what are the chances

What are the chances that 343 will re upgrade the ammo in Halo Infinite basically what the weapon can hold and how much extra we can carry for it

I’d be interested to see this mechanic in use since the game is taking on a more open-world approach. It’s not full-on RPG, but it appears to be getting as close to one as an FPS can get. Instead of having the usual two weapons with their set ammo amounts at the start, I’d find it pretty cool if we had an overall amount of weight we can carry. Then we’d have to decide what we felt to be important enough to prioritize in our “rucksacks”. For example, if you hit your weight limit, but you find a power weapon you wanna keep, you’d have to go into your inventory and pick some things to drop so you can carry that power weapon.

> 2535435902217648;2:
> I’d be interested to see this mechanic in use since the game is taking on a more open-world approach. It’s not full-on RPG, but it appears to be getting as close to one as an FPS can get. Instead of having the usual two weapons with their set ammo amounts at the start, I’d find it pretty cool if we had an overall amount of weight we can carry. Then we’d have to decide what we felt to be important enough to prioritize in our “rucksacks”. For example, if you hit your weight limit, but you find a power weapon you wanna keep, you’d have to go into your inventory and pick some things to drop so you can carry that power weapon.

I do not want a weight limit I just want
Halo CE level ammo back

> 2533274845153375;3:
> > 2535435902217648;2:
> > I’d be interested to see this mechanic in use since the game is taking on a more open-world approach. It’s not full-on RPG, but it appears to be getting as close to one as an FPS can get. Instead of having the usual two weapons with their set ammo amounts at the start, I’d find it pretty cool if we had an overall amount of weight we can carry. Then we’d have to decide what we felt to be important enough to prioritize in our “rucksacks”. For example, if you hit your weight limit, but you find a power weapon you wanna keep, you’d have to go into your inventory and pick some things to drop so you can carry that power weapon.
>
> I do not want a weight limit I just want
> Halo CE level ammo back

Ditto. I mean Chief is a spartan, he can lift a tank… you’d think he could carry more than one or two magazines…

> 2533274812002202;4:
> > 2533274845153375;3:
> > > 2535435902217648;2:
> > > I’d be interested to see this mechanic in use since the game is taking on a more open-world approach. It’s not full-on RPG, but it appears to be getting as close to one as an FPS can get. Instead of having the usual two weapons with their set ammo amounts at the start, I’d find it pretty cool if we had an overall amount of weight we can carry. Then we’d have to decide what we felt to be important enough to prioritize in our “rucksacks”. For example, if you hit your weight limit, but you find a power weapon you wanna keep, you’d have to go into your inventory and pick some things to drop so you can carry that power weapon.
> >
> > I do not want a weight limit I just want
> > Halo CE level ammo back
>
> Ditto. I mean Chief is a spartan, he can lift a tank… you’d think he could carry more than one or two magazines…

Exactly, John is a genetically augmented super soldier than where’s a heavy -Yoink- armor which makes him even stronger so weight wouldn’t be a problem

> 2535415550845469;5:
> > 2533274812002202;4:
> > > 2533274845153375;3:
> > > > 2535435902217648;2:
> > > > I’d be interested to see this mechanic in use since the game is taking on a more open-world approach. It’s not full-on RPG, but it appears to be getting as close to one as an FPS can get. Instead of having the usual two weapons with their set ammo amounts at the start, I’d find it pretty cool if we had an overall amount of weight we can carry. Then we’d have to decide what we felt to be important enough to prioritize in our “rucksacks”. For example, if you hit your weight limit, but you find a power weapon you wanna keep, you’d have to go into your inventory and pick some things to drop so you can carry that power weapon.
> > >
> > > I do not want a weight limit I just want
> > > Halo CE level ammo back
> >
> > Ditto. I mean Chief is a spartan, he can lift a tank… you’d think he could carry more than one or two magazines…
>
> Exactly, John is a genetically augmented super soldier than where’s a heavy -Yoink- armor which makes him even stronger so weight wouldn’t be a problem

To be honest, I think this may be the type of area where we see the potential for differences between campaign and MP like Quinn mentioned in the last Ask343. I always got the sense that the ammo limits after CE were designed with MP in mind and the way round that in campaign was always to just leave plenty of supply lying around except where you were trying to set up a particular section of gameplay to require creative use of ammo.

On the other hand… being open world and given the amount of weapon scavenging we saw in the gameplay teaser (although that may have just been to show off as many weapons as possible) it would somewhat make sense if ammo supplies are scarce and require scavenging on Zeta Halo.

> 2533274874872263;6:
> > 2535415550845469;5:
> > > 2533274812002202;4:
> > > > 2533274845153375;3:
> > > > > 2535435902217648;2:
> > > > > I’d be interested to see this mechanic in use since the game is taking on a more open-world approach. It’s not full-on RPG, but it appears to be getting as close to one as an FPS can get. Instead of having the usual two weapons with their set ammo amounts at the start, I’d find it pretty cool if we had an overall amount of weight we can carry. Then we’d have to decide what we felt to be important enough to prioritize in our “rucksacks”. For example, if you hit your weight limit, but you find a power weapon you wanna keep, you’d have to go into your inventory and pick some things to drop so you can carry that power weapon.
> > > >
> > > > I do not want a weight limit I just want
> > > > Halo CE level ammo back
> > >
> > > Ditto. I mean Chief is a spartan, he can lift a tank… you’d think he could carry more than one or two magazines…
> >
> > Exactly, John is a genetically augmented super soldier than where’s a heavy -Yoink- armor which makes him even stronger so weight wouldn’t be a problem
>
> To be honest, I think this may be the type of area where we see the potential for differences between campaign and MP like Quinn mentioned in the last Ask343. I always got the sense that the ammo limits after CE were designed with MP in mind and the way round that in campaign was always to just leave plenty of supply lying around except where you were trying to set up a particular section of gameplay to require creative use of ammo.
>
> On the other hand… being open world and given the amount of weapon scavenging we saw in the gameplay teaser (although that may have just been to show off as many weapons as possible) it would somewhat make sense if ammo supplies are scarce and require scavenging on Zeta Halo.

I understand what you’re saying about the scavenging but running out of ammo after every encounter gets a little annoying well more than a little

Maybe if there are attachments that can be added to the weapons, but Joe Staten mentioned we wouldn’t be forging leather boots in the wild in the recent Infinite news release so that doesn’t sound like that will happen.

> 2535435902217648;2:
> I’d be interested to see this mechanic in use since the game is taking on a more open-world approach. It’s not full-on RPG, but it appears to be getting as close to one as an FPS can get. Instead of having the usual two weapons with their set ammo amounts at the start, I’d find it pretty cool if we had an overall amount of weight we can carry. Then we’d have to decide what we felt to be important enough to prioritize in our “rucksacks”. For example, if you hit your weight limit, but you find a power weapon you wanna keep, you’d have to go into your inventory and pick some things to drop so you can carry that power weapon.

Inventory management doesn’t belong in Halo.

> 2533274845740642;9:
> > 2535435902217648;2:
> > I’d be interested to see this mechanic in use since the game is taking on a more open-world approach. It’s not full-on RPG, but it appears to be getting as close to one as an FPS can get. Instead of having the usual two weapons with their set ammo amounts at the start, I’d find it pretty cool if we had an overall amount of weight we can carry. Then we’d have to decide what we felt to be important enough to prioritize in our “rucksacks”. For example, if you hit your weight limit, but you find a power weapon you wanna keep, you’d have to go into your inventory and pick some things to drop so you can carry that power weapon.
>
> Inventory management doesn’t belong in Halo.

Don’t get me wrong I know Bungie decreased the ammo before 343 did but 343 could take a step in the right direction if they increased the ammo to what it used to be while we’re on the subject of ammo I hope the bandana skull is in Halo Infinite

I think Gears of War has a potential solution to the low- ammo. There are generic ammo boxes laying around that refill ammo on any non-power weapon. If some of these existed in campaign, then you could keep your BR/ DMR/ AR for long periods without having to trade it out for whatever load out weapon is nearby.

> 2614366390849210;11:
> I think Gears of War has a potential solution to the low- ammo. There are generic ammo boxes laying around that refill ammo on any non-power weapon. If some of these existed in campaign, then you could keep your BR/ DMR/ AR for long periods without having to trade it out for whatever load out weapon is nearby.

Reach already had ammo crates like this in Firefight

Honestly where does he even keep it? I don’t see any pockets on his armor.

Reach was the first game where we really saw Spartans with actual spots to store ammo.

> 2533274866906624;8:
> Maybe if there are attachments that can be added to the weapons, but Joe Staten mentioned we wouldn’t be forging leather boots in the wild in the recent Infinite news release so that doesn’t sound like that will happen.

Weapon attachments or weapon mods like in Doom Eternal would be awesome they should be in Halo infinite

> 2533274845153375;14:
> > 2533274866906624;8:
> > Maybe if there are attachments that can be added to the weapons, but Joe Staten mentioned we wouldn’t be forging leather boots in the wild in the recent Infinite news release so that doesn’t sound like that will happen.
>
> Weapon attachments or weapon mods like in Doom Eternal would be awesome they should be in Halo infinite

Why? “cool” isn’t a valid answer since this would be campaign only ( or customs ) and balancing a various number of extra mechanics in a PvP setting is vastly more difficult than PvE like in DoomE

The clip size and reserve ammo have nothing to do with lore and logic, but everything to do with game balance. I could see there being an upgrade in campaign for extended mags or increased reserve ammo, but I would hope these would be limited. Maybe a 5-10% boost max. Typically, I do not want to go through an entire level without paying any thought to my reserves. Weapon and ammo management is a part of the game. Sometimes, half the fun is being stuck in a tough situation with limited ammo and trying to figure out new approach to an encounter. Ever find yourself up against a pair of hunters in Halo CE without a pistol? It changes from a boring and mechanical dodge-turn-shoot process, to an actual tough fight that you have to work for.

I think that depends on how they go about it. If the weapons do more damage, less ammo is needed. If they do less, more is needed. The Assault from Halo 3 does more damage overall than the CE one. The Reach one does too. You can defeat an Elite on Easy with one clip in both CE and Reach. Yet Reach has 32 hots and CE had 60. You can defeat an Elite on Easy with around 40 to 50 of those 60 rounds.

So, I guess it depends.

> 2533274866989456;16:
> The clip size and reserve ammo have nothing to do with lore and logic, but everything to do with game balance. I could see there being an upgrade in campaign for extended mags or increased reserve ammo, but I would hope these would be limited. Maybe a 5-10% boost max. Typically, I do not want to go through an entire level without paying any thought to my reserves. Weapon and ammo management is a part of the game. Sometimes, half the fun is being stuck in a tough situation with limited ammo and trying to figure out new approach to an encounter. Ever find yourself up against a pair of hunters in Halo CE without a pistol? It changes from a boring and mechanical dodge-turn-shoot process, to an actual tough fight that you have to work for.

Ammo management was never supposed to be part of Halo in my opinion that’s what a survival horror games are for and even if they did up the ammo Halo CE is the only Halo game where you can kill a hunter with one shot from a pistol in all the other Halo games ir take more then one shot from a pistol

> 2533274845153375;14:
> > 2533274866906624;8:
> > Maybe if there are attachments that can be added to the weapons, but Joe Staten mentioned we wouldn’t be forging leather boots in the wild in the recent Infinite news release so that doesn’t sound like that will happen.
>
> Weapon attachments or weapon mods like in Doom Eternal would be awesome they should be in Halo infinite

Exactly, I was imagining that certain attachments could make the Sidekick look a lot like the CE Pistol.

> 2533274845153375;18:
> > 2533274866989456;16:
> > The clip size and reserve ammo have nothing to do with lore and logic, but everything to do with game balance. I could see there being an upgrade in campaign for extended mags or increased reserve ammo, but I would hope these would be limited. Maybe a 5-10% boost max. Typically, I do not want to go through an entire level without paying any thought to my reserves. Weapon and ammo management is a part of the game. Sometimes, half the fun is being stuck in a tough situation with limited ammo and trying to figure out new approach to an encounter. Ever find yourself up against a pair of hunters in Halo CE without a pistol? It changes from a boring and mechanical dodge-turn-shoot process, to an actual tough fight that you have to work for.
>
> Ammo management was never supposed to be part of Halo in my opinion that’s what a survival horror games are for and even if they did up the ammo Halo CE is the only Halo game where you can kill a hunter with one shot from a pistol in all the other Halo games ir take more then one shot from a pistol

I’m going to try my best to be respectful, but I apologize if some frustration seeps though in response to your incredibly narrow minded interpretation of my comment.

If ammo management was never supposed to be a part of Halo, then we would all have unlimited ammo on all weapons all the time. Survival horror games have an extreme rarity of ammo, therefore ammo management is a major focus of those games, obviously halo doesn’t have that same extreme level of focus on ammo management, but that doesn’t mean it isn’t a part of the game.

Yes, I realize CE was the only place hunters can be one-shot. Please try to use your imagination and expand the example to other scenarios. I will reiterate my point here without an example to distract you: Sometimes, half the fun is being stuck in a tough situation with limited ammo and trying to figure out new approach to an encounter.