Loadout: Difference between revisions
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Loadouts in ''Halo: Reach'' are fully customizable in Custom Games and local Firefight matches. Along with Armor Ability, grenade type, main 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: | Loadouts in ''Halo: Reach'' are fully customizable in Custom Games and local Firefight matches. Along with Armor Ability, grenade type, main 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: | ||
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Revision as of 04:01, September 17, 2018
Loadouts are a multiplayer feature first introduced in Halo: Reach. They are classes that a player picks at both the beginning of a multiplayer match and during respawn in Halo: Reach. They are personalized starting equipment in Halo 4. In Halo: Spartan Assault, they are to be customized each time before starting a campaign mission.
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 Abilities 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.
Halo: Reach
Spartan
|
Elite
|
Additional names
Loadouts in Halo: Reach are fully customizable in Custom Games and local Firefight matches. Along with Armor Ability, grenade type, main 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 Package, 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
- M805X thruster pack
- Series 12 Jet pack
- Type-3 active camouflage
- Z-5080 Promethean vision
- Z-90 hardlight shield
- Type-27 hologram
- Z-2500 autosentry
- M2705 regeneration field
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 guns. The secondary weapon, 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 availble; 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 item—weapon, armor ability, 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.
Ability
- Main article: Armor abilities
Booster
- Main article: Boosters
- Damage Booster
- Score Booster
- Resistance Booster
- Respawn Booster
- Shield Booster