Editing Loadout
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==''Halo: Reach''== | ==''Halo: Reach''== | ||
[[File:HR - Loadout system.jpg| | [[File:HR - Loadout system.jpg|right|350px|thumb|The loadout menu of ''Halo: Reach''.]] | ||
Loadouts were initially introduced in ''Halo: Reach'' as non-customizable, preset variations of weapons and armor abilities. Gametypes such as [[Slayer]] and [[Capture the Flag]] would opt to use loadouts featuring uniform weapon selections, with the differences between loadouts being the armor abilities present. | Loadouts were initially introduced in ''Halo: Reach'' as non-customizable, preset variations of weapons and armor abilities. Gametypes such as [[Slayer]] and [[Capture the Flag]] would opt to use loadouts featuring uniform weapon selections, with the differences between loadouts being the armor abilities present. | ||
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==''Halo 4''== | ==''Halo 4''== | ||
[[File:H4 - Loadout system (In-game).png| | [[File:H4 - Loadout system (In-game).png|right|350px|thumb|''Halo 4's'' loadout menu right before a game on [[Haven]] begins.]] | ||
Loadouts are given an in-universe explanation. They are mandatory protocols issued to [[SPARTAN-IV program|SPARTAN-IV]] personnel which dictate that they carry a primary weapon like a rifle, carry a secondary weapon like a pistol, choose grenades, equip an armor ability, choose [[tactical packages]], and assign a [[Support upgrades|support upgrade]]. | Loadouts are given an in-universe explanation. They are mandatory protocols issued to [[SPARTAN-IV program|SPARTAN-IV]] personnel which dictate that they carry a primary weapon like a rifle, carry a secondary weapon like a pistol, choose grenades, equip an armor ability, choose [[tactical packages]], and assign a [[Support upgrades|support upgrade]]. | ||
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==''Halo: Spartan Assault''== | ==''Halo: Spartan Assault''== | ||
[[File:HSA - Loadout system.png| | [[File:HSA - Loadout system.png|right|350px|thumb|The loadout menu of ''Halo: Spartan Assault''.]] | ||
Through the [[UNSC Tactical Simulator]], the player can choose a number of items with which he or she will start the campaign mission. Each level has a different set of choices. The primary weapon mainly offers a variety of UNSC or Covenant firearms. The secondary weapon slot, unlike in previous games, is not limited to small arms and includes many heavy weapons—the majority of them are only usable when purchased via in-game [[Experience point|XP]] or real-world [[credits]]. | Through the [[UNSC Tactical Simulator]], the player can choose a number of items with which he or she will start the campaign mission. Each level has a different set of choices. The primary weapon mainly offers a variety of UNSC or Covenant firearms. The secondary weapon slot, unlike in previous games, is not limited to small arms and includes many heavy weapons—the majority of them are only usable when purchased via in-game [[Experience point|XP]] or real-world [[credits]]. | ||
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==''Halo 2: Anniversary''== | ==''Halo 2: Anniversary''== | ||
[[File:H2A - Loadout system (3 weapon sets).png| | [[File:H2A - Loadout system (3 weapon sets).png|right|350px|thumb|The weapon set menu of ''Halo 2: Anniversary'', showcasing the three predetermined classes made for the game's multiplayer.]] | ||
Loadouts received minimal use in ''Halo 2: Anniversary'' being in some social variations of gametypes present, such as [[Lockdown]] Slayer. While competitive gametypes would not use loadouts in the way ''Reach'' would, the player's starting weapons were curiously enough, dictated through a single loadout over native in game settings in some cases. Eventually, ''Anniversary's'' social gametypes would shift to using a single loadout. | Loadouts received minimal use in ''Halo 2: Anniversary'' being in some social variations of gametypes present, such as [[Lockdown]] Slayer. While competitive gametypes would not use loadouts in the way ''Reach'' would, the player's starting weapons were curiously enough, dictated through a single loadout over native in game settings in some cases. Eventually, ''Anniversary's'' social gametypes would shift to using a single loadout. | ||
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==''Halo: Spartan Strike''== | ==''Halo: Spartan Strike''== | ||
[[File:HSS - Loadout system.png| | [[File:HSS - Loadout system.png|right|350px|thumb|The loadout system of ''Halo: Spartan Strike''.]] | ||
Following in ''Spartan Assault's'' footsteps, ''Spartan Strike'' offers a wide variety of weaponry to equip in loadouts, ranging from assault rifles to heavy weapons like rocket launchers. Alongside these weapons are armor abilities and boosts. Like ''Spartan Assault'', weapons, armor abilities and boosters are single-use, only being available in the mission they're purchased for, and having to be purchased again if the player completes or quits the level. | Following in ''Spartan Assault's'' footsteps, ''Spartan Strike'' offers a wide variety of weaponry to equip in loadouts, ranging from assault rifles to heavy weapons like rocket launchers. Alongside these weapons are armor abilities and boosts. Like ''Spartan Assault'', weapons, armor abilities and boosters are single-use, only being available in the mission they're purchased for, and having to be purchased again if the player completes or quits the level. | ||
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==''Halo 5: Guardians''== | ==''Halo 5: Guardians''== | ||
[[File:H5G - Loadout system (Loadout weapons).png| | [[File:H5G - Loadout system (Loadout weapons).png|right|350px|thumb|''Halo 5's'' loadout menu during a game of [[Warzone Firefight (gametype)|Warzone Firefight]] on [[Escape from ARC]].]] | ||
Loadouts in ''Halo 5: Guardians'' would return, being present in a state more akin to ''Halo 4'' than ''Halo 2: Anniversary's'' more classic-styled approach, and would only be present in the game's [[Warzone]] offering. Like ''4'', ''5'' allowed the player to choose a primary and secondary weapon, however, the priority on sidearm secondaries is dropped in favor of a more free flowing approach, allowing the player to use two assault rifles, for example. | Loadouts in ''Halo 5: Guardians'' would return, being present in a state more akin to ''Halo 4'' than ''Halo 2: Anniversary's'' more classic-styled approach, and would only be present in the game's [[Warzone]] offering. Like ''4'', ''5'' allowed the player to choose a primary and secondary weapon, however, the priority on sidearm secondaries is dropped in favor of a more free flowing approach, allowing the player to use two assault rifles, for example. | ||