I’d like dual-wielding to come back. Ever since it wasn’t in odst and reach I’ve missed it more and more.
> > I think dual wielding really messes up the sandbox. Most dual wieldable weapons are fairly useless when only using one.
>
> Solution:
> Make these weapons only come as a pair.
> Take the SMG for instance.
>
> It would only come as a set, and you wouldn’t be able to use just one (unless 343i also decided to put in the Silenced SMG, that one logically would come as a single weapon).
> Compared to the AR it would be better and stronger at close to short distances (tied on short distances with the AR) due to a larger bullet spread combined with a faster firing rate. Drawback is that it has recoil, and while that doesn’t matter at close range, it makes it more difficult to use and certainly less effective at medium distances.
> The AR could then fire a bit slower, (like it has always) but be more precise and therefore more usefull at short-medium distances.
>
> And that could apply to a number of weapons. Magnums for instance, or a replacement for the Mauler and Spiker (assuming Brutes aren’t in the game, but similar weapons might be).
>
> This would effectively make dual wieldable weapons powerful in the situations they are created for, and make them good support weapons outside of those situations. Sort of like a semi-power weapon.
> Wouldn’t mess up the sandbox, and would get rid of the problem that one is too weak.
> To solve the problem of the overall better weapon being “better” (The AR in this example) these sets of weapons should only be available on specific maps. A set of SMG’s is fairly useless on a map the size of Blood Gulch, Valhalla or any other big map with lots of open spaces. But could work on maps with more confined areas as well. Like Headlong (the interiors), or Battle Canyon, Turf, those kinds of maps. And yes, you could have both the SMG/AR or just AR or just SMG in those situations. Depending on gametype of course.
No, it should be made into some crappy “either both or none” situation. The true solution is to just ALWAYS HAVE TWO OF THEM. It’s not that hard, you know…
EDIT: Like the above poster said, there are no tactics in it either.
> > > > I think dual wielding really messes up the sandbox. Most dual wieldable weapons are fairly useless when only using one.
> > >
> > > Solution:
> > > Make these weapons only come as a pair.
> > > Take the SMG for instance.
> > >
> > > It would only come as a set, and you wouldn’t be able to use just one (unless 343i also decided to put in the Silenced SMG, that one logically would come as a single weapon).
> > > Compared to the AR it would be better and stronger at close to short distances (tied on short distances with the AR) due to a larger bullet spread combined with a faster firing rate. Drawback is that it has recoil, and while that doesn’t matter at close range, it makes it more difficult to use and certainly less effective at medium distances.
> > > The AR could then fire a bit slower, (like it has always) but be more precise and therefore more usefull at short-medium distances.
> > >
> > > And that could apply to a number of weapons. Magnums for instance, or a replacement for the Mauler and Spiker (assuming Brutes aren’t in the game, but similar weapons might be).
> > >
> > > This would effectively make dual wieldable weapons powerful in the situations they are created for, and make them good support weapons outside of those situations. Sort of like a semi-power weapon.
> > > Wouldn’t mess up the sandbox, and would get rid of the problem that one is too weak.
> >
> > But then you lose the ability to swap weapons and have pairs that are tactically useful (plasma pistol, magnum). This is a major component of the dual wielding concept and removing it for the sake of eliminating the use of only one of the weapons at a time would leave the sandbox worse off than where it began.
> > Make every weapon special, so that dual wields will be useful by themselves (scopes, tighter spread, special abilities, melee bonuses) but remove them when paired, so that dual wielding should be more of a brute force/close range means of taking down enemies than, say, sniping enemies from afar with your pistol’s scope.
>
> You would just get a different set of tactics.
> And let’s be honest: would you truely miss those people who keep spamming the Plasma Pistol overcharge + pistol set? I certainly don’t.
>
> Your idea might work as well, but then you get the thing that each weapon has a special ability which could potentially result in making them overpowered or unbalanced opposed to the regular weapons (AR, BR/DMR, Pistol etc)
Both of us have come to the conclusion that Dual Wielding should be reintroduced, but in a changed form. Neither one of us is a game designer and all we can do here is to suggest reasonable ideas that 343i may take note of (if the assumption that they try to read every thread is correct). We don’t have the resources to test this and all we can do is speculate, so there is no concrete evidence that either of our suggestions would be best for the gameplay (which neither of us know about either). At this point, we have offered slightly-informed suggestions, and cannot disprove the other’s points without further knowledge of the system in which our suggestions would operate, leaving us in a state where we cannot continue to argue.
I always liked the idea of duel wielding and I loved the SMG but let’s be honest… I never really used it. Just used the BR to do most of my slaying. If it made a comeback I wouldn’t mind. I hope they work it out to be awesome.
if they fix it so that you can zoom single-wield, but can’t in dual-weild, sure. no point limiting dual-weildable weapons’ scope range.
yes. but dont give us weapons that you absolutely MUST dual-wield to kill someone.
im looking at you, SMG.
Yeah, I think dual wielding should comeback into the game. I always loved dual smgs.
I say we get duels back, as long as they are done properly. As many have stated, DW killed H2’s sandbox. However, in H3 it provided some intersting twists to gameplay. DW gave you more firepower, but limited your ability to throw grenades or melee in an outnumbered situation.
Yeah I think it should. Mixing and matching and using different gun combinations is a great way to expand the weapon sandbox.
In custom games we should be able to do crazy stuff like duel-wielding rocket launchers. You know it would be awsome.
> I think dual wielding really messes up the sandbox. Most dual wieldable weapons are fairly useless when only using one.
Not at all. SMG was great in close quarters, Plasma Rifle was best if you were going for the melee or for assists, Spiker was great for melee and non-shielded targets, Mauler… Overpowered, and the Magnum. Five shot kills, great for medium range. Works as a great secondary for weakened targets, or targets farther away. And when you dual wield with it? 4 shot BRs faster than they can you, 3 shot people if you use a Plasma Rifle, SMG, or Spiker.
OT: Hell yes. I’d say why, but it’s already been said multiple times in the thread.
> yes. but dont give us weapons that you absolutely MUST dual-wield to kill someone.
>
> im looking at you, SMG.
Have you ever used the SMG? That thing kills an AR faster than it can kill you.
Yes. I loved being able to be all ‘G’ When versing peoples!
*
> I really enjoyed dual wielding in halo 2 and 3, you could pop shields with one hand using a plasma pistol and pop their head off with the other using a magnum and their being so many awesome combinations; i generally loved just ripping things up with dual wield SMGs or making people die in a super quick mega pink mist!
>
> Or even dual wielding silenced SMGs… that would be epic, drones wouldn’t stand a chance if they were to scurry back into halo as our enemy! I was disappointed when it was announced reach was not having duel wield, many weapons seemed useless to me as a result, such as the needler, but these are just my thoughts.
>
> Personally i would like it if dual wielding were to return… it feels more halo 
>
> What do you guys think?
**duel weilding could be fantastic sub power weapons (GL or shotty)**H2 had this right, 2 SMGS give double firepower but thats were they got it right ends. Spawning with dual weildable weapons makes anyone on the map slightly longer a 1 SMG advantage over newly spawned players. It also as implemented in H2 made the game spray and pray and got rid of nade usage. I propose that any H3 duel weildable weapon should return but that the quantity of the dual weildable weapons be limited. In H3 and H2 duals were everywhere so in H3 they were nerfed. ALL DUALS with 1 min 30 sec-2min respawn and only 1 per map. One side of the map gets an SMG another side gets plasma rifle. A player who can manage to get both now is essentially a 2 man CQB-mid dynamo but hey they earned it like anyone who got rockets did.
Also grenade use should not be removed since it makes duals at a severe disadvantage. I propose pressing up on directional pad so the next left trigger pull will cause cheif to use his theigh holster toss a nade and quickly unholster his weapon.
Again the point here is to make duals sub power weapons SMG=to CE AR and only 1 per map and the other SMG/pr/mauler on the other side of the map (think needler locations on The Pit) or a dual set in a neutral area to be fought for (think The Pit rockets/sword/camo locations.
Yes! Bring it back! Dual Wield Maulers FTW!
Yeah, it definitely should. I miss my Plasma Rifle/Brute Plasma Rifle combo, and dual Needlers were awesome.
Yes! It was fun in custom games and fiesta gametypes.
dual wielding should def come back
What makes people think that there will be Maulers or Plasma Pistols?
Just saying, Covenant weapons shouldn’t be in this game.
I think for Halo 4 they should leave DW out until we know what the new weapons will be, then for the next one include it if there is a demand for it.
Dual wielding was fun in campaign but for multiplayer I only found it useful in Halo 2 and not Halo 3.
No, you cannot have a balanced pistol with duel wielding.
> No, you cannot have a balanced pistol with duel wielding.
You could have the classic “CE” Magnum that’s un-dual wieldable and which can zoom, shoots slowly but packs tons of punch…and STILL have a set of dual wieldable close ranged H2-Magnums that shoot faster but don’t hold up on longer ranges…
That wouldn’t interfere with the “regular” Pistol’s balance in any way. With the concept I have in mind, you simply get more diversity in close ranged combat due to the number of effective weapons being increased (whereas regular weapons would still be better overall but perform better on short/medium - long ranged battles, like they always did). Close ranged combat would no longer be the scene of just Shotguns and Hammers/Swords (or whatever replacement we get). That does nothing against the balance on other ranges.