Both are unnecessary.
-Yoink- 343i there destroying halo by trying to copy cod
> -Yoink!- 343i there destroying halo by trying to copy cod
No they’re not… because 343 has taken longer than a year to release Halo 4
> -Yoink!- 343i there destroying halo by trying to copy cod
What’s weird is I actually agree with you.
CoD sells so well because it’s purely for casuals, though, and no matter how badly 343i tries to copy it all the casuals WILL go to CoD 9 when it comes out and ditch Halo.
Unfortunately, by then the hardcore community will have probably already rage quit.
Seriously speaking, if perks and loadouts are in the game I might end up selling my Xbox for a ps3.
hm interesting
Ok i’m a little confused. What exactly is the difference between Perks and Custom Loadouts?
I need more information on how they work and what their intended purpose is.
OP updated
> -Yoink!- 343i there destroying halo by trying to copy cod
“Trying to destroy” Halo seems a bit harsh. They still have to make money. But yeah, the addition of perks and custom loadouts seem like a bit of a copy.
> > -Yoink!- 343i there destroying halo by trying to copy cod
>
> What’s weird is I actually agree with you.
>
> CoD sells so well because it’s purely for casuals, though, and no matter how badly 343i tries to copy it all the casuals WILL go to CoD 9 when it comes out and ditch Halo.
>
> Unfortunately, by then the hardcore community will have probably already rage quit.
This summarises my feelings exactly. But the sad thing is I know I’ll buy it, if just for the Campaign and one Classic playlist, because it’s literally the only FPS (maybe discluding BF3) that I really enjoy.
I can’t comprehend how they could possibly be good additions and not detract from the competitive merit Halo had.
I think they could work great, here is a post i made a while ago in a topic about why I think they could work with a bit of tweaking and balance.
and here is the actual topic
http://halo.xbox.com/Forums/yaf_postst64209_LOADOUTS-AND-HOW-THEY-CAN-WORK.aspx
I got a pretty good response as far as I can tell, which makes me think loadouts can work with the right implementation
> People are throwing there arms up in the air screaming “IT WON’T BE BALANCED, THATS NOT WHAT HALO IS ABOU-”
>
> “shhh” I say, as i press my fingers against your lips “it’s okay”
>
> Sit down. Think about it. Let’s actually try to implement loadouts, something I haven’t seen done on this forum yet.
>
> Now lets apply loadouts to a mix of Halo 3/Reach weapons.
>
> This will be the “standard” playlist that is expected to be the most popular and casual.
>
> Now for this specific game type we’re going to assume you can choose one weapon and a secondary and you start off with grenades (as is common in several Halo games)
>
> Choose a primary:
> Battle Rifle
> DMR
> Carbine
> Assault Rifle
> Brute Spiker
> Plasma Rifle
>
> Now choose a secondary (imagine only the Halo 3 version of these):
> Magnum
> SMG
> Sentinel Beam
>
> Now choose two total grenades:
> Frag
> Plasma
> third grenade type which is unknown
>
>
> Ok so, we’ve implemented this properly and what can we see? Well the weapons I chose seem to all be fairly balanced but offer different advantages. Let’s break them down, I will be adding some balancing tweaks and motivations for choosing different weapons.
>
> The Primaries are essentially your main weapon, and you have two groups with choices of three. The DMR, BR, and Carbine can essentially kill a person in the same time. Say you’re a sloppy shot and you’d prefer the larger clip of the carbine, say you’re more about the precision of the DMR, say you really like the BR’s 3 shot burst, even though there is a risk of missing a shot or two. The automatics are the same but add a little more variety. Assault Rifle maintains a balance between accuracy and constant firepower, essentially a mid range. Spiker is very innaccurate but the bullets and blade gives more punch to it just like in Halo 3. And the Plasma rifle tears through shields but overheats very quickly, good for single targets but not for multiple.
>
> For secondaries you have the mid range mid power pistol, which is good for single targets, and the low range high power SMG, good for single targets up close but with high recoil. The sentinel beam would be very weak, but extremely accurate, as well as making you one of the most visible targets on the map.
>
> Grenades are just grenades
> I feel a person can use a frag grenade as efficiently as someone can use a sticky, and a little power balancing can make sure of that.
>
> Overall I’d say that there is no gamebreaking choice here. We had a bunch of similar guns in Halo 3 and Reach, some with no REAL uses (like the spiker in Reach or Plasma rifle in 3(since it won’t be dual wieldable))
>
> When you spawned in Valhalla in Halo 3, you literally had a boatload of guns to choose, ranging in power. So why not constantly have the choice to choose very similar weapons?
>
> I think this works out really well and doesn’t really seem to disrupt the flow of what Halo could be. Perks and AA’s I will work on next time (probably a harder task)but for Loadouts I’d say there is no issue here.
>
> What do you guys think?
> I can’t comprehend how they could possibly be good additions and not detract from the competitive merit Halo had.
I can; I think as long as all the weapons you can choose from are exactly as effective as each other and you can get every choosable weapon at any rank, it might be fine in select playlists.
> > I can’t comprehend how they could possibly be good additions and not detract from the competitive merit Halo had.
>
> I can; I think as long as all the weapons you can choose from are exactly as effective as each other and you can get every choosable weapon at any rank, it might be fine in select playlists.
You can’t, and you just said so. “Might be fine in select playlists”? You did a great job on selling that one! Plus if all the weapons are as effective as one another what’s the point of having them all? It just becomes a gimmick, a gimmick that will no doubt bring some problems.
To Furious Camel: I get what you are trying to say, but in my opinion it should be even more streamlined; maybe if you could just choose between an AR/PR/Repeater/Spiker/SMG and a Mag/PP/New Secondary I would like it. I think though that every single weapon that would be available for custom loadouts should be available after very little or no ranking up so that, when the Jack-of-All-Trades loadout was found, everyone could have it.
> > > I can’t comprehend how they could possibly be good additions and not detract from the competitive merit Halo had.
> >
> > I can; I think as long as all the weapons you can choose from are exactly as effective as each other and you can get every choosable weapon at any rank, it might be fine in select playlists.
>
> You can’t, and you just said so. “Might be fine in select playlists”? You did a great job on selling that one! Plus if all the weapons are as effective as one another what’s the point of having them all? It just becomes a gimmick, a gimmick that will no doubt bring some problems.
Fair enough. But you’re preaching to the converted. I already agree with you, I’m just trying to find a feasible way that custom loadouts could work without seriously harming the core Halo experience.
Oh, well I dont think the loadout unlocks should be progression based at all. Like I said it should be tweaked I mean I came up with that overnight. What Halo 3 did was create a lot of similar weapons that had little uses over using one vs. the other, so that could be implemented, along with new weapons, to make loadouts work, and if that were the case I’d prefer them to be in the game.
And @o0MrCheesy0o if he had said anything different you would still be all over him, go comment on my idea if you really think it wont work, at least that has some backing and a lot of though put into it.
> Oh, well I dont think the loadout unlocks should be progression based at all. Like I said it should be tweaked I mean I came up with that overnight. What Halo 3 did was create a lot of similar weapons that had little uses over using one vs. the other, so that could be implemented, along with new weapons, to make loadouts work, and if that were the case I’d prefer them to be in the game.
That’s actually a good point you make, but the problem is that would involve having maybe about 20 weapons in the sandbox which were all very similar to each other. IE you would have a bunch of redundant weapons. While I would prefer the good ol’ pick up system, I can see how that wouldn’t be too bad. I disagree with custom loadouts, but I can see they wouldn’t be so detrimental. The major problem I have with them ATM is that they make the concept of pickups (not including power weapons) a bit redundant.
Ah see I was thinking it would remove the clutter weapons like spiker, smg’s, and the standard stuff and have more room for sub power weapons like shotguns, needlers, brute shots, and stuff. Maybe equipment will return to, you never know. But I understand your concern, I never saw the point to general pick ups though, it kind of broke up the gameplay, when you spawned instead of heading for the action you would scavenge for maybe a weapon of similar stature but different function, where as this way if you’re going to pick up a weapon you KNOW it’s gotta be good
> Ah see I was thinking it would remove the clutter weapons like spiker, smg’s, and the standard stuff and have more room for sub power weapons like shotguns, needlers, brute shots, and stuff. Maybe equipment will return to, you never know. But I understand your concern, I never saw the point to general pick ups though, it kind of broke up the gameplay, when you spawned instead of heading for the action you would scavenge for maybe a weapon of similar stature but different function, where as this way if you’re going to pick up a weapon you KNOW it’s gotta be good
The issue you have there is that map control is nullified. A map in Halo 3 and 2 could be really effectively controlled if the enemy had, say, all the SMGs and you were just stuck with the AR.