Loadouts Weren't Bad(At Least with Halo Reach)

I notice people always say Loadouts are bad and that they killed Halo. And honestly when it came to Halo 4 they wouldn’t really be wrong. But in Halo Reach, Loadouts weren’t bad at all. The starts were always equal. With Slayer and all Objective Gametypes besides Invasion(when your Loadouts would level up every time you captured a base). With the base Loadouts in Halo Reach, you always started with an AR and a Magnum and everything else was just a different Armor Ability and the Armor Abilities were very easy to counter if you weren’t a noob and if you were smart. The people who complained about Armor Lock were all people who wasn’t patient enough for AL to be over and or let a guy who was oneshot get the best of him when he came out of AL

Basically those who say starts in Halo Reach weren’t equal are wrong because we all started with the same weapons and could all choose the same Armor Abilities.

A side note, this is why I think Halo Reach did Sprint the best because of it being an Armor Ability and because the maps weren’t built around it and it only lasted for a little bit. That and Sprint was a choice you’d make from a bunch of other Armor Abilities.

I don’t know, they added a sense of unpredictability and that’s a bad thing.

Using that logic, load outs were the same in h4. Everyone had the same opportunity to unlock and set loadouts.

Equal starts feel right.

Edit: all I’m saying is you may have been able to personalize loadouts more in h4 but it had the same result to me.

> 2533274988394857;2:
> I don’t know, they added a sense of unpredictability and that’s a bad thing.

No its not. If anything it made Halo Multiplayer much more interesting. It made games much more unpredictable and fun which is actually a good thing. You had to be more cautious approaching your enemy and be smart about which ability you wanted to use given the map.

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> 2533274803493024;3:
> Using that logic, load outs were the same in h4. Everyone had the same opportunity to unlock and set loadouts.
>
> Equal starts feel right.

Not really. With Halo 4, Loadouts were much different because you could choose between different weapons and Armor Abilities which is much worse and made Halo more like CoD and you had to unlock things for such loadout which ain’t good.

If loadout options are in future Halos, then they really wouldn’t be improving (I’m talking about Arena, not Warzone). Loadouts would have to be really limited to not break balance. Also Halo veterans, the community Halo is currently having problems attracting, would be even more pushed away. Loadouts are not a good gameplay mechanic for Halo and it pushes the veterans away.

> 2535449401050331;7:
> If loadout options are in future Halos, then they really wouldn’t be improving (I’m talking about Arena, not Warzone). Loadouts would have to be really limited to not break balance. Also Halo veterans, the community Halo is currently having problems attracting, would be even more pushed away. Loadouts are not a good gameplay mechanic for Halo and it pushes the veterans away.

Halo Reach’s style of loadouts were good and I’ve been playing Halo since 2007. Granted I liked Halo 3 better overall but Halo Reach I still loved and had no problems with its loadout system. Now do I think they should come back in future Halos? No not really and if they do, it should be an option in Custom Games.

> 2535430834886694;8:
> > 2535449401050331;7:
> > If loadout options are in future Halos, then they really wouldn’t be improving (I’m talking about Arena, not Warzone). Loadouts would have to be really limited to not break balance. Also Halo veterans, the community Halo is currently having problems attracting, would be even more pushed away. Loadouts are not a good gameplay mechanic for Halo and it pushes the veterans away.
>
>
> Halo Reach’s style of loadouts were good and I’ve been playing Halo since 2007. Granted I liked Halo 3 better overall but Halo Reach I still loved and had no problems with its loadout system. Now do I think they should come back in future Halos? No not really and if they do, it should be an option in Custom Games.

I can respect that.

> 2535430834886694;8:
> > 2535449401050331;7:
> > If loadout options are in future Halos, then they really wouldn’t be improving (I’m talking about Arena, not Warzone). Loadouts would have to be really limited to not break balance. Also Halo veterans, the community Halo is currently having problems attracting, would be even more pushed away. Loadouts are not a good gameplay mechanic for Halo and it pushes the veterans away.
>
>
> it should be an option in Custom Games.

This right here. I could careless if they add them into multiplayer or not. But at least put them in forge and customs. I loved the fun these abilities brought to the game, it also made machinima better with the ability to jetpack to areas instead of walk, or come out or go into camo at will instead of picking up a power up off screen, I could go on but you guys get the jist. They just had so many pluses in customs that I was sad not to see them back.

You are kidding right? Reach is what started Halo on the wrong path. Reach load outs were horrible. Reach also brought us the worst thing ever in Halo with armor lock.

> 2535430834886694;4:
> > 2533274988394857;2:
> > I don’t know, they added a sense of unpredictability and that’s a bad thing.
>
>
> No its not. If anything it made Halo Multiplayer much more interesting. It made games much more unpredictable and fun which is actually a good thing. You had to be more cautious approaching your enemy and be smart about which ability you wanted to use given the map.

That’s exactly the problem. Not everyone starts off on the same foot. In other Halo games, you know what your enemy is coming with, because it’s the same thing you’re coming with. The closest thing to that is what power weapon they picked up from the map, but that’s not randomized, that’s controlled.

Halo 4 did what Halo Reach did and made it more random.

I would take Halo 4 load outs over Reach any day… yes I hated armor lock that much.

I think the way that Reach did things wasn’t all that bad at all. Like you said, there were still equal starts (asides from armour abilities), and it offered some interesting variety when it came to stuff like Invasion, where loadouts were a core component to making that gametype unique. It was the least worst offender out of all halo games that do feature loadouts.

However, I think Reach could have been better off without loadouts. If they really wanted to keep Armour Abilities, they should have remained as map pickups in the same style as equipment from Halo 3 outside of Invasion. That way, they could be more predictable and would be more on the same tier as power weapons rather than an annoyance.

> 2533274816788253;11:
> You are kidding right? Reach is what started Halo on the wrong path. Reach load outs were horrible. Reach also brought us the worst thing ever in Halo with armor lock.

One, you seem to completely ignore what I said about Halo Reach’s loadouts and how they were equal. Two, the only people who complain about Armor Lock are people who aren’t patient enough to wait for it to be over then finish them off and sucked badly enough to let a guy who’s oneshot actually get the best of them.

Man, I loved loadouts. At least in Halo 4. It made me want to play more, to level up, and unlock new weapons which I can use to decimate my opponents. Now with Halo 5, it’s just some stupid Scorpion variant cert and a Defender armor variant from a pack that takes you about an hour of total gameplay to unlock.

> 2535430834886694;1:
> The starts were always equal. With Slayer and all Objective Gametypes besides Invasion(when your Loadouts would level up every time you captured a base). With the base Loadouts in Halo Reach, you always started with an AR and a Magnum and everything else was just a different Armor Ability

So by definition, the starts are not equal, because the Armor Abilities are different.

> 2535430834886694;1:
> The people who complained about Armor Lock were all people who wasn’t patient enough for AL to be over and or let a guy who was oneshot get the best of him when he came out of AL

No, that is 200% wrong.

Armor Lock, by definition, stopped gameplay. It allowed a person who logically made a mistake in their plan and should be dead to have a pause button, and other variables could come into play to give them the victor.

On top of that, Armor Lock gave way too many benefits with the only negative is “stop moving”

  • ~5 seconds of complete invincibility
  • Can destroy small vehicles
  • Can EMP all vehicles
  • Can strip shields of those close to him
  • Gives a 360 3rd person view around the user, allowing the player to instantly face the camera’s direction when released.
  • Stopped Plasma Grenades that were stuck to you.
  • Can reflect rockets if timed correctly.

Armor Lock was literally a get out of jail free card

It took a TU from 343i to heavily limit it from the broken ability it was, and allowed it to absorb damage, proportionally shortening the ability time.

> 2535430834886694;1:
> Basically those who say starts in Halo Reach weren’t equal are wrong because we all started with the same weapons and could all choose the same Armor Abilities.

Doesn’t that mean Halo 4 is fine too because you could all choose the same weapons and Armor Abilities?

> 2535430834886694;1:
> A side note, this is why I think Halo Reach did Sprint the best because of it being an Armor Ability and because the maps weren’t built around it and it only lasted for a little bit. That and Sprint was a choice you’d make from a bunch of other Armor Abilities.

Except maps were very clearly designed for both Sprint and Jetpack.

> 2533274833081329;12:
> > 2535430834886694;4:
> > > 2533274988394857;2:
> > > I don’t know, they added a sense of unpredictability and that’s a bad thing.
> >
> >
> > No its not. If anything it made Halo Multiplayer much more interesting. It made games much more unpredictable and fun which is actually a good thing. You had to be more cautious approaching your enemy and be smart about which ability you wanted to use given the map.
>
>
> That’s exactly the problem. Not everyone starts off on the same foot. In other Halo games, you know what your enemy is coming with, because it’s the same thing you’re coming with. The closest thing to that is what power weapon they picked up from the map, but that’s not randomized, that’s controlled.
>
> Halo 4 did what Halo Reach did and made it more random.

But they did. We were all equal but could choose up to like what 5 Armor Abilities and it was our choice to choose which ever Armor Ability we wanted. It was our job to figure out how to counter the enemy’s armor ability and kill your opponent. Now was Armor Abilities the best choice with loadouts? We can debate that all we want. In fact like some people said, it would’ve worked better as a pickup and I can agree with them.

I’m just saying Halo Reach’s Loadouts aren’t nearly as bad as some Halo Vets like to say they are. That and they were nowhere near as bad as Halo 4’s Loadouts.

> 2535430834886694;18:
> > 2533274833081329;12:
> > > 2535430834886694;4:
> > > > 2533274988394857;2:
> > > > I don’t know, they added a sense of unpredictability and that’s a bad thing.
> > >
> > >
> > > No its not. If anything it made Halo Multiplayer much more interesting. It made games much more unpredictable and fun which is actually a good thing. You had to be more cautious approaching your enemy and be smart about which ability you wanted to use given the map.
> >
> >
> > That’s exactly the problem. Not everyone starts off on the same foot. In other Halo games, you know what your enemy is coming with, because it’s the same thing you’re coming with. The closest thing to that is what power weapon they picked up from the map, but that’s not randomized, that’s controlled.
> >
> > Halo 4 did what Halo Reach did and made it more random.
>
>
> But they did. We were all equal but could choose up to like what 5 Armor Abilities and it was our choice to choose which ever Armor Ability we wanted. It was our job to figure out how to counter the enemy’s armor ability and kill your opponent. Now was Armor Abilities the best choice with loadouts? We can debate that all we want. In fact like some people said, it would’ve worked better as a pickup and I can agree with them.
>
> I’m just saying Halo Reach’s Loadouts aren’t nearly as bad as some Halo Vets like to say they are. That and they were nowhere near as bad as Halo 4’s Loadouts.

“We were all equal but we could choose something different.”

Then how is it an equal start if not all of you are starting with the same thing? One of you can start with Active Camo, another one can start with Jetpack.

The fact that your battle can come down to something as random as which Armor Ability one chose was a problem in Halo Reach.

It’s no coincidence in both Reach and Halo 4, the competitive community was pushed away in favor of this.

> 2535430834886694;15:
> > 2533274816788253;11:
> > You are kidding right? Reach is what started Halo on the wrong path. Reach load outs were horrible. Reach also brought us the worst thing ever in Halo with armor lock.
>
>
> One, you seem to completely ignore what I said about Halo Reach’s loadouts and how they were equal. Two, the only people who complain about Armor Lock are people who aren’t patient enough to wait for it to be over then finish them off and sucked badly enough to let a guy who’s oneshot actually get the best of them.

Any mechanic that essentially completely stops game play is total trash. It was a 100% get out of jail free card for bad play. Also you could always wait it out as their teammates would come finish you off while your shields where low. Halo would be 100% better off if reach never existed. Everything people hate about Halo now essentially started in reach.