I don't think that they should be there in the way that they are now. I love the concept, but I think that they did it wrong, somehow. I have no idea how to elaborate.
With the changes you proposed to Loadouts, what else needs to be fixed for that to function well?That said, I think they need some changes to balance them out with the rest of the sandbox.
I believe I said before that plasma pistols, boltshots, and all kinds of grenades need to appear placed on maps. Power weapons should re-spawn on initial drops as well so that they are there reliably to counter re-spawing vehicles. Vehicles on maps need to be returned to normal levels for normal BTB modes. Camo should be a pickup on some maps, whether as a power up like overshield or speed boost or just the armor ability. After that I think the sandbox would work pretty well, as I didn't change too much in my version and a lot of what is there works well. To me Halo 4 is like a puzzle with a lot of good pieces but a few bad ones and a few that aren't quite put together right.With the changes you proposed to Loadouts, what else needs to be fixed for that to function well?
I love the ability to have custom load outs. It leads to a lot of variety in matches and lets you play the way you want to. That said, I think they need some changes to balance them out with the rest of the sandbox.
Primaries: Unchanged
Secondaries: Magnum only (unless using Firepower Perk)
Grenades: Frag only, always.
Armor abilities: Camo Removed.
Tactical Packages: Resupply removed but added as a basic feature for everyone. Players can inherently pick up dropped grenades from others like before.
Support Upgrades: Unchanged
Plasma Pistols, Boltshots, Plasma Grenades, and Pulse Grenades, and Active Camoflauge are on map as pickup weapons/ equipment. There already are some grenades on most maps so this isn't a big problem. I don't really have a big issue with jetpack, half the time it seems like it hurts the users more that it helps them by making them a target. Plus it got a huge nerf in Halo 4. If people want to use it I'll keep making sure they don't get back to the ground alive.
The idea is that the hand cannon would be slower and less accurate than the magnum with no scope but would deal a good amount of damage. Both weapons would be balanced as such that a primary weapon will always kill faster or be much easier to use, such as the magnum does now. Hand Cannon might kill in 4-6 shots but only have a 6 shot clip and be slow and difficult to use, but if used in conjunction with another weapon to clean up a kill (ex. AR to no shield, Hand Cannon to finish) it would be more usable. That's the whole idea of a secondary, to support the primary or act as a backup.I don't know , they seem a little OP to me as starting weapons.Maybe as off spawn pick ups but not as a starting weapon as the hand cannon would just cause another problem like the boltshot.
The idea is that the hand cannon would be slower and less accurate than the magnum with no scope but would deal a good amount of damage. Both weapons would be balanced as such that a primary weapon will always kill faster or be much easier to use, such as the magnum does now. Hand Cannon might kill in 4-6 shots but only have a 6 shot clip and be slow and difficult to use, but if used in conjunction with another weapon to clean up a kill (ex. AR to no shield, Hand Cannon to finish) it would be more usable. That's the whole idea of a secondary, to support the primary or act as a backup.
Edit: And the Hand Cannon can help players suppress vehicles as well but still forces them to either team shoot, find a power weapon or plamsa pistol/ nades, or to hijack to actually kill it unless it is already really damaged.
The point with the Machine Pistol is that it can clear shields in about half it's clip, then take almost the rest of the clip to kill, but it has the range of a suppressor and kills much slower than one. Head to head any of the 3 short range primaries would slaughter it, but it's something you can have for anti-personal defense in a tight corner if you chose say a light rifle or DMR.The point I'm trying to make is , regardless of how good that logic is , it can always be abused. Unless it was;
1) Inaccurate after a short range
2) Had a timely reload ( stopping it from being spammed or abused significantly )
3) 1 shot per mag with a total around 3-4 rounds ( this would ensure that ever shot would have to count )
4) Only had stopping power but not enough to kill maybe draining half a shield , this would go with your point of it could be used to slow down vehicles or destroy them if they were already heavily damaged.It would also allow for some easy clean up kills with a precision weapon.
Though I still have my doubts about the machine pistol.
The point with the Machine Pistol is that it can clear shields in about half it's clip, then take almost the rest of the clip to kill, but it has the range of a suppressor and kills much slower than one. Head to head any of the 3 short range primaries would slaughter it, but it's something you can have for anti-personal defense in a tight corner if you chose say a light rifle or DMR.
As for the Hand Cannon, it would need to be tweaked well if it ever happened. Still better choices than what we have now in loadouts.
I feel that the biggest problem with Halo 4 BTB is the personal ordinance. As others have said, it completely ruins the whole risk vs reward concept by just giving you an overpowered weapon. Here's my suggestion to fix this ordinance problem (or to at least improve it).
I think that there should be a tier based ordinance system. So basically, every time you get an ordinance, you can either choose to pick an ordinance option, or to skip the ordinance and go to the next tier. With each new tier comes better weapons. So for example, on your first ordinance, you are on tier 1. You can either choose to pick a tier 1 weapon, or skip it. If you choose to skip it, then the next time you get an ordinance, you will move on to tier 2, with some better weapons than tier 1. If you choose to skip this, then you move on to tier 3 the next time you get ordinance with the overpowered weapons. If you choose to get a weapon at any moment, then you will revert back to Tier one for your next ordinance.
Tier 1 weapons:
- Needler
- Grenades (Pulse, Frag, Plasma)
- Speed Boost
- Scattershot
- Shotgun
- Concussion Rifle
Tier 2 Weapons:
- Saw
- Railgun
- Sticky Detonator
- Energy Sword
- Gravity Hammer
- Overshield
Tier 3 Weapons:
- Sniper Rifle
- Beam Rifle
- Binary Rifle
- Rocket Launcher
- Incineration Cannon
- Spartan Laser
- Fuel Rod Cannon
I think that with this system, it would reduce the amount of power weapons in BTB games, and make it so that the more skilled players will get the better weapons. Feel free to disagree.
Armor abilities: Camo Removed.
Hand Cannon: This heavy duty pistol has a small magazine but fires powerful, high impact shots. It is fairly inaccurate, has no scope, and a small clip but each shot does a good amount of damage. In addition, the push of the shot and the damage allow it to suppress vehicles a bit. Though it won't do a ton of damage to them, the push and small amount of damage allows teams to coordinate fire and help scare vehicles out of an area or to kill weak ones.
With these 2 weapons players would still be motivated to use all of the secondaries but they would not break the game like the current ones do. The Machine Pistol helps open up shields but still requires a headshot afterward to be effective. The Hand Cannon provides self defense against vehicles and infantry without allowing players to instantly take down a vehicle on foot.
For some unknown reason the thread was randomly unwatched? Anyway I come back and you guys wrote a whole novel?!
Whoa, whoa. I think camo is one of the most balanced. After playing Halo so long it sticks out more than it hides the player, but it still works from very far away or on new players. If any AA stays it needs to be AC or "My Little Homie"(sentry).
Where was this when we had the weapon idea thread going?