Loudouts are flawed and decrease strategy.

Loudouts cause rock paper scissors gameplay and cut out personal and overall strategy.

When you have loudouts you can only play to your loudout’s strengths while playing away from the others, cutting off a whole hell of a lot of gameplay options.

When nobody has a loudout everyone has the entire map open to them. They don’t have to shy away from the areas where their loudout is easily outclassed by the others.

Explain “rock-paper-scissor” gameplay. What is it and how does it relate to Reach?

> Loudouts cause rock paper scissors gameplay and cut out personal and overall strategy.
>
> When you have loudouts you can only play to your loudout’s strengths while playing away from the others, cutting off a whole hell of a lot of gameplay options.
>
> When nobody has a loudout everyone has the entire map open to them. They don’t have to shy away from the areas where their loudout is easily outclassed by the others.

The hell is a loudout?
If you ask me 343 should make more MLG like playlists, except with 85% bloom instead of ZB. Easier said, sprint on spawn, AAs on map and preferably higher movement speed.

Maybe in the beta playlist?

> Explain “rock-paper-scissor” gameplay. What is it and how does it relate to Reach?

We step into an encounter

Your AA outclasses mine

You win because of a choice you made before the game even started. One that I could never predict.

Is it really that hard to just put Loadouts in it’s own playlist, or a few playlists, and leave the rest untouched? You’re happy, I’m happy. Bam.

> Is it really that hard to just put Loadouts in it’s own playlist, or a few playlists, and leave the rest untouched? You’re happy, I’m happy. Bam.

Actually it is that hard.

Not to mention utterly pointless.

Yeah, choosing the right gear for the right situation is so less tactical than no choice.

> > Explain “rock-paper-scissor” gameplay. What is it and how does it relate to Reach?
>
> We step into an encounter
>
> Your AA outclasses mine
>
> You win because of a choice you made before the game even started. One that I could never predict.

Then tell me, in what situation does an AA outclass another?
Since Reach is not a RTS but a FPS.
Please give me a triangle relation ship of the AAs.

  1. How is this relevant to H4 other than something you don’t want in the game?
  2. Why couldn’t this have been posted in one of the hundred other anti-Anything-in-Reach threads?

> Yeah, choosing the right gear for the right situation is so less tactical than no choice.

Yes, but once you’re in the game you’re only playing one situation, instead of all of them.

You become a one trick pony, instead of a master of all trades(which is what halo is supposed to be all about).

> > Is it really that hard to just put Loadouts in it’s own playlist, or a few playlists, and leave the rest untouched? You’re happy, I’m happy. Bam.
>
> Actually it is that hard.
>
> Not to mention utterly pointless.

Is your problem with AA’s as Loadouts or Loadouts in general (i.e. would you mind weapon only Loadouts)?

> > > Explain “rock-paper-scissor” gameplay. What is it and how does it relate to Reach?
> >
> > We step into an encounter
> >
> > Your AA outclasses mine
> >
> > You win because of a choice you made before the game even started. One that I could never predict.
>
> Then tell me, in what situation does an AA outclass another?
> Since Reach is not a RTS but a FPS.
> Please give me a triangle relation ship of the AAs.

I have sprint you have dropsheild and where going for the shotgun. Im going to beat you there and probably kill you. Just because of our AAs.

I have sprint, you have AL. I have the rockets. I shoot you, I die. You beat me because you choose AL.

This could go on forever and ever.

> > Yeah, choosing the right gear for the right situation is so less tactical than no choice.
>
> Yes, but once you’re in the game you’re only playing one situation, instead of all of them.
>
> You become a one trick pony, instead of a master of all trades(which is what halo is supposed to be all about).

Yeah, because being good at everything is so much more tactical than having strengths and weaknesses. Just play any RTS or TBS game…

> > > Yeah, choosing the right gear for the right situation is so less tactical than no choice.
> >
> > Yes, but once you’re in the game you’re only playing one situation, instead of all of them.
> >
> > You become a one trick pony, instead of a master of all trades(which is what halo is supposed to be all about).
>
> Yeah, because being good at everything is so much more tactical than having strengths and weaknesses. Just play any RTS or TBS game…

You control multiple units in those games. If you controlled one unit and it sucked at 80% of the situations in the game there would be no tactics. You’d just spam one strategy over and over and over and over again.

Which is why Armor Abilities should be placed on maps instead.

> Loudouts cause rock paper scissors gameplay and cut out personal and overall strategy.
>
> When you have loudouts you can only play to your loudout’s strengths while playing away from the others, cutting off a whole hell of a lot of gameplay options.
>
> When nobody has a loudout everyone has the entire map open to them. They don’t have to shy away from the areas where their loudout is easily outclassed by the others.

Funny.

If I load up TF2 I can beat a Heavy to death with an aluminum baseball bat as a Scout. And classes are analagous to Loadouts.

You’re also ignoring the fact that all Loadouts do in the vast majority of playlists is give you your choice of AA. And AA interactions aren’t rock-paper-scissors. If I pick Camo I’m not gaurenteed a win over a guy with AL. I’m not even gaurenteed a high chance of winning.

> > > > Yeah, choosing the right gear for the right situation is so less tactical than no choice.
> > >
> > > Yes, but once you’re in the game you’re only playing one situation, instead of all of them.
> > >
> > > You become a one trick pony, instead of a master of all trades(which is what halo is supposed to be all about).
> >
> > Yeah, because being good at everything is so much more tactical than having strengths and weaknesses. Just play any RTS or TBS game…
>
> You control multiple units in those games. If you controlled one unit and it sucked at 80% of the situations in the game there would be no tactics. You’d just spam one strategy over and over and over and over again.

Yeah, because in EVERY mode, you are on your on you’re own.

Even Team Slayer, BTB, Team SWAT, Team Snipers, Team Rockets, Infection, Invasion, Firefight, Team Headhunter.

Please explain how loadouts promote “rock-paper-scissors” gameplay. AFAIK loadouts weren’t designed to counter each other. The RPS gameplay implies that when you meet your counter there is nothing you can do, which is obviously off from the truth of Halo’s loadouts. If what you are saying is specialization decreases potential tactics and strategy then I’m going to say you are way off.

Specialization actually increases the number of options and strategies. Imagine if the US army only had one soldier type: front line infantry. We’d be like colonial Britain and have soldiers lining up in a straight formation. Having different soldier types enables infinite options to deal with everything that comes your way. Of course, this is assuming your loadouts are correctly balanced, which is what I’m thinking your issue stems from.

Loadout balance isn’t necessarily RPS, it all depends on the implementation.

Surely it would create more strategy?

Example;
P1 has sprint
P2 has jet pack

P1 sprints into P2 and hits them once, P2 recovers and flies away/around to a safe distance to pick them off.