Need help with Loadouts.

Discussion in 'Halo and Forge Discussion' started by artifact123, Feb 18, 2011.

  1. artifact123

    artifact123 Forerunner
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    Like the Title syas. I need help with Loadouts since i don't like most ones by Bungiei but i have no inpiration when it's about Loadouts. Use this thread to help me and maybe share Loadouts with others. I would like help with Loadouts for Infection, Invasion and Firefight. I want balanced Loadouts and here are a few Loadouts that i have come up with but i don't like them:

    Guard:
    Grenade Launcher
    Assault Rifle
    Armor Lock
    2 Frag

    Sharpshooter:
    Sniper
    Assault Rifle
    Camo
    2 Frag


    I don't know how people can come up with loadouts that are balanced and have a cool, non-cheesy name that fits with the Loadout itself.
     
  2. MaxSterling

    MaxSterling Ancient
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    Well, I guess to start off with... it helps to know the names of the loadouts that are available.

    Loadout Names Available

    • Assassin
    • Dark Assassin
    • Champion
    • Gladiator
    • Sentry
    • Warden
    • Saboteur
    • Spec Ops
    • Scout
    • Guard
    • Air Assault
    • Marksman
    • Recon
    • Sharpshooter
    • Operator
    • Grenadier
    • Medic
    • Corpsman
    • Stalker
    • Demolitions
    • Infiltrator
    • Security
    • Sprint
    • Evade
    • Armor Lock
    • Active Camo
    • Hologram
    • Drop Shield
    • Jet Pack
    • Noble 1
    • Noble 2
    • Noble 3
    • Noble 4
    • Noble 5
    • Noble 6
    • Carter
    • Kat
    • Jorge
    • Emile
    • Jun
    • Thom
    • Rosenda
    • Danny
    • John
    • Kelly
    • Linda
    • Sam
    • Kurt
    • Jerry
    • Jimmy
    • Bobby
    • Marlo
    • Omar
    • Juggernaut
    • Berserker
    • Maverick
    • Zombie
    • Demon
    • Angel
    • Redshirt
    • Ling Ling
    • Pookie
    • FNG
    • Noob
    • Camper
    • Specter
    • Bunker
    • Claymore
    • Firebase
    • Intel
    • Ninja
    • Power
    • Cobra
    • Eagle
    • Hog
    • Bear
    • Warrior
    • Deceiver
    • Ranger
    • Zealot
    • Royal Zealot
    As far as balancing goes. I think just using common sense is key.

    There's two ways of balancing things:
    1.) Equivalent Loadouts
    2.) Counterbalancing Loadouts

    For equivalent loadouts, this is the most common method. You want to pit equivalent armor abilities with each other and weapons with similar ranges. This is ideal when trying to create games like Team Slayer, where games are generally supposed to be balanced to begin with.

    Equivalent Armor Abilities

    • Sprint vs Evade
    • Hologram vs Cloak
    • Jetpack vs Armor Lock/Drop Shield
    Equivalent Weapons

    Extended Range Weapons - Sniper Rifle, Focus Rifle
    Long Range Weapons - DMR, Needle Rifle
    Mid Range Weapons - Assault Rifle, Plasma Repeater, Plasma Rifle, Needler, Magnum, Plasma Pistol, Spiker
    Short Range Weapons - Shotgun, Sword, Gravity Hammer, Golf Club
    Tracking Explosive Weapons - Plasma Launcher, Rocket Launcher
    Long Range Explosive Weapons - Spartan Laser, Fuel Rod Gun
    Mid Range Explosive Weapons - Concussion Rifle, Grenade Launcher

    For games like Infection, where things are usually already heavily one-sided by numbers on each team... you want to utilize Counterbalancing Loadouts.

    If you give one side access to long range weapons, you need counterbalancing loadouts that allow them to close that gap.... whether it be by :
    Speed (Sprint)
    Cunning (Evade)
    Trickery (Hologram)
    Stealth (Cloak)

    ... and if you give someone a long range advantage, don't compound that advantage by giving them an Armor Ability to get away easily after their opponents finally close that gap.

    For example, if you're in Infection and give the humans a DMR loadout, give them another backup long-range weapon with drop shield or no AA. That way when zombies get close, make them fight for their lives... not give them an easy escape.

    For games like Invasion or one-sided Objective games, you have to choose one method or another. This is one mistake that I feel Bungie has made with their loadouts.
     
    #2 MaxSterling, Feb 18, 2011
    Last edited: Feb 18, 2011
  3. pinohkio

    pinohkio Ancient
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    The best way to perfect loadouts is through trial and error. You never quite know how balanced something is unless you try it out in a full fledged game.
     
  4. IH8YourGamerTag

    IH8YourGamerTag Ancient

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    as for fitting the names to weapons/AAs, you just have to find one that generally fits whatever role that loadout is. I'm making a big team grifball game with one loadout with gravity hammer/sprint(tank), one with sword/evade(goalie). I choose infiltrator and guard respectively.

    and besides, it doesn't matter much as long as they are different, people go more by visual
     
  5. robbieagray

    robbieagray Forerunner

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    In infection the first loadout tier is for the humans, the second tier being for the zombies, third isn't used (that we are aware of). Hope this helps. :)
     
  6. artifact123

    artifact123 Forerunner
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    Wow. That was extremely helpful. Thanks, man. But could someone give some examples of Loadouts that would work well in, like i said before, Infection, Invasion and Firefight. Since i don't get how people can make creative Loadouts like:

    Ranger(Firefight):
    AR
    Magnum
    Evade
    2 x Frag

    Sharpshooter:viral::
    Sniper
    Magnum
    Hologram
    1 x Frag

    Specter(Invasion 2nd Phase):
    AR
    Magnum
    Active Camo
    1 x Frag
     
  7. Scobra

    Scobra Ancient
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    Here's a few tips that I use when constructing gametypes built around varied loadouts, though these mainly count for non-Invasion/Infection modes and are in no particular order, they can help by giving you an idea on how to think of a balanced and positive gameplay experience for the people that are playing. Just make sure you keep in mind that these tips generally work much better for competitive gametypes.

    So, here's Scobra's 7 Possibly Helpful Tips on Crafting Competitive Loadouts

    1; For small team games, (5v5 and below) it's generally wise to stick with one grenade per loadout. For Big Team, Invasion, and large maps in general, two grenades on spawn isn't as much of an issue. The reasoning behind this is that it promotes smarter gameplay and gun-on-gun combat opposed to backpedal nadespam at close range or people who have a bad habit of expending all their grenades prior to their death in hopes of getting a kill. This isn't an issue in BTB, Invasion, or vehicle based maps but for levels built primarily for smaller team games and closer quarter firefights, it promotes a much more positive experience.

    2; Grenade Launcher loadouts should not have grenades on spawn. Furthermore, a secondary weapon like the Assault Rifle/Plasma Repeater also rounds out the loadout much more in keeping it from being something too overused. Camo and Hologram are also good choices for a GL based loadout as well, and I usually opt for Camo as it makes it a class more focused on flanking and taking people by surprise which definitely plays the weapons strengths a lot more.

    (edit: Concussion Rifle shouldn't apply to this rule unless the secondary weapon is a headshot capable weapon, in my opinion.)

    3; The DMR and NR do not need to be paired with Sprint or a secondary weapon. I've found it much more suitable to have them paired with Hologram instead. It's personal choice if you want to give this sort of loadout an extra grenade to compensate the lack a back up weapon or not, but that's not the main focus here. Hologram over Sprint for a DMR class, from what I have discovered, definitely awards players that tend to play smart and not charge headfirst into gunfights. The lack of Sprint means that you need to pick your fights better and stick to the range the weapon works best at due to the lack of an ability that can aid you in escaping losing gunfights, and Hologram definitely comes in handy for a class built around ranged combat and for the player that plays smart.

    4; Assault Rifle/Plasma Repeater + Pistol definitely work the best paired with Sprint. This makes it more of a jack of all trades, master of none sort of loadout. It doesn't excel at any particular role, but more at just being the class that can adapt to any sort of role needed as you're given weapons that can hold their own in a number of situations, but don't prevent you from wanting to swap them out for something more suitable if need be.

    5; Try to avoid Armor Lock, Drop Shield, and Evade in game modes aimed towards balance or small team combat. Armor Lock should be straight forward, especially with loadouts having only one grenade each. Drop Shield is much more suited for larger team games on open maps with vehicle combat like Hemorrhage or Paradiso. Drop Shield is also an ability that helps your teammates instead of being a crutch that only helps yourself, like Armor Lock and is definitely something that should be considered over Armor Lock for BTB. Evade is a little different. The only instances where I use it is if I want it to replace Sprint entirely, as Sprint and Evade in the same gametype as a choice generally makes people neglect everything else. You're much better off sticking to one or the other.

    6; Jetpack is an ability that ultimately depends on the map. If you do opt for the Jetpack, make sure it doesn't disrupt the flow of the map or become too necessary that it alienates every other option. The other thing to consider is to make sure that the Jetpack isn't entirely useless. The Cage is a perfect example of a map that the Jetpack overshadows every other option while Hemorrhage is an example of a map where the Jetpack is just useless on. You should build a Jetpack loadout not around weapons, but rather map geometry. As far as weapons go, however, stick to what I generally said about Sprint above.

    7; Don't base your loadouts around canceling each other out. Instead, base your loadouts on being flexible and viable for any given circumstance but with a defined role or idea that would make the class much more suitable if the user were to follow it. DMR with Hologram is a good example of a class built for countering snipers if one were to use their Hologram to draw them out, but it's not entirely built for that purpose but loosely guided toward it. It's up to the player to determine whether they want to use it for that purpose or not. Don't think of how weapons can counter each loadout, but instead how a players intelligence can.

    Hopefully some of these make sense and give some insight on how I build or plan gametypes. You're bound to find something that can help you in here.
     
    #7 Scobra, Feb 19, 2011
    Last edited: Feb 21, 2011
  8. cannibalghoul

    cannibalghoul Forerunner

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    Generally it's not so much a matter of creativity as it is a matter of logic. If you want to make a loadout that starts you out with a Grenade Launcher, then you might want to select the "Grenadier" name for it. Then, depending on how it balances out within the gametype, you'll want to choose a secondary weapon, armour ability, and grenade count that fits with the intended playstyle of the loadout.

    It doesn't have to be named for the weapons used, just for the dominant feature/style of play that the loadout is based around. For example, in Invasion, one of the default Tier 2 spartan loadouts is "Guard," which is designed for close-quarters and medium-range combat while defending your objective, giving you an Assault Rifle as your primary weapon, a Magnum for a sidearm, and Armour Lock as your AA (to increase survivability.) Hence, the name "Guard" is appropriate because it encourages the defensive playstyle that the loadout was designed for.

    Basically the purpose of the names is to easily differentiate between loadouts within the short time period you have to respawn.
     
  9. artifact123

    artifact123 Forerunner
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    Thanks people. This helped me a lot. Now i can start to make my own Loadouts. But could some people still help me and give some pre-made Loadouts?
     
  10. MaxSterling

    MaxSterling Ancient
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    Loadouts should be a reflection of the backstory, map, and type of game play you're you're trying to accomplish. We can slap together any combination to make a loadout, but it won't do any good without knowing what you're trying to accomplish with your map/game.
     
  11. artifact123

    artifact123 Forerunner
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    Firefight, Objective Infection(Headshots are off) and Invasion on smaller Maps like Boardwalk.
     
  12. robbieagray

    robbieagray Forerunner

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    In the case of invasion on smaller maps close range weapons are a great thing to give to players. However in the case of boardwalk I would highly recommend you giving the players their variation of sniper rifle somewhere between the 2nd to 3rd tier.

    When it comes to infection I recommend giving humans UNSC weapons to use (the exception to this is the spiker which looks like human material). Zombies should either have a sword or hammer as their primary but I also recommend giving them a plasma pistol as a secondary weapon as well.

    firefight. can't say. I can only suggest that you design the loadouts in a way that it goes along with how you want the game to play out. The one thing I can recommend is making it balanced for both spartans and elites. That way it is fair for everyone. :)
     

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