Now a slightly different topic on ammo

If they are not going to increase the amount of ammo we can carry then have different ammo types we can use in Campaign

Whatever is in the campaign shows up in the multiplayer.
Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.

> 2535469655380581;2:
> Whatever is in the campaign shows up in the multiplayer.
> Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.

It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly

> 2533274845153375;3:
> > 2535469655380581;2:
> > Whatever is in the campaign shows up in the multiplayer.
> > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
>
> It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly

I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.

Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?

I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?

> 2533274874872263;4:
> > 2533274845153375;3:
> > > 2535469655380581;2:
> > > Whatever is in the campaign shows up in the multiplayer.
> > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> >
> > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
>
> I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
>
> Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
>
> I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?

exactly. You can’t tell me part of the experience was running out of ammo and having to lunge for a half empty plasma pistol on the ground, facing two hunters.

Making it too easy just saps the “Hero” archetype. MC is an over-comer.

> 2533274874872263;4:
> > 2533274845153375;3:
> > > 2535469655380581;2:
> > > Whatever is in the campaign shows up in the multiplayer.
> > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> >
> > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
>
> I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
>
> Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
>
> I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?

Okay first off when I say alternate ammo types I’m talking about things like armor piercing, explosive, incendiary, electric, and corrosive type rounds and the second I don’t remember running out of ammo constantly in Halo CE, Halo 2, Halo 3, or Halo Reach so ammo management was not always part of the core gameplay or did you not play those games

> 2533274854285323;5:
> > 2533274874872263;4:
> > > 2533274845153375;3:
> > > > 2535469655380581;2:
> > > > Whatever is in the campaign shows up in the multiplayer.
> > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > >
> > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> >
> > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> >
> > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> >
> > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
>
> exactly. You can’t tell me part of the experience was running out of ammo and having to lunge for a half empty plasma pistol on the ground, facing two hunters.
>
> Making it too easy just saps the “Hero” archetype. MC is an over-comer.

You’re post confused me slightly were you agreeing or disagreeing with me about the ammo

> 2533274845153375;7:
> > 2533274854285323;5:
> > > 2533274874872263;4:
> > > > 2533274845153375;3:
> > > > > 2535469655380581;2:
> > > > > Whatever is in the campaign shows up in the multiplayer.
> > > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > > >
> > > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> > >
> > > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> > >
> > > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> > >
> > > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
> >
> > exactly. You can’t tell me part of the experience was running out of ammo and having to lunge for a half empty plasma pistol on the ground, facing two hunters.
> >
> > Making it too easy just saps the “Hero” archetype. MC is an over-comer.
>
> You’re post confused me slightly were you agreeing or disagreeing with me about the ammo

N.b. you can reply to multiple people in the same reply - double posting just makes it look like you’re trying to artificially increase your post count. They’re agreeing with me that ammo management is important part of the experience.

> 2533274845153375;6:
> > 2533274874872263;4:
> > > 2533274845153375;3:
> > > > 2535469655380581;2:
> > > > Whatever is in the campaign shows up in the multiplayer.
> > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > >
> > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> >
> > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> >
> > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> >
> > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
>
> Okay first off when I say alternate ammo types I’m talking about things like armor piercing, explosive, incendiary, electric, and corrosive type rounds and the second I don’t remember running out of ammo constantly in Halo CE, Halo 2, Halo 3, or Halo Reach so ammo management was not always part of the core gameplay or did you not play those games

Okay so if you’re saying those are needed (which for the moment I’m waiting for the justification of why), how would you propose management of them? D-pad? A toggle button? How many would you carry at once?

I have played every Halo since CE launched on PC in 2003ish. While I wouldn’t say it’s my abiding memory I know plenty of sections in all those games where it was a consideration. That experience will vary depending on:

  • Difficulty - What your preferred weapons are to carry - Default gameplay pace - How accurate you are - How many tricks you use (e.g. noob combo) - LuckHow much ammo problems you have would sometimes be due to a scarcity of that on the map - or sometimes it’s because you’ve missed a cache. The missions I remember most for that: The Library (shotgun), Regret (BR). I prefer a Carbine and for much of H2 and even H3 they’re hard to come by. The DMR in reach is pretty common but not ubiquitous.

Just because you don’t remember it doesn’t mean it wasn’t there. By comparison to newer games then what do you consider the difference to be?

> 2533274874872263;8:
> > 2533274845153375;7:
> > > 2533274854285323;5:
> > > > 2533274874872263;4:
> > > > > 2533274845153375;3:
> > > > > > 2535469655380581;2:
> > > > > > Whatever is in the campaign shows up in the multiplayer.
> > > > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > > > >
> > > > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> > > >
> > > > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> > > >
> > > > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> > > >
> > > > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
> > >
> > > exactly. You can’t tell me part of the experience was running out of ammo and having to lunge for a half empty plasma pistol on the ground, facing two hunters.
> > >
> > > Making it too easy just saps the “Hero” archetype. MC is an over-comer.
> >
> > You’re post confused me slightly were you agreeing or disagreeing with me about the ammo
>
> N.b. you can reply to multiple people in the same reply - double posting just makes it look like you’re trying to artificially increase your post count. They’re agreeing with me that ammo management is important part of the experience.
>
>
>
>
> > 2533274845153375;6:
> > > 2533274874872263;4:
> > > > 2533274845153375;3:
> > > > > 2535469655380581;2:
> > > > > Whatever is in the campaign shows up in the multiplayer.
> > > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > > >
> > > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> > >
> > > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> > >
> > > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> > >
> > > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
> >
> > Okay first off when I say alternate ammo types I’m talking about things like armor piercing, explosive, incendiary, electric, and corrosive type rounds and the second I don’t remember running out of ammo constantly in Halo CE, Halo 2, Halo 3, or Halo Reach so ammo management was not always part of the core gameplay or did you not play those games
>
> Okay so if you’re saying those are needed (which for the moment I’m waiting for the justification of why), how would you propose management of them? D-pad? A toggle button? How many would you carry at once?
>
> I have played every Halo since CE launched on PC in 2003ish. While I wouldn’t say it’s my abiding memory I know plenty of sections in all those games where it was a consideration. That experience will vary depending on:
> - Difficulty - What your preferred weapons are to carry - Default gameplay pace - How accurate you are - How many tricks you use (e.g. noob combo) - LuckHow much ammo problems you have would sometimes be due to a scarcity of that on the map - or sometimes it’s because you’ve missed a cache. The missions I remember most for that: The Library (shotgun), Regret (BR). I prefer a Carbine and for much of H2 and even H3 they’re hard to come by. The DMR in reach is pretty common but not ubiquitous.
>
> Just because you don’t remember it doesn’t mean it wasn’t there. By comparison to newer games then what do you consider the difference to be?

I would manage them through a weapon wheel set up

> 2533274845153375;9:
> > 2533274874872263;8:
> > > 2533274845153375;7:
> > > > 2533274854285323;5:
> > > > > 2533274874872263;4:
> > > > > > 2533274845153375;3:
> > > > > > > 2535469655380581;2:
> > > > > > > Whatever is in the campaign shows up in the multiplayer.
> > > > > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > > > > >
> > > > > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> > > > >
> > > > > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> > > > >
> > > > > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> > > > >
> > > > > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
> > > >
> > > > exactly. You can’t tell me part of the experience was running out of ammo and having to lunge for a half empty plasma pistol on the ground, facing two hunters.
> > > >
> > > > Making it too easy just saps the “Hero” archetype. MC is an over-comer.
> > >
> > > You’re post confused me slightly were you agreeing or disagreeing with me about the ammo
> >
> > N.b. you can reply to multiple people in the same reply - double posting just makes it look like you’re trying to artificially increase your post count. They’re agreeing with me that ammo management is important part of the experience.
> >
> >
> >
> >
> > > 2533274845153375;6:
> > > > 2533274874872263;4:
> > > > > 2533274845153375;3:
> > > > > > 2535469655380581;2:
> > > > > > Whatever is in the campaign shows up in the multiplayer.
> > > > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > > > >
> > > > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> > > >
> > > > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> > > >
> > > > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> > > >
> > > > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
> > >
> > > Okay first off when I say alternate ammo types I’m talking about things like armor piercing, explosive, incendiary, electric, and corrosive type rounds and the second I don’t remember running out of ammo constantly in Halo CE, Halo 2, Halo 3, or Halo Reach so ammo management was not always part of the core gameplay or did you not play those games
> >
> > Okay so if you’re saying those are needed (which for the moment I’m waiting for the justification of why), how would you propose management of them? D-pad? A toggle button? How many would you carry at once?
> >
> > I have played every Halo since CE launched on PC in 2003ish. While I wouldn’t say it’s my abiding memory I know plenty of sections in all those games where it was a consideration. That experience will vary depending on:
> > - Difficulty - What your preferred weapons are to carry - Default gameplay pace - How accurate you are - How many tricks you use (e.g. noob combo) - LuckHow much ammo problems you have would sometimes be due to a scarcity of that on the map - or sometimes it’s because you’ve missed a cache. The missions I remember most for that: The Library (shotgun), Regret (BR). I prefer a Carbine and for much of H2 and even H3 they’re hard to come by. The DMR in reach is pretty common but not ubiquitous.
> >
> > Just because you don’t remember it doesn’t mean it wasn’t there. By comparison to newer games then what do you consider the difference to be?
>
> I would manage them through a weapon wheel set up

No, and no. Have you played a Halo game before? No ammo types, no weapon wheel. Every gun in the Halo arsenal should be simple, and have a purpose.

> 2533274791998460;10:
> > 2533274845153375;9:
> > > 2533274874872263;8:
> > > > 2533274845153375;7:
> > > > > 2533274854285323;5:
> > > > > > 2533274874872263;4:
> > > > > > > 2533274845153375;3:
> > > > > > > > 2535469655380581;2:
> > > > > > > > Whatever is in the campaign shows up in the multiplayer.
> > > > > > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > > > > > >
> > > > > > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> > > > > >
> > > > > > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> > > > > >
> > > > > > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> > > > > >
> > > > > > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
> > > > >
> > > > > exactly. You can’t tell me part of the experience was running out of ammo and having to lunge for a half empty plasma pistol on the ground, facing two hunters.
> > > > >
> > > > > Making it too easy just saps the “Hero” archetype. MC is an over-comer.
> > > >
> > > > You’re post confused me slightly were you agreeing or disagreeing with me about the ammo
> > >
> > > N.b. you can reply to multiple people in the same reply - double posting just makes it look like you’re trying to artificially increase your post count. They’re agreeing with me that ammo management is important part of the experience.
> > >
> > >
> > >
> > >
> > > > 2533274845153375;6:
> > > > > 2533274874872263;4:
> > > > > > 2533274845153375;3:
> > > > > > > 2535469655380581;2:
> > > > > > > Whatever is in the campaign shows up in the multiplayer.
> > > > > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > > > > >
> > > > > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> > > > >
> > > > > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> > > > >
> > > > > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> > > > >
> > > > > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
> > > >
> > > > Okay first off when I say alternate ammo types I’m talking about things like armor piercing, explosive, incendiary, electric, and corrosive type rounds and the second I don’t remember running out of ammo constantly in Halo CE, Halo 2, Halo 3, or Halo Reach so ammo management was not always part of the core gameplay or did you not play those games
> > >
> > > Okay so if you’re saying those are needed (which for the moment I’m waiting for the justification of why), how would you propose management of them? D-pad? A toggle button? How many would you carry at once?
> > >
> > > I have played every Halo since CE launched on PC in 2003ish. While I wouldn’t say it’s my abiding memory I know plenty of sections in all those games where it was a consideration. That experience will vary depending on:
> > > - Difficulty - What your preferred weapons are to carry - Default gameplay pace - How accurate you are - How many tricks you use (e.g. noob combo) - LuckHow much ammo problems you have would sometimes be due to a scarcity of that on the map - or sometimes it’s because you’ve missed a cache. The missions I remember most for that: The Library (shotgun), Regret (BR). I prefer a Carbine and for much of H2 and even H3 they’re hard to come by. The DMR in reach is pretty common but not ubiquitous.
> > >
> > > Just because you don’t remember it doesn’t mean it wasn’t there. By comparison to newer games then what do you consider the difference to be?
> >
> > I would manage them through a weapon wheel set up
>
> No, and no. Have you played a Halo game before? No ammo types, no weapon wheel. Every gun in the Halo arsenal should be simple, and have a purpose.

I’m afraid to say I have to agree: weapon wheels can work, but for a controller in Halo what buttons are you giving up to be the weapon wheel button? I can’t see how it fits in the control scheme

> 2533274874872263;11:
> > 2533274791998460;10:
> > > 2533274845153375;9:
> > > > 2533274874872263;8:
> > > > > 2533274845153375;7:
> > > > > > 2533274854285323;5:
> > > > > > > 2533274874872263;4:
> > > > > > > > 2533274845153375;3:
> > > > > > > > > 2535469655380581;2:
> > > > > > > > > Whatever is in the campaign shows up in the multiplayer.
> > > > > > > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > > > > > > >
> > > > > > > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> > > > > > >
> > > > > > > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> > > > > > >
> > > > > > > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> > > > > > >
> > > > > > > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
> > > > > >
> > > > > > exactly. You can’t tell me part of the experience was running out of ammo and having to lunge for a half empty plasma pistol on the ground, facing two hunters.
> > > > > >
> > > > > > Making it too easy just saps the “Hero” archetype. MC is an over-comer.
> > > > >
> > > > > You’re post confused me slightly were you agreeing or disagreeing with me about the ammo
> > > >
> > > > N.b. you can reply to multiple people in the same reply - double posting just makes it look like you’re trying to artificially increase your post count. They’re agreeing with me that ammo management is important part of the experience.
> > > >
> > > >
> > > >
> > > >
> > > > > 2533274845153375;6:
> > > > > > 2533274874872263;4:
> > > > > > > 2533274845153375;3:
> > > > > > > > 2535469655380581;2:
> > > > > > > > Whatever is in the campaign shows up in the multiplayer.
> > > > > > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > > > > > >
> > > > > > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> > > > > >
> > > > > > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> > > > > >
> > > > > > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> > > > > >
> > > > > > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
> > > > >
> > > > > Okay first off when I say alternate ammo types I’m talking about things like armor piercing, explosive, incendiary, electric, and corrosive type rounds and the second I don’t remember running out of ammo constantly in Halo CE, Halo 2, Halo 3, or Halo Reach so ammo management was not always part of the core gameplay or did you not play those games
> > > >
> > > > Okay so if you’re saying those are needed (which for the moment I’m waiting for the justification of why), how would you propose management of them? D-pad? A toggle button? How many would you carry at once?
> > > >
> > > > I have played every Halo since CE launched on PC in 2003ish. While I wouldn’t say it’s my abiding memory I know plenty of sections in all those games where it was a consideration. That experience will vary depending on:
> > > > - Difficulty - What your preferred weapons are to carry - Default gameplay pace - How accurate you are - How many tricks you use (e.g. noob combo) - LuckHow much ammo problems you have would sometimes be due to a scarcity of that on the map - or sometimes it’s because you’ve missed a cache. The missions I remember most for that: The Library (shotgun), Regret (BR). I prefer a Carbine and for much of H2 and even H3 they’re hard to come by. The DMR in reach is pretty common but not ubiquitous.
> > > >
> > > > Just because you don’t remember it doesn’t mean it wasn’t there. By comparison to newer games then what do you consider the difference to be?
> > >
> > > I would manage them through a weapon wheel set up
> >
> > No, and no. Have you played a Halo game before? No ammo types, no weapon wheel. Every gun in the Halo arsenal should be simple, and have a purpose.
>
> I’m afraid to say I have to agree: weapon wheels can work, but for a controller in Halo what buttons are you giving up to be the weapon wheel button? I can’t see how it fits in the control scheme

It would be the same button you use to switch weapons quickly the only difference is you hold the button instead of just pressing it like in Doom eternal

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> > > > > > > > Whatever is in the campaign shows up in the multiplayer.
> > > > > > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > > > > > >
> > > > > > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> > > > > >
> > > > > > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> > > > > >
> > > > > > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> > > > > >
> > > > > > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
> > > > >
> > > > > exactly. You can’t tell me part of the experience was running out of ammo and having to lunge for a half empty plasma pistol on the ground, facing two hunters.
> > > > >
> > > > > Making it too easy just saps the “Hero” archetype. MC is an over-comer.
> > > >
> > > > You’re post confused me slightly were you agreeing or disagreeing with me about the ammo
> > >
> > > N.b. you can reply to multiple people in the same reply - double posting just makes it look like you’re trying to artificially increase your post count. They’re agreeing with me that ammo management is important part of the experience.
> > >
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> > > > > > > Whatever is in the campaign shows up in the multiplayer.
> > > > > > > Ammo types is a good idea but in multiplayer it just breaks the balance-using battle rifle bullets in a magnum is a big No no for me.
> > > > > >
> > > > > > It does not have to show up in multiplayer the code in the game can be written a certain way so that alternate ammo types do not show up in multiplayer it would all depend whether they would bother to write the code promptly
> > > > >
> > > > > I’m not sure what would be gained by having different ammo types? Or why you’d want to develop something like that and specifically keep it out of MP.
> > > > >
> > > > > Do you mean Halo-5 style kinetic bolts, or explosive, or incendiary rounds? Or something else?
> > > > >
> > > > > I’ve seen you post a lot about ammo. I’m afraid to say I still don’t understand what your issue is with ammo. Managing your ammohas always been a major part of Halo. What’s the issue? Why change it?
> > > >
> > > > Okay first off when I say alternate ammo types I’m talking about things like armor piercing, explosive, incendiary, electric, and corrosive type rounds and the second I don’t remember running out of ammo constantly in Halo CE, Halo 2, Halo 3, or Halo Reach so ammo management was not always part of the core gameplay or did you not play those games
> > >
> > > Okay so if you’re saying those are needed (which for the moment I’m waiting for the justification of why), how would you propose management of them? D-pad? A toggle button? How many would you carry at once?
> > >
> > > I have played every Halo since CE launched on PC in 2003ish. While I wouldn’t say it’s my abiding memory I know plenty of sections in all those games where it was a consideration. That experience will vary depending on:
> > > - Difficulty - What your preferred weapons are to carry - Default gameplay pace - How accurate you are - How many tricks you use (e.g. noob combo) - LuckHow much ammo problems you have would sometimes be due to a scarcity of that on the map - or sometimes it’s because you’ve missed a cache. The missions I remember most for that: The Library (shotgun), Regret (BR). I prefer a Carbine and for much of H2 and even H3 they’re hard to come by. The DMR in reach is pretty common but not ubiquitous.
> > >
> > > Just because you don’t remember it doesn’t mean it wasn’t there. By comparison to newer games then what do you consider the difference to be?
> >
> > I would manage them through a weapon wheel set up
>
> No, and no. Have you played a Halo game before? No ammo types, no weapon wheel. Every gun in the Halo arsenal should be simple, and have a purpose.

I don’t care for your particular opinion on this