Loadout: Difference between revisions
From Halopedia, the Halo wiki
m (→Additional names: clean up, replaced: {{Scroll box → {{Scrollbox) |
(Major update, revisions to tenses, overall design, and large additions for H2A/H5.) |
||
Line 2: | Line 2: | ||
{{Outofdate|Halo: Spartan Strike}} | {{Outofdate|Halo: Spartan Strike}} | ||
[[File:Loadouts.png|thumb|A Loadout selection for Spartans.]] | [[File:Loadouts.png|thumb|A Loadout selection for Spartans.]] | ||
'''Loadouts''' are a [[multiplayer]] feature first introduced in ''[[Halo: Reach]]''. | '''Loadouts''' also dubbed '''Weapon sets''' are a [[multiplayer]] feature that was first introduced in ''[[Halo: Reach]]''. In ''Reach'' they are a predetermined set of classes that a player picks at both the beginning of a [[multiplayer]] match and during respawn. In ''[[Halo 4]]'', loadouts were advanced to become personalized starting equipment. In ''[[Halo: Spartan Assault]]'', they are to be customized each time before starting a [[campaign]] mission. Known as '''Weapon sets''' in ''[[Halo 2: Anniversary]]'s'' multiplayer segment, loadouts operated as predetermined classes, rather than the modular classes seen in ''Halo 4''. Loadouts returned in ''[[Halo: Spartan Strike]]''. Loadouts then returned in a refined fashion in ''[[Halo 5: Guardians]]''. | ||
== Overview == | == Overview == | ||
When a game begins the player is given the option of choosing a particular loadout. | When a game begins the player is given the option of choosing a particular loadout. | ||
In ''Halo: Reach'', loadouts are gametype specific and vary between playlists, meaning players cannot create their own custom loadout to bring to | In ''Halo: Reach'', loadouts are gametype specific and vary between playlists, meaning players cannot create their own custom loadout to bring to matchmaking. They can, however, create custom loadouts for custom games and user-created Firefight modes. Each loadout has particular weapon, grenade, and [[Armor abilities|armor ability]] combinations.<ref name="Game Trailers TV">[http://www.gametrailers.com/episode/gametrailers-tv/89&ch=1&sd=0?ep=89&ch=1&sd=0='''Game Trailers TV''': ''Halo Reach Multiplayer Exposed'']</ref><ref name="Carnàge Carnivàle Vidoc">[http://www.youtube.com/watch?v=ZUv98eWVnL0'''Youtube''': ''Halo Reach Carnàge Carnivàle Vidoc'']</ref> | ||
In ''Halo 4'', loadouts are default in normal [[War Games]] modes. However, some modes do away with loadouts to allow more classic gameplay. Unlike ''Halo: Reach'', loadouts are customizable in matchmaking and are better described as components of a player rather than options given by the mode. | In ''Halo 4'', loadouts are default in normal [[War Games]] modes. However, some modes do away with loadouts to allow more classic gameplay. Unlike ''Halo: Reach'', loadouts are customizable in matchmaking and are better described as components of a player rather than options given by the mode. | ||
In ''Halo: Spartan Assault'', loadouts are constituted of a primary and a | In ''Halo: Spartan Assault'', loadouts are constituted of a primary and a Secondary weapons, an armor ability and a booster. They are to be chosen each time before starting a campaign mission and many items are only availble through purchase via in-game or real-world currency. | ||
In ''Halo 2: Anniversary'', loadouts returned to being gametype specific, while being relegated to custom games, and certain pre-launch and launch playlists. Loadouts were more simplified, given the classic nature of the title, with only a primary and Secondary weapon, and grenades being alterable in gameplay. | |||
In ''Halo 5: Guardians'', loadouts were much akin to ''Halo 4's'', featuring a primary slot, a secondary slot, and an armor mod slot. Unlike ''Halo 4'', which enabled players to spawn with any weapon they wished off the bat, ''Halo 5'' enforces gameplay balance by only allowing players to use certain weapons in their loadout after they reach a certain REQ level. ''Guardian's'' [[Requisition system|requisition system]] can be used to call in power weapons in place of the player's primary or secondary weapon, while calling in a powerup like an [[Overshield]] won't take up any slot, but will act as its own. | |||
{{clear}} | {{clear}} | ||
Line 20: | Line 24: | ||
==== Spartan ==== | ==== Spartan ==== | ||
;'''Airborne''', '''Air Assault''' | ;'''Airborne''', '''Air Assault''' | ||
: | :Primary weapon: [[MA37 assault rifle]] | ||
: | :Secondary weapon: [[M6G magnum]] | ||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
: | :Armor ability: [[Portable jump-jet|Jetpack]] | ||
;'''Scout''' | ;'''Scout''' | ||
: | :Primary weapon: [[MA37 assault rifle]] | ||
: | :Secondary weapon: [[M6G magnum]] | ||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
: | :Armor ability: [[Sprint]] | ||
;'''Marksman''' | ;'''Marksman''' | ||
: | :Primary weapon: [[M392 DMR]] | ||
:Grenade | :Secondary weapon: None | ||
: | :Grenade(s) 1 [[M9 fragmentation grenade]] | ||
:Armor ability: [[Sprint]] | |||
;'''Recon''' | ;'''Recon''' | ||
: | :Primary weapon: [[M392 DMR]] | ||
: | :Secondary weapon: [[MA37 assault rifle]] | ||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
: | :Armor ability: [[Sprint]] | ||
;'''Recon Marksman''' | ;'''Recon Marksman''' | ||
: | :Primary weapon: [[M392 DMR]] | ||
: | :Secondary weapon: [[M6G magnum]] | ||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
: | :Armor ability: [[Sprint]] | ||
;'''Expert Marksman''' | ;'''Expert Marksman''' | ||
: | :Primary weapon: [[M392 DMR]] | ||
: | :Secondary weapon: [[M6G magnum]] | ||
:Grenade(s) 3 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
: | :Armor ability: [[Sprint]] | ||
;'''Guard''' | ;'''Guard''' | ||
: | :Primary weapon: [[MA37 assault rifle]] | ||
: | :Secondary weapon: [[M6G magnum]] | ||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
: | :Armor ability: [[Armor lock]] | ||
;'''Operator''' | ;'''Operator''' | ||
: | :Primary weapon: [[M45 shotgun]] | ||
:Grenade | :Secondary weapon: None | ||
: | :Grenade(s) 1 [[M9 fragmentation grenade]] | ||
:Armor ability: [[Armor lock]] | |||
;'''Guard Operator''' | ;'''Guard Operator''' | ||
: | :Primary weapon: [[M45 shotgun]] | ||
: | :Secondary weapon: [[M6G magnum]] | ||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
: | :Armor ability: [[Armor lock]] | ||
;'''Expert Operator''' | ;'''Expert Operator''' | ||
: | :Primary weapon: [[M45 shotgun]] | ||
: | :Secondary weapon: [[MA37 assault rifle]] | ||
:Grenade(s) 3 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
: | :Armor ability: [[Armor lock]] | ||
;'''Grenadier''' | ;'''Grenadier''' | ||
: | :Primary weapon: [[M319 grenade launcher]] | ||
: | :Secondary weapon: [[MA37 assault rifle]] | ||
:Grenade(s) 3 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
: | :Armor ability: [[Sprint]] | ||
;'''Stalker''' | ;'''Stalker''' | ||
: | :Primary weapon: [[MA37 assault rifle]] | ||
: | :Secondary weapon: [[M6G magnum]] | ||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
: | :Armor ability: [[Active camouflage]] | ||
;'''Medic''' | ;'''Medic''' | ||
: | :Primary weapon: [[MA37 assault rifle]] | ||
: | :Secondary weapon: [[M392 DMR]] | ||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
: | :Armor ability: [[Drop Shield]] | ||
;Specter<ref>[http://www.youtube.com/watch?v=wVTHwwCjKLk '''YouTube''': ''E3 2010 Firefight 2.0 Beachhead Gameplay'']</ref> | ;Specter<ref>[http://www.youtube.com/watch?v=wVTHwwCjKLk '''YouTube''': ''E3 2010 Firefight 2.0 Beachhead Gameplay'']</ref> | ||
: | :Primary weapon: [[M319 grenade launcher]] | ||
: | :Secondary weapon: [[M6G magnum]] | ||
:Grenade(s) 1 [[M9 fragmentation grenade]] | |||
: | :Armor ability: [[Active camouflage]] | ||
|class="Box 2" width="50%" style="border: 1px solid #000066; padding: .5em 1em 1em;color: #000000; background-color: #f0f0ff"| | |class="Box 2" width="50%" style="border: 1px solid #000066; padding: .5em 1em 1em;color: #000000; background-color: #f0f0ff"| | ||
Line 106: | Line 99: | ||
;'''Ranger''' | ;'''Ranger''' | ||
: | :Primary weapon: [[Type-51 plasma repeater]] | ||
: | :Secondary weapon: [[Type-25 plasma pistol]] | ||
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]] | |||
: | :Armor ability: [[Portable jump-jet|Jetpack]] | ||
;'''Warrior''' | ;'''Warrior''' | ||
: | :Primary weapon: [[Type-51 plasma repeater]] | ||
: | :Secondary weapon: [[Type-25 plasma pistol]] | ||
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]] | |||
: | :Armor ability: [[Evade]] | ||
;'''Gladiator''' | ;'''Gladiator''' | ||
: | :Primary weapon: [[Type-1 energy sword]] | ||
:Grenade | :Secondary weapon: None | ||
: | :Grenade(s) 1 [[Type-1 plasma grenade]] | ||
:Armor ability: [[Evade]] | |||
;'''Honor Gladiator''' | ;'''Honor Gladiator''' | ||
: | :Primary weapon: [[Type-1 energy sword]] | ||
: | :Secondary weapon: [[Type-25 plasma pistol]] | ||
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]] | |||
: | :Armor ability: [[Evade]] | ||
;'''Champion Gladiator''' | ;'''Champion Gladiator''' | ||
: | :Primary weapon: [[Type-1 energy sword]] | ||
: | :Secondary weapon: [[Type-51 plasma repeater]] | ||
:Grenade(s) 3 [[Type-1 plasma grenade|Type-1 plasma grenades]] | |||
: | :Armor ability: [[Hologram]] | ||
;'''Zealot''' | ;'''Zealot''' | ||
: | :Primary weapon: [[Type-31 Rifle]] | ||
:Grenade | :Secondary weapon: None | ||
: | :Grenade(s) 1 [[Type-1 plasma grenade]] | ||
:Armor ability: [[Evade]] | |||
;'''Royal Zealot''' | ;'''Royal Zealot''' | ||
: | :Primary weapon: [[Type-31 Rifle]] | ||
: | :Secondary weapon: [[Type-25 plasma pistol]] | ||
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]] | |||
: | :Armor ability: [[Evade]] | ||
;'''Champion Zealot''' | ;'''Champion Zealot''' | ||
: | :Primary weapon: [[Type-31 Rifle]] | ||
: | :Secondary weapon: [[Type-51 plasma repeater]] | ||
:Grenade(s) 3 [[Type-1 plasma grenade|Type-1 plasma grenades]] | |||
: | :Armor ability: [[Evade]] | ||
;'''Assassin''' | ;'''Assassin''' | ||
: | :Primary weapon: [[Type-33 needler]] | ||
:Grenade | :Secondary weapon: None | ||
: | :Grenade(s) 1 [[Type-1 plasma grenade]] | ||
:Armor ability: [[Active camouflage]] | |||
;'''Dark Assassin''' | ;'''Dark Assassin''' | ||
: | :Primary weapon: [[Type-33 needler]] | ||
: | :Secondary weapon: [[Type-25 plasma pistol]] | ||
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]] | |||
: | :Armor ability: [[Active camouflage]] | ||
;'''Champion Assassin''' | ;'''Champion Assassin''' | ||
: | :Primary weapon: [[Type-33 needler]] | ||
: | :Secondary weapon: [[Type-51 plasma repeater]] | ||
:Grenade(s) 3 [[Type-1 plasma grenade|Type-1 plasma grenades]] | |||
: | :Armor ability: [[Active camouflage]] | ||
;'''Sentry''' | ;'''Sentry''' | ||
: | :Primary weapon: [[Type-31 Rifle]] | ||
: | :Secondary weapon: [[Type-25 plasma pistol]] | ||
:Grenade(s) 3 [[Type-1 plasma grenade|Type-1 plasma grenades]] | |||
: | :Armor ability: [[Armor lock]] | ||
;'''Champion''' | ;'''Champion''' | ||
: | :Primary weapon: [[Type-50 concussion rifle]] | ||
: | :Secondary weapon: [[Type-25 plasma pistol]] | ||
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]] | |||
: | :Armor ability: [[Active camouflage]] | ||
|} | |} | ||
=== Additional names === | === Additional names === | ||
Loadouts in ''Halo: Reach'' are fully customizable in | Loadouts in ''Halo: Reach'' are fully customizable in custom games and local Firefight matches. Along with the armor ability, grenade type, primary weapon, and secondary weapon, players can also choose a name for their loadout. In addition to the names of existing loadouts, many additional name options are provided. These include: | ||
{{Scrollbox | {{Scrollbox | ||
|content= | |content= | ||
Line 185: | Line 178: | ||
*Infiltrator | *Infiltrator | ||
*Security | *Security | ||
*[[Armor | *[[Armor ability#Sprint|Sprint]] | ||
*[[Armor | *[[Armor ability#Evade|Evade]] | ||
*[[Armor | *[[Armor lock]] | ||
*[[Active | *[[Active camouflage|Active Camo]] | ||
*[[Type-27 | *[[Type-27 hologram|Hologram]] | ||
*[[Drop Shield]] | *[[Drop Shield]] | ||
*[[Portable jump-jet|Jet Pack]] | *[[Portable jump-jet|Jet Pack]] | ||
Line 239: | Line 232: | ||
==''Halo 4''== | ==''Halo 4''== | ||
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 | 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|tactical packages]], and assign a [[Support upgrades|support upgrade]]. | ||
Players can rename their loadouts by entering any name they wish, up to 12 characters. This differs from ''Halo: Reach'', in which names were chosen from a pre-selected list. Unlike [[Service Tag|service tags]], loadout names are not censored against profanity, as they are not visible to other players. | Players can rename their loadouts by entering any name they wish, up to 12 characters. This differs from ''Halo: Reach'', in which names were chosen from a pre-selected list. Unlike [[Service Tag|service tags]], loadout names are not censored against profanity, as they are not visible to other players. | ||
Line 245: | Line 238: | ||
In default gameplay, they are personalized choices of equipment and allow a Spartan to enter battles with pre-made weapon sets. | In default gameplay, they are personalized choices of equipment and allow a Spartan to enter battles with pre-made weapon sets. | ||
===Primary | ===Primary weapons=== | ||
*[[MA5D assault rifle]] | *[[MA5D assault rifle]] | ||
*[[BR85HB battle rifle]] | *[[BR85HB battle rifle]] | ||
Line 254: | Line 247: | ||
*[[Z-250 lightrifle]] | *[[Z-250 lightrifle]] | ||
===Secondary | ===Secondary weapons=== | ||
*[[M6H magnum]] | *[[M6H magnum]] | ||
*[[Type-25 plasma pistol]] | *[[Type-25 plasma pistol]] | ||
Line 264: | Line 257: | ||
*[[Z-040 pulse grenade]] | *[[Z-040 pulse grenade]] | ||
===Armor | ===Armor abilities=== | ||
{{main|Armor abilities}} | {{main|Armor abilities}} | ||
*[[Series 12 Jet pack]] | |||
*[[M2705 regeneration field]] | |||
*[[M805X thruster pack]] | *[[M805X thruster pack]] | ||
*[[Type-3 active camouflage]] | *[[Type-3 active camouflage]] | ||
*[[ | *[[Type-27 hologram]] | ||
*[[Z-90 hardlight shield]] | *[[Z-90 hardlight shield]] | ||
*[[Z-2500 autosentry]] | *[[Z-2500 autosentry]] | ||
*[[ | *[[Z-5080 Promethean vision]] | ||
===Tactical | ===Tactical packages=== | ||
{{main|Tactical package}} | {{main|Tactical package}} | ||
*Shielding (increases rate at which shields recharge) | *Shielding (increases rate at which shields recharge) | ||
*Firepower (carry an additional | *Firepower (carry an additional primary weapon in place of a sidearm) | ||
*Mobility (unlimited sprinting ability) | *Mobility (unlimited sprinting ability) | ||
*Grenadier (carry up to three grenades of each type) | *Grenadier (carry up to three grenades of each type) | ||
Line 284: | Line 277: | ||
*AA Efficiency (cuts AA recharge time in half) | *AA Efficiency (cuts AA recharge time in half) | ||
*Fast-Track (XP bonus, must have completed Pioneer Specialization) | *Fast-Track (XP bonus, must have completed Pioneer Specialization) | ||
*Requisition (re-roll | *Requisition (re-roll personal ordnance choices, must have completed Tracker Specialization) | ||
*Wheelman (increases vehicle durability and lessens the effect of an EMP, must have completed Operator Specialization) | *Wheelman (increases vehicle durability and lessens the effect of an EMP, must have completed Operator Specialization) | ||
===Support | ===Support upgrades=== | ||
{{main|Support upgrade}} | {{main|Support upgrade}} | ||
*Ammo | *Ammo | ||
Line 300: | Line 293: | ||
*Nemesis | *Nemesis | ||
Loadouts can be edited for use in | Loadouts can be edited for use in custom gametypes. In this situation, "power weapons" like sniper rifles and rocket launchers can be added. Additionally, options that the player hasn't unlocked in War Games can still be used, even Specialization-specific tactical packages and support upgrades. | ||
Guest players are able to customize their loadouts with any and all options which have been unlocked by their host. | Guest players are able to customize their loadouts with any and all options which have been unlocked by their host. | ||
==''Halo: Spartan Assault''== | ==''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 | 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]]. Different sets of [[armor abilities]] and [[boosters]] are also available; the former has a default choice and the other abilities need to be purchased, while the latter has no default selection and any booster must be purchased before use. Any purchased weapon, armor ability, or +booster— is only usable through a single mission and becomes locked again when the player completes or quits the level. If the player purchases an item and leaves the loadout screen without launching the mission, the sum will be recredited. | ||
===Primary weapon=== | ===Primary weapon=== | ||
Line 313: | Line 306: | ||
{{Expand-section}} | {{Expand-section}} | ||
=== | ===Armor abilities=== | ||
{{Main|Armor abilities}} | {{Main|Armor abilities}} | ||
*[[Z-2500 autosentry|Autosentry]] | *[[Z-2500 autosentry|Autosentry]] | ||
*[[Z-90 hardlight shield|Hardlight shield]] | *[[Z-90 hardlight shield|Hardlight shield]] | ||
*[[Type-27 hologram|Hologram]] | *[[Type-27 hologram|Hologram]] | ||
*[[M2705 regeneration field| | *[[M2705 regeneration field|Regeneration field]] | ||
*[[Overshield]] | *[[Overshield]] | ||
*[[Repel]] | *[[Repel]] | ||
Line 332: | Line 325: | ||
*Respawn Booster | *Respawn Booster | ||
*Shield Booster | *Shield Booster | ||
==''Halo 2: Anniversary''== | |||
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. | |||
{|cellspacing="2" | |||
|-valign="top" | |||
|class="Box 3" width="33%" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | |||
====Social (2014)==== | |||
;'''SMG''' | |||
:Primary weapon: [[M7 SMG]] | |||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
;'''Plasma Rifle''' | |||
:Primary weapon: [[Type-25 plasma rifle]] | |||
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]] | |||
;'''Magnum''' | |||
:Primary weapon: [[M6C magnum]] | |||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
|class="Box 3" width="33%" style="border: 1px solid #000066; padding: .5em 1em 1em;color: #000000; background-color: #f0f0ff"| | |||
====Social (2018)==== | |||
;'''Battle Rifle''' | |||
:Primary weapon: [[BR55 battle rifle]] | |||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
;'''Battle Rifle''' | |||
:Primary weapon: [[BR55 battle rifle]] | |||
:Secondary weapon: [[M7 SMG]] | |||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
|class="Box 3" width="33%" style="border: 1px solid #000066; padding: .5em 1em 1em;color: #000000; background-color: #f0f0ff"| | |||
====Hardcore==== | |||
;'''Battle Rifle''' | |||
:Primary weapon: [[BR55 battle rifle]] | |||
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] | |||
|} | |||
=== Additional names === | |||
A returning feature from ''Reach'', loadouts can be tagged with predetermined names for custom game setups. These include: | |||
{{Scrollbox | |||
|content=*Custom 1 | |||
*Custom 2 | |||
*Custom 3 | |||
*Assault Rifle | |||
*Battle Rifle | |||
*SMG | |||
*Plasma Rifle | |||
*Magnum Pistol | |||
*Sentinel Beam | |||
*Carbine | |||
*Energy Sword | |||
*Shotgun | |||
*Boomstick | |||
*Rocket Launcher | |||
*Sniper | |||
*Elite | |||
*Zealot | |||
*Guardian | |||
*Hunter | |||
*Shadow | |||
*Enforcer | |||
*Spartan | |||
*Heretic | |||
*Assault | |||
*Marksman | |||
*Scout | |||
*Juggernaut | |||
*Pro Battle Rifle | |||
*Survivor | |||
*SWAT | |||
*Heavy | |||
*Grenadier | |||
*Random | |||
*Noob | |||
}} | |||
==''Halo 5: Guardians''== | |||
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. Individual grenade types cannot be chosen naturally, however, what type, and what amount a player spawns with can be through the use of armor mods. Rather than tactical packages and support upgrades, the aforementioned armor mods take their place, melding the two into a single chosen player trait, with multiple benefits per selection. | |||
===Weapons=== | |||
*[[MA5D assault rifle]] | |||
*[[BR85HB battle rifle]] | |||
*[[BR55 battle rifle]] | |||
*[[M395 DMR]] | |||
*[[M6H magnum]] | |||
*[[M20 SMG]] | |||
===Armor mods=== | |||
*Advanced Sensors (Increases motion sensor range, and basic movement from the user won't be shown on it) | |||
*Auto-Medic (Health and shield recharge rate is increased) | |||
*Death from Above (Increases ground pound's charge time, damage, knockback, and speed) | |||
*Upgraded Shields (Increased shield strength) | |||
*Frag Grenade Expert (Increased frag grenades in inventory) | |||
*Grenadier (Increased grenade damage, decreased grenade damage taken) | |||
*Reflex Enhancers (Weapon handling is increased, and the player can reload while sprinting) | |||
*Splinter Grenade Expert (Increased splinter grenades in inventory) | |||
*Wheelman (Vehicle damage resistance is increased, and vehicles can recover from EMPs quicker. Armor mod's effects stack per user) | |||
*Patrol Case (Increased ammo in loadout and requisitioned weapons) | |||
*Plasma Grenade Expert (Increased plasma grenades in inventory) | |||
*Speed Booster (Movement speed and jump height is increased) | |||
*Upgraded Thrusters (Thruster cooldown is shortened, sprint is faster, and shield recharge is available while sprinting) | |||
*Increased Strength (Melees and Spartan charge deal extra damage, the latter gains range) | |||
==Sources== | ==Sources== | ||
<references/> | <references/> |
Revision as of 01:20, March 21, 2019
Loadouts also dubbed Weapon sets are a multiplayer feature that was first introduced in Halo: Reach. In Reach they are a predetermined set of classes that a player picks at both the beginning of a multiplayer match and during respawn. In Halo 4, loadouts were advanced to become personalized starting equipment. In Halo: Spartan Assault, they are to be customized each time before starting a campaign mission. Known as Weapon sets in Halo 2: Anniversary's multiplayer segment, loadouts operated as predetermined classes, rather than the modular classes seen in Halo 4. Loadouts returned in Halo: Spartan Strike. Loadouts then returned in a refined fashion in Halo 5: Guardians.
Overview
When a game begins the player is given the option of choosing a particular loadout.
In Halo: Reach, loadouts are gametype specific and vary between playlists, meaning players cannot create their own custom loadout to bring to matchmaking. They can, however, create custom loadouts for custom games and user-created Firefight modes. Each loadout has particular weapon, grenade, and armor ability combinations.[1][2]
In Halo 4, loadouts are default in normal War Games modes. However, some modes do away with loadouts to allow more classic gameplay. Unlike Halo: Reach, loadouts are customizable in matchmaking and are better described as components of a player rather than options given by the mode.
In Halo: Spartan Assault, loadouts are constituted of a primary and a Secondary weapons, an armor ability and a booster. They are to be chosen each time before starting a campaign mission and many items are only availble through purchase via in-game or real-world currency.
In Halo 2: Anniversary, loadouts returned to being gametype specific, while being relegated to custom games, and certain pre-launch and launch playlists. Loadouts were more simplified, given the classic nature of the title, with only a primary and Secondary weapon, and grenades being alterable in gameplay.
In Halo 5: Guardians, loadouts were much akin to Halo 4's, featuring a primary slot, a secondary slot, and an armor mod slot. Unlike Halo 4, which enabled players to spawn with any weapon they wished off the bat, Halo 5 enforces gameplay balance by only allowing players to use certain weapons in their loadout after they reach a certain REQ level. Guardian's requisition system can be used to call in power weapons in place of the player's primary or secondary weapon, while calling in a powerup like an Overshield won't take up any slot, but will act as its own.
Halo: Reach
Spartan
|
Elite
|
Additional names
Loadouts in Halo: Reach are fully customizable in custom games and local Firefight matches. Along with the armor ability, grenade type, primary weapon, and secondary weapon, players can also choose a name for their loadout. In addition to the names of existing loadouts, many additional name options are provided. These include:
- Deceiver
- Warden
- Saboteur
- Spec Ops
- Sharpshooter
- Corpsman
- Demolitions
- Infiltrator
- Security
- Sprint
- Evade
- Armor lock
- Active Camo
- Hologram
- Drop Shield
- Jet Pack
- Noble 1-6
- Carter
- Kat
- Jorge
- Emile
- Jun
- Thom
- Rosenda
- Danny
- John
- Kelly
- Linda
- Sam
- Kurt
- Jerry
- Jimmy
- Bobby
- Mario
- Omar
- Juggernaut
- Berserker
- Maverick
- Zombie
- Demon
- Angel
- Redshirt
- Ling Ling
- Pookie
- FNG
- NOOB
- Camper
- Bunker
- Claymore
- Firebase
- Intel
- Ninja
- Power
- Cobra
- Eagle
- Hog
- Bear
Tiers
When players go into game settings and select Spartan/Elite loadouts, they will see which tier will correspond with which loadouts players will spawn with. Most gametypes only used 1 tier (Tier 1), in which players can only get loadouts from that tier. Infection uses 2 tiers, in which Tier 2 loadouts belong to zombies, and Invasion and Invasion Slayer use 3 tiers, which each tier number corresponds with each phase.
Halo 4
Loadouts are given an in-universe explanation. They are mandatory protocols issued to 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 upgrade.
Players can rename their loadouts by entering any name they wish, up to 12 characters. This differs from Halo: Reach, in which names were chosen from a pre-selected list. Unlike service tags, loadout names are not censored against profanity, as they are not visible to other players.
In default gameplay, they are personalized choices of equipment and allow a Spartan to enter battles with pre-made weapon sets.
Primary weapons
- MA5D assault rifle
- BR85HB battle rifle
- M395 DMR
- Type-51 carbine
- Type-55 storm rifle
- Z-130 Suppressor
- Z-250 lightrifle
Secondary weapons
Grenades
Armor abilities
- Main article: Armor abilities
- Series 12 Jet pack
- M2705 regeneration field
- M805X thruster pack
- Type-3 active camouflage
- Type-27 hologram
- Z-90 hardlight shield
- Z-2500 autosentry
- Z-5080 Promethean vision
Tactical packages
- Main article: Tactical package
- Shielding (increases rate at which shields recharge)
- Firepower (carry an additional primary weapon in place of a sidearm)
- Mobility (unlimited sprinting ability)
- Grenadier (carry up to three grenades of each type)
- Resupply (retrieve grenades from dead allies and foes)
- AA Efficiency (cuts AA recharge time in half)
- Fast-Track (XP bonus, must have completed Pioneer Specialization)
- Requisition (re-roll personal ordnance choices, must have completed Tracker Specialization)
- Wheelman (increases vehicle durability and lessens the effect of an EMP, must have completed Operator Specialization)
Support upgrades
- Main article: Support upgrade
- Ammo
- Awareness
- Dexterity
- Explosives
- Sensor
- Stealth
- Drop Recon
- Gunner
- Stability
- Nemesis
Loadouts can be edited for use in custom gametypes. In this situation, "power weapons" like sniper rifles and rocket launchers can be added. Additionally, options that the player hasn't unlocked in War Games can still be used, even Specialization-specific tactical packages and support upgrades.
Guest players are able to customize their loadouts with any and all options which have been unlocked by their host.
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 XP or real-world credits. Different sets of armor abilities and boosters are also available; the former has a default choice and the other abilities need to be purchased, while the latter has no default selection and any booster must be purchased before use. Any purchased weapon, armor ability, or +booster— is only usable through a single mission and becomes locked again when the player completes or quits the level. If the player purchases an item and leaves the loadout screen without launching the mission, the sum will be recredited.
Primary weapon
- This section needs expansion. You can help Halopedia by expanding it.
Secondary weapon
- This section needs expansion. You can help Halopedia by expanding it.
Armor abilities
- Main article: Armor abilities
- Autosentry
- Hardlight shield
- Hologram
- Regeneration field
- Overshield
- Repel
- Seeker drone
- Stun blast
- Teleport
Booster
- Main article: Boosters
- Damage Booster
- Score Booster
- Resistance Booster
- Respawn Booster
- Shield Booster
Halo 2: Anniversary
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.
Social (2014)
|
Social (2018)
|
Hardcore
|
Additional names
A returning feature from Reach, loadouts can be tagged with predetermined names for custom game setups. These include:
- Custom 1
- Custom 2
- Custom 3
- Assault Rifle
- Battle Rifle
- SMG
- Plasma Rifle
- Magnum Pistol
- Sentinel Beam
- Carbine
- Energy Sword
- Shotgun
- Boomstick
- Rocket Launcher
- Sniper
- Elite
- Zealot
- Guardian
- Hunter
- Shadow
- Enforcer
- Spartan
- Heretic
- Assault
- Marksman
- Scout
- Juggernaut
- Pro Battle Rifle
- Survivor
- SWAT
- Heavy
- Grenadier
- Random
- Noob
Halo 5: Guardians
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. Individual grenade types cannot be chosen naturally, however, what type, and what amount a player spawns with can be through the use of armor mods. Rather than tactical packages and support upgrades, the aforementioned armor mods take their place, melding the two into a single chosen player trait, with multiple benefits per selection.
Weapons
Armor mods
- Advanced Sensors (Increases motion sensor range, and basic movement from the user won't be shown on it)
- Auto-Medic (Health and shield recharge rate is increased)
- Death from Above (Increases ground pound's charge time, damage, knockback, and speed)
- Upgraded Shields (Increased shield strength)
- Frag Grenade Expert (Increased frag grenades in inventory)
- Grenadier (Increased grenade damage, decreased grenade damage taken)
- Reflex Enhancers (Weapon handling is increased, and the player can reload while sprinting)
- Splinter Grenade Expert (Increased splinter grenades in inventory)
- Wheelman (Vehicle damage resistance is increased, and vehicles can recover from EMPs quicker. Armor mod's effects stack per user)
- Patrol Case (Increased ammo in loadout and requisitioned weapons)
- Plasma Grenade Expert (Increased plasma grenades in inventory)
- Speed Booster (Movement speed and jump height is increased)
- Upgraded Thrusters (Thruster cooldown is shortened, sprint is faster, and shield recharge is available while sprinting)
- Increased Strength (Melees and Spartan charge deal extra damage, the latter gains range)