People are throwing there arms up in the air screaming “IT WON’T BE BALANCED, THATS NOT WHAT HALO IS ABOU-”
“shhh” I say, as i press my fingers against your lips “it’s okay”
Sit down. Think about it. Let’s actually try to implement loadouts, something I haven’t seen done on this forum yet.
Now lets apply loadouts to a mix of Halo 3/Reach weapons.
This will be the “standard” playlist that is expected to be the most popular and casual.
Now for this specific game type we’re going to assume you can choose one weapon and a secondary and you start off with grenades (as is common in several Halo games)
Choose a primary:
Battle Rifle
DMR
Carbine
Assault Rifle
Brute Spiker
Plasma Rifle
Now choose a secondary (imagine only the Halo 3 version of these):
Magnum
SMG
Sentinel Beam
Now choose two total grenades:
Frag
Plasma
third grenade type which is unknown
Ok so, we’ve implemented this properly and what can we see? Well the weapons I chose seem to all be fairly balanced but offer different advantages. Let’s break them down, I will be adding some balancing tweaks and motivations for choosing different weapons.
The Primaries are essentially your main weapon, and you have two groups with choices of three. The DMR, BR, and Carbine can essentially kill a person in the same time. Say you’re a sloppy shot and you’d prefer the larger clip of the carbine, say you’re more about the precision of the DMR, say you really like the BR’s 3 shot burst, even though there is a risk of missing a shot or two. The automatics are the same but add a little more variety. Assault Rifle maintains a balance between accuracy and constant firepower, essentially a mid range. Spiker is very innaccurate but the bullets and blade gives more punch to it just like in Halo 3. And the Plasma rifle tears through shields but overheats very quickly, good for single targets but not for multiple.
For secondaries you have the mid range mid power pistol, which is good for single targets, and the low range high power SMG, good for single targets up close but with high recoil. The sentinel beam would be very weak, but extremely accurate, as well as making you one of the most visible targets on the map.
Grenades are just grenades
I feel a person can use a frag grenade as efficiently as someone can use a sticky, and a little power balancing can make sure of that.
Overall I’d say that there is no gamebreaking choice here. We had a bunch of similar guns in Halo 3 and Reach, some with no REAL uses (like the spiker in Reach or Plasma rifle in 3(since it won’t be dual wieldable))
When you spawned in Valhalla in Halo 3, you literally had a boatload of guns to choose, ranging in power. So why not constantly have the choice to choose very similar weapons?
I think this works out really well and doesn’t really seem to disrupt the flow of what Halo could be. Perks and AA’s I will work on next time (probably a harder task)but for Loadouts I’d say there is no issue here.
What do you guys think?
