Loadouts Clarified!!!

Across different topics on this forum it is clear that there is still some confusion as to what loadouts are and what weapons etc you can have in them, so this post is to clarify misconceptions and make things clear

  • A Loadout consists of a primary weapon, a secondary weapon, an armor ability, a choice of grenades, a tactical upgrade and a support upgrade.

  • A Primary weapon can consist of a DMR, BR, Carbine, Assault Rifle (possibly a Light Rifle, the forerunner equivalent to these weapons).

  • A Secondary weapon can consist of a Magnum, Plasma Pistol (possibly a Boltshot, a forerunner equivalent to these weapons).

  • An Armor Ability consisting of either Hologram, Hardlight Shield, Promethean Vision, Thruster Pack( there have been videos seen of the Jetpack and confirmation of an Auto-turret being present in the game, along with a regeneration field) Note that Sprint is no longer an Armor Ability, everyone comes with it as standard.

  • There is a choice of grenades between, Plasma, Frag (possibly a Promethean one and another one not disclosed yet)

  • Finally there is a choice of a tactical upgrades and support upgrades…

These consist of the following

  1. Mobility: allows you to move faster
  2. Ammo: increase capacity bonus
  3. Firepower: 2 primary weapons, replaces secondary
  4. Awareness: integrates motion sensor into all scoped weapons
  5. AA efficiency: longer AA duration
  6. Resupply: allows you to pickup grenades off corpses
  7. Sensor: increase range of radar
  8. Shield: recharge shields faster
  • The Specializations recently disclosed by 343 as part of the ranking system fit into here as well, they are not a separate part of the loadouts but tie into the tactical upgrades and support upgrades.

  • People have been concerned (as these weapons have to be unlocked) that there will be a large skill gap between good players who have unlocked a BR, for example, and those who have only just started playing.

As a player you have 5 Custom loadouts which you can tailor exactly how you want them. Alongside this the maps have 2 loadouts that are specific to them, for example on a map like Longbow there will almost certainly be a loadout with a mid-long range weapon in it. This is in addition to the 5 Custom loadouts.

  • Not all of these weapons are available to choose as soon as you start playing, they have to be unlocked by progressing through the campaign, spartan ops and multiplayer.

  • MOST IMPORTANTLY, you will NOT be able to spawn with a Sniper Rifle, Rockets, Shotgun or any such power weapon. They will be placed on the map for teams to fight over, not chosen to begin with as part of your loadout.

Hope this helps guys! :slight_smile:

…Thanks for the effort ._.

If you don’t have anything constructive to comment don’t bother, this is for people who don’t understand how loadouts work, not for people who obviously do but need to be sarcastic anyway.

Overall looks like it’s in order enough for now. The only thing I think is in error is that AA Efficiency allows AA’s to recharge quicker. Now whether it’s that it allows some to last longer while other recharge quicker, or a combination of both, I have not seen clarification on, but I do know I haven’t seen it confirmed that it’s strictly longer duration use.

Nonetheless: stamps seal

Here I’m being constructive. Happy?

Definatly cleared up alot of things there :3

Tactical Packages and Support Upgrades…

  1. Mobility: allows you to have infinite sprint
  2. Ammo: allows you to carry an extra clip for loadout weapons
  3. Firepower: 2 primary weapons, replaces secondary
  4. Awareness: integrates motion sensor into all scoped weapons
  5. AA efficiency: shorter AA recharge time
  6. Resupply: allows you to pickup grenades off corpses
  7. Sensor: increased range and sensitivity of the motion tracker
  8. Shield: shorter shield recharge time
  9. Grenadier: enables an extra grenade on spawn

The Specialization mods:

  1. Stealth - faster animations, quiet movement, PV nerf (player shows up as outline instead of completely red)
  2. Stabilty - do not un-scope when shot
  3. Nemesis - the player who last killed you now has a waypoint attached to them
  4. Wheel Man - EMP doesn’t last as long on manned vehicles, less chance to be hijacked
  5. Requisition - allows for a re-call on ordnance drops
  6. Fast Track - gain experience faster
  7. Drop Recon - know where and what ordnance is before everyone else
  8. Gunner - vehicle mounted turrets take longer to overheat, player is faster when carrying detached turrets

Since there’s only one Tac Pack slot, and only one Support Pack Slot… What slot do Specializations go in?

edit to add- Does anyone know what the tactical upgrades all are? Support upgrades? These would be two separate lists of mods.

> Tactical Packages and Support Upgrades…
>
> 1. Mobility: allows you to have infinite sprint
> 2. Ammo: allows you to carry an extra clip for loadout weapons
> 3. Firepower: 2 primary weapons, replaces secondary
> 4. Awareness: integrates motion sensor into all scoped weapons
> 5. AA efficiency: shorter AA recharge time
> 6. Resupply: allows you to pickup grenades off corpses
> 7. Sensor: increased range and sensitivity of the motion tracker
> 8. Shield: shorter shield recharge time
> 9. Grenadier: enables an extra grenade on spawn
>
> The Specialization mods:
>
> 1. Stealth - faster animations, quiet movement, PV nerf (player shows up as outline instead of completely red)
> 2. Stabilty - do not un-scope when shot
> 3. Nemesis - the player who last killed you now has a waypoint attached to them
> 4. Wheel Man - EMP doesn’t last as long on manned vehicles, less chance to be hijacked
> 5. Requisition - allows for a re-call on ordnance drops
> 6. Fast Track - gain experience faster
> 7. Drop Recon - know where and what ordnance is before everyone else
> 8. Gunner - vehicle mounted turrets take longer to overheat, player is faster when carrying detached turrets

This post has been edited by a moderator. Please refrain from making non-constructive posts.

*Original post. Click at your own discretion.

I don’t understand are we talking about Call of Duty: Black Ops 2? Where’s Halo? Am I missing something here?

> Since there’s only one Tac Pack slot, and only one Support Pack Slot… What slot do Specializations go in?

Specializations consist of both tac and support.

> > Since there’s only one Tac Pack slot, and only one Support Pack Slot… What slot do Specializations go in?
>
> Specializations consist of both tac and support.

Right Right, so I’m trying to confirm that no one actually knows what loadouts are possible yet because there has been ZERO confirmation of what mods fill which slots.

Right?

> > Since there’s only one Tac Pack slot, and only one Support Pack Slot… What slot do Specializations go in?
>
> Specializations consist of both tac and support.

Perhaps the Tac. and Sup. abilities need separation, Specialisations go in the Specialiastions slot.
Tac. and Sup. are not specialisations.
As posted just moments ago.
Specialisations were revealed just now, Tac. and Sup. were revealed over a month ago.

Redacted.

> > > Since there’s only one Tac Pack slot, and only one Support Pack Slot… What slot do Specializations go in?
> >
> > Specializations consist of both tac and support.
>
> Perhaps the Tac. and Sup. abilities need separation, Specialisations go in the Specialiastions slot.
> Tac. and Sup. are not specialisations.
> As posted just moments ago.
> Specialisations were revealed just now, Tac. and Sup. were revealed over a month ago.

But which ones fit into which slots?

<—Broken Record I know, but it’s keeping me up at night, man.

> > Tactical Packages and Support Upgrades…
> >
> > 1. Mobility: allows you to have infinite sprint
> > 2. Ammo: allows you to carry an extra clip for loadout weapons
> > 3. Firepower: 2 primary weapons, replaces secondary
> > 4. Awareness: integrates motion sensor into all scoped weapons
> > 5. AA efficiency: shorter AA recharge time
> > 6. Resupply: allows you to pickup grenades off corpses
> > 7. Sensor: increased range and sensitivity of the motion tracker
> > 8. Shield: shorter shield recharge time
> > 9. Grenadier: enables an extra grenade on spawn
> >
> > The Specialization mods:
> >
> > 1. Stealth - faster animations, quiet movement, PV nerf (player shows up as outline instead of completely red)
> > 2. Stabilty - do not un-scope when shot
> > 3. Nemesis - the player who last killed you now has a waypoint attached to them
> > 4. Wheel Man - EMP doesn’t last as long on manned vehicles, less chance to be hijacked
> > 5. Requisition - allows for a re-call on ordnance drops
> > 6. Fast Track - gain experience faster
> > 7. Drop Recon - know where and what ordnance is before everyone else
> > 8. Gunner - vehicle mounted turrets take longer to overheat, player is faster when carrying detached turrets
>
> I don’t understand are we talking about Call of Duty: Black Ops 2? Where’s Halo? Am I missing something here?

I’m Sorry, last time I checked you can’t Have AAs, use EMPs, have shields, or Vehicles in COD…

Well, H4’s section does tell us, so:

Tac mods:
Firepower: 2 primary weapons, replaces secondary.
Shield: shorter shield recharge time.
Grenadier: enables an extra grenade on spawn.

Supp mods:
Awareness: integrates motion sensor into all scoped weapons.
Resupply: allows you to pickup grenades off corpses.
Sensor: increased range and sensitivity of the motion tracker.

Unknown but one of the above:
Ammo: allows you to carry an extra clip for loadout weapons.
Mobility: allows you to have infinite sprint
AA efficiency: shorter AA recharge time

Spec mods:

  1. Stealth - faster animations, quiet movement, PV nerf (player shows up as outline instead of completely red)
  2. Stabilty - do not un-scope when shot
  3. Nemesis - the player who last killed you now has a waypoint attached to them
  4. Wheel Man - EMP doesn’t last as long on manned vehicles, less chance to be hijacked
  5. Requisition - allows for a re-call on ordnance drops
  6. Fast Track - gain experience faster
  7. Drop Recon - know where and what ordnance is before everyone else
  8. Gunner - vehicle mounted turrets take longer to overheat, player is faster when carrying detached turrets

[/quote]
As it is seen, I modified an existing list.
Wording is so far that Spec. Mods. can fill either slot, or there is only 1 slot and there are 3 categories used to fill that slot.

> But which ones fit into which slots?

Not sure, but I’ll give it a go:

Support Upgrades

  1. Awareness - confirmed
  2. Sensor - confirmed
  3. Ammo - confirmed
  4. *Stealth
  5. AA Efficiency
  • Specializations

Tactical Packages

  1. Fire Power - confirmed
  2. Shielding - confirmed
  3. Resupply
  4. Grenadier
  5. *Stability
  6. *Drop Recon
  7. *Requisition
  8. Mobility
  9. *Fast Track

Editing in progress - Last updated Aug.19.12

Reaper’s list is more accurate than this as it is from the Halo 4 site.

Some things to note:

  1. Fire Power and Ammo were used simultaneously by players at E3 and RTX.
  2. In the latest Bulletin regarding Specializations it was said that Stability and the grenade mods would be in the same category.

> > But which ones fit into which slots?
>
> Not sure, but I’ll give it a go:
>
> Support Upgrades - These are upgrades to the Mjolnir armour (the firmware if you will)
>
> 1. Awareness
> 2. Sensor
> 3. Shielding
> 4. Fire Power
> 5. *Stealth
> 6. *Stability
>
> * Specializations
>
> Tactical Packages - everything else
>
> 1. Resupply
> 2. Grenadier
> 3. Ammo
>
> Editing in progress

Doesn’t Stability also reduce Recoil?

> > > Tactical Packages and Support Upgrades…
> > >
> > > 1. Mobility: allows you to have infinite sprint
> > > 2. Ammo: allows you to carry an extra clip for loadout weapons
> > > 3. Firepower: 2 primary weapons, replaces secondary
> > > 4. Awareness: integrates motion sensor into all scoped weapons
> > > 5. AA efficiency: shorter AA recharge time
> > > 6. Resupply: allows you to pickup grenades off corpses
> > > 7. Sensor: increased range and sensitivity of the motion tracker
> > > 8. Shield: shorter shield recharge time
> > > 9. Grenadier: enables an extra grenade on spawn
> > >
> > > The Specialization mods:
> > >
> > > 1. Stealth - faster animations, quiet movement, PV nerf (player shows up as outline instead of completely red)
> > > 2. Stabilty - do not un-scope when shot
> > > 3. Nemesis - the player who last killed you now has a waypoint attached to them
> > > 4. Wheel Man - EMP doesn’t last as long on manned vehicles, less chance to be hijacked
> > > 5. Requisition - allows for a re-call on ordnance drops
> > > 6. Fast Track - gain experience faster
> > > 7. Drop Recon - know where and what ordnance is before everyone else
> > > 8. Gunner - vehicle mounted turrets take longer to overheat, player is faster when carrying detached turrets
> >
> > I don’t understand are we talking about Call of Duty: Black Ops 2? Where’s Halo? Am I missing something here?
>
> I’m Sorry, last time I checked you can’t Have AAs, <mark>use EMPs</mark>, have shields, or Vehicles in COD…

Highlighted you, and he’s probably just blowing up about the perks or armor mods you call them.

Ya… Between the PP, AL and Shield drainer… We’ve got our EMPS covered (in the Halo games)
May even have a shield buster grenade to be revealed yet, and that’s an EMP :slight_smile:

> Ya… Between the PP, AL and Shield drainer… We’ve got our EMPS covered :slight_smile:
> May even have a shield buster grenade to be revealed yet, and that’s an EMP :slight_smile:

So far, we have pp and emp prom grenade. Poor Gl