Alright. Don’t get me wrong … the skulls are nice. I’ve always enjoyed playing with skulls. But some are just annoying, like turning the baddies into bullet sponges, and having so little ammo that you have to fist fight enemies who can kill you with a single melee.
Since H3, these campaigns on Legendary have been terribly easy. And Spartan Ops is even pathetically easy on Legendary.
But I am going to keep this simple and to the point. Dual wielding has to come back, at least for the enemy. I remember in H2 if you were pinned down by a pair of dual wielding elites, you were screwed. If you were caught in the open by a dual wielder, you were dead.
Never once did I feel pinned down during this campaign, and even worse as the levels progressed defeating the enemies got easier. The same goes for Spartan Ops. In the Campaign we have Prometheans with Scattershots, Binary Rifles and Incinerator Cannons thrown at us later on. But once you kill them the next 3 encounters of your campaign is cake, as you have a slew of insta-kill weapons at your disposal. Spartan Ops? Every other Elite has an FRG … but once you’ve killed the first you now have an unlimited supply of FRG. Just keep picking up the dead ones lost ammo.
If you killed a dual wielder in the old days, recovering and dual wielding a pair of plasma rifles STILL meant death if you ventured out into the open against several enemies.
Dual wielding kinda broke the damage table. for example if you have two plasma rifles that are as strong as a battle rifle then one plasma rifle is weaker than an assault rifle. that would mean if you make some guns dual wield then the gun will be weak unless you found another one to use as the second gun.
What about same damage? no changes whats so ever. if you use two needlers then it is over powered if you use two pistols over powered if you use two plasma pistols then lol.
the reason why they took out the dual wielding is because they wanted to make all guns balance and they same.
I think dual wielding would just make everything a lot more chaotic.
We already have armor abilities, tactical packages, support upgrades, and customized loadouts. It would be no easy task to balance dual wielding with everything else in a future Halo game.
The reason they got rid of dual wielding was because it broke the “Golden Triangle” of Halo. Guns Grenades and Melee. These 3 are supposed to be viable options when appropriate, and when their balance is changed, gameplay is typically considered to be bad by the community (Like double beatdowns and pocket nukes in pre-TU Reach being more viable than shooting your gun)
I doubt it will return. I honestly hope it doesn’t.
Guys, leave the multiplayer right out of this. That -Yoink- is so broken and inconsistent nothing this side of Heaven is going to be able to straighten it out unless 343 hits reverse in excess of 5 years. Dual wielding in multiplayer right now would be absolutely DISASTROUS. The sand box is already crazy broken, and dual wielding would only make it worse.
When I talked about dual wielding in my OP it was regarding Campaign and Spartan Ops. Just to make it MORE challenging.
It’s just crazy to me that a dual-wielding elite in H2 is 10x more dangerous than a Promethean with an incinerator cannon. It’s just not even close. You couldn’t even be out in the open against the elites for a second.
I’m pretty certain that 343 could make H5 so dual wielding was only possible in Campaign/Spartan OPs and not multiplayer.
> Anyone remember that one white BOB on ONI: Sword Base in Reach? Yeah, he was dual-wielding plasma rifles. He was absolutely terrifying on Legendary.
>
> Agreed :3
Elites in halo Reach actually could still dual-wield.
Honestly I felt thematically dual-wielding doesn’t make sense on spartans. They’re supposed to be the most professional soldiers possible (considering its their life), yet dual-wielding conjures images of more gangster style stuff.
Gameplay-wise I do miss dual-wielding as it was a fun mechanic that mixed up the sandbox a bit.
On the topic of halo 4’s difficulty. 1 player legendary is actually decent, though I find halo 4’s difficulty drops like a rock as soon as co-op becomes involved.
Theres absolutely no reason for duel wielding not to come back in halo 5. It is a working mechanic and it doesnt break the golden triangle of guns grenades and melee.
Guns: Congradulations, you did a little extra work by finding a second weapon on the map to duel wield. This is equivalent to getting a damage boost, and only at close-mid range. The only problem I could see is the plasma pistol-magnum combo, but by making plasma pistols scarce, this problem could be solved easily. (besides, it cant possibly kill faster than a boltshot)
Grenades: You can throw grenades fine when duel wielding. Its the same speed as throwing it normally, except you drop your second weapon. If you want to keep duel wielding, simply pick up your second weapon and continue.
Melee: Again, not a problem. When duel wielding, melee is just as fast as a normal melee. When you drop your second weapon, just pick it up again and continue.
I can see why people may dislike the sounds of duel wielding. People are either misinformed, are afraid about balance, or just plain hate it. But the main thing everyone needs to understand is ITS OPTIONAL. No one is forcing you to use the mechanic, and you can simply ignore the prompt to pick up the second weapon if you wish.
I have seen several unintelligent posts regarding duel wielding power weapons like sticky detonators and rocket launchers. These people are either trolls or have never touched halos 2 and 3 in their lives, in which case they deserve absolutely no say on this matter.
I do also understand that AA’s take up the buttons originally used for duel wielding in halo 3. Because halo 3 only had equiptment and halo 4 has both AA’s and Sprint as seperate buttons, the ability to duel wield would disable either your armor ability or sprinting (or if you want to take it one step further, take out either AA’s or sprint to make room for duel wielding. Im sure people could care less if one of them didnt return, I know I would). I totally support the comeback of duel wielding and I dont really see why anyone else wouldnt.
OP is talking about enemies dual wielding weapons, not about himself dual wielding.
Reach had dual wielding Elites that you occasionally encountered which were quite often a handful. OP wants this to appear again in Halo, I do too. It was awesome.
> But werent you mentioning ammo being an issue? Wont you just burn through more ammo duel wielding?
Ammo is only an issue with certain skulls on.
They can keep dual wielding to foes only for all I care.
Just give me a reason to keep my head down and hide. Like I said before, it is crazy being able to pick up an Incinerator Cannon and annihilate the next 4 Promethean Knights with it, with minimal effort. I just remember that after killing a dual wielding elite in H2, I left his weapons right there with his corpse, since using them meant I had to face them down in the open … where I would lose every time.
If I cranked up the difficulty to Legendary and played all Campaigns (Reach, CE, H2, H3, H4) I would probably die more often in H2 than I would during all other Campaigns combined. lol
> Since H3, these campaigns on Legendary have been terribly easy. And Spartan Ops is even pathetically easy on Legendary.
You know whit I think it is? The campaigns of Halo CE and Halo 2 were just flat out hard, all the way through.
Halo 3 was embarrassingly easy, so let’s not even talk about that one.
But what I have noticed in Reach and Halo 4 is that completing Legendary is mostly about finding some kind of trick that let’s you blast away the enemies before they have a chance to pull their -Yoink- together.
So every time I play the first two Halos on Legendary, it will always be as difficult as it was the first time. But with the last 4, each play-through gets easier and easier because I am figuring out all the little tricks that make them a walk in the park.
Remember, he’s talking about AI enemies dual-wielding, not Spartans in multiplayer. Which I agree should come back. A couple of dual’ing elites in Halo 2 were very hard to deal with if you didn’t have the noob combo available.
Difficulty of the Halos on legendary: H2 > H1 >>>>>> H3/ODST/Reach/H4. Brutes in H3 never dual’d, elites in Reach weren’t hard since they make themselves eZ pickin’s when they lose their shield (Same with H4), and knights were only hard with Mythic turned on. We need the challenge back, and enemies dual-wielding would help that.
> > Since H3, these campaigns on Legendary have been terribly easy. And Spartan Ops is even pathetically easy on Legendary.
>
> You know whit I think it is? The campaigns of Halo CE and Halo 2 were just flat out hard, all the way through.
>
> Halo 3 was embarrassingly easy, so let’s not even talk about that one.
>
> But what I have noticed in Reach and Halo 4 is that completing Legendary is mostly about finding some kind of trick that let’s you blast away the enemies before they have a chance to pull their Yoink! together.
>
> So every time I play the first two Halos on Legendary, it will always be as difficult as it was the first time. But with the last 4, each play-through gets easier and easier because I am figuring out all the little tricks that make them a walk in the park.
I can agree with this. It’s almost as if the foes aren’t as aggressive after CE and H2 … or the weapons aren’t as dangerous. Before purchasing H4, I played Reach, CE (anniversary), H2, ODST and H3 Campaigns on Legendary to sort of “rejuvenate” the storyline/campaign … a feat that took me close to 2 months due to a full time work/school. But after playing Reach’s Campaign for Commendations (honest commendations, no Target Locator boosting, etc) for so long, I was frustrated as hell by the difficulty of CE and H2. The Covenant weapons all fired so rapidly, I found myself dead before I could even get to cover half the time.
Toward the end of H4 I was actually pissed when I found racks upon racks of Scattershots, along with Promethean Vision, prompting me to sneak around and blast Knights at point blank range for the remainder of the game. That’s likely a “trick” you’re speaking of.
I had a tougher time just clearing the hangers in H2 than I did in all of H4. lol
> Remember, he’s talking about AI enemies dual-wielding, not Spartans in multiplayer. Which I agree should come back. A couple of dual’ing elites in Halo 2 were very hard to deal with if you didn’t have the noob combo available.
>
> Difficulty of the Halos on legendary: H2 > H1 >>>>>> H3/ODST/Reach/H4. Brutes in H3 never dual’d, elites in Reach weren’t hard since they make themselves eZ pickin’s when they lose their shield (Same with H4), and knights were only hard with Mythic turned on. We need the challenge back, and enemies dual-wielding would help that.
The absence of dual wielding has seen the fall of the game’s Campaign mode difficulty, period.
Man, I remember having to duck behind -Yoink- for 30 seconds at a time as Elites sprayed Plasma Rifle at the walls and -Yoink- all around me, daring me to bolt out into the open or whatever.
And the -Yoink- that Elites/Brutes do when they lose their shields in Reach, H3 and ODST … absolutely stupid. I can’t stand it. Easy pickings is an understatement.