When browsing and perusing these forums, I constantly see comments like “Loadouts ruined Halo” and the like, without giving proper validation for these claims. Yes, many of the choices in loadouts have resulted in unsavory gameplay and destroyed the “Equal Starts” principle that Halo’s multiplayer is built on. However, “equal” and “identical” aren’t necessarily the same (I can’t tell you how often I have to point that out). To explain what I mean, let’s disassemble Personal Loadouts and see what the problems are:
- Currently, the ‘Primary Weapon’ list consists of 3 short-to-mid range automatics (AR, SR, Suppressor); 2 mid-range precision rifles (BR, Carbine); and 2 long-range precision rifles (DMR, LR). The way I see it, the DMR/LR shouldn’t be in loadouts due to being effective at ranges well beyond the automatics’ effective range and the fact that they discourage map movement. I see no problem with allowing the choice between an automatic or precision rifle, since they can both be used effectively at short-to-mid range, but falter past that.
- The ‘Secondary Weapon’ role is currently plagued by two gimmicked sidearms with chargeable “secondary” functions (which they are primarily used for). Namely (and obviously), the Plasma Pistol and Boltshot need to be removed from personal loadouts. The Magnum is an ideal sidearm, but the other two harm vehicular combat and provide a 1-shot-kill capable weapon at spawn, respectively. On a side note, that isn’t to say that a new sidearm that acts as the counterpart to the Magnum couldn’t/shouldn’t be made to fill the void. I’d also like to see the SMG and Plasma Rifle return as automatic sidearms.
- Grenades… Plasma grenades at-spawn have been a prevalent factor in the problems of vehicular combat’s deterioration and “last-second sticks”. I feel that they should be removed from Personal Loadouts and placed on-map as they have in the past. As for Pulse Grenades, they aren’t particularly on-par or as effective when compared to the other grenade types. I’d like these to also be placed on-map (allowing them to receive a performance boost to make them more useful. I believe it is also a given for the ability to pick up grenades from dead bodies to be reintegrated as an innate ability.
- Armor Abilities provide additional base abilities to players without them putting in any effort to obtain them. Offering infinitely reusable equipment that each perform drastically different tasks (from increasing vertical movement, to seeing through walls, to essentially becoming invisible, and so on) is not equal. These pieces of equipment should be placed on-map with limited usage (although not necessarily “one-time-use”) to allow for them to add variety to gameplay while adhering to Equal Starts.
- Tactical Packages/Support Upgrades (more commonly referred to as ‘perks’) give players the choice between several base ability modifiers, such as picking up grenades from fallen friends/foes (Resupply), faster reloading (Dexterity), and how quickly your shields recharge (Recharge). The base abilities are to be balanced to promote quality gameplay, but these modifiers throw off this balance by increasing some aspects differently for each player. These modifiers aren’t compliant with the “equal starts” that Halo is renowned for, and must be left behind, IMO.
Of course, there also needs to be playlists/gametype variants with Personal Loadouts disabled, but I do believe Personal Loadouts are redeemable. What about you?

