Loadout
From Halopedia, the Halo wiki
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.
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.
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: Template:Scroll box
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 a Tactical Package, and assign a Support Upgrade.
In default gameplay, they are personalized choices of equipment and allow a Spartan to enter battles with pre-made weapon sets.
Primary Weapons: -Assault Rifle -Battle Rifle -DMR -Covenant Carbine -Storm Rifle -Suppressor -Lightrifle
Secondary Weapons: -Magnum -Plasma Pistol -Boltshot
Grenades: -Frag Grenade -Plasma Grenade -Pulse Grenade
Armor Abilities: -Thruster Pack -Jetpack -Active Camouflage -Promethean Vision -Hardlight Shield -Hologram -Autosentry -Regeneration Field
Tactical Packages: -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: -Ammo (increases ammunition capacity in loadout weapons, increases initial ammo from Ordnance Drops) -Awareness (allows the use of the Motion Tracker while scoped) -Dexterity (increases the speed reloading and weapon-changing animations) -Explosives (increases grenade damage and blast radius, reduces damage taken from grenades) -Sensor (increases Motion Tracker range) -Stealth (reduces visibility from foes' Promethean Vision, faster assassinations, quieter sprinting, must have completed Wetwork Specialization) -Drop Recon (advance notification on incoming Ordnance, increased visibility for locating existing drops, must have completed Engineer Specialization) -Gunner (vehicle weapons have slower overheat and faster cooldown, allows the user to move at normal speed while holding a detached turret, must have completed Pathfinder Specialization) -Stability (reduces reticule jump while shot in-scope, must have completed Rogue Specialization) -Nemesis (after killed, the user is shown the location of their killer for five seconds, must have completed Stalker Specialization)