Halo: Reach Forum
This topic has moved here: Subject: How To Improve Dual Wielding While Keeping All Weapons Usefull
  • Subject: How To Improve Dual Wielding While Keeping All Weapons Usefull
Subject: How To Improve Dual Wielding While Keeping All Weapons Usefull

Were it so easy.

So some people don't want dual wielding in Reach because in Halo 3 weapons like the spiker and SMG were practically useless and were obsolete compared to the AR and other basic weapons, the only benefit was that you could dual wield them, but even then a BR would be more effective.

So here is what I suggest to make dual wielding in Halo Reach better while still keeping all weapons useful.

Dual Wieldable Weapons
The weapons should not be ARs like they were in Halo 3 (i.e. Spikers and SMGs) but rather unique and useful in their own way even without dual wielding, they could also be just as strong as other weapons without dual wielding.

Dual Wielding
Here is how I think the actual dual wielding should work, having two of a weapon should not double the strength (much like Halo 3's dual wielding system for this part) but rather maybe multiply it by 1.5x while still having better strength and outcomes depending on your combos.

[Edited on 11.10.2009 7:50 PM PST]

  • 11.10.2009 7:27 PM PDT
Subject: How To Improve Dual Wielding Whil Keeping All Weapons Usefull
  • gamertag: Methew
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This prolly should have been kept in the other thread.

  • 11.10.2009 7:28 PM PDT

Were it so easy.

Posted by: Methew
This prolly should have been kept in the other thread.

Why? This idea is completely different.

  • 11.10.2009 7:51 PM PDT
Subject: How To Improve Dual Wielding While Keeping All Weapons Usefull

Posted by: LinkLegend0
So some people don't want dual wielding in Reach because in Halo 3 weapons like the spiker and SMG were practically useless and were obsolete compared to the AR and other basic weapons, the only benefit was that you could dual wield them, but even then a BR would be more effective.

So here is what I suggest to make dual wielding in Halo Reach better while still keeping all weapons useful.

Dual Wieldable Weapons
The weapons should not be ARs like they were in Halo 3 (i.e. Spikers and SMGs) but rather unique and useful in their own way even without dual wielding, they could also be just as strong as other weapons without dual wielding.

Dual Wielding
Here is how I think the actual dual wielding should work, having two of a weapon should not double the strength (much like Halo 3's dual wielding system for this part) but rather maybe multiply it by 1.5x while still having better strength and outcomes depending on your combos.


Technically, they already do this. Magnums take 5 bullets to kill, but 7 while dual wielding.

  • 11.10.2009 8:38 PM PDT

I think it would be a good idea, actually, if dual-wielding does double damage but is horribly innaccurate. OR, each dual-wieldable weapon has a special move you can do that can't be done while dual-wielding. Just a couple other ideas.

  • 11.10.2009 8:52 PM PDT
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  • Senior Legendary Member

Posted by: BTE
Posted by: Xharpan
it doese'nt look nextgen , looks good but not nextgen
If by next-gen you mean crappy, dark and colorless, I agree. It doesnt look next-gen at all.

The way to improve dual wielding is to get health back and treat it differently than shields. Have some weapons that are super effective against shields but not against health, and have weapons that are horrible to take down a shield with but are great to take down health.

  • 11.10.2009 9:02 PM PDT
  • gamertag: Methew
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Posted by: disgruntledfan2
Technically, they already do this. Magnums take 5 bullets to kill, but 7 while dual wielding.

Six shots while dual wielding. Eight when not.

  • 11.10.2009 9:05 PM PDT

Posted by: Methew
Posted by: disgruntledfan2
Technically, they already do this. Magnums take 5 bullets to kill, but 7 while dual wielding.

Six shots while dual wielding. Eight when not.


When did they change the damage?

  • 11.10.2009 9:11 PM PDT
  • gamertag: Methew
  • user homepage:

Posted by: disgruntledfan2
Posted by: Methew
Posted by: disgruntledfan2
Technically, they already do this. Magnums take 5 bullets to kill, but 7 while dual wielding.

Six shots while dual wielding. Eight when not.


When did they change the damage?

They didn't? Not to my knowledge at least.

(70 Shields + 45 Health) / (15 x .75) x 2
115 / 22.5
5.1111...

  • 11.10.2009 9:43 PM PDT
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  • Senior Legendary Member

Posted by: BTE
Posted by: Xharpan
it doese'nt look nextgen , looks good but not nextgen
If by next-gen you mean crappy, dark and colorless, I agree. It doesnt look next-gen at all.

Posted by: disgruntledfan2
Posted by: Methew
Posted by: disgruntledfan2
Technically, they already do this. Magnums take 5 bullets to kill, but 7 while dual wielding.

Six shots while dual wielding. Eight when not.


When did they change the damage?

Last time i checked it was still 5 and 7. Seems to me that Methew is just saying things without actually testing it.

  • 11.10.2009 9:51 PM PDT

1) This is already the system used.

And I made a thread super similar to this. (Scroll down to the link at the bottom of the OP).

  • 11.10.2009 9:51 PM PDT
  • gamertag: Methew
  • user homepage:

Posted by: BTE
Posted by: disgruntledfan2
Posted by: Methew
Posted by: disgruntledfan2
Technically, they already do this. Magnums take 5 bullets to kill, but 7 while dual wielding.

Six shots while dual wielding. Eight when not.


When did they change the damage?

Last time i checked it was still 5 and 7. Seems to me that Methew is just saying things without actually testing it.

I am making an assumption. If I'm wrong then I'm wrong.

  • 11.10.2009 9:55 PM PDT

the SMG or the spiker aren't horrible by themselves.

  • 11.11.2009 2:16 AM PDT

1.Arkham Asylum, 2.Mass Effect, 3.Halo CE, 4.Mass Effect 2, 5.Halo 2, 6.Splinter Cell Double Agent, 7.Gears of War 2, 8.Medievil, 9.Oblivion, 10.Crash Team Racing

I'd say no to all artificial things (Like reducing damage when dual wielding)

1. Because the weapons are smaller they should be slightly weaker than 2handed ones (Power, smaller clips or alike)
2. Dual wielding should have 2x power (No 1.5x!)
3. Melee should be weaker when dual wielding
4. Reloading should be a lot slower or even impossible when dual wielding
5. Ability to holster both of the weapons
- Takes the space of a few grenades
- No grenade throwing when dual wielding
6. There should be seperate/overlapping reticles
- 1 weapon is more precise
- 2 weapons does more damage or hits at larger area
- Requires you to learn new reticle placement
7. Weapons should have more tool uses (PP disables vehicles and shields, PR slows down people, Spiker nails people to objects and causes lasting damage, 1 Needle is weak but 10 are massacare...)

  • 11.11.2009 6:07 AM PDT
  • gamertag: Rtw07
  • user homepage:

Lookin forward to reach. just like to Have fun

-take it easy- Ryan

they really need to take out that when you are deul weilding that you can instantly drop your other weapon and melee. i have been killed becasue someone deul weilds and i have an ar and then they just drop the weapon.

  • 11.11.2009 6:26 AM PDT

no!

bring back the single Plasma rifle with freeze effect.

As long as Bungie does that, then they can do whatever they want with the other crappy dual weild guns.

  • 11.11.2009 7:01 AM PDT