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Loadouts, also dubbed Weapon sets are a multiplayer feature that was first introduced in Halo: Reach. In Reach they are a predetermined set of classes that a player picks at both the beginning of a multiplayer match and during respawn. In Halo 4, loadouts were advanced to become personalized starting equipment. In Halo: Spartan Assault, they are to be customized each time before starting a campaign mission. Known as Weapon sets in Halo 2: Anniversary's multiplayer segment, loadouts operated as predetermined classes, rather than the modular classes seen in Halo 4. Loadouts returned in Halo: Spartan Strike and later in a refined fashion in Halo 5: Guardians.
OverviewEdit
When a game begins the player is given the option of choosing a particular loadout.
In Halo: Reach, loadouts are gametype specific and vary between playlists, meaning players cannot create their own custom loadout to bring to matchmaking. They can, however, create custom loadouts for custom games and user-created Firefight modes. Each loadout has particular weapon, grenade, and armor ability combinations.[1][2]
In Halo 4, loadouts are default in normal War Games modes. However, some modes do away with loadouts to allow more classic gameplay. Unlike Halo: Reach, loadouts are customizable in matchmaking and are better described as components of a player rather than options given by the mode.
In Halo: Spartan Assault, loadouts are constituted of a primary and a secondary weapons, an armor ability and a booster. They are to be chosen each time before starting a campaign mission and many items are only available through purchase via in-game or real-world currency.
In Halo 2: Anniversary, loadouts returned to being gametype specific, while being relegated to custom games, and certain pre-launch and launch playlists. Loadouts were more simplified, given the classic nature of the title, with only a primary and secondary weapon, and grenades being alterable in gameplay.
In Halo: Spartan Strike, loadouts act very similarly to that of Spartan Assault's, featuring primary and secondary weapons, an armor ability, and a booster. Loadouts are generally chosen before each mission.
In Halo 5: Guardians, loadouts were much akin to Halo 4's, featuring a primary slot, a secondary slot, and an armor mod slot. Unlike Halo 4, which enabled players to spawn with any weapon they wished, Halo 5 enforces gameplay balance by only allowing players to use certain weapons in their loadout after they reach a certain REQ level. Guardian's requisition system can be used to call in power weapons in place of the player's primary or secondary weapon, while calling in a powerup like an Overshield won't take up any slot, but will act as its own.
Halo: ReachEdit
Loadouts were initially introduced in Halo: Reach as non-customizable, preset variations of weapons and armor abilities. Gametypes such as Slayer and Capture the Flag would opt to use loadouts featuring uniform weapon selections, with the differences between loadouts being the armor abilities present.
Gametypes such as Invasion would go for a more lopsided approach, with Spartan and Sangheili both getting their own loadouts, with various weapons and armor abilities that are exclusive to the faction being played. As the game advanced and certain phases were passed, new loadouts would be introduced in a system dubbed "tiers", with each successive tier generally featuring more lethal loadout weaponry.
SpartanEdit
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EliteEdit
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Additional namesEdit
Loadouts in Halo: Reach are fully customizable in custom games and local Firefight matches. Along with the armor ability, grenade type, primary weapon, and secondary weapon, players can also choose a name for their loadout. In addition to the names of existing loadouts, many additional name options are provided. These include:
- Deceiver
- Warden
- Saboteur
- Spec Ops
- Sharpshooter
- Corpsman
- Demolitions
- Infiltrator
- Security
- Sprint
- Evade
- Armor lock
- Active Camo
- Hologram
- Drop Shield
- Jet Pack
- Noble 1-6
- Carter
- Kat
- Jorge
- Emile
- Jun
- Thom
- Rosenda
- Danny
- John
- Kelly
- Linda
- Sam
- Kurt
- Jerry
- Jimmy
- Bobby
- Mario
- Omar
- Juggernaut
- Berserker
- Maverick
- Zombie
- Demon
- Angel
- Redshirt
- Ling Ling
- Pookie
- FNG
- NOOB
- Camper
- Bunker
- Claymore
- Firebase
- Intel
- Ninja
- Power
- Cobra
- Eagle
- Hog
- Bear
Halo 4Edit
Loadouts would return in Halo 4, being heavily expanded upon and allowing for a greater level of player customization and freedom. Players are able to choose from primary weapons, secondary weapons, grenades, tactical packages, and support upgrades. In-universe, loadouts are based on mandatory protocols issued to SPARTAN-IV personnel which dictate that they carry a primary weapon like a rifle, carry a secondary weapon like a pistol, choose grenades, equip an armor ability, choose tactical packages, and assign a support upgrade.
In a manner similar to Reach, and later, early Halo 2: Anniversary multiplayer, Halo 4 features predetermined loadouts for players to use. These featured armor abilities such as hardlight shields and holograms, with assault rifles and DMRs respectively. Certain gametypes may also force premade loadouts, including Legendary gametypes, and those seen in the ranked playlists of Halo: The Master Chief Collection. Players can rename their loadouts by entering any name they wish, up to 12 characters. This differs from Halo: Reach, in which names were chosen from a pre-selected list. Unlike service tags, loadout names are not censored against profanity, as they are not visible to other players.
Loadouts can be edited for use in custom gametypes. In this situation, power weapons like sniper rifles and rocket launchers can be added. Additionally, options that the player hasn't unlocked for use in War Games can still be used, including Specialization-specific tactical packages and support upgrades.
Like with armor, guest profiles are able to customize their loadouts with any and all options which have been unlocked by their host.
Primary weaponsEdit
- "Primary Weapons are the all-purpose starting weapons in each Loadout. Choose between short-range, mid-range and long-range weapons."
- — Menu description.
| Primary weapons | Description | Unlock requirements (Halo 4) |
Unlock requirements (Halo: MCC) |
|---|---|---|---|
| Assault Rifle |
Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat. | Unlocked by default | Unlocked by default |
| Battle Rifle |
Utilizes precise, three-round burst functionality, making it a formidable mid-range, semi-automatic weapon. | Reach and purchase for 1 Spartan Point | |
| DMR |
Premiere marksman rifle of the UNSC, offering impressive single-fire accuracy at reasonably longe distances. | Reach and purchase for 1 Spartan Point | |
| Storm Rifle |
Fully automatic energy weapon widely considered the successor to the traditional Plasma Rifle. | Reach and purchase for 2 Spartan Points | |
| Covenant Carbine |
Notable semi-automatic mid-range accuracy, firing ballistic rounds unlike most other Covenant weapons. | Reach and purchase for 2 Spartan Points | |
| Suppressor |
Fully automatic Forerunner infantry weapon, firing bolts of hard light in rapidly accelerating succession. | Reach and purchase for 2 Spartan Points | |
| Lightrifle |
Precision weapon that fires beams of hard light for mid-range to long-range combat. | Reach and purchase for 2 Spartan Points |
Secondary weaponsEdit
- "Secondary Weapons are short-range to mid-range handguns. You can equip Primary Weapons into this slot with the 'Firepower' Tactical Package."
- — Menu description.
| Secondary weapons | Description | Unlock requirements (Halo 4) |
Unlock requirements (Halo: MCC) |
|---|---|---|---|
| Magnum |
UNSC's personal sidearm of choice due to its excellence at close-range to mid-range engagements. | Unlocked by default | Unlocked by default |
| Plasma Pistol |
Semi-automatic energy weapon capable of a scaled-burst effect which disables electronics. | Reach and purchase for 2 Spartan Points | |
| Boltshot |
Forerunner particle dilator used for both its precision at mid-range and its burst functionality when up close. | Reach and purchase for 2 Spartan Points |
GrenadesEdit
- "Grenades are thrown projectiles that detonate on a timer."
- — Menu description.
| Grenades | Description | Unlock requirements (Halo 4) |
Unlock requirements (Halo: MCC) |
|---|---|---|---|
| Frag Grenade |
The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies. | Unlocked by default | Unlocked by default |
| Plasma Grenade |
The Plasma Grenade, when triggered, is engulfed in latest plasma, allowing it to cling to targets before detonating. | Reach and purchase for 2 Spartan Points | |
| Pulse Grenade |
The Pulse Grenade forcefully detonates and forms a hazardous ionization sphere which eventuyally collapses, destroying any nearby targets. | Reach and purchase for 2 Spartan Points |
Armor abilitiesEdit
- "Armor Abilities are additional hardware components which provide specific combat ability."
- — Menu description.
- Main article: Armor abilities
| Armor abilities | Description | Unlock requirements (Halo 4) |
Unlock requirements (Halo: MCC) |
|---|---|---|---|
| None |
No armor ability equipped. | Default selection | Unlocked by default |
| Promethean Vision |
Allow users to detect enemy signatures through walls and other hard surfaces. | Reach and purchase for 2 Spartan Points | |
| Thruster Pack |
Enables a powerful burst of movement offering the ability to evade or quickly close the gap. | Reach and purchase for 2 Spartan Points | |
| Jet Pack |
Allows users limited flight through a vertical lift propulsion system similar to that of EVA reentry packs. | Reach and purchase for 3 Spartan Points | |
| Hologram |
Allows users to generate a nearly identical holographic decoy to deceive enmeies during combat. | Reach and purchase for 3 Spartan Points | |
| Hardlight Shield |
Allows users to generate a protective barrier of hard light which stops most small arms fire and some explosives. | Reach and purchase for 3 Spartan Points | |
| Active Camouflage |
Allows users to generate a visual effect astonishingly close to invisibility. | Reach and purchase for 3 Spartan Points | |
| Autosentry |
The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies. | Reach and purchase for 3 Spartan Points | |
| Regeneration Field |
An automated turret which can be deployed to defend its user or command a key battlefield chokepoint. | Reach and purchase for 3 Spartan Points |
Tactical packagesEdit
- "Tactical Packages are armor mods which enhance your combat capability."
- — Menu description.
- Main article: Tactical package
| Tactical packages | Description | Unlock requirements (Halo 4) |
Unlock requirements (Halo: MCC) |
|---|---|---|---|
| None |
No modification equipped into the Tactical Package slot. | Default selection | Unlocked by default |
| Shielding |
Shielding speeds up your armor's energy shield recharge rate. | Reach and purchase for 1 Spartan Point | |
| Mobility |
Mobility allows unlimited sprint. | Reach and purchase for 1 Spartan Point | |
| Resupply |
Resupply allows the recovery of grenades from fallen allies and foes. | Reach and purchase for 1 Spartan Point | |
| AA Efficiency |
AA Efficiency increases rate at which energy recharges for Armor Abilities. | Reach and purchase for 1 Spartan Point | |
| Grenadier |
Grenadier increases grenade carrying capacity. | Reach and purchase for 1 Spartan Point | |
| Firepower |
Firepower allows the use of a primary weapon in the secondary weapon slot. | Reach and purchase for 1 Spartan Points | |
| Requisition |
In modes with personal ordnance, Requisition lets the player request new choices when an ordnance is granted. | Reach Spartan Rank TK-10 | |
| Wheelman |
Wheelman increases the durability of vehicles the player is commandeering and mitigates the effects of EMPs. | Reach Spartan Rank OP-10 | |
| Fast Track |
Fast Track allows user to advance quicker in rank. | Reach Spartan Rank PR-10 | Unavailable |
| Resistor |
Resistor allows the player to maintain their full mobility and dexterity while taking incoming fire. | Purchase the Champions Bundle | Unlocked by default as of December 2022 update[4] |
Support upgradesEdit
- "Support Upgrades are armor mods which enhance your support capability."
- — Menu description.
- Main article: Support upgrade
| Support upgrades | Description | Unlock requirements (Halo 4) |
Unlock requirements (Halo: MCC) |
|---|---|---|---|
| None |
No modification equipped into the Support Upgrade slot. | Default selection | Unlocked by default |
| Ammo |
Ammo increases the ammunition capacity for both starting weapons and ordnance drops. | Reach and purchase for 1 Spartan Point | |
| Dexterity |
Dexterity speeds up and weapon swapping. | Reach and purchase for 1 Spartan Point | |
| Sensor |
Sensor increases motion sensor range. | Reach and purchase for 1 Spartan Point | |
| Awareness |
Awareness allows the use of motion sensors while using a scope. | Reach and purchase for 1 Spartan Point | |
| Explosives |
Explosives alters grenade performance, increasing blast radius and decreasing grenade damage received. | Reach and purchase for 1 Spartan Point | |
| Ordnance Priority |
In modes with personal ordnance, Ordnance Priority offers more frequent ordnance drops to user. | Reach and purchase for 1 Spartan Point | |
| Stability |
Stability steadies your weapon while being struck by incoming fire. | Reach Spartan Rank RG-10 | |
| Gunner |
Gunner increases how long a mounted weapon can fire before overheating as well as movement speed with detached turrets. | Reach Spartan Rank PT-10 | |
| Stealth |
Stealth dampens your footsteps, making you harder to see on Promethean Vision, and increases your assassination speed. | Reach Spartan Rank WK-10 | |
| Nemesis |
Nemesis marks enemy responsible for your last death. | Reach Spartan Rank SK-10 | |
| Drop Recon |
Drop Recon calls out ordnance drops in advance. | Reach Spartan Rank EN-10 | |
| Recharge |
Recharge lowers the time it takes before one's shields begin recharging. | Unlocked by default as of August 20, 2013[5] | Unlocked by default as of December 2022 update[4] |
| Survivor |
Survivor prevents the death of operators when their vehicle is destroyed. |
Halo: Spartan AssaultEdit
Through the UNSC Tactical Simulator, the player can choose a number of items with which he or she will start the campaign mission. Each level has a different set of choices. The primary weapon mainly offers a variety of UNSC or Covenant firearms. The secondary weapon slot, unlike in previous games, is not limited to small arms and includes many heavy weapons—the majority of them are only usable when purchased via in-game XP or real-world credits.
Different sets of armor abilities and boosters are also available; the former has a default choice and the other abilities need to be purchased, while the latter has no default selection and any booster must be purchased before use. Any purchased weapon, armor ability, or +booster— is only usable through a single mission and becomes locked again when the player completes or quits the level. If the player purchases an item and leaves the loadout screen without launching the mission, the sum will be recredited.
Primary weaponEdit
- This section is a stub. You can help Halopedia by expanding it.
Secondary weaponEdit
- This section is a stub. You can help Halopedia by expanding it.
Armor abilitiesEdit
- Main article: Armor abilities
- Autosentry
- Hardlight shield
- Hologram
- Regeneration field
- Overshield
- Repel
- Seeker drone
- Stun blast
- Teleport
BoosterEdit
- Main article: Boosters
- Damage Booster
- Score Booster
- Resistance Booster
- Respawn Booster
- Shield Booster
Halo 2: AnniversaryEdit
Loadouts received minimal use in Halo 2: Anniversary being in some social variations of gametypes present, such as Lockdown Slayer. While competitive gametypes would not use loadouts in the way Reach would, the player's starting weapons were curiously enough, dictated through a single loadout over native in game settings in some cases. Eventually, Anniversary's social gametypes would shift to using a single loadout.
Social (2014)Edit
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Social (2018)Edit
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HardcoreEdit
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Additional namesEdit
A returning feature from Reach, loadouts can be tagged with predetermined names for custom game setups. These include:
- Custom 1
- Custom 2
- Custom 3
- Assault Rifle
- Battle Rifle
- SMG
- Plasma Rifle
- Magnum Pistol
- Sentinel Beam
- Carbine
- Energy Sword
- Shotgun
- Boomstick
- Rocket Launcher
- Sniper
- Elite
- Zealot
- Guardian
- Hunter
- Shadow
- Enforcer
- Spartan
- Heretic
- Assault
- Marksman
- Scout
- Juggernaut
- Pro Battle Rifle
- Survivor
- SWAT
- Heavy
- Grenadier
- Random
- Noob
Halo: Spartan StrikeEdit
Following in Spartan Assault's footsteps, Spartan Strike offers a wide variety of weaponry to equip in loadouts, ranging from assault rifles to heavy weapons like rocket launchers. Alongside these weapons are armor abilities and boosts. Like Spartan Assault, weapons, armor abilities and boosters are single-use, only being available in the mission they're purchased for, and having to be purchased again if the player completes or quits the level.
Unlike Spartan Assault, Spartan Strike forgoes real world currency as a means of obtaining weapons and loadout armaments. Instead, a currency dubbed "credits", in-game currency, is able to be earned and used to purchase weapons. Adding score multipliers in the form of skulls will add a percentage to the credits earned.
Primary weaponEdit
- This section is a stub. You can help Halopedia by expanding it.
Secondary weaponEdit
- This section is a stub. You can help Halopedia by expanding it.
Armor abilitiesEdit
- Main article: Armor abilities
BoosterEdit
- Main article: Boosters
Halo 5: GuardiansEdit
Loadouts in Halo 5: Guardians would see major changes from Halo 4's incarnation of the mechanic. Unlike Halo 4 which featured loadouts across most conventional gametypes, Halo 5: Guardians multiplayer would only allow the use of loadouts in Warzone, Warzone Assault, Warzone Turbo, and Warzone Firefight.
Predetermined loadouts also exist within the campaign, with each member of Blue Team and Fireteam Osiris possessing a unique primary weapon, secondary weapon, a grenade type, and two armor mods. Playing through Halo 5 in single-player will force the player to play as John-117 or Jameson Locke in their respective missions, limiting them to their specific loadouts.
Within multiplayer, loadouts are determined by the Requisition system, specifically, what cards the player has unlocked and what REQ energy level they've attained within the match. The player can select from 6 base loadout weapons, including their variants, along with 14 armor mods. Rather than the player earning score to call in an ordnance drop, the player is able to spawn with a power weapon or a power up, such as a Rocket Launcher, or a Damage Boost, assuming they have the required REQ energy.
Tactical packages and support upgrades did not return in Halo 5, being replaced by a simpler system dubbed "armor mods". Armor mods instead merge the two into a single chosen player trait, with multiple benefits per selection. Likewise, the ability to select grenade types did not return, with this being merged into specific armor mods that grant the player specific grenade types on spawn.
WeaponsEdit
Armor modsEdit
- Main article: Armor mods
- Advanced Sensors - Combines the effects of Sensor and Awareness support upgrades from Halo 4. Increases motion tracker effectiveness.
- Auto-Medic - Combines the effects of Shielding tactical package and Recharge support upgrade from Halo 4. Increases health and shield recharge rates.
- Frag Grenade Expert - Similar to Grenadier tactical package from Halo 4 but only for Frag Grenades. Increases starting and max grenade capacity.
- Plasma Grenade Expert - Similar to Grenadier tactical package from Halo 4 but only for Plasma Grenades. Increases starting and max grenade capacity.
- Splinter Grenade Expert - Similar to Grenadier tactical package from Halo 4 but only for Splinter Grenades. Increases starting and max grenade capacity.
- Increased Strength - Similar to Resistor tactical package from Halo 4. Increases melee and spartan charge effectiveness. Damage no longer disables sprint.
- Reflex Enhancer - Combines the effects of Dexterity tactical package and Stealth support upgrade from Halo 4. Increases character handling and assassination speeds.
- Speed Booster - Increases movement speed and jump height.
- Upgraded Shields - Increases shield strength.
- Upgraded Thrusters - Similar to AA Efficiency tactical package from Halo 4. Increases thruster and sprint speed. Increases thruster recharge rate.
Four armor mods were added to Halo 5: Guardians over the course of the game's expansions:
- Death From Above - added in Hammer Storm. Increases ground pound effectiveness.
- Grenadier - added in Ghosts of Meridian. Similar to Explosives support upgrade from Halo 4. Increases grenade effectiveness and explosive damage resistance.
- Wheelman - added in Memories of Reach. Similar to Wheelman tactical package from Halo 4. Increases vehicle survivability.
- Patrol Case - added in Warzone Firefight. Similar to Ammo support upgrade from Halo 4. Increases starting and max ammo capacity.
GalleryEdit
Menu imagesEdit
SourcesEdit
- ^ Game Trailers TV: Halo Reach Multiplayer Exposed
- ^ Youtube: Halo Reach Carnàge Carnivàle Vidoc
- ^ YouTube: E3 2010 Firefight 2.0 Beachhead Gameplay
- ^ a b Halo Support, Halo: The Master Chief Collection (MCC) Update - December 2022 (Retrieved on Jul 17, 2023) [archive]
- ^ Halo Waypoint, The Halo Bulletin: 7.10.13 (Retrieved on Aug 7, 2013) [archive]
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