49 votes for YES (21 for Classic, 18 for Campaign, 10 for restricted) and 32 votes for NO.
I think its encouraging that people want dual wielding to return, but I have to say I’m actually suprised people liked the classic dual wielding system in Halo 2 and 3. I think dual wielding in those games made half of the weapons just weak (unless they were dual wielded) and to me that is a real balancing issue.
I’ve been thinking about this more and I want to discuss the one idea for a restriction that was brought up earlier, and that is restrict which weapons you can dual wield with. Lore wise I think this is a very easy thing to implement, if a weapon cannot be reloaded with one hand then it shouldn’t be Dual Wieldable. This means the Sidekick, Disruptor, and Mangler are all eliminated from Dual Wielding (which is good because those are all functional weapons without Dual Wielding). For the sake of consistency, I’m also going to add the Plasma Pistol in here (this way none of the pistols are dual wieldable, this could be due to the Charge function).
So what guns can be Dual Wielded? I think it would be interesting to play off of the SMG class of weapons.
First up you have a brand new Sandbox addition, the Plasma Rifle (I think the Brute Plasma Rifle specifically would fit the theme of the Banished and be a more unique sandbox addition, both should be in the game though as variants). The Plasma Rifle has no reload, it overheats, and it can also be held with one hand, so lore wise it makes perfect sense for this weapon to be Dual Wieldable. I imagine the Brute PR having a similar TTK as the AR, but almost worse because it overheats quickly, and because it shoots slower projectiles. What seperates the Brute PR from the rest of the Sandbox here though is its ability to be Dual Wielded, making the Brute PR the only weapon in the game that can become more powerful by finding two of these things on the map (I think its important not to just gift a player two of these, make players find one in one location and have to travel across the map to get another). If you manage to collect two Brute PR’s you’ve now doubled your damage, so its a risk vs reward thing where you’re potentially downgrading on the AR, but its worth it if you can Dual Wield. Now naturally its not as simple as just doubling damage output of your weapon, for Dual Wielding you would also be trading out some things such as the ability to use grenades and even the ability to use equipment, so there is a tradeoff for Dual Wielding.
2nd, you have the Needler, which is reloaded by literally shaking the crystals out which can be done with one hand. What is unique about the Needler is it doesn’t really do traditional damage, but rather a certain amount of shots in a specific amount of time will cause the crystals to supercombine. This means when Dual Wielding the Needler damage doesn’t necessarily have to be “doubled”, 343 could balance the supercombine effect to work any way they want when Dual Wielding. In addition to losing grenade and equipment use, they could also take away the “Fast Reload” function of the Needler as a tradeoff for Dual Wielding as well.
Now here’s an interesting idea. So far we have established a theme of SMG’s having Dual Wielding functionality, how could that apply to the Sentinel Beam then? Here’s my idea:
https://forums.halowaypoint.com/t/sandbox-sentinel-beam/511853/23
To enable Dual Wielding for the Brute PR and the Needler you would be holding “Y” to pick up the second gun. In the case of the Sentinel Beam, holding “Y” would drop the weapon and deploy it as an automated Sentry making it in theory an automated Dual Wieldable weapon. In the thread I shared a link for it was discussed how this could be balanced by decreasing Sentry damage by half and also limiting the distance you can travel from the Sentry (due to your AI being what controls the Sentry and your AI being stuck with you). I think this ties the theme of SMG’s being capable of potentially increasing damage output so well.
Lastly I’d like to see a 4th SMG added to the game (343 likes weapons to have pairs, the Needler and Sentinel Beam would be Tier 2 so ideally a 4th Tier 1 SMG would be added to accompany the Brute PR). All I can think of right now is the M7 SMG, but the issue is it requires two hands to reload so this breaks the logic of not being able to Dual Wield the sidearms. Perhaps the SMG would not have Dual Wield functionality, maybe its Niche trait could be ammo capacity. While it wouldn’t have increased damage output it would have the ability of sustainable damage output. Being 60 rounds the M7 SMG can fire longer than the AR (which I think should have its ammo capacity reduced from 36 to 32 also by the way). This would essentially be double the ammo capacity of the AR, which in a way still fits the theme of the SMG’s having the potential of “Increased Firepower”.
Personally, I think this is the only way I can see Dual Wielding returning. If it was done like suggested above you wouldn’t have to balance an entire Sandbox to accommodate Dual Wielding, you would literally only have to balance 2 weapons, the Brute PR and the Needler.
As far as Campaign and Custom Games goes I say go nuts. Let the Chief be a Dual Wielding super soldier in campaign and let players do whatever they want with Custom Games.
What does everyone think? Feedback / Suggestions are welcomed