Too Much Spare Ammo+Guns in H4 Campaign?

Halo 5: Guardians needs to return to the weapon and ammo scarcity of Halo:CE and its predecessors.

Running throughout the corridors of Requiem fighting Prometheans and our classic Covies felt a little too easy because there were so many numerous cases of Assault Rifles, Battle Rifles, and other guns everywhere!

Take Halo:CE as the perfect, “how-to” example.

The level where your first introduced to the Flood is a great example of appropriate ammo scarcity. The scarcity created real suspense and challenge for the player, and made every shot count. The experience was unimaginably fun because every bullet had weight to it and that created suspense and challenge! In the normal levels in Halo:CE, the player could run out of shotgun ammo and even assault rifle ammo if they didn’t use them right, and that created tension and the will to become a BETTER player by shooting more accurately and wasting less and less. The player was rewarded for using his weapons more effectively and could eventually skill up to playing Legendary!

Contrast Halo:CE with H4. The player cannot run out of ammo even if they tried, which removes alot of tension and the reward for making every shot count. A powerful weapon is always around the corner and that ultimately makes it mildly boring. Even at Legendary Difficulty, the AI is more intelligent but ultimately just becomes a bullet sponge, because there is such an abundance of ammo. Instead of having to be killed in more difficult and wasteless ways like in Halo:CE Legendary campaign, H4 AI is just boring in comparison.

One Last comment, and that’s on power weapons. Power weapons are devalued in H4. The abundance of power weapons isn’t as bad as the rifles, but there were too many and they were. H1 had the Rocket Launcher, H2 the Energy Sword,H3 the Gravity Hammer, and H4, the wutt?? The Incineration Cannon felt way too OP and sloppy and I can’t think of any other memorable weapon. The power weapons in H4 just felt lazily laid out on the battlefield compared instead to the specially placed power weapons the brute chiefs had in H3. The “specialty” of the power weapons simply was not there because there were so many easy ways to kill everything.

Halo 5: Guardians needs to get rid of the numerous random cases of weapons and return to specific weapon locations like in H1-3. One, specific power weapon needs to be emphasized and all power weapons need to be made special again by being usable just enough to inspire the classic, “I can’t wait till I find it again” awsomeness feeling. Halo 4’s weapons scarcity seems angled for the casual, inexperienced crowd, but 343i needs to change that for H5: Guardians. The challenge of the Halo campaign needs to return first and foremost in the weapons!

What are you talking about? i played halo 4 legendary and found my self CONSTANTLY out of ammo?! stop playing on easy son.

CE’s the only game where I didn’t feel short on ammo…

I did feel power weapons were undervalued in h4 though. I felt like I could do pretty much everything with a precision rifle and either a shotgun or automatic. Prometheans seemed pretty resistant to power weapons, and scarcity of their ammo didn’t feel worth it.

I want to play whatever Halo 4 version you’re playing, because my copy had anything but spare ammo.

> What are you talking about? i played halo 4 legendary and found my self CONSTANTLY out of ammo?!

Yeah I had that same problem in 4. The others managed ammo, total ammo and power weapons better thou.

What bothered me more is the fact that you do not even get encouraged/“forced” to drop/swap your UNSC rifles because UNSC beats everything or is at least equal.

The Covy arsenal more or less only functions as aesthetical alternatives and to a massive personal displeasure it isn’t much better with the Forerunner weapons as well. Especially in regards to the Forerunner weapons it is just a shame in my opinion, considering how advanced these weapons would actually have to be.

Why swap my DMR for a Lightrifle when the Lightrifle is not even better or doesn’t grant me anything of significance?

I think it would have been great when you have to pick up Forerunner weapons to even stand a chance against the Prometheans, instead of just shredding them with your actually inferior UNSC weapons.

With that you would actually have to encounter them completely different.
When encountering a Promethean Knight (and also Crawlers, etc) without a Forerunner weapon it shouldn’t be “easy going” or the “daily grind” but rather “oh crap, what will I do now? I need something with more power/more effectiveness or that thing will likely stomp me”.

Besides, imagine the fun and feel of power when taking on Covies with a true Forerunner weapon.

Honestly I think we need more ammo or more accurately higher ammo capacity. I found myself running out of ammo constantly in Halo 4 after only a few engagements, especially on Promethean heavy levels.

As far as actual ammo goes it wasn’t distributed very well. We got an overabundance of of ammo at the start of a section and then a complete wasteland.

CE had both a large ammo capacity and well paced human ammo drops. As soon as you started to get low on ammo or health you typically ran into a patch of dead marines with ammo and health packs.

The enemies in Halo 4 were so bullet spongy that ammo ran out almost immediately regardless of what you brought. I don’t mind Prometheans being spongy, it makes more sense for them to be that way than any other enemy. We just need a higher max ammo capacity(for ‘standard’ weapons in particular).

> Contrast Halo:CE with H4. The player cannot run out of ammo even if they tried, which removes alot of tension and the reward for making every shot count.

Perhaps in the first four missions, but in the last four missions, it gets a little more difficult. Promethean Knights are nothing but bullet sponges and could easily soak up an entire magazine.