To Devs. Higher campaign ammo capacity.

Can we get a higher ammo carrying capacity in the campaign of Halo Infinite for the normal weapons?
One of the most enjoyable aspects of Halo: Combat Evolved for me was banking ammo on weapons I like.
For example, I really enjoyed the SMG and DMR in Halo 5, but I found myself dropping them because ammo was scarce. I noticed that with a lot of guns. I know if you look enough, you can probably find more, I would usually just backtrack and a bigger capacity would alleviate that somewhat. I do enjoy exploring, but another issue with backtracking is sometimes in Halo 5 you couldn’t backtrack because of the “Guardians”. Hopefully they don’t put campaign firefight boundaries in Infinite.
If this has been covered already, please forgive me, I do not go to forums much at all, and I haven’t been keeping up with Halo Infinite news.

Agreed, the ammo situation in every post CE Halo game has been incredibly irritating, especially in 343 era games. It doesn’t make the game any easier when you can actually hold a decent amount of ammo, it just allows players to make actual choices beyond simply using what it readily available. Running dry constantly or throwing away battery based weapons like they run on AAA’s is not my idea of fun.

I would add that all weapon types should return to their CE levels. There is no excitement in finding rockets in Halo 5 when you can hold all of 6 rounds at a time, which is nothing when considering the number of enemies, especially the tanky Prometheans. Finding power weapons is nowhere near as much of a rush when you can realistically use it for all of an encounter or two.

If folks want smaller ammo limits in multiplayer then fine I guess, but let PvE experiences keep high ammo counts.

And even if they dont add it to every weapon they can up the ammo capacity on separate missions, like in Halo:CE in Truth and Reconciliation where you had more sniper ammo because it was necessary for that mission

I agree with both of those suggestions too. Here is hoping a dev sees this or is already aware of the issue. Difficulty is how to balance the campaign experience, not by nerfing power weapons or by sometimes starving us for ammo.

PvE for sure. Not for PvP. Especially with bullet sponges in places of actually enemies. Your reserves go down pretty quick

> 2533274915983628;5:
> PvE for sure. Not for PvP. Especially with bullet sponges in places of actually enemies. Your reserves go down pretty quick

I honestly don’t see why it would even be a problem for regular PvP. Its not as if we are asking for power weapons to spawn with more ammo.

In a well designed map with properly set timers, there should never really be a scenario where players are hoarding ammo while their opponents having no recourse. Keep it as a custom game option sure, but I don’t really see it affecting your average PvP match.

> 2533274819446242;6:
> > 2533274915983628;5:
> > PvE for sure. Not for PvP. Especially with bullet sponges in places of actually enemies. Your reserves go down pretty quick
>
> I honestly don’t see why it would even be a problem for regular PvP. Its not as if we are asking for power weapons to spawn with more ammo.
>
> In a well designed map with properly set timers, there should never really be a scenario where players are hoarding ammo while their opponents having no recourse. Keep it as a custom game option sure, but I don’t really see it affecting your average PvP match.

Granted it might not affect PvP but when in a match if you know you only might have so much ammo it might make you think before just spraying your enemy down from half way across the map. It’d be a fun custom game option to limit ammo for certain weapons or specific weapons in forge.

More ammo capacity is a must. In Halo 3, some of the enemies seemed to be too bullet spongy because of the low ammo capacity. I wasn’t able to use a single weapon for too long before running out of ammo.

> 2746391558480705;1:
> Can we get a higher ammo carrying capacity in the campaign of Halo Infinite for the normal weapons?
> One of the most enjoyable aspects of Halo: Combat Evolved for me was banking ammo on weapons I like.
> For example, I really enjoyed the SMG and DMR in Halo 5, but I found myself dropping them because ammo was scarce. I noticed that with a lot of guns. I know if you look enough, you can probably find more, I would usually just backtrack and a bigger capacity would alleviate that somewhat. I do enjoy exploring, but another issue with backtracking is sometimes in Halo 5 you couldn’t backtrack because of the “Guardians”. Hopefully they don’t put campaign firefight boundaries in Infinite.
> If this has been covered already, please forgive me, I do not go to forums much at all, and I haven’t been keeping up with Halo Infinite news.

Agreed, but this is mainly an issue with UNSC guns. Covie and Forerunner crates seem to be abundant on most maps. I liked how h3 had the occasional orbital deployment (on Ark) and iirc pelis carrying weapon containers (on Covie) to compensate for the lack of UNSC presence. HCE often had dead marines in future areas, it was strongly implied that they had arrived before Chief and put up a good fight here and there. HCE/H2/H3 also had Flood spawns who regularly carried human guns so maybe it’s time to introduce a Covie or Brute sect which experiments with human guns (like the “Heretics” in Reach firefight).

By Guardians, do you mean instant death on the spot or soft kill zones? There were similar measures in H3 with the previous area being inexplicably closed off (not limited to sealed doors, i.e. cave-ins). Backtracking is fundamental to Halo SP and it helps a lot for SLASO, tricking/glitching, exploration, etc.

I’d appreciate more ammo in Halo Infinite. Agree that Halo 4 & 5 had a lot of frustrating points in the game where you forced to use covenant or promethean weapons, because the UNSC weapons were far and few between.

No me gustaría mucho que le cambiaran el aumento de munición de las armas pero una arma que si me gustaría que cambiarán es el sobre calentamiento del rifle tormenta

> 2535469197642915;9:
> > 2746391558480705;1:
> > Can we get a higher ammo carrying capacity in the campaign of Halo Infinite for the normal weapons?
> > One of the most enjoyable aspects of Halo: Combat Evolved for me was banking ammo on weapons I like.
> > For example, I really enjoyed the SMG and DMR in Halo 5, but I found myself dropping them because ammo was scarce. I noticed that with a lot of guns. I know if you look enough, you can probably find more, I would usually just backtrack and a bigger capacity would alleviate that somewhat. I do enjoy exploring, but another issue with backtracking is sometimes in Halo 5 you couldn’t backtrack because of the “Guardians”. Hopefully they don’t put campaign firefight boundaries in Infinite.
> > If this has been covered already, please forgive me, I do not go to forums much at all, and I haven’t been keeping up with Halo Infinite news.
>
> Agreed, but this is mainly an issue with UNSC guns. Covie and Forerunner crates seem to be abundant on most maps. I liked how h3 had the occasional orbital deployment (on Ark) and iirc pelis carrying weapon containers (on Covie) to compensate for the lack of UNSC presence. HCE often had dead marines in future areas, it was strongly implied that they had arrived before Chief and put up a good fight here and there. HCE/H2/H3 also had Flood spawns who regularly carried human guns so maybe it’s time to introduce a Covie or Brute sect which experiments with human guns (like the “Heretics” in Reach firefight).
>
> By Guardians, do you mean instant death on the spot or soft kill zones? There were similar measures in H3 with the previous area being inexplicably closed off (not limited to sealed doors, i.e. cave-ins). Backtracking is fundamental to Halo SP and it helps a lot for SLASO, tricking/glitching, exploration, etc.

Yeah, something like a sect would be cool, or a new species that prefers human weapons. The Brutes took human weapons as trophies and I think I remember them using shotguns possibly? Correct me if I am mistaken about that. The way you described them keeping you stocked with human ammo was great in the older Halo games. It worked pretty well too, but even as far back as Halo 2 I wished I could hold more ammo. Another issue with Halo 5 that I found was enemy dropped weapons de-spawn much faster than older Halo games.

What I meant when I talked about that Guardians was that in the mission Evacuation there is a point where you get into a firefight with the Prometheans in a spot almost like an arena. I got there when I was playing on legendary and I wanted to backtrack to get either more ammo or a vehicle, but it told me to “return to battlefield” when I tried to leave. It also wouldn’t let me run past them if I remember correctly. I don’t know if that type of thing happens more in the game,(I only play H5 two or three times) but it really bothered me. It killed my immersion and made me feel like I was playing firefight matchmaking. I am not against forced encounters if they set them up naturally, but “return to battlefield” in a Halo campaign when you aren’t even out of bounds is extremely lazy to me. You should be able to backtrack no matter what encounter you are in unless there are physical barriers like you described.

“Guardians” probably wasn’t the best way to describe that in retrospect.

> 2535453572840436;11:
> No me gustaría mucho que le cambiaran el aumento de munición de las armas pero una arma que si me gustaría que cambiarán es el sobre calentamiento del rifle tormenta

google translated.

Estoy de acuerdo en que algunas de las armas del pacto se sobrecalentaron demasiado y eso no se equilibró bien con el daño.

> 2746391558480705;12:
> Yeah, something like a sect would be cool, or a new species that prefers human weapons. The Brutes took human weapons as trophies and I think I remember them using shotguns possibly? Correct me if I am mistaken about that.

Yep, Brutes did that in h2.

> 2746391558480705;12:
> The way you described them keeping you stocked with human ammo was great in the older Halo games. It worked pretty well too, but even as far back as Halo 2 I wished I could hold more ammo. Another issue with Halo 5 that I found was enemy dropped weapons de-spawn much faster than older Halo games.

Thanks, yeah, there’s a lot of ways to deliver the guns.

True, UNSC ammo deficiency was also a problem in H2.

Ah so the despawn rate is still unreasonable, even with the Xbone’s superior capability, that’s unfortunate.

In H3, you could prevent the despawn by constantly having the weapon in your sight or by picking it up again before an explosion/NPC death occurred. You can test this on Covie at the third tower by juggling a bunch of guns to the spot where the marines wait (they don’t try to enter the tower), go inside the tower for a checkpoint, then blow up a plasma battery or two. The third tower has a bad habit of despawning guns when you’re attempting to escape the flood, this method tells you which ones will be removed in advance, so you can temporarily prevent it by picking up the gun again. You could also just hold onto it or give it to a marine to hold temporarily.

It was much simpler in HCE/H2: just pick up a gun once and it will never despawn. But that risked overloading the map if you did it too much.

> 2746391558480705;12:
> “Guardians” probably wasn’t the best way to describe that in retrospect.

I see. I know what you mean by the arena place.

Ah so it was both a soft kill barrier and invis barrier, that is overkill.

Something else they could do is just let you pick a loadout at the beginning of certain campaign missions where picking a loadout is story appropriate. For power weapons it could be mission specific and they could have a recommended loadout for each mission. It could be a lot of fun for people and great for challenge runs. You could also do it where you can keep the weapons you have equipped over to the next mission unless a loadout change is necessary or optional. Probably not going to happen but loadouts for campaign is something I’ve always wanted for lots of games, and if they did a system similar to what I described it would help with the ammo situation if they are unwilling to change the capacity for weapons.

> 2746391558480705;15:
> Something else they could do is just let you pick a loadout at the beginning of certain campaign missions where picking a loadout is story appropriate. For power weapons it could be mission specific and they could have a recommended loadout for each mission. It could be a lot of fun for people and great for challenge runs. You could also do it where you can keep the weapons you have equipped over to the next mission unless a loadout change is necessary or optional. Probably not going to happen but loadouts for campaign is something I’ve always wanted for lots of games, and if they did a system similar to what I described it would help with the ammo situation if they are unwilling to change the capacity for weapons.

Never even thought of that. And you can probably add in perks depending how you’d chose going through the mission. Like some mission with a tactical case for more ammo and others with upgraded stealth or mobility for silent and faster paced missions. I think 343 should consider it. I would love the idea of choosing what to start with in campaign.

> 2746391558480705;15:
> Something else they could do is just let you pick a loadout at the beginning of certain campaign missions where picking a loadout is story appropriate. For power weapons it could be mission specific and they could have a recommended loadout for each mission. It could be a lot of fun for people and great for challenge runs. You could also do it where you can keep the weapons you have equipped over to the next mission unless a loadout change is necessary or optional. Probably not going to happen but loadouts for campaign is something I’ve always wanted for lots of games, and if they did a system similar to what I described it would help with the ammo situation if they are unwilling to change the capacity for weapons.

Hmm interesting proposal, I’m reminded of TnR and Nightfall’s sniper start. IIRC you can force a stealth situation on Nightfall by blocking Jun behind a supply crate (on a hill overlooking the complex, near some AAs?), allowing for assassination attempts without Covies waking up. I don’t remember if Jun teleports or not. A sword start would have been perfect for this scenario.

But loadouts would have to be implemented in a way that doesn’t affect scoring challenges/speedruns/SLASO and the leaderboards. Last I checked, scoring has two modes: Free-for-all and Team. Loadouts could be enabled via a third mode or as a separate setting (with just the timer/medals, no points).

> 2533274915983628;16:
> > 2746391558480705;15:
> > Something else they could do is just let you pick a loadout at the beginning of certain campaign missions where picking a loadout is story appropriate. For power weapons it could be mission specific and they could have a recommended loadout for each mission. It could be a lot of fun for people and great for challenge runs. You could also do it where you can keep the weapons you have equipped over to the next mission unless a loadout change is necessary or optional. Probably not going to happen but loadouts for campaign is something I’ve always wanted for lots of games, and if they did a system similar to what I described it would help with the ammo situation if they are unwilling to change the capacity for weapons.
>
> Never even thought of that. And you can probably add in perks depending how you’d chose going through the mission. Like some mission with a tactical case for more ammo and others with upgraded stealth or mobility for silent and faster paced missions. I think 343 should consider it. I would love the idea of choosing what to start with in campaign.

Those are good ideas too. I think Halo Reach showed us how enjoyable customizing your campaign experience can be with armor customization. Perks combined with customizing your armor (if they let us do it in Halo Infinite campaign) plus choosing your loadout would really add to immersion if they did it right.

> 2535469197642915;17:
> > 2746391558480705;15:
> > Something else they could do is just let you pick a loadout at the beginning of certain campaign missions where picking a loadout is story appropriate. For power weapons it could be mission specific and they could have a recommended loadout for each mission. It could be a lot of fun for people and great for challenge runs. You could also do it where you can keep the weapons you have equipped over to the next mission unless a loadout change is necessary or optional. Probably not going to happen but loadouts for campaign is something I’ve always wanted for lots of games, and if they did a system similar to what I described it would help with the ammo situation if they are unwilling to change the capacity for weapons.
>
> Hmm interesting proposal, I’m reminded of TnR and Nightfall’s sniper start. IIRC you can force a stealth situation on Nightfall by blocking Jun behind a supply crate (on a hill overlooking the complex, near some AAs?), allowing for assassination attempts without Covies waking up. I don’t remember if Jun teleports or not. A sword start would have been perfect for this scenario.
>
> But loadouts would have to be implemented in a way that doesn’t affect scoring challenges/speedruns/SLASO and the leaderboards. Last I checked, scoring has two modes: Free-for-all and Team. Loadouts could be enabled via a third mode or as a separate setting (with just the timer/medals, no points).

I never tried that with Jun on that mission. Trying stuff like that would definitely add lots of replay value to the game.

I didn’t even think about scoring or leader boards.
Power weapon restrictions or maybe a skull that allows you to choose any weapon for your loadout but you get nothing, also the skull only unlocks after beating the game on legendary or something.