Why

I am not sure where to post this so I am trying here Why is it that the ammo for weapons as drastically decreased over all the Halo games

> 2533274845153375;1:
> I am not sure where to post this so I am trying here Why is it that the ammo for weapons as drastically decreased over all the Halo games

I don’t think myself, or anyone else has any idea what this means. Are you talking about in campaign? Multiplayer? Which weapons? Do you have a skull enabled, perhaps Famine, or the Recession skull? Got to give us more to go on mate.

The campaign no skulls enabled the shotgun is a good example look at the ammo for it in Halo CE its a good amount then look at Halo 5 the amount that you can carry drastically decreased

> 2533274845153375;1:
> I am not sure where to post this so I am trying here Why is it that the ammo for weapons as drastically decreased over all the Halo games

I ask myself this question every time I play a game that isn’t CE. I think the least infuriating reason is that the developers want players to have to scavenge for other weapons in order to make them get their hands on various guns across the games, since the developers spent so much time designing each different weapon.

Now for the possible stupid reasons.

  • The developers are trying to be “more realistic” by limiting the amount of ammo in the guns and in your reserves, despite this series taking place in the future. - Developers aren’t separating Single player game mechanics from multiplayer game mechanics. Smaller ammo helps keep Multiplayer more balanced by ensuring that players have to keep moving to get their hands on more ammo, but in Single Player this can greatly become hindrance depending on difficulty level. - The developers just don’t care. - -Yoink!- and witchcraft. - Massive head trauma caused by developers slipping on evil rogue banana peels that have infiltrated their workplace.

I think it’s due to the shift in paradigm. Halo CE marks the beginning of the modern FPS and the death of the “old school shooter.” 90s FPS were shoot-em-ups. Here’s a powerful gun and a horde of enemies, have fun. Circle strafe to avoid their projectiles and constantly be on the move to avoid being surrounded. The 2000s evolved to here are enemies that have self preservation AI and will suck in and out of cover with hitscan weapons. You will take damage so here is regenerating health, but you have to take cover to get it back. The “cover based shooter.” Since you’re not running and gunning, you need something to do while in cover, reloading your weapon is that.

As fidelity and AI improved, it took a lot more processing power too, so the number of enemies dropped significantly, making powerful weapons too powerful. Even now, any given Halo 5 fight has a fraction of the enemies as old school shooters like classic DOOM.

Also, everyone says the CE weapons are overpowered. That’s totally true. I guess they didn’t want to get critiques for that so they nerfed it. Unfortunately, I think the OP guns are what people love about CE. In The Library on Legendary with some skulls on, I start out feeling weak and scared but the second I get that all mighty CE shotgun I tear up the place like Mars. Hopefully we get bigger magazines in Infinite.

> 2535425440244731;5:
> I think it’s due to the shift in paradigm. Halo CE marks the beginning of the modern FPS and the death of the “old school shooter.” 90s FPS were shoot-em-ups. Here’s a powerful gun and a horde of enemies, have fun. Circle strafe to avoid their projectiles and constantly be on the move to avoid being surrounded. The 2000s evolved to here are enemies that have self preservation AI and will suck in and out of cover with hitscan weapons. You will take damage so here is regenerating health, but you have to take cover to get it back. The “cover based shooter.” Since you’re not running and gunning, you need something to do while in cover, reloading your weapon is that.
>
> As fidelity and AI improved, it took a lot more processing power too, so the number of enemies dropped significantly, making powerful weapons too powerful. Even now, any given Halo 5 fight has a fraction of the enemies as old school shooters like classic DOOM.
>
> Also, everyone says the CE weapons are overpowered. That’s totally true. I guess they didn’t want to get critiques for that so they nerfed it. Unfortunately, I think the OP guns are what people love about CE. In The Library on Legendary with some skulls on, I start out feeling weak and scared but the second I get that all mighty CE shotgun I tear up the place like Mars. Hopefully we get bigger magazines in Infinite.

H4 legendary in campaign was probably the apparent example of the low ammo count , because of this it forced you to use mostly the promethian weapons of which only 2 of the 4 standard variety were of any use at all , the light rifle and scattershot .
But agree CE weapon sandbox was a great for all playstyles and had an abundance of ammo , I personally love a up in your face play style and I could still feel confident that I could play this way in most scenarios on legendary packing my favourite weapon combo .Sadly the same can’t be said for any other halo legendary campaign after , this may be why I such a fan of doom 2016 combat loop

You know I was just thinking that myself. With Halo 2 and 3 you really don’t carry a lot of ammo. You can carry a fair bit but, not too much.

Halo 4 you barely carry any at all.

You’d think with all the advancements in armor designs and technology, they’d give the Spartan/ODST operative more pockets for their ammo.