> True, to some extent it’s random but not all the way, you’ll learn to prefer different weapons because you’re better with them, some maps are better for certain weapons while other, not so much. The same system was used in Homefront, and never caused a single issue, if anything that game was the best balanced and one of the most competitive in a very long time.
> You’re never “screwed”, you just got a chance to avoid starting with AR on say sandtrap, or haemorrhage and be spawned killed over and over. Within a few seconds you’ll either find a new weapon on the ground, are killing an enemy or rushing to secure another weapon. You’ll always risk facing opponents with better weapons, you always had, and that’s never been an issue before.
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> The largest factor is not luck, it might be at first, and to a highly unskilled player, but not to a decent player. The same way as you know what to do when you spawn on a map, you’ll know what weapons to choose, what tactic and where to run. The first few seconds in a game you had an equal footing, sure, but that is lost within seconds as soon as weapons and kills are traded. As long as you spawn with a balanced weapon, or ability, nothing has changed.
> The only difference is that a skilled player can use the system to his advantage, to get out of spawn traps, to get a fair chance at fighting back even when you’re teammates are bad. Not a second wind or get out of jail for free, since everyone got the same choice (equal), everything can easily be countered (343i said nothing was to be OP), and most of all, you got to know what to do when and how to use it. More tactics, more though, a little harder, but also bigger reward for those who learn how to use it.
For Homefront and any other game with average kill times of less than 0.5 seconds, the loadout selection works better because the weapon you choose has less of an impact to the scenarios you face, most of the time making your weapon selection only relevant to your preferences. Let’s take Counter Strike which is a competitive class based shooter for example. A skilled sniper can pick up a Scout and dominate people with AKs, but the situation can also be turned the other way around. Thus your weapon choice pretty much boils down to what weapon you personally use the best.
In Halo on the other hand, the differences in weapon usefulness are big because of the longer average kill times that your weapon choice really matters. You take AR, you’re restricted to close range combat or you take DMR and are restricted to longer ranges. But what makes your weapon choices completely irrelevant is that the Halo sandbox always has a utility weapon, a weapon that does well at all ranges except the longest. Picking any other weapon in the place of this weapon is pointless because it’s less of an optimal choice. If we were to remove the utility weapon from the sandbox, the game would play horribly as there would be no way for players to transit between ranges. It would essentially end up being that the long range weapon users try to stay in the more open areas while the close range weapon users try to stay within close range areas. That kind of gameplay is horribly boring and shallow, that’s why halo has the utility weapon.
But the inclusion of the utility weapon pretty much makes weapon selection in loadouts pointless as utility weapon spawns should be possible, and the utility weapon is essentially the better choice in every possible case if you have to choose between it and a niche weapon, especially when you already have another niche weapon as a secondary. With the weapon sandbox of Halo, weapon loadouts simply don’t work.
Then there are always the “perks”. Their balance completely depends on their features. But in any case, the loadout selection can’t be a positive thing to the game. They will either be balanced and completely useless, or some will be better at certain situations than others, leading to problem where your skill isn’t a deciding factor of the encounter, but your loadout selection. What makes the system random is that in encounters, you won’t know what loadout selection the opponent made before it’s too late. If your loadout selection truly matters, then you’re screwed if you run into someone with a more optimal loadout, on matter how skilled you are at the game.