> > I suggest this after playing a solid week of Halo 3, then played a few games of Halo 4 last night and noticing my jimmies get very rustled when I die randomly from power weapons that should not exist. Because for me, it breaks game flow dying from something unexpected such as rockets or shotgun that do not spawn on maps.
>
> You have hit upon the glaring difference between Halo 3 and Halo 4.
>
> (BTW, the less I hear about your jimmies, the better.)
>
> @Noble138, <mark>At this point the risk is low. I don’t see how having less power weapons handed to everyone in the game would make it less appealing.</mark>
Correct, DLC being required was likely the issue since people probably don’t want to waste money on DLC which they may not like.
> The important part to remember is that the <mark>“we all” is a tiny portion of the actual player base, as evidenced by the flump with the DLC-required list.</mark>
>
> While I disagree with most of the “historic” notions of “flow” and such, I think a retooling of what weapons end up where would be nice. For instance, no heavies in the PODs; they spawn on the maps. This includes:
> - Shotguns (all kinds)
> - Snipers (all kinds)
> - Rocket
> - Fuel Rod
> - Incineration
> - Laser
> - Railgun
> - Sword
> - Hammer
> - Grenades
>
>
> One slot in the POD is always a booster:
> - Shield (40% weight)
> - Damage (30% weight)
> - Speed (20% weight)
>
> One slot is always an automatic:
> - Needler (70% weight)
> - SAW (30% weight)
>
> One slot is always a boomer:
> - Concussion (60% weight)
> - Sticky det (40% weight)
>
> Because I hate seeing my POD come up with: Pulse Grenade, Plasma grenade, and Speed Boost. Three poorly weight choices, and often not as useful when the enemy keeps dropping in incinerators/snipers everywhere.
>
> I feel, with the above choices in a given POD and the weights associated with each, I’ll have to make some harder choices about what to give myself for being a good little soldier, rather than “hmm, do I pick the grenade, the disposable booster, or the OMGPOWERWEAPON”. It also limits what people can take as a whole, reducing the whole “randumb” thing that makes tiny Timmys rage-quit. I’ll also see more of certain weapons that have remained almost impossible to find/use in matchmaking, which would be nice.
>
> The only downside is finding places for all those weapons to spawn on the map. Shouldn’t be terribly difficult…
I know an I kept that in mind in the post with regards as using this as a test, not permanent but something new to try at the very least, overall, some of what you have listed is OP in POD for my personal preference, namely the SAW, it does what it names says, it SAWs through the enemy with insane efficiency. If I had a choice between a SAW and a rocket launcher, depending on the map, I’d choose the SAW.
But I love your feedback and you made great points, I am personally torn between a random system or a fixed system for weapons. But a severe restrictions on power weapons through PODs are very welcomed!
> I think this is a good compromise, but isn’t it not that different from the Team Slayer gametype?
>
> <mark>Another thing to consider is that the allure of the POD is the power weapons; take that away, and even the people who like PODs may oppose the change.</mark>
I don’t think it will damage the population much or drastically oppose the change, they likely will adapt to the changes, waypoints over weapon drops will teach them to keep their eyes open and also keep track of the time in games.
Also, team slayer has no PODs with loadouts enabled.