Loadout: Difference between revisions

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m (Minor, fixed "secondary" capitalization.)
(Updated article with more images and information. Will go through Spartan Assault/Strike to fill out lists, sometime.)
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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.
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 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|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.
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|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.
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==''Halo: Reach''==
==''Halo: Reach''==
[[File:HR - Loadout system.jpg|right|350px|thumb|The loadout menu of ''Halo: Reach''.]]
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.
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* Bear
* Bear
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=== Tiers ===
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''==
==''Halo 4''==
[[File:H4 - Loadout system (In-game).png|right|350px|thumb|''Halo 4's'' loadout menu right before a game on [[Haven]] begins.]]
Loadouts are given an in-universe explanation. They are mandatory protocols issued to [[SPARTAN-IV program|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|tactical packages]], and assign a [[Support upgrades|support upgrade]].  
Loadouts are given an in-universe explanation. They are mandatory protocols issued to [[SPARTAN-IV program|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|tactical packages]], and assign a [[Support upgrades|support upgrade]].  


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


In a manner similar to ''Reach'', and later, early ''Halo 2: Anniversary'' multiplayer, ''Halo 4'' featured predetermined loadouts for players to use. These featured armor abilities such as [[Z-90 hardlight shield|hardlight shields]] and [[Type-27 hologram|holograms]], with [[MA5D assault rifle|assault rifles]] and [[M395 DMR|DMRs]] respectively.
===Primary weapons===
===Primary weapons===
*[[MA5D assault rifle]]
*[[MA5D assault rifle]]
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==''Halo: Spartan Assault''==
==''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 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 [[Experience point|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.
[[File:HSA - Loadout system.png|right|350px|thumb|The loadout menu of ''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 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 [[Experience point|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===
===Primary weapon===
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*Shield Booster
*Shield Booster
==''Halo 2: Anniversary''==
==''Halo 2: Anniversary''==
[[File:H2A - Loadout system (3 weapon sets).png|right|350px|thumb|The weapon set menu of ''Halo 2: Anniversary'', showcasing the three predetermined classes made for the game's multiplayer.]]
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.
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.
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* Noob
* Noob
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==''Halo: Spartan Strike''==
[[File:HSS - Loadout system.png|right|350px|thumb|The loadout system of ''Halo: Spartan Strike''.]]
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 [[Skull|skulls]] will add a percentage to the credits earned.
===Primary weapon===
{{Expand-section}}
===Secondary weapon===
{{Expand-section}}
===Armor abilities===
{{Main|Armor abilities}}
===Booster===
{{Main|Boosters}}


==''Halo 5: Guardians''==
==''Halo 5: Guardians''==
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.
[[File:H5G - Loadout system (Loadout weapons).png|right|350px|thumb|''Halo 5's'' loadout menu during a game of [[Warzone Firefight (gametype)|Warzone Firefight]] on [[Escape from ARC]].]]
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===
===Weapons===
*[[MA5D assault rifle]]
*[[MA5D assault rifle]]
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File:H4 - Loadout system (Xbox One).png|The loadout menu of ''Halo 4'' on the Xbox One edition of the game, prior to the inclusion of ''Halo 4'' on PC in 2020.
File:H4 - Loadout system (Xbox One).png|The loadout menu of ''Halo 4'' on the Xbox One edition of the game, prior to the inclusion of ''Halo 4'' on PC in 2020.
File:HSA - Loadout system.png|The loadout menu of ''Halo: Spartan Assault''.
File:HSA - Loadout system.png|The loadout menu of ''Halo: Spartan Assault''.
File:H2A - Loadout system (6 weapon sets).png|The weapon set menu of ''Halo 2: Anniversary'', showcasing all six slots filled, with the top three being made by the player.
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==Sources==
==Sources==