Odd thing is that armor abilities while it was possible for them to be placed as pickup items, they were utilized more like a class ability? Which was probably why they were not item that was dropped after death, where as H3 had the concept of the equipment dump where you just hit the equipment button before dying to prevent it from being used later.ADE MacBamboo01 wrote:Imho starts without anything besides two basic weapons and a frag is the way to go. At least in 4v4 TDM or classic slayer! Loadouts are more of team strategy based modes, meaning something like firefight, Invasion or Warzone. However slayer modes in my opinion are better with equal starts and equipment on the map (in this case AA) that you got conquer!Battle wrote:The preset loadouts in Reach were so far the best way to handle AA's. Even though I wasn't a big fan of them using different guns for each. Could you imagine H5's starting Pistol and AR with any Reach AA? I think that would be fun. Once the spawning weapons are tweeked were most people function well with them just adding choice AA's on spawn and some swapable ons on the map would be a blast.
Having to fight for the equipment also makes map design a more interesting endeavour. Think about areas that can only be reached or at least cut short by specific AAs, however you got to earn them first on completely different points on the map for instance! Those map positions also might be dangerous for the player to reach for the sake of balancing: maybe the PW is on an open space making you an easy target, or it may be surrounded by lava, meaning your landing must be perfect to get the goodie! Or maybe the PW is placed on a high spot of some machinery, but other player can activate it from below and kill the enemy player by doing so. Just to drop some ideas! And anything like this would be well integrated if player could just choose the loadout from the get go.
...not to mention weapons should be different based on the AA in any case, because some gun+ability combos are just too strong to spawn with. Let's not forget that disaster that was H4 my Halo comrades! Yes, I am watching Chernobyl right now!^^
On a classic reach map I am working on I have this bad habit of trying to put ever single item (weapon, vehicle, grenade, powerup) in my maps. Which includes Armor lock. So that being said I am thinking of making Armor Lock a limited item as only 2 per team 3rd stage and does not respawn. So it is treated more like a consumable resource in which dying expends it. Why they didn't consider that in multiplayer matches along with things like jetpacks I don't know why. Possibly because hoarders would waste it as soon as it was spawned.