Loadout: Difference between revisions

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[[File:Loadouts.png|thumb|A Loadout selection for Spartans.]]
[[File:Loadouts.png|thumb|A Loadout selection for Spartans.]]
'''Loadouts''' are a [[multiplayer]] feature first introduced in ''[[Halo: Reach]]''. They are classes that a player picks at both the beginning of a [[multiplayer]] match and during respawn in ''Halo: Reach''. They are personalized starting equipment in ''[[Halo 4]]''.
'''Loadouts''' are a [[multiplayer]] feature first introduced in ''[[Halo: Reach]]''. They are classes that a player picks at both the beginning of a [[multiplayer]] match and during respawn in ''Halo: Reach''. They are personalized starting equipment in ''[[Halo 4]]''. In ''[[Halo: Spartan Assault]]'', they are to be customized each time before starting a [[campaign]] mission.


== Overview ==
== Overview ==
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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 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.
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Guest players are able to customize their loadouts with any and all options which have been unlocked by their host.
Guest players are able to customize their loadouts with any and all options which have been unlocked by their host.
==''Halo: Spartan Assault''==
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 guns. The secondary weapon, 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 [[Experience point|XP]] or real-world [[credits]]. Different sets of [[armor abilities]] and [[boosters]] are also availble; 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 item—weapon, armor ability, 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===
{{Expand-section}}
===Secondary weapon===
{{Expand-section}}
===Ability===
{{Main|Armor abilities}}
*[[Z-2500 autosentry|Autosentry]]
*[[Z-90 hardlight shield|Hardlight shield]]
*[[Type-27 hologram|Hologram]]
*[[M2705 regeneration field|Regen field]]
*[[Overshield]]
*[[Repel]]
*[[Seeker drone]]
*[[Stun blast]]
*[[Teleport]]
===Booster===
{{Main|Boosters}}
*Damage Booster
*Score Booster
*Resistance Booster
*Respawn Booster
*Shield Booster


==Sources==
==Sources==