)

New ability(must require some form of skill or team benefit)

I think more limited loadouts is the right way to go, that way they can be better balanced and still allow equal starts not necessarily identical starts. Along with armor abilities I believe equipment should make a comeback and supplement the armor abilities in loadouts by being on the map. Abilities that mess with map design and result in unfair advantages easily should be removed. Only skillful or team based AAs should be on spawn.

> Just removing something is a very dogmatic way to solve a problem, I mean why remove something that can be rebalanced to work for you? Take loadouts for example, the problems we have with them are that they allow too much on spawn, such as sticks and plasma pistols. We also had balance problems with the DMR, and we still have problems with 3 AAs. In light of these problems this is how I would structure loadouts:
>
> Primary:
> AR(or similar automatic)
> BR(or similar type weapon)
> Carbine(or similar type weapon)
> Storm rifle(or similar automatic)
> Magnum(or similar pistol)
>
> Secondary:
> Any one of the above weapons, as there are no perks
>
> Grenade:
> Frags (bounces)
> Needle grenade(rolls and sticks to surfaces but not people or vehicles)
>
> Armor ability:
>
> Thruster(first person view and needs to be charged up for more distance only)
>
> Hologram(spits two holograms at once but for less range)
>
> Regen field(only heals team mates)
>
> <mark>Gravity field(decreases gravity in general vicinity)</mark>
>
> New ability(must require some form of skill or team benefit)
>
> I think more limited loadouts is the right way to go, that way they can be better balanced and still allow equal starts not necessarily identical starts. Along with armor abilities I believe equipment should make a comeback and supplement the armor abilities in loadouts by being on the map. Abilities that mess with map design and result in unfair advantages easily should be removed. Only skillful or team based AAs should be on spawn.

Where did you come up with that idea?

> > Just removing something is a very dogmatic way to solve a problem, I mean why remove something that can be rebalanced to work for you? Take loadouts for example, the problems we have with them are that they allow too much on spawn, such as sticks and plasma pistols. We also had balance problems with the DMR, and we still have problems with 3 AAs. In light of these problems this is how I would structure loadouts:
> >
> > Primary:
> > AR(or similar automatic)
> > BR(or similar type weapon)
> > Carbine(or similar type weapon)
> > Storm rifle(or similar automatic)
> > Magnum(or similar pistol)
> >
> > Secondary:
> > Any one of the above weapons, as there are no perks
> >
> > Grenade:
> > Frags (bounces)
> > Needle grenade(rolls and sticks to surfaces but not people or vehicles)
> >
> > Armor ability:
> >
> > Thruster(first person view and needs to be charged up for more distance only)
> >
> > Hologram(spits two holograms at once but for less range)
> >
> > Regen field(only heals team mates)
> >
> > <mark>Gravity field(decreases gravity in general vicinity)</mark>
> >
> > New ability(must require some form of skill or team benefit)
> >
> > I think more limited loadouts is the right way to go, that way they can be better balanced and still allow equal starts not necessarily identical starts. Along with armor abilities I believe equipment should make a comeback and supplement the armor abilities in loadouts by being on the map. Abilities that mess with map design and result in unfair advantages easily should be removed. Only skillful or team based AAs should be on spawn.
>
> Where did you come up with that idea?

Forerunners got some crazy tech yo.

> > > Just removing something is a very dogmatic way to solve a problem, I mean why remove something that can be rebalanced to work for you? Take loadouts for example, the problems we have with them are that they allow too much on spawn, such as sticks and plasma pistols. We also had balance problems with the DMR, and we still have problems with 3 AAs. In light of these problems this is how I would structure loadouts:
> > >
> > > Primary:
> > > AR(or similar automatic)
> > > BR(or similar type weapon)
> > > Carbine(or similar type weapon)
> > > Storm rifle(or similar automatic)
> > > Magnum(or similar pistol)
> > >
> > > Secondary:
> > > Any one of the above weapons, as there are no perks
> > >
> > > Grenade:
> > > Frags (bounces)
> > > Needle grenade(rolls and sticks to surfaces but not people or vehicles)
> > >
> > > Armor ability:
> > >
> > > Thruster(first person view and needs to be charged up for more distance only)
> > >
> > > Hologram(spits two holograms at once but for less range)
> > >
> > > Regen field(only heals team mates)
> > >
> > > <mark>Gravity field(decreases gravity in general vicinity)</mark>
> > >
> > > New ability(must require some form of skill or team benefit)
> > >
> > > I think more limited loadouts is the right way to go, that way they can be better balanced and still allow equal starts not necessarily identical starts. Along with armor abilities I believe equipment should make a comeback and supplement the armor abilities in loadouts by being on the map. Abilities that mess with map design and result in unfair advantages easily should be removed. Only skillful or team based AAs should be on spawn.
> >
> > Where did you come up with that idea?
>
> Forerunners got some crazy tech yo.

Could you please elaborate on what the Gravity field does? How it affects gameplay?

I`m not really a supporter of pod,loadouts ,and armor abilities.

> > > > Just removing something is a very dogmatic way to solve a problem, I mean why remove something that can be rebalanced to work for you? Take loadouts for example, the problems we have with them are that they allow too much on spawn, such as sticks and plasma pistols. We also had balance problems with the DMR, and we still have problems with 3 AAs. In light of these problems this is how I would structure loadouts:
> > > >
> > > > Primary:
> > > > AR(or similar automatic)
> > > > BR(or similar type weapon)
> > > > Carbine(or similar type weapon)
> > > > Storm rifle(or similar automatic)
> > > > Magnum(or similar pistol)
> > > >
> > > > Secondary:
> > > > Any one of the above weapons, as there are no perks
> > > >
> > > > Grenade:
> > > > Frags (bounces)
> > > > Needle grenade(rolls and sticks to surfaces but not people or vehicles)
> > > >
> > > > Armor ability:
> > > >
> > > > Thruster(first person view and needs to be charged up for more distance only)
> > > >
> > > > Hologram(spits two holograms at once but for less range)
> > > >
> > > > Regen field(only heals team mates)
> > > >
> > > > <mark>Gravity field(decreases gravity in general vicinity)</mark>
> > > >
> > > > New ability(must require some form of skill or team benefit)
> > > >
> > > > I think more limited loadouts is the right way to go, that way they can be better balanced and still allow equal starts not necessarily identical starts. Along with armor abilities I believe equipment should make a comeback and supplement the armor abilities in loadouts by being on the map. Abilities that mess with map design and result in unfair advantages easily should be removed. Only skillful or team based AAs should be on spawn.
> > >
> > > Where did you come up with that idea?
> >
> > Forerunners got some crazy tech yo.
>
> Could you please elaborate on what the Gravity field does? How it affects gameplay?

It only effects people and grenades, so you can’t use it to prevent a splatter. What it does is send out a pulse field that lowers the gravity an a given radius. Think condemned, which had a zero gravity section. Of course it won’t be that weak with this ability, but jumping will be higher and you float longer, but not for too long.

> I`m not really a supporter of pod,loadouts ,and armor abilities.

Well good because this is not about pods. And why aren’t you a supporter of loadouts and armor abilities?

I like the prospect of a “deployable” Gravity Zone. A visible dome in which the gravity is lessened to allow greater vertical movement without dropping a Grav Lift (which would be a problematic if not on a flat surface) sounds like a good idea. Although, I think it would need to go through gameplay testing to see how well it would go…

> > I`m not really a supporter of pod,loadouts ,and armor abilities.
>
> Well good because this is not about pods. And why aren’t you a supporter of loadouts and armor abilities?

Even in reach no one enjoy the armor abilities, loadouts changed the core of Halo and what made it unique.

> > > I`m not really a supporter of pod,loadouts ,and armor abilities.
> >
> > Well good because this is not about pods. And why aren’t you a supporter of loadouts and armor abilities?
>
> Edit:
> Even in reach not many enjoyed the armor abilities. THey should have been limited use in Halo 4. Loadouts changed the core of Halo and what made it unique. Appealing to the modern FPS player showed that wasnt the way to go when people from Halo started feel right at home with COD, BF and many other class-based shooters.

> Needle grenade(rolls and sticks to surfaces but not people or vehicles)

How can they both roll and stick to surfaces? And is there significant enough of a difference in combat role to implement this grenade type?

> > > > I`m not really a supporter of pod,loadouts ,and armor abilities.
> > >
> > > Well good because this is not about pods. And why aren’t you a supporter of loadouts and armor abilities?
> >
> > Edit:
> > Even in reach not many enjoyed the armor abilities. THey should have been limited use in Halo 4. Loadouts changed the core of Halo and what made it unique. Appealing to the modern FPS player showed that wasnt the way to go when people from Halo started feel right at home with COD, BF and many other class-based shooters.
>
> Armor abilities as a concept is unique to halo. I can’t name another shooter that possesses such a mechanic.
>
> I would also argue that as long as they are balanced, then they fit within the core of halo. Take hologram for example, it does nothing to alter the map structure and does not grant an advantage to one player or players. Using it effectively requires good placement and knowledge of the enemy. There is nothing wrong with spawning with hologram. Now take a look at jet pack, it’s faults have been proven time and time again, and destroys the gameplay flow, map design and balance. So, this means the solution is to not remove AAs, but to build them like hologram. They must take skill, not mess with map design and should not give a player any specific advantage. This can be done.

> > Needle grenade(rolls and sticks to surfaces but not people or vehicles)
>
> How can they both roll and stick to surfaces? And is there significant enough of a difference in combat role to implement this grenade type?

If you throw it straight at a wall it will stop. If you throw it at can angle it will stick to the wall but roll along it. It will last 1 or 2 seconds longer than the frag. Think of it as bowling but on the side of a wall. It’s funny because your needle pistol idea helped my come up with this.

PvE gamemodes should be full customizable like in Halo 4.
PvP Matchmaking should be both limited and no loadouts, depending on the gametype.
PvP Customs should be Customizable, limited, and no loadouts, gametype settings selectable.

Enough said.

> PvE gamemodes should be full customizable like in Halo 4.
> PvP Matchmaking should be both limited and no loadouts, depending on the gametype.
> PvP Customs should be Customizable, limited, and no loadouts, gametype settings selectable.
>
> Enough said.

I don’t like having two different types of multiplayer in one game, it makes it hard to develop a balanced core and things like sprint and jet pack make maps awful. To accommodate this 343 would have to make twice a many maps, which is memory better used elsewhere. If the end it wouldn’t please anyone, we would just have one bad mix that new fans won’t play and old fans will hate.

> > > > > I`m not really a supporter of pod,loadouts ,and armor abilities.
> > > >
> > > > Well good because this is not about pods. And why aren’t you a supporter of loadouts and armor abilities?
> > >
> > > Edit:
> > > Even in reach not many enjoyed the armor abilities. THey should have been limited use in Halo 4. Loadouts changed the core of Halo and what made it unique. Appealing to the modern FPS player showed that wasnt the way to go when people from Halo started feel right at home with COD, BF and many other class-based shooters.
> >
> > <mark>Armor abilities as a concept is unique to halo. I can’t name another shooter that possesses such a mechanic.</mark>
> >
> > I would also argue that as long as they are balanced, then they fit within the core of halo. Take hologram for example, it does nothing to alter the map structure and does not grant an advantage to one player or players. Using it effectively requires good placement and knowledge of the enemy. There is nothing wrong with spawning with hologram. Now take a look at jet pack, it’s faults have been proven time and time again, and destroys the gameplay flow, map design and balance. So, this means the solution is to not remove AAs, but to build them like hologram. They must take skill, not mess with map design and should not give a player any specific advantage. This can be done.
>
> Well, Crysis 2 copied them, but Reach had them first.

> > > > > > I`m not really a supporter of pod,loadouts ,and armor abilities.
> > > > >
> > > > > Well good because this is not about pods. And why aren’t you a supporter of loadouts and armor abilities?
> > > >
> > > > Edit:
> > > > Even in reach not many enjoyed the armor abilities. THey should have been limited use in Halo 4. Loadouts changed the core of Halo and what made it unique. Appealing to the modern FPS player showed that wasnt the way to go when people from Halo started feel right at home with COD, BF and many other class-based shooters.
> > >
> > > <mark>Armor abilities as a concept is unique to halo. I can’t name another shooter that possesses such a mechanic.</mark>
> > >
> > > I would also argue that as long as they are balanced, then they fit within the core of halo. Take hologram for example, it does nothing to alter the map structure and does not grant an advantage to one player or players. Using it effectively requires good placement and knowledge of the enemy. There is nothing wrong with spawning with hologram. Now take a look at jet pack, it’s faults have been proven time and time again, and destroys the gameplay flow, map design and balance. So, this means the solution is to not remove AAs, but to build them like hologram. They must take skill, not mess with map design and should not give a player any specific advantage. This can be done.
> >
> > Well, Crysis 2 copied them, but Reach had them first.
>
> Crysis 2 copied a lot of things from other games. The difference here being, everyone had them and they were not customizable.

> > PvE gamemodes should be full customizable like in Halo 4.
> > PvP Matchmaking should be both limited and no loadouts, depending on the gametype.
> > PvP Customs should be Customizable, limited, and no loadouts, gametype settings selectable.
> >
> > Enough said.
>
> I don’t like having two different types of multiplayer in one game, it makes it hard to develop a balanced core and things like sprint and jet pack make maps awful. To accommodate this 343 would have to make twice a many maps, which is memory better used elsewhere. If the end it wouldn’t please anyone, we would just have one bad mix that new fans won’t play and old fans will hate.

Face palm

It’s the same MP.

the only difference is the game settings.

Unless you’re talking PvE and PvP part, then guess what, IT’S ALREADY HERE! It’s called Fire Fight, and Spartan OPs!

Or you’re talking about just the PvP, like I said above, IT’S ALL SETTINGS, there’s no need for making two of everything, it’s not two different systems, it’s the same game engine, same game, same mode, same gametypes, and same maps.

Design the maps based off of the limited and No load outs. And then leave in full custom load outs for Forge maps and for PvE game modes. (In case I have to repeat me self, PvE is like Fire Fight, and Spartan OPs, where it’s 1 or more players fighting ageist AIs. Because we all know that Multiplayer means more than one player, and is NOT limited to games/game modes where it’s players fighting other players.)

Now, I shouldn’t have to explain any more detailed, if I do, I am not going to be happy.

> > Well, Crysis 2 copied them, but Reach had them first.
>
> Crysis 2 copied a lot of things from other games. The difference here being, everyone had them and they were not customizable.

You two have no -Yoinking!- clue do you.

Have you guys ever heard of this game called Crysis? I’m not talking Crysis 2, or Crysis 3, I’m talking about the first game. No because you guys are most likely only Xbox Players, and any game that happens to start on the PC and then be ported to the Xbox, you guys are oblivious to.

Crysis was released in 2008, 2 years before Halo Reach. How do I know this? Because I picked it up a few days AFTER it’s launch, a year or two BEFORE I joined the Army, I remember picking up Halo 3: ODST at AIT and playing it.

You know what game Crysis 2 copied it’s “armor Abilities” from? I -Yoinking!- DO!

I would like to see an AA that when used individually it’s defensive, but when paired up with your allies it can become offensive.

One of my favourite examples (Perhaps the only one I know) of this is in Lost Planet 2

> > > PvE gamemodes should be full customizable like in Halo 4.
> > > PvP Matchmaking should be both limited and no loadouts, depending on the gametype.
> > > PvP Customs should be Customizable, limited, and no loadouts, gametype settings selectable.
> > >
> > > Enough said.
> >
> > I don’t like having two different types of multiplayer in one game, it makes it hard to develop a balanced core and things like sprint and jet pack make maps awful. To accommodate this 343 would have to make twice a many maps, which is memory better used elsewhere. If the end it wouldn’t please anyone, we would just have one bad mix that new fans won’t play and old fans will hate.
>
> Face palm
>
> It’s the same MP.
>
> the only difference is the game settings.
>
> Unless you’re talking PvE and PvP part, then guess what, IT’S ALREADY HERE! It’s called Fire Fight, and Spartan OPs!
>
> Or you’re talking about just the PvP, like I said above, IT’S ALL SETTINGS, there’s no need for making two of everything, it’s not two different systems, it’s the same game engine, same game, same mode, same gametypes, and same maps.
>
> Design the maps based off of the limited and No load outs. And then leave in full custom load outs for Forge maps and for PvE game modes. (In case I have to repeat me self, PvE is like Fire Fight, and Spartan OPs, where it’s 1 or more players fighting ageist AIs. Because we all know that Multiplayer means more than one player, and is NOT limited to games/game modes where it’s players fighting other players.)
>
> Now, I shouldn’t have to explain any more detailed, if I do, I am not going to be happy.
>
>
>
> > > Well, Crysis 2 copied them, but Reach had them first.
> >
> > Crysis 2 copied a lot of things from other games. The difference here being, everyone had them and they were not customizable.
>
> You two have no -Yoinking!- clue do you.
>
> Have you guys ever heard of this game called Crysis? I’m not talking Crysis 2, or Crysis 3, I’m talking about the first game. No because you guys are most likely only Xbox Players, and any game that happens to start on the PC and then be ported to the Xbox, you guys are oblivious to.
>
> Crysis was released in 2008, 2 years before Halo Reach. How do I know this? Because I picked it up a few days AFTER it’s launch, a year or two BEFORE I joined the Army, I remember picking up Halo 3: ODST at AIT and playing it.
>
> You know what game Crysis 2 copied it’s “armor Abilities” from? I -Yoinking!- DO!

My response was a general statement, and not specifically aimed at your post. And nice idiotic assumption that I’m just an xbox player. Any more? I’m sure you so much -Yoinking!- evidence of my gaming habits.

Let’s run down the crisis abilities shall we?

Cloak-camo in halo 1

Speed-sprinting in doom and most cod games

Armor-over shield in halo 1

Strength-melee in a lot of other shooters.

Crysis was incredibly generic when it came out, which was the reason I avoided it. The only thing it had was graphics.