How would you change Weapons/load outs in H5?

Honestly! I’d make a few tweaks to the load out system.

Primary
Secondary(Does not have to be a sidearm)
Grenade
AA
Armor Module

Sprint has become an AA and Promethean vision is removed. Autosentry has gotten a buff to default damage.
Armor Modules will change depending on what AA you have.
None:
Ammo(Increased maximum ammo capacity)
Grenade(Carry an extra grenade)
Shield(Faster Shield Recharge)
Autosentry:
Beam(Replaces regular fire with a sentinel beam style weapon)
Sentry Shield(Gives the autosentry a recharging shield)
Recharge(Decreases recharge time)

Just a few examples.

Weapons:
DMR has been removed. The Carbine should be the only spamable single-shot rifle.
Light Rifle is now a 2-round burst(Single shot when scoped) but stays the same. The Scope has a Promethean Vision effect.
BoltShot has had its single shot damage buffed to a 5-shot kill, but accuracy has been severely decreased.
The Bolt shot’s role as a load out weapon has been replaced by the Photon Pistol, a Promethean Revolver-style weapon with high damage but a very low fire rate(TTK slightly longer than BR)

I’ll add more later.

Primary: Choose between AR, BR, Carbine, Repeater

Secondary: Remove secondaries from loadouts. Secondaries should be something you pick up off the map.

Grenades: 2 frags only.

Armor Abilities: Remove armor abilities from loadouts. Armor abilities should become map-pickups just like equipment was in Halo 3.

Perks: Remove perks from the game entirely.

Sprint: Should be an armor ability again, not a default one.


> Light Rifle is now a 2-round burst(Single shot when scoped) but stays the same. The Scope has a Promethean Vision effect.
> BoltShot has had its single shot damage buffed to a 5-shot kill, but accuracy has been severely decreased.

I like your light-rifle idea. I think the DMR, Light Rifle, and Boltshot should all be weapons that spawn on the map, and not be available in your loadout. The DMR & Light Rifle function as longer range, more powerful versions of the BR and Carbine, so they would make nice weapons to spawn on the map. The Boltshot reminds me of the mauler from Halo 3, which was an MLG power weapon, so it should also not be a loadout weapon.

Remove perks, the ability to select armor abilities and grenades, and drop the ideology of “secondary” weapons.

Make a “pick any two weapons” system.

Primary: BR, Carbine, AR, DMR, Repeater, Suppressor

Secondary: PP removed and put on the map, bolt shot reworked. Would like a covenant/Sanghelli equivalent of the magnum…even if it’s just a re-skinned magnum with different pew pew noises >.>

Grenades: Frags, simple and sweet, plasma’s should be on-map

Perks: Gone.

AA’s: No longer in loadouts and on the map. WTB bubble shield grenade from super bowl H3 commercial…still, lol. Jetpack removed from existence, period.

Sprint: Reworked so if you get shot, you stop sprinting and cannot sprint/“run away”. Shouldn’t be a means of escape, just a means to increase player/map flow…I love Halo 3 even to this day but it just feels slow(not just from my own experience), especially now that we have been spoiled by literally every other game, not just FPS. Surprisingly enough, maybe not to the minority here on the forums, but the feeling and power of the illusion of freedom in a game does matter(take out fall damage too plz huehue). I don’t believe it should be taken from the game and if AA’s were on ground it would just either be useless or a problem as an AA.

I love the concept of getting to choose which primary weapon you want. But that’s the ONLY choice you should have. Everything else should be default. No armor abilities, no perks, no secondary weapon (except for a default pistol) no plasma grenades. Sprint also needs to go, far far away.

To be honest, I’d scratch the whole loadout system altogether just because I feel like that is where a lot of the problems occurred in Halo 4. Sure, maybe we can have loadouts in some custom games, but I still would argue against them in matchmaking.

> Primary: Choose between AR, BR, Carbine, Repeater
>
> Secondary: Remove secondaries from loadouts. Secondaries should be something you pick up off the map.
>
> Grenades: 2 frags only.
>
> Armor Abilities: Remove armor abilities from loadouts. Armor abilities should become map-pickups just like equipment was in Halo 3.
>
> Perks: Remove perks from the game entirely.
>
> Sprint: Should be an armor ability again, not a default one.
>
> --------------
>
>
> > Light Rifle is now a 2-round burst(Single shot when scoped) but stays the same. The Scope has a Promethean Vision effect.
> > BoltShot has had its single shot damage buffed to a 5-shot kill, but accuracy has been severely decreased.
>
> I like your light-rifle idea. I think the DMR, Light Rifle, and Boltshot should all be weapons that spawn on the map, and not be available in your loadout. The DMR & Light Rifle function as longer range, more powerful versions of the BR and Carbine, so they would make nice weapons to spawn on the map. The Boltshot reminds me of the mauler from Halo 3, which was an MLG power weapon, so it should also not be a loadout weapon.

I’m glad you like the Light rifle idea.

But I’m not sure about your thought process with the AAs. They’re not the same as reusable Equipment. Their very design was done so players would spawn with them.

Also, with the secondaries, I’m not really sure about picking them off the map. Every Halo game has had players spawn with an AR(or SMG/Battle rifle)and a Magnum. To remove that wouldn’t really fit the style of play Halo has.

Loadouts should be handled carefully. While I don’t like being able to full change your play style based upon how much you have played, I did like the Varity that Loadouts introduced into Halo.

In my opinion, The best way to approach loadouts is this:

When you load into the game, You are given the option to select a Primary weapon and a Secondary weapon.

This can vary upon each playlist. Some may even have it disabled all together.

Example: Social Slayer; 5v5.

Primary weapons; Battle Rifle, Covenant Carbine, Light Rifle

Secondary weapon: Assault Rifle, Storm Rifle, Suppressor

Example 2: Team Slayer; 4v4

Primary weapons: Battle Rifle, Covenant Carbine, Light Rifle

Secondary weapons: Magnum, SMG

Example 3: Big team battle: 8v8

Primary weapons: DMR, Battle Rifle, Covenant Carbine, Light Rifle

Secondary weapons: Assault Rifle, Storm Rifle, Suppressor

Everyone would spawn with 2x frags (Unless the game mode requires you to spawn with anything different)and all other grenades are map pickups.

AA’s would be map pick up. AA’s have limited uses as opposed to unlimited usage. The more effective/powerful the AA, The less Usage and Energy it has.

Perks would go away. Not place for them here.

Weapon skins could also be unlocked via ranking up and can be equipped via the Armory.

Example: You rank up. Earn the Desert BR skin. You equip it in your armory. Now whenever you spawn with a BR in Multiplayer, Your BR will always have the said skin.

This system does not reward you with better gear if you have played more. New and Old players will get the same choices regardless of how good they are.

It still keeps the variety that Halo’s multiplayer needs and on top of that, If 343 actually balances out the weapons by, lets say a Beta, Then there wouldn’t be a OP option.

Plus we get to keep weapon skins. I like weapon skins.

Primary:
Primary starting loadout weapons are UNSC only and serve as a base to their class of weapon.

DMR - Long range starting option. 4 shot kill. Can hit as far as you can see but no auto-aim/bullet magnetization, or at least the bare minimum to deal with netcode lag, which should be low with servers. Either a slower rate of fire to give it a disadvantage in close combat, or make it a non-hitscan weapon.

BR - Primarily mid-range, but suitable for all. Pretty much how it is already it seems.

AR - Slow rate of bullet spread to be a bit more effective at mid-range combat, similar to the Lancer in Gears of War 3. Firing in burst should allow a player to engage at longer ranges.

Secondary:
Only secondary guns here can be dual-wielded with a matching gun and functions as an upgrade to your secondary instead of a hindrance, similar to old arena shooters such as Unreal and Marathon. A dual-wielded weapon can be an equivalent to a primary. Though there is two weapons, gameplay wise they function as one gun, alternating fire for semi-auto weapons. You can melee, throw grenades, and get in vehicles without risk of losing the second weapon.

Pistol - High precision and long range. Maybe slightly slower fire rate for a bit more power. Slower fire rate is done away with once dual-wielded.

SMG - Full auto back up weapon, still a bullet hose so it reaches its max spread faster than the AR. Damage output increased once dual wielded.

Sawed-off Shotgun (or equivalent) - Close-range back up. About equivalent to a Mauler in power, capable of taking of 2/3 or 3/4 shield or remove it completely. Can only fire one shot before reloading so it is unwise to rush in on groups of people. When dual wielded, the two shots will be lethal, but the following reload time still makes it unwise to run into groups.

Grenade:
Frag Grenade - The only starting grenade. If a weaker grenade, players should start with two. If a stronger version of it, players should start with one, but should be fairly available across the map.

Armor Abilities:
Armor Abilities (or in this case Armor Equipment would be a better term) should function more like a recharging equipment, requiring a varying time to deploy depending on type. This will mean that they will require a bit of forethought when used instead of a panic button like some abilities have allowed before. This function also means that in non-loadout gametypes, that these equipments can be placed on a map like in Halo 3. All equipment can be prematurely destroyed. Here is a previous list I’ve put together.

> Hologram - immediate deployment, short recharge - Functioning almost identical to the current one, you spawn a small floating projector that takes your image to the location you pick when activating it. There is a short activation animation as opposed to it just materializing off your body and running off. To change things up a bit as well, the hologram could release a small EMP effect when it is prematurely destroyed, say like when an enemy mistakenly melees it thinking it is a person. Could also affect vehicles that try to splatter it.
>
> Bubble shield - 1 second deployment, medium recharge - I imagine it would be more like the Reach shield than the Halo 3 one, where the shield can be damaged and destroyed. It should also be programmed to where a bubble shield cannot be placed inside another shield, to limit the several overlapping bubbles that were present much of the time in Invasion games.
>
> Regenerator - 1 second deployment, medium recharge - Works like the Halo 3 one. So preferably it wouldn’t have the annoying blurry vision, a very visible “bubble”, or the pelvic thrusting animation. So it should be similar to “spiking” the bubble shield when it is deployed. The effect from the regenerator should be bright enough that a sharpshooter could identify and destroy it. They also shouldn’t be able to be deployed within bubble shields.
>
> Promethean scanner - 1 second deployment, medium recharge - It might need a better name than what I gave it. If you played Gears of War: Judgement, there is an item called the beacon grenade that emits a field that shows enemies that walk into it, that is pretty much how I imagine this one looking. Preferably being tossed like a grenade, it would stick to surfaces and deploy a field that would reveal enemies that pass through it to you and your allies, in an effect similar to Promethean vision I imagine. Both enemy and ally can see the field, and with a wide radius can even pass through walls to reveal enemies, so it could be a useful tool for blocking off passages from sneaking or timid players. It would also be awesome if you could stick it to players, vehicles, or anything that moves really, and have it be a mobile detection field.
>
> Proximity mine - 1-2 second deployment, long recharge - A high explosive that could be tossed and left at a location until an enemy comes into range or another mine is deployed. Only one mine in use at a time, able to stick to surfaces, and should have a flashing light and beep similar to a deployed sticky detonator, with a faster beep when an enemy comes into range right before it explodes.
>
> Forerunner sentry - 2-4 second deployment, long recharge - Similar to look and deployment of the Halo 3 sentry. It should be a long range turret, with a sentinel beam-type attack, doing constant but minor damage. Ideal if you place it some place high in a wide open area, it could hit enemies at a fairly good distance away, but with the minor damage it does it is more of a harassment tool used to identify an enemy’s position you might not have seen. It would be neat if it could fire multiple beams and hit multiple target at once, but that would probably make it overpowered.
>
> UNSC sentry - 2-4 second deployment, long recharge - The opposite of the Forerunner sentry, a close range turret sentry with much more power using its pair of machine guns, possibly equivalent to a pair of ARs or SMGs being fired on a target. It could be tossed and stuck to a wall or other surface, as it would be more useful in close quarter spaces as opposed to wide open areas. Similar to the proximity mine, it should emit several rapid beeps once it has detected an enemy in its range.

(Split my post because Waypoint said it was too long)

For other things, Camo has returned to a power weapon, along side the Overshield, Speed Boost, and Damage Boost.

Sprint and Thruster Pack added to basic player functions, with about a 5 second recharge on the Thruster pack after it is used. Jetpack removed for a double jump function, to better control the vertical space, and is also available to all players.

Covenant and Forerunner weapons are map spawns. Covenant weapons should all have an odd affect given their alien nature.

Carbine - Slightly buffed. Can put a DoT (Damage over time) effect on players due to the radioactive rods.

Plasma Rifle - Strong against shields, should cause interference to a player’s HUD when being struck by it.

Plasma Pistol - Basic shot can also cause HUD interference.

Fuel Rod Cannon - Splash damage can also leave DoT on players.

Forerunner weapons, due to Forerunner’s being vastly superior tech wise, should all be power weapons in my opinion. Maybe have there be a beam turret weapon added in with the Binary Rifle and Incineration Cannon.

> I’m glad you like the Light rifle idea.
>
> But I’m not sure about your thought process with the AAs. They’re not the same as reusable Equipment. Their very design was done so players would spawn with them.
>
> Also, with the secondaries, I’m not really sure about picking them off the map. Every Halo game has had players spawn with an AR(or SMG/Battle rifle)and a Magnum. To remove that wouldn’t really fit the style of play Halo has.

That’s half true, most Halo’s had both options: spawn with a single weapon, or with two. Halo 1: Plasma Pistol, or AR & Pistol. Halo 2: SMG, or BR & SMG. Halo 3: AR, or AR & BR. Reach: DMR, or AR & Pistol. If we limited loadouts to these type of combinations, then that would be perfect.

As for AAs, they could easily be retweaked to act as equipment or power weapons:

  • Camo: Replace this with the traditional camo powerup.
  • Regen Field: Replace this with the H3 regen.
  • Autosentry: Replace this with the H3 autosentry equipment (from campaign).
  • Promethean Vision, Hardlight Shield, Thruster, Jet Pack, and Hologram can remain as multi-use AA pick ups, only buffed.
    Imagine playing on The Pit, except instead of spawning a Sword in sword room, you spawn a Promethean Vision pickup. That would provide a huge incentive for a team to fight for, just as much as Rockets would.

All Forerunner weapons should be removed and buffed as map pick ups. Pulse Grenades should be implemented in a Brute Shot style weapon instead.

Perks should be removed.

Primaries:
All automatics should have a zoom function similar to the ODST SMG, allowing all weapons to function well up to at least mid range. Bring back descope to help balance out the DMR and Light Rifle.

Secondaries:
Plasma Pistol should have its single shot strength upped and its vehicle EMP effect nerfed to require multiple blasts to stop a vehicle depending on its size.
Introduce the SMG and Plasma Rifle as automatic secondaries.
Introduce a heavy power revolver for variety.

Grenades:
Only spawn with one Grenade to lower spam and lessen vehicle killing off the spawn.

Frag
Plasma
Incendiary
Regen Grenades (replaces Regen Field AA)

AAs:
Should all have longer regen times.

Active Camo acts like Halo 3 Cloaking to encourage movement.
Jetpack removed and replaced with double jump.
Autosentry follows player to encourage movement.
Regent Field removed

Other AAs are fine as is.

I would throw Loadouts out of the game.

I would have loadouts replaced with loadout (singular).

Your “Loadout” is dependant on a selection of weapons available depending on the gametype with 4 “default” sets (Note, other sets like Snipers for instance, can exist for Niche Gametype purposes, or fully customizable sets as a Custom Option even):

Automatic
Assault Rifle, Storm Rifle/Plasma Repeater, Suppressor/Sentinel Beam

Utility
Battle Rifle, Carbine, ??? (New Forerunner Weapon)

Precision
Designated Marksman Rifle, Needle Rifle, Light Rifle

Sidearm
Magnum, Plasma Rifle, ??? (New Forerunner Sidearm, or heavily modified Boltshot)

From there it’s all about the gametype ex:

Team Slayer
Primary - Utility
Secondary - Sidearm

Team Slayer Automatics
Primary - Automatic
Secondary - Sidearm

Big Team Slayer
Primary - Precision
Secondary - Automatic

You do have the option to set “Preferred Faction” in your character customization menu, which will default the loadout items when you start a gametype (for instance, preferring Forerunner will make sure that your default Loadout is Forerunner), but you can easily tweak the Primary, Secondary, and Grenade type at will from the Opening Game or Respawn screen Gears of War 3 style.

Speaking of Grenades, spawning players with only 1 grenade instead of 2 will fix most of the issues grenade selection presents. The only other thing I’d suggest doing is making it so Plasma Grenades have to fly a little ways through the air before they are capable of sticking to the target. Once both of those are covered, I see no reason the Frag, Plasma, and Pulse nade couldn’t continue being an option.

As for AA’s, place them as map pickups. This removes the need to try (and fail) at balancing several completely different superpowers with one another, while also adding an extra dynamic to map control, and giving you a better idea what to expect an enemy to bring to a fight.

Finally, Tactical Packages and Support Upgrades should cease to exist. With nothing to replace them.

>Loadouts are for Social playlists only
>You choose your primary weapon out of the regular rifles - AR, BR, Carbine, et cetera
>You choose an armour ability from Sprint, Evade and Jetpack - only basic movement AAs allowed
>Jetpack would be more powerful and have a shorter lifespan, effectively letting you use it as a super-jump

Everything else goes.

Meh, just throw some -Yoink- out there.

Primaries [Versatile]
Generic Utility Rifle
Enemy-Debuffing Rifle (such as mild stun or frequent descope at the cost of damage)
Self-Buffing Rifle (such as mild vampirism or speed-transfer at the cost of damage)

At the end of the day I can’t see any inherent imbalance in a fight between these weapons. I feel these are the most balanced of what I provided.
All of these would fill the same range and you’re basically just trading damage for additional strafe capability, or vice-versa.

Primaries [Specialized]
Concussion Rifle (Increased Knockback, Lowered Damage, Lobbed Projectiles)
SMG (Melee Buffs, CQC exclusive)
Magnum (Slow, Accurate, Powerful. Long Range Exclusive)

Concussion Rifle is intended to drive enemies out of cover or push them around when needed. Other two are just generic “I want to be CQC / I want to Snipe” weapons. Not two keen on the last two, but I feel it would be extremely difficult to make a ton of weapons that fit the same exact range.

Secondaries
Pick a second primary. Obviously not all combos will work together, but that can’t really be avoided.

> Everything else goes.

Why care about what Loadouts contain if they will never be used in ranked play?

I’d either remove them entirely, or restrict them to the point where Reach’s game-specific loadouts would be the better alternative.

I’d go with only choosing your primary out of selected few.
No AA’s or very limited.
No perks at all.

Well first off I think there should be a ranked playlist and a social playlist.
Ranked: No loadouts, no armor abilities, you spawn with an assault rifle with a pistol and one frag(maybe two).
Social: Loadouts(only pick a primary between AR, Repeator, Suppressor, Storm Rifle, SMG from ODST, and Battle Rifle), armor abilities on map and sprint is now everyones first armor ability and not permanent, and no perks or weapon drops.

> Why care about what Loadouts contain if they will never be used in ranked play?

Because I don’t like them and don’t want them in the game. I don’t see how the presence or absence of a rank is relevant.