Loadout

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A Loadout selection for Spartans.

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. Loadouts then returned in a refined fashion in Halo 5: Guardians.

Overview[edit]

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 availble 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 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 off the bat, 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: Reach[edit]

Spartan[edit]

Airborne, Air Assault
Primary weapon: MA37 assault rifle
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Jetpack
Scout
Primary weapon: MA37 assault rifle
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Sprint
Marksman
Primary weapon: M392 DMR
Secondary weapon: None
Grenade(s) 1 M9 fragmentation grenade
Armor ability: Sprint
Recon
Primary weapon: M392 DMR
Secondary weapon: MA37 assault rifle
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Sprint
Recon Marksman
Primary weapon: M392 DMR
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Sprint
Expert Marksman
Primary weapon: M392 DMR
Secondary weapon: M6G magnum
Grenade(s) 3 M9 fragmentation grenades
Armor ability: Sprint
Guard
Primary weapon: MA37 assault rifle
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Armor lock
Operator
Primary weapon: M45 shotgun
Secondary weapon: None
Grenade(s) 1 M9 fragmentation grenade
Armor ability: Armor lock
Guard Operator
Primary weapon: M45 shotgun
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Armor lock
Expert Operator
Primary weapon: M45 shotgun
Secondary weapon: MA37 assault rifle
Grenade(s) 3 M9 fragmentation grenades
Armor ability: Armor lock
Grenadier
Primary weapon: M319 grenade launcher
Secondary weapon: MA37 assault rifle
Grenade(s) 3 M9 fragmentation grenades
Armor ability: Sprint
Stalker
Primary weapon: MA37 assault rifle
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Active camouflage
Medic
Primary weapon: MA37 assault rifle
Secondary weapon: M392 DMR
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Drop Shield
Specter[3]
Primary weapon: M319 grenade launcher
Secondary weapon: M6G magnum
Grenade(s) 1 M9 fragmentation grenade
Armor ability: Active camouflage

Elite[edit]

Ranger
Primary weapon: Type-51 plasma repeater
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Jetpack
Warrior
Primary weapon: Type-51 plasma repeater
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Evade
Gladiator
Primary weapon: Type-1 energy sword
Secondary weapon: None
Grenade(s) 1 Type-1 plasma grenade
Armor ability: Evade
Honor Gladiator
Primary weapon: Type-1 energy sword
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Evade
Champion Gladiator
Primary weapon: Type-1 energy sword
Secondary weapon: Type-51 plasma repeater
Grenade(s) 3 Type-1 plasma grenades
Armor ability: Hologram
Zealot
Primary weapon: Type-31 Rifle
Secondary weapon: None
Grenade(s) 1 Type-1 plasma grenade
Armor ability: Evade
Royal Zealot
Primary weapon: Type-31 Rifle
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Evade
Champion Zealot
Primary weapon: Type-31 Rifle
Secondary weapon: Type-51 plasma repeater
Grenade(s) 3 Type-1 plasma grenades
Armor ability: Evade
Assassin
Primary weapon: Type-33 needler
Secondary weapon: None
Grenade(s) 1 Type-1 plasma grenade
Armor ability: Active camouflage
Dark Assassin
Primary weapon: Type-33 needler
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Active camouflage
Champion Assassin
Primary weapon: Type-33 needler
Secondary weapon: Type-51 plasma repeater
Grenade(s) 3 Type-1 plasma grenades
Armor ability: Active camouflage
Sentry
Primary weapon: Type-31 Rifle
Secondary weapon: Type-25 plasma pistol
Grenade(s) 3 Type-1 plasma grenades
Armor ability: Armor lock
Champion
Primary weapon: Type-50 concussion rifle
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Active camouflage

Additional names[edit]

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:

Tiers[edit]

When players go into game settings and select Spartan/Elite loadouts, they will see which tier will correspond with which loadouts players will spawn with. Most gametypes only used 1 tier (Tier 1), in which players can only get loadouts from that tier. Infection uses 2 tiers, in which Tier 2 loadouts belong to zombies, and Invasion and Invasion Slayer use 3 tiers, which each tier number corresponds with each phase.

Halo 4[edit]

Loadouts are given an in-universe explanation. They are 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.

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.

In default gameplay, they are personalized choices of equipment and allow a Spartan to enter battles with pre-made weapon sets.

Primary weapons[edit]

Secondary weapons[edit]

Grenades[edit]

Armor abilities[edit]

Main article: Armor abilities

Tactical packages[edit]

Main article: Tactical package
  • Shielding (increases rate at which shields recharge)
  • Firepower (carry an additional primary weapon in place of a sidearm)
  • Mobility (unlimited sprinting ability)
  • Grenadier (carry up to three grenades of each type)
  • Resupply (retrieve grenades from dead allies and foes)
  • AA Efficiency (cuts AA recharge time in half)
  • Fast-Track (XP bonus, must have completed Pioneer Specialization)
  • Requisition (re-roll personal ordnance choices, must have completed Tracker Specialization)
  • Wheelman (increases vehicle durability and lessens the effect of an EMP, must have completed Operator Specialization)

Support upgrades[edit]

Main article: Support upgrade
  • Ammo
  • Awareness
  • Dexterity
  • Explosives
  • Sensor
  • Stealth
  • Drop Recon
  • Gunner
  • Stability
  • Nemesis

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 in War Games can still be used, even Specialization-specific tactical packages and support upgrades.

Guest players are able to customize their loadouts with any and all options which have been unlocked by their host.

Halo: Spartan Assault[edit]

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 weapon[edit]

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Secondary weapon[edit]

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Armor abilities[edit]

Main article: Armor abilities

Booster[edit]

Main article: Boosters
  • Damage Booster
  • Score Booster
  • Resistance Booster
  • Respawn Booster
  • Shield Booster

Halo 2: Anniversary[edit]

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]

SMG
Primary weapon: M7 SMG
Grenade(s) 2 M9 fragmentation grenades
Plasma Rifle
Primary weapon: Type-25 plasma rifle
Grenade(s) 2 Type-1 plasma grenades
Magnum
Primary weapon: M6C magnum
Grenade(s) 2 M9 fragmentation grenades

Social (2018)[edit]

Battle Rifle
Primary weapon: BR55 battle rifle
Grenade(s) 2 M9 fragmentation grenades
Battle Rifle
Primary weapon: BR55 battle rifle
Secondary weapon: M7 SMG
Grenade(s) 2 M9 fragmentation grenades

Hardcore[edit]

Battle Rifle
Primary weapon: BR55 battle rifle
Grenade(s) 2 M9 fragmentation grenades

Additional names[edit]

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 5: Guardians[edit]

Loadouts in Halo 5: Guardians would return, being present in a state more akin to Halo 4 than Halo 2: Anniversary's more classic-styled approach, and would only be present in the game's Warzone offering. Like 4, 5 allowed the player to choose a primary and secondary weapon, however, the priority on sidearm secondaries is dropped in favor of a more free flowing approach, allowing the player to use two assault rifles, for example. Individual grenade types cannot be chosen naturally, however, what type, and what amount a player spawns with can be through the use of armor mods. Rather than tactical packages and support upgrades, the aforementioned armor mods take their place, melding the two into a single chosen player trait, with multiple benefits per selection.

Weapons[edit]

Armor mods[edit]

  • Advanced Sensors (Increases motion sensor range, and basic movement from the user won't be shown on it)
  • Auto-Medic (Health and shield recharge rate is increased)
  • Death from Above (Increases ground pound's charge time, damage, knockback, and speed)
  • Upgraded Shields (Increased shield strength)
  • Frag Grenade Expert (Increased frag grenades in inventory)
  • Grenadier (Increased grenade damage, decreased grenade damage taken)
  • Reflex Enhancers (Weapon handling is increased, and the player can reload while sprinting)
  • Splinter Grenade Expert (Increased splinter grenades in inventory)
  • Wheelman (Vehicle damage resistance is increased, and vehicles can recover from EMPs quicker. Armor mod's effects stack per user)
  • Patrol Case (Increased ammo in loadout and requisitioned weapons)
  • Plasma Grenade Expert (Increased plasma grenades in inventory)
  • Speed Booster (Movement speed and jump height is increased)
  • Upgraded Thrusters (Thruster cooldown is shortened, sprint is faster, and shield recharge is available while sprinting)
  • Increased Strength (Melees and Spartan charge deal extra damage, the latter gains range)

Sources[edit]