Scarcity of Ammo and Low Max Ammo counts

This, for me, has been an ongoing issue with every Halo sequel since Halo 2, and apparently one that has even worsened in Halo 4 according to GameInformer’s review. Just for example, the Assault Rifle in Halo 1 held 600 additional rounds, while the SMG in Halo 2 (it’s replacement) held a measely 180 additional rounds, or 360 if you decided to dual wield. The AR in Halo 3 only holds 352 (if memory serves me correct), but even that one only has 32 round magazines. The same has held true for every other weapon that migrated from Halo 1 to its sequels.

Halo Reach attempted to remedy this atrocity to an extent with certain campaign missions starting you with a max ammo capacity much higher than normal. One mission has the AR returned to it’s former 600 round glory, and Nightfall has the sniper ammo increased as well. In multiplayer this ammo situation is largely irrelevant since oftentimes you die before even exhausting every clip that you have available, but this is a severe issue for Campaign.

Whenever I play CE I just grab an AR and Pistol and go through the whole game with that (save for the occasional power weapon), but it’s almost impossible to do that in the Halo sequels. In the Halo sequels you typically exhaust your entire ammo supply for a weapon after 1 large encounter (or 2 to 3 smaller scale encounters). I can’t count how many times I’ve had to drop my AR, BR, etc. and pick up some garbage plasma weapon I would have never used otherwise.

I think Bungie/343 have done this in the past to encourage people to try different weapons, and I can understand that. The 2 weapon system ENCOURAGES us to try different weapons, creating a scarcity of ammo and nerfing ammo capacities FORCES us to use different weapons, which I don’t think is right at all. Anyone else have thoughts on this?

It’s not about forcing you to change weapons so much; it’s about getting you to play more strategically and conserving your ammo.
Having a massive haul of ammo simply leads to run-and-gun, spray-and-pray (boring) style of gameplay.

It’s also to do with weapons balancing for multiplayer modes.

> It’s not about forcing you to change weapons so much; it’s about getting you to play more strategically and conserving your ammo.
> Having a massive haul of ammo simply leads to run-and-gun, spray-and-pray (boring) style of gameplay.
>
> It’s also to do with weapons balancing for multiplayer modes.

So would you suggest that CE is a spray and pray (boring) style of gameplay since it doesn’t have this issue?

I’d like to believe I’m a pretty competent Halo player myself. I really don’t think I’m wasteful with my shots, but even still I feel like I shouldn’t have to stress over if every single shot I make is going to lead to me just running totally out of ammo by my next encounter. If this was a game like Metro 2033 or Dead Island where the lack of ammunition was very central to the gameplay and helps make those games what they are then I would be more understanding, but this is a totally different experience than those types of shooters.

And I think that’s total crap if they are catering ammo counts to multiplayer (at least for non-power weapons), which like I said is largely unaffected by the max ammo capacity since you typically die before you can even run out of ammo. I really don’t see the logic behind that since Campaign is affected drastically more by these types of decisions.

If we can’t have just a shooter like CE with normal logical amount of maximum ammo (or at least more plentiful ammo to pick up), I think a fair decision would to just have different max ammo capacities for campaign or multiplayer, or take a Reach style approach where certain missions increase the max ammo you start with for certain weapons.

Making you try out the other weapons is a bad thing?
They are generally better against the AI than their UNSC counterparts.

Only using pistol and AR in Halo CE doesn’t make since to me.

I used AR/Shotgun vs Flood
I used Plasma Rifles vs sentinels
I used Pistol/plasma pistol vs covy’s