- RabidAnglerf1sh
- |
- Noble Member
As of right now, you have the option to start with either base amounts of the weapon (such as 4 rockets, 108 battle rifle bullets, 100% charged laser, 10 mauler shots, etc...) or infinite ammo. I propose that in Halo Reach, an option is given to the community to choose EXACTLY how much ammo is in each weapon start and spawn if they are to make a custom gametype. Below are some of the instances where this can be applied:
- How much more powerful can a BR be if you start off with 32 shots? You'd be forced to utilize every weapon on the map, like the neglected plasma rifles, SMGs, and pistols.
- Ever played Standoff BR's? Ever find out how annoying it is for the entire opposing team to spam an infinite amount of BR shots from their side? With this setting, the amount of ammo in each BR can be reduced to lessen this stalemate. This would also introduce competitiveness and weapon conservation, something that, up until now, has been unheard of in Halo 3. How about a 2 shot laser? You now have a chance to avoid being killed if you're in a hog.
- I play 1v1s with MLG settings a lot and the gametypes that are supposed to be played are horribly unbalanced because of the lack of such an option. For example, on the maps Pit, Narrows and Construct, there are always 4 shots in the rocket launcher. For most 1v1 players, that equates to 2-4 kills. The player with rockets has the opportunity to get more than 25% of the kills required to win off only 1 rocket spawn. Yet if the rockets are taken off, the only "important times" are the spawns of custom powerup and the sniper(s), which aren't enough to keep someone from camping. By lessening the importance of rockets to a 1v1 win by removing, let's say, 3 rockets from the 4, players could create new tactics that don't revolve around rushing rockets at their spawn times.
- Miss Team Tactical? I do. Imagine being able to start with 4 shots in the sniper, instead of infinite ammo, and having sniper ammo spawn in certain places so that you can bait these places/control them. Imagine how much teamwork a team would need to have to be successful in this.
Ammo is fundamentally one of the most important aspects of the game. By enabling us to be able to manipulate the amount of ammo, certain disparities and issues can be solved and gametypes can be manipulated to appeal to all players. Have you ever had a game where you ran out of ammo in your starting weapon (BR/AR)? For me it's very rare. Having the option to shift to more the amount of ammo in campaign, where you run out of ammo and need to find more, is an added aspect that I'm sure many will find appealing and more "realistic".
Please sign if you support this, and if you want, post your own examples so that I can add them. :)
On a final note, this, for me, is a bid to increase the competitiveness of Halo, something that for me as well as many others, was diminished when we moved from Halo 2 to Halo 3. After all, it's the little things that count.
[Edited on 10.09.2009 1:24 PM PDT]