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aBaldGinger

Loadout Customization Does Not Diversify Gameplay

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     343, PLEASE REMOVE LOADOUTS FOR FUTURE HALOS

     Casual (and even some competitive) players have defended customizable loadouts, citing that they empower the player to determine their own playstyle, keeping gameplay unique and flexible. Ironically, this is the exact opposite of their original purpose. Loadouts were developed for tactical shooters, as a mechanic to force teams to decide their strategy before even starting the match. Obviously, the intent was to follow these strats perfectly; "diversity" in gameplay was considered sloppy planning. This is the exact type of gameplay 343 should be trying to avoid; Halo, after all, is about empowering the player to make dynamic decisions based on changing gameplay.

 

     While such a mechanic works for tactical shooters, it is not applicable to arena style shooters with respawns and longer kill times. A player is unable to decide his playstyle because he doesn't know what his four opponents possess and thus cannot plan properly. Instead, matches become a mess of disorganized play or players resort to using the most powerful weapon, eliminating the purpose of loadouts all together.

 

    Keep in mind that different starting weapons would be virtually impossible to balance. A long range weapon has the potential to be used at close range, but not vice versa. In Halo the average kill times at range fluctuate. Thus, weapons meant for different ranges cannot have the same kill times. However, average kill times at range are also affected by the maps, which should all be different from each other. If the same weapons are used for all the maps, perfect balance cannot be created. Furthermore, forcing players to stay in a certain range for their weapon to be used effectively only constricts movement and creates excess segmentation.

 

     To make gameplay genuinely interesting, 343 should create a true utility weapon that is effective at all ranges, while being difficult enough to use that it is virtually impossible for any player to master it. Such a weapon should be even more versatile than the Halo CE pistol, which was always a little lacking in close quarters combat. Ideally, this utility weapon would allow a player to have a chance against any of the three power weapons (close quarters, explosive, and sniper) assuming his opponent misses first.  

 

     An additional benefit of a versatile utility weapon is the ability to create a unique and balanced sandbox around it. It is no coincidence that Halo's sandbox began getting shitty after Halo 3, with the introduction of an ineffective utility rifle. With a counter to all weapons at all ranges available at spawn, on-map weapons do not have to be nerfed to the point of irrelevancy.

 

 

*Though I advocate equal starts, I do not want either the AR or BR (in its current form) to be the primary weapon.

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If only we could convince 343 reps. Hopefully they realize this and have something great in store for the next Halo.

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Soooo right about load-outs it works in other games because you have multiple types of weapons to choose from, in Halo 4 load-outs its just your primary Rifle and a secondary magnum or CQB weapon, Anything outside of that combo you would be gimping yourself. Halo worked because different PW and Power item lay-outs made up each map with different types of weapons to swap out on the maps creating diverse combat scenarios. When you limit the player to 2 weapons at a time, once you find your optimal load-out there is no reason to use the other weapons. Whereas with map weapons you can swap out multiple weapons on the fly and also make weapons like the PP and Plasma rifle worth using because they are not being balanced against rifles and are not going to be "whored" by the entire enemy team.

 

Not to mention if a weapon is OP or broken, you can just ban it from certain maps instead of it ruining the whole balance of the game and players can build custom maps with unique weapon lay-outs making the possibility for map diversification greater than your generic load-out shooter.  

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If only we could convince 343 reps. Hopefully they realize this and have something great in store for the next Halo.

First, we need to convince the community. The unfortunate fact of the matter is that people have come to accept loadouts, much like a slow killing utility weapon. If 343 were to change the system now, there would no doubt be an uproar from the people who like the loadout system.

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Halo 3 had the worst sandbox.

 

I rather have loadouts than starting with an AR unless someone veto otherwise.

So you're saying you'd rather have loadouts? Cause no one i saying it's either Halo 3s sandbox or nothing. Besides there were weapons that were useful, just Killa KC never used them. I heard the SMG was good for pushing and breaking a set up. Also the Brute Shot was useful too.

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First, we need to convince the community. The unfortunate fact of the matter is that people have come to accept loadouts, much like a slow killing utility weapon. If 343 were to change the system now, there would no doubt be an uproar from the people who like the loadout system.

 

Keep the primary/secondary choices to like 4 or 5 choices(IE Primary: BR,DMR, CE pistol, AR) Secondary(Pistol side-arm, storm rifle, revolver, red plama rifle) to give players that choice still, but put the mid-tier weapons( IE: PP,needler, SMG, Carbine,spare rifles for ammo, projectile weapons, plasma/pulse grenades, ect..) on the map so you give players that "second level/mid-tier" level of choice to swap weapons on top of the "Top tier" PW's and Power-ups.

 

Bungie really had a great Sandbox system and managed to balance this set-up pretty well without having players rely on map pick-ups too much to the point where they could not play without them, but PW control and situational weapons were still worth using in most cases especially among lower skill levels where your not gonna see that 4-shot or killing spree with sniper on a consistent basis. Halo 1 had this competitive balance down pretty well even among the highest skill levels but as the weapons became easier to score the optimal kill time with and dual-wielding was introduced , that competitive balance was diminished greatly despite the system still working for lower skill levels. Its not about getting rid of either system, but rather recognizing the ideal format in which to put each weapon type. 

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Loadouts also got rid of many of the unique, non-power, map weapons in Halo's sandbox. Some weapons like the plasma rifle were eliminated entirely while others like the plasma pistol or mauler (what they compared the boltshot to) were modified drastically.

 

It also seems that 343 attempted to implement weapon classes, similar to Cod or Battlefield. Almost all weapons across the three factions can be divided into rifles, automatics, pistols, cqb, snipers and rocket launchers, with the rest being timed explosives. By forcing multiple weapons into the same basic archtype, 343 created clearly unbalanced weapons like the FRG and Binary Rifle.

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Loadouts also got rid of many of the unique, non-power, map weapons in Halo's sandbox. Some weapons like the plasma rifle were eliminated entirely while others like the plasma pistol or mauler (what they compared the boltshot to) were modified drastically.

 

It also seems that 343 attempted to implement weapon classes, similar to Cod or Battlefield. Almost all weapons across the three factions can be divided into rifles, automatics, pistols, cqb, snipers and rocket launchers, with the rest being timed explosives. By forcing multiple weapons into the same basic archtype, 343 created clearly unbalanced weapons like the FRG and Binary Rifle.

 

Dont forget the SAW, Beam Rifle, and Incineration Cannon  :P

 

They had to make those weapons more OP than their counter-parts so ordnance drops were worth using from my speculation and felt rewarding, but that system is also flawed not just because its semi-random which ends up making the mechanic feel like a dice roll and player like they are playing Yahtzee hoping for a good "roll", but because they have both 2nd tier and top tier weapons included in the ordinances  along with Power-ups which makes no sense.

 

Power-ups and AA's should be on the map like where a power-up is supposed to be for map dynamics and where it can be controlled and the map maker can make sense of their placement instead of some dude just randomly popping off speed boost or over-shield and running the flag out of nowhere or map makers having to make maps all enclosed or blocked off so jet-pack users cant break it or teams cant just "camo-camp" in BTB which is not fun for anybody. Point is power-ups and AA's should be controlled dynamics,  not kill-streaks that is not how Halo works.

 

Secondly, you move all the mid-tier weapons back into their respective roles and buff their capability so they are stronger in certain niches than your primary AR load-out or BR but not carbon copies of the weapons with just higher damage/bigger clips(cough, SAW cough). These are the unique PP, PR, Grenade launcher, maybe SMG, concussion rifle,  or any projectile or charged shot type of weapon.

 

Then you stick with the Primary/Secondary type load-outs but eliminate much of the clutter leaving 4 or 5 choices of different types of weapons. Perks I can take or leave, but if you have to nerf the game mechanics in order to make a perk useful (explosives, stealth, stability,) you are making an unfair perk that should not exist. My grenades or shot accuracy should always be the same as yours, that is just not Halo or any good balanced shooter.

 

I guarantee this system would work better than Halo 4's current one.

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Dont forget the SAW, Beam Rifle, and Incineration Cannon  :P

 

They had to make those weapons more OP than their counter-parts so ordnance drops were worth using from my speculation and felt rewarding, but that system is also flawed not just because its semi-random which ends up making the mechanic feel like a dice roll and player like they are playing Yahtzee hoping for a good "roll", but because they have both 2nd tier and top tier weapons included in the ordinances  along with Power-ups which makes no sense.

 

Power-ups and AA's should be on the map like where a power-up is supposed to be for map dynamics and where it can be controlled and the map maker can make sense of their placement instead of some dude just randomly popping off speed boost or over-shield and running the flag out of nowhere or map makers having to make maps all enclosed or blocked off so jet-pack users cant break it or teams cant just "camo-camp" in BTB which is not fun for anybody. Point is power-ups and AA's should be controlled dynamics,  not kill-streaks that is not how Halo works.

 

Secondly, you move all the mid-tier weapons back into their respective roles and buff their capability so they are stronger in certain niches than your primary AR load-out or BR but not carbon copies of the weapons with just higher damage/bigger clips(cough, SAW cough). These are the unique PP, PR, Grenade launcher, maybe SMG, concussion rifle,  or any projectile or charged shot type of weapon.

 

Then you stick with the Primary/Secondary type load-outs but eliminate much of the clutter leaving 4 or 5 choices of different types of weapons. Perks I can take or leave, but if you have to nerf the game mechanics in order to make a perk useful (explosives, stealth, stability,) you are making an unfair perk that should not exist. My grenades or shot accuracy should always be the game as yours, that is just not Halo or any good balanced shooter.

 

I guarantee this system would work better than Halo 4's current one.

 

 

Or just get rid of the stupidness that we have now. Revert to Classic halo style and stop trying to appeal to people that will play the game once and move on to the next flavor of the month Call of Duty.

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If only we could convince 343 reps. Hopefully they realize this and have something great in store for the next Halo.

I want your picture customized like Swiper!

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God.. what they did to this game's Plasma Pistol, Magnum, and how they treated the Boltshot, and removed the Plasma Rifle.. are unforgiveable. They basically Nerfed each Weapon in this game to simply throw in Personal Load-Out's, a element that ruins the style Halo is meant to be played, and how each match is meant to play out. Load-Out's honestly should be removed, or restricted, they are not good for Halo which is meant to be a Arena Shooter, where everyone starts on even footing, not some thrown together Class-Based Shooter.

 

Worst of all is that no matter how many times you send them a Tweet, or attempt to contact the Developer's over issues that could fix so many problems such as terrible Weapon Design, Function, and Map Layout's, you are met with utter silence and ignored.

 

I could take 2 days.. to fix every issue that plagues the current BTB Map Layout's.. it is not that difficult to keep a game fresh and balanced, or to design and lay out well placed set ups. It is really disappointing that they simply ignore those who actually want to help, I also point my finger at the Community Cartographers as well, they really do not know how to design layout's or test anything correctly. Worst part is, I know people who have gotten Maps into Matchmaking, only to have the Cartographers and 343, change every thing about the Map's Weapon Layout, and the direction the Forger wanted to take with the Map themselves, its very disrespectful.

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