how about two pistols?
we already have 2 assualt rifles, BR and the AR
the covenant seem to have plenty of variants of automatic weapons, so why not the UNSC as well?
how about two pistols?
we already have 2 assualt rifles, BR and the AR
the covenant seem to have plenty of variants of automatic weapons, so why not the UNSC as well?
Well I wouldn’t see why we would have two UNSC pistols when the coevenant only have one, but I could see us having two short range weapons seeing as the coevenant do.
Quite frankly, having one of each type of weapon is part of the Halo formula magic. That is, one human and one Covenant counterpart. It makes the weapons incredibly identifiable, even to new players.
It also keeps the combat system relatively simple, which is one reason Halo succeeds as compared to other FPS: It’s not overly complicated. You figure out which gun you’re good with- the rifle, the sniper, the automatic weapon, the explosive- and you utilize your abilities with that weapon rather than sit there and try 3 full-auto rifles, 4 different snipers, etc.
Quite frankly, I’ll be upset if Halo goes the direction of “modern war” games. We don’t need 3 snipers, 3 rocket launchers, 5 assault rifles, etc.
I’d like the SMG to be brought back personally. It should kill faster than an AR, but have more recoil/bullet spread.
In forge and campaign I think it would be kinda cool to see a few slightly different ones but stick to having one main one of each type. Lets say there’s two pistols, one would be far more common than the other. In matchmaking it would be the more common version that’s used and found on the maps.
We have too many redundant weapons as it is.
I’d like a few more “redundant” weapons; they breathe fresh life into the sandbox. I’d like to see the Halo 2 pistol (dual-wieldable) alongside the Reach pistol (single-wieldable), the Brute Plasma Rifle, the Plasma Rifle, and Plasma Repeater (maybe not so much), the SMG (dual-wieldable), Silenced SMG (single-wieldable), Assault Rifle, Carbine, Battle Rifle, Needle Rifle, Energy Sword, Shotgun, Gravity Hammer, maybe the spear thing that Honor Guards have, etc. Variety is the spice of life. 
> Quite frankly, having one of each type of weapon is part of the Halo formula magic. That is, one human and one Covenant counterpart. It makes the weapons incredibly identifiable, even to new players.
>
> It also keeps the combat system relatively simple, which is one reason Halo succeeds as compared to other FPS: It’s not overly complicated. You figure out which gun you’re good with- the rifle, the sniper, the automatic weapon, the explosive- and you utilize your abilities with that weapon rather than sit there and try 3 full-auto rifles, 4 different snipers, etc.
>
> Quite frankly, I’ll be upset if Halo goes the direction of “modern war” games. We don’t need 3 snipers, 3 rocket launchers, 5 assault rifles, etc.
I partly agree with you, but I have to disagree with you on one thing. You can’t really decide what weapon you’re good at in Halo, nor do you really need to be able to. In order to succeed at Halo, you need to be able to use the utility weapon well. And had we actually a well balanced sandbox where every player was useful in its own niche, you would need to know what weapon is good at what thing.
Anyhow, I agree with your main point that Halo doesn’t really need multiple weapons with same purpose. We already have weapons that do the exact same thing, we don’t need more of them. Every weapon in the sandbox should have their own unique use and purpose. A weapon is redundant if it doesn’t fulfill those qualities.
> I’d like a few more “redundant” weapons; they breathe fresh life into the sandbox. I’d like to see the Halo 2 pistol (dual-wieldable) alongside the Reach pistol (single-wieldable), the Brute Plasma Rifle, the Plasma Rifle, and Plasma Repeater (maybe not so much), the SMG (dual-wieldable), Silenced SMG (single-wieldable), Assault Rifle, Carbine, Battle Rifle, Needle Rifle, Energy Sword, Shotgun, Gravity Hammer, maybe the spear thing that Honor Guards have, etc. Variety is the spice of life. 
They destroy the sandbox and leave us with guns that are useless in any sort of skilled, competitive match.
Then when skilled, competitive players want to spawn with a weapon that can turn their skillful ability into action, everyone else complains because their useless weapons don’t get used.
But I guess for the sake of a false sense of variety that’s OK.
> > I’d like a few more “redundant” weapons; they breathe fresh life into the sandbox. I’d like to see the Halo 2 pistol (dual-wieldable) alongside the Reach pistol (single-wieldable), the Brute Plasma Rifle, the Plasma Rifle, and Plasma Repeater (maybe not so much), the SMG (dual-wieldable), Silenced SMG (single-wieldable), Assault Rifle, Carbine, Battle Rifle, Needle Rifle, Energy Sword, Shotgun, Gravity Hammer, maybe the spear thing that Honor Guards have, etc. Variety is the spice of life. 
>
> They destroy the sandbox and leave us with guns that are useless in any sort of skilled, competitive match.
>
> Then when skilled, competitive players want to spawn with a weapon that can turn their skillful ability into action, everyone else complains because their useless weapons don’t get used.
>
> But I guess for the sake of a false sense of variety that’s OK.
Mostly just for Campaign, Forge, Firefight(?), and Custom Games, rather than Competitive Multiplayer. You know, the other 80% of the game.
> Quite frankly, <mark>having one of each type of weapon is part of the Halo formula magic</mark>. That is, one human and one Covenant counterpart. It makes the weapons incredibly identifiable, even to new players.
>
> It also keeps the combat system relatively simple, which is one reason Halo succeeds as compared to other FPS: It’s not overly complicated. You figure out which gun you’re good with- the rifle, the sniper, the automatic weapon, the explosive- and you utilize your abilities with that weapon rather than sit there and try 3 full-auto rifles, 4 different snipers, etc.
>
> Quite frankly, I’ll be upset if Halo goes the direction of “modern war” games. We don’t need 3 snipers, 3 rocket launchers, 5 assault rifles, etc.
The fathers of the FPS genre, I.D software, did this for Doom, Quake and Wolfenstein 3D.
It’s not only halo magic, It’s the FPS magic. it makes things so much more simpler, it makes a weapon so much more than just another weapon in the arsenal.
Halo followed in I.D’s footsteps, and if you are as great an FPS fan as me, you should know how considerable that is.
> > > I’d like a few more “redundant” weapons; they breathe fresh life into the sandbox. I’d like to see the Halo 2 pistol (dual-wieldable) alongside the Reach pistol (single-wieldable), the Brute Plasma Rifle, the Plasma Rifle, and Plasma Repeater (maybe not so much), the SMG (dual-wieldable), Silenced SMG (single-wieldable), Assault Rifle, Carbine, Battle Rifle, Needle Rifle, Energy Sword, Shotgun, Gravity Hammer, maybe the spear thing that Honor Guards have, etc. Variety is the spice of life. 
> >
> > They destroy the sandbox and leave us with guns that are useless in any sort of skilled, competitive match.
> >
> > Then when skilled, competitive players want to spawn with a weapon that can turn their skillful ability into action, everyone else complains because their useless weapons don’t get used.
> >
> > But I guess for the sake of a false sense of variety that’s OK.
>
> Mostly just for Campaign, Forge, Firefight(?), and Custom Games, rather than Competitive Multiplayer. You know, the other 80% of the game.
No, multiplayer is 80% of the game, if not more.
> > I’d like a few more “redundant” weapons; they breathe fresh life into the sandbox. I’d like to see the Halo 2 pistol (dual-wieldable) alongside the Reach pistol (single-wieldable), the Brute Plasma Rifle, the Plasma Rifle, and Plasma Repeater (maybe not so much), the SMG (dual-wieldable), Silenced SMG (single-wieldable), Assault Rifle, Carbine, Battle Rifle, Needle Rifle, Energy Sword, Shotgun, Gravity Hammer, maybe the spear thing that Honor Guards have, etc. Variety is the spice of life. 
>
> They destroy the sandbox and leave us with guns that are useless in any sort of skilled, competitive match.
>
> Then when skilled, competitive players want to spawn with a weapon that can turn their skillful ability into action, everyone else complains because their useless weapons don’t get used.
>
> But I guess for the sake of a false sense of variety that’s OK.
The weapons that could be considered ‘useless’ actually find their niche in the Invasion Gametype. Such careful balance work on Bungie’s part for that, probably why we only got three invasion maps. While playing, i’ve ended up using things that i wouldn’t ordinarily go near, such as a focus rifle, for very satisfying results.
Lots of weapon choices on maps would hardly damage the sandbox if it were to be properly balanced, if anything the expanded pile of options would create more variety within a game in regards to tactics.
> > Quite frankly, <mark>having one of each type of weapon is part of the Halo formula magic</mark>. That is, one human and one Covenant counterpart. It makes the weapons incredibly identifiable, even to new players.
> >
> > It also keeps the combat system relatively simple, which is one reason Halo succeeds as compared to other FPS: It’s not overly complicated. You figure out which gun you’re good with- the rifle, the sniper, the automatic weapon, the explosive- and you utilize your abilities with that weapon rather than sit there and try 3 full-auto rifles, 4 different snipers, etc.
> >
> > Quite frankly, I’ll be upset if Halo goes the direction of “modern war” games. We don’t need 3 snipers, 3 rocket launchers, 5 assault rifles, etc.
>
> The fathers of the FPS genre, I.D software, did this for Doom, Quake and Wolfenstein 3D.
>
>
> It’s not only halo magic, It’s the FPS magic. it makes things so much more simpler, it makes a weapon so much more than just another weapon in the arsenal.
>
> Halo followed in I.D’s footsteps, and if you are as great an FPS fan as me, you should know how considerable that is.
That’s a skill not many developers know these days. Most FPS games these days have about ten weapons that play the same way, but one is dominant. However, I don’t feel this is only a completely trivial problem. Having different weapons that do the same thing, but one does it slightly better confuses the player. Of course the weapons could have the exact same traits, but for some odd reason the developer usually thinks they can actually make the weapons slightly different and still balanced, but that’s where they fail because it’s an impossible task.
There needs to be more weapons, for sure. It’d be cool to see the SMG and the Brute Plasma Rifle make a comeback.
> > > I’d like a few more “redundant” weapons; they breathe fresh life into the sandbox. I’d like to see the Halo 2 pistol (dual-wieldable) alongside the Reach pistol (single-wieldable), the Brute Plasma Rifle, the Plasma Rifle, and Plasma Repeater (maybe not so much), the SMG (dual-wieldable), Silenced SMG (single-wieldable), Assault Rifle, Carbine, Battle Rifle, Needle Rifle, Energy Sword, Shotgun, Gravity Hammer, maybe the spear thing that Honor Guards have, etc. Variety is the spice of life. 
> >
> > They destroy the sandbox and leave us with guns that are useless in any sort of skilled, competitive match.
> >
> > Then when skilled, competitive players want to spawn with a weapon that can turn their skillful ability into action, everyone else complains because their useless weapons don’t get used.
> >
> > But I guess for the sake of a false sense of variety that’s OK.
>
> The weapons that could be considered ‘useless’ actually find their niche in the Invasion Gametype. Such careful balance work on Bungie’s part for that, probably why we only got three invasion maps. While playing, i’ve ended up using things that i wouldn’t ordinarily go near, such as a focus rifle, for very satisfying results.
>
> Lots of weapon choices on maps would hardly damage the sandbox if it were to be properly balanced, if anything the expanded pile of options would create more variety within a game in regards to tactics.
They find their use in Invasion because they are the only weapons you can spawn with at times. And variety in tactics comes from weapons that create unique behavior in players, not form redundant weapons that everyone uses in the same way.
Example; The sword and hammer in Reach are quite literally the same weapon. Player behave in such a similar fashion with them that they offer absolutely no variety to gameplay or tactics. They could be reduced to a single weapon with no affect on the sandbox or gameplay.
> No, multiplayer is 80% of the game, if not more.
To be honest, that’s rather ignorant from you. While multiplayer is the most played part of the game, it still doesn’t mean it makes up for most of the game. I agree that when it comes to gameplay, it should be designed with multiplayer in mind. But I really don’t see any harm in having a bunch of redundant weapons outside of matchmaking. We’ve had weapons such as the Target Locator that would never have worked in matchmaking, but made campaign and Firefight a little more enjoyable experience.
> > No, multiplayer is 80% of the game, if not more.
>
> To be honest, that’s rather ignorant from you. While multiplayer is the most played part of the game, it still doesn’t mean it makes up for most of the game. I agree that when it comes to gameplay, it should be designed with multiplayer in mind. But I really don’t see any harm in having a bunch of redundant weapons outside of matchmaking. We’ve had weapons such as the Target Locator that would never have worked in matchmaking, but made campaign and Firefight a little more enjoyable experience.
I never said weapons outside of multiplayer were harmful. I was trying to make the point that while on a surface level, looking at each “mode,” yes multiplayer is only 20% of the game, but when you actually analyse it further you would have to be the ignorant one to say Multiplayer is not, without a doubt, the largest and most important aspect to Halo.
It is fine by me to have as many weapons as you want in the campaign or firefight, as long as they are restricted there.
> > > No, multiplayer is 80% of the game, if not more.
> >
> > To be honest, that’s rather ignorant from you. While multiplayer is the most played part of the game, it still doesn’t mean it makes up for most of the game. I agree that when it comes to gameplay, it should be designed with multiplayer in mind. But I really don’t see any harm in having a bunch of redundant weapons outside of matchmaking. We’ve had weapons such as the Target Locator that would never have worked in matchmaking, but made campaign and Firefight a little more enjoyable experience.
>
> I never said weapons outside of multiplayer were harmful. I was trying to make the point that while on a surface level, looking at each “mode,” yes multiplayer is only 20% of the game, but when you actually analyse it further you would have to be the ignorant one to say <mark>Multiplayer is not, without a doubt, the largest and most important aspect to Halo</mark>.
>
> It is fine by me to have as many weapons as you want in the campaign or firefight, as long as they are restricted there.
And yet my anticipation for ANY Halo game has been the campaign…It’s also ignorant to make a broad generalisation as fact.
> > > No, multiplayer is 80% of the game, if not more.
> >
> > To be honest, that’s rather ignorant from you. While multiplayer is the most played part of the game, it still doesn’t mean it makes up for most of the game. I agree that when it comes to gameplay, it should be designed with multiplayer in mind. But I really don’t see any harm in having a bunch of redundant weapons outside of matchmaking. We’ve had weapons such as the Target Locator that would never have worked in matchmaking, but made campaign and Firefight a little more enjoyable experience.
>
> I never said weapons outside of multiplayer were harmful. I was trying to make the point that while on a surface level, looking at each “mode,” yes multiplayer is only 20% of the game, but when you actually analyse it further you would have to be the ignorant one to say Multiplayer is not, without a doubt, the largest and most important aspect to Halo.
>
> It is fine by me to have as many weapons as you want in the campaign or firefight, as long as they are restricted there.
I personally still treat multiplayer and campaign as equal gamemodes. Both matter to me as much, and so they do to many other halo players. Multiplayer is undoubtedly the largest aspect of Halo, but that doesn’t make it the most important. I have said it bofe and I will say it again, where multiplayer takes the priority is gameplay design and sandbox balance, everything else can be excluded from multiplayer and therefore can be treated however they want in other gamemodes.