"Doesn't count"... Doesn't count for what? What are you on about? In a topic about campaign starting weapons I have no idea why we are arbitrarily limited to mainstream games from 343 or Bungie for that matter. There is zero reason to limit ourselves in that matter and its not as if features from mods becoming "mainstream" game features is unprecedented. Shoot Counterstrike was mod before becoming its own game entirely.
Though I'm not totally against a small loadout selection ala SPV3, I would prefer the starting weapons be up the mission designers that can vary from level to level. In addition missions that lead directly into the next one(ones that don't end with you returning to a base/pelican/what have you) should retain the player's weapons from the previous mission.SPV3 doesnʻt count, its not a mainstream game from 343i.
Though the real problem I have found with 343 era games(though it certainly can be a problem in some Bungie games as well) is that the player's ammo capacity is now so small that it makes most starting loadouts pointless unless there are generous resupplies. If I have to throw away the starting weapons after a couple encounters then what is the point?
I never said it didn't in certain instances, but it isn't always the case. On a tangential note it is also the reason I prefered the in engine cutscenes from og Halo 2 as opposed to pre rendered scenes where you have x, y, or z weapon at all times. I just happen to like little details like that but its not as if its a dealbreaker.
Quote:And in the past Halo games, I think it has done what you stated. Ending a certain mission with one weapon and starting a new mission with the same weapon.
Give me one good reason why? Seemed to work fine for CE. You can always limit the ammo to a greater degree in multiplayer if that's your concern. It is not as if the ammo capacity in CE made the campaign any easier, in fact I would argue it is still the most difficult campaign that is also the most fair. I think it is far more interesting for weapon selections(at least among the more basic weapons) to be a choice based on playstyle rather than whether you can find ammo. Even with perfect accuracy your starting weapons are never going to last you in Halo 5 and often in Halo 4 for that matter. The battery based weapons are particularly bad as you pick them up and throw them away with such regularity it is almost comical. Mixing the lowest ammo capacities in the series with some of the worst(if not the worst) bullet sponges in the series is never going to end well.
Quote:And the ammo capacity is small by standards. I normally conserve my ammo that I end up lasting ammo longer than other players. But in state of crisis, you do have less ammo in due time. But imo, they shouldnʻt make it like Halo CE ammo. Its just a ridiculous amount.
Again, having higher ammo capacities does not prevent designers from making the game difficult. It just limits the number of contrivances needed per level to resupply the player and allows weapon use to be a matter of preference(provided they are used properly) rather than being based on what you can actually find ammo for.
I didnʻt mean SPV3 as what you stated. I just want to keep the conversation confined to the Halo games because other games usually have a different formula in their gameplay.
And I know what youʻre talking about with the weapons. I was just only acknowledging what you were stating.
Honestly, I can not talk the way you do. Some of the words you say are hard for me to interpret, but, I think I know what you are going on about. How scarce the ammo capacity is for those basic weapons justifies (in my opinion) with the amount of times you run into one on the floor depending on your scenery determines how much ammo you gain in the mission. I guess personally for you, you donʻt want to roll around the ground every once in a while to scavenge for the weaponʻs ammo, never mind, new weapons as it does seem comical as you said and less immersive. However there are always another weapon to pick up that is a resemblance to the weapon you recently used. Because to me, I think the point of the weapons in Halo games created by the Company is to always scavenge for weapons so you can get creative (Or generally just to survive) with your current situation. Example would be like Halo 3 ODST.
Overall, it never matters to me how much ammo you get in the game for me. Its just the matter if it overtakes the reason to ever switch weapons. And in my opinion, I think how it is now is fine... minus the loadouts as I stated in the thread.