Loadout: Difference between revisions

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{{Status|Gameplay}}
{{Status|Gameplay}}
{{Outofdate|[[Halo: Spartan Strike]]}}
{{Outdated|[[Halo: Spartan Strike]]}}
[[File:Loadouts.png|thumb|A loadout selection for Spartans in the ''[[Halo: Reach Multiplayer Beta]]''.]]
[[File:Loadouts.png|thumb|A loadout selection for Spartans in the ''[[Halo: Reach Multiplayer Beta]]''.]]
'''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]]''.
'''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]]''.
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==''Halo: Reach''==
==''Halo: Reach''==
[[File:HR - Loadout system.jpg|right|350px|thumb|The loadout menu of ''Halo: Reach''.]]
[[File:HR - Loadout system.jpg|thumb|350px|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.
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.


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:Armor ability: [[Armor lock]]  
:Armor ability: [[Armor lock]]  
;'''Champion'''
;'''Champion'''
:Primary weapon: [[Type-50 concussion rifle]]
:Primary weapon: {{Pattern|Elo'Nakada|concussion rifle}}
:Secondary weapon: [[Type-25 plasma pistol]]  
:Secondary weapon: [[Type-25 plasma pistol]]  
:Grenade(s) 2 {{Pattern|Anskum|plasma grenade}}s  
:Grenade(s) 2 {{Pattern|Anskum|plasma grenade}}s  
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}}
}}
==''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.]]
[[File:H4 - Loadout system (In-game).png|thumb|350px|''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]], 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]], and assign a [[Support upgrades|support upgrade]].  


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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.  
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]]
{| class="wikitable" style="width: 75%;"
*[[BR85HB battle rifle]]
! style="width: 15%"|Primary Weapon
*[[M395 DMR]]
! style="width: 55%"|Description
*{{Pattern|Vostu|carbine}}
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
*{{Pattern|Kelos'Vaarda|storm rifle}}
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
*[[Z-130 Suppressor]]
|- align="center"
*[[Z-250 lightrifle]]
|[[MA5D assault rifle|Assault Rifle]]
|align="left"|Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat.
|Unlocked by default
|rowspan="7"|Unlocked by default
 
|- align="center"
|[[BR85HB battle rifle|Battle Rifle]]
|align="left"|Utilizes precise, three-round burst functionality, making it a formidable mid-range, semi-automatic weapon.
|Reach {{Rank/H4|2}} and purchase for 1 [[Spartan Point]]
 
|- align="center"
|[[M395 DMR|DMR]]
|align="left"|Premiere marksman rifle of the UNSC, offering impressive single-fire accuracy at reasonably longe distances.
|Reach {{Rank/H4|2}} and purchase for 1 Spartan Point
 
|- align="center"
|[[Kelos'vaarda-pattern storm rifle|Storm Rifle]]
|align="left"|Fully automatic energy weapon widely considered the successor to the traditional Plasma Rifle.
|Reach {{Rank/H4|5}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Vostu-pattern carbine|Covenant Carbine]]
|align="left"|Notable semi-automatic mid-range accuracy, firing ballistic rounds unlike most other Covenant weapons.
|Reach {{Rank/H4|5}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Z-130 Suppressor|Suppressor]]
|align="left"|Fully automatic Forerunner infantry weapon, firing bolts of hard light in rapidly accelerating succession.
|Reach {{Rank/H4|2|2}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Z-250 lightrifle|LightRifle]]
|align="left"|Precision weapon that fires beams of hard light for mid-range to long-range combat.
|Reach {{Rank/H4|2|2}} and purchase for 2 Spartan Points
|}


===Secondary weapons===
===Secondary weapons===
*[[M6H magnum]]
{| class="wikitable" style="width: 75%;"
*[[Type-25 plasma pistol]]
! style="width: 15%"|Secondary Weapon
*[[Z-110 Boltshot]]
! style="width: 55%"|Description
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
|- align="center"
|[[M6H magnum|Magnum]]
|align="left"|UNSC's personal sidearm of choice due to its excellence at close-range to mid-range engagements.
|Unlocked by default
|rowspan="3"|Unlocked by default
 
|- align="center"
|[[Eos'Mak-pattern plasma pistol|Plasma Pistol]]
|align="left"|Semi-automatic energy weapon capable of a scaled-burst effect which disables electronics.
|Reach {{Rank/H4|8}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Z-110 Boltshot|Boltshot]]
|align="left"|Forerunner particle dilator used for both its precision at mid-range and its burst functionality when up close.
|Reach {{Rank/H4|1|8}} and purchase for 2 Spartan Points
|}


===Grenades===
===Grenades===
*[[M9 fragmentation grenade]]
{| class="wikitable" style="width: 75%;"
*{{Pattern|Anskum|plasma grenade}}
! style="width: 15%"|Grenades
*[[Z-040 pulse grenade]]
! style="width: 55%"|Description
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
|- align="center"
|[[M9 fragmentation grenade|Frag Grenade]]
|align="left"|The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies.
|Unlocked by default
|rowspan="3"|Unlocked by default
 
|- align="center"
|[[Anskum-pattern plasma grenade|Plasma Grenade]]
|align="left"|The Plasma Grenade, when triggered, is engulfed in latest plasma, allowing it to cling to targets before detonating.
|Reach {{Rank/H4|8}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Z-040 pulse grenade|Pulse Grenade]]
|align="left"|The Pulse Grenade forcefully detonates and forms a hazardous ionization sphere which eventuyally collapses, destroying any nearby targets.
|Reach {{Rank/H4|1|8}} and purchase for 2 Spartan Points
|}


===Armor abilities===
===Armor abilities===
{{main|Armor abilities}}
{{main|Armor abilities}}
*[[Series 12 Jet pack]]
{| class="wikitable" style="width: 75%;"
*[[M2705 regeneration field]]
! style="width: 15%"|Armor Abilities
*[[M805X thruster pack]]
! style="width: 55%"|Description
*[[Type-3 active camouflage]]
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
*[[Type-27 hologram]]
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
*[[Z-90 hardlight shield]]
|- align="center"
*[[Z-2500 autosentry]]
|[[Z-5080 Promethean vision|Promethean Vision]]
*[[Z-5080 Promethean vision]]
|align="left"|Allow users to detect enemy signatures through walls and other hard surfaces.
|Reach {{Rank/H4|3}} and purchase for 2 Spartan Points
|rowspan="8"|Unlocked by default
 
|- align="center"
|[[M805X thruster pack|Thruster Pack]]
|align="left"|Enables a powerful burst of movement offering the ability to evade or quickly close the gap.
|Reach {{Rank/H4|3}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Series 12 Jet pack|Jet Pack]]
|align="left"|Allows users limited flight through a vertical lift propulsion system similar to that of EVA reentry packs.
|Reach {{Rank/H4|6}} and purchase for 3 Spartan Points
 
|- align="center"
|[[Type-27 hologram|Hologram]]
|align="left"|Allows users to generate a nearly identical holographic decoy to deceive enmeies during combat.
|Reach {{Rank/H4|6}} and purchase for 3 Spartan Points
 
|- align="center"
|[[Z-90 hardlight shield|Hardlight Shield]]
|align="left"|Allows users to generate a protective barrier of hard light which stops most small arms fire and some explosives.
|Reach {{Rank/H4|1|0}} and purchase for 3 Spartan Points
 
|- align="center"
|[[Type-3 active camouflage|Active Camouflage]]
|align="left"|Allows users to generate a visual effect astonishingly close to invisibility.
|Reach {{Rank/H4|1|0}} and purchase for 3 Spartan Points
 
|- align="center"
|[[Z-2500 autosentry|Autosentry]]
|align="left"|The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies.
|Reach {{Rank/H4|1|6}} and purchase for 3 Spartan Points
 
|- align="center"
|[[M2705 regeneration field|Regeneration Field]]
|align="left"|An automated turret which can be deployed to defend its user or command a key battlefield chokepoint.
|Reach {{Rank/H4|1|6}} and purchase for 3 Spartan Points
|}


===Tactical packages===
===Tactical packages===
{{main|Tactical package}}
{{main|Tactical package}}
*Shielding (increases rate at which shields recharge)
{| class="wikitable" style="width: 75%;"
*Firepower (carry an additional primary weapon in place of a sidearm)
! style="width: 15%"|Tactical Packages
*Mobility (unlimited sprinting ability)
! style="width: 55%"|Description
*Grenadier (carry up to three grenades of each type)
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
*Resupply (retrieve grenades from dead allies and foes)
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
*AA Efficiency (cuts AA recharge time in half)
|- align="center"
*Fast-Track (XP bonus, must have completed Pioneer Specialization)
|Shielding
*Requisition (re-roll personal ordnance choices, must have completed Tracker Specialization)
|align="left"|Shielding speeds up your armor's energy shield recharge rate.
*Wheelman (increases vehicle durability and lessens the effect of an EMP, must have completed Operator Specialization)
|Reach {{Rank/H4|7}} and purchase for 1 Spartan Point
|rowspan="8"|Unlocked by default
 
|- align="center"
|Mobility  
|align="left"|Mobility allows unlimited sprint.
|Reach {{Rank/H4|7}} and purchase for 1 Spartan Point
 
|- align="center"
|Resupply
|align="left"|Resupply allows the recovery of grenades from fallen allies and foes.
|Reach {{Rank/H4|1|4}} and purchase for 1 Spartan Point
 
|- align="center"
|AA Efficiency
|align="left"|AA Efficiency increases rate at which energy recharges for Armor Abilities.
|Reach {{Rank/H4|1|4}} and purchase for 1 Spartan Point
 
|- align="center"
|Grenadier
|align="left"|Grenadier increases grenade carrying capacity.
|Reach {{Rank/H4|2|4}} and purchase for 1 Spartan Point
 
|- align="center"
|Firepower
|align="left"|Firepower allows the use of a primary weapon in the secondary weapon slot.
|Reach {{Rank/H4|2|4}} and purchase for 1 Spartan Points
 
|- align="center"
|Requisition  
|align="left"|In modes with personal ordnance, Requisition lets the player request new choices when an ordnance is granted.
|Reach Spartan Rank [[TRACKER-class Mjolnir|TK]]-10
 
|- align="center"
|Wheelman
|align="left"|Wheelman increases the durability of vehicles the player is commandeering and mitigates the effects of EMPs.
|Reach Spartan Rank [[OPERATOR-class Mjolnir|OP]]-10
 
|- align="center"
|Fast Track
|align="left"|Fast Track allows user to advance quicker in rank.
|Reach Spartan Rank [[PIONEER-class Mjolnir|PR]]-10
|Unavailable


|- align="center"
|Resistor
|align="left"|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{{Ref/Site|Id=mcc1222|URL=https://support.halowaypoint.com/hc/en-us/articles/11067636381716-Halo-The-Master-Chief-Collection-MCC-Update-December-2022|Site=Halo Support|Page=Halo: The Master Chief Collection (MCC) Update - December 2022|D=17|M=7|Y=2023}}
|}
===Support upgrades===
===Support upgrades===
{{main|Support upgrade}}
{{main|Support upgrade}}
*Ammo
{| class="wikitable" style="width: 75%;"
*Awareness
! style="width: 15%"|Support Upgrades
*Dexterity
! style="width: 55%"|Description
*Explosives
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
*Sensor
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
*Stealth
|- align="center"
*Drop Recon
|Ammo
*Gunner
|align="left"|Ammo increases the ammunition capacity for both starting weapons and ordnance drops.
*Stability
|Reach {{Rank/H4|1|2}} and purchase for 1 Spartan Point
*Nemesis
|rowspan="11"|Unlocked by default


|- align="center"
|Dexterity
|align="left"|Dexterity speeds up and weapon swapping.
|Reach {{Rank/H4|1|2}} and purchase for 1 Spartan Point
|- align="center"
|Sensor
|align="left"|Sensor increases motion sensor range.
|Reach {{Rank/H4|2|0}} and purchase for 1 Spartan Point
|- align="center"
|Awareness
|align="left"|Awareness allows the use of motion sensors while using a scope.
|Reach {{Rank/H4|2|0}} and purchase for 1 Spartan Point
|- align="center"
|Explosives
|align="left"|Explosives alters grenade performance, increasing blast radius and decreasing grenade damage received.
|Reach {{Rank/H4|2|6}} and purchase for 1 Spartan Point
|- align="center"
|Ordnance Priority
|align="left"|In modes with personal ordnance, Ordnance Priority offers more frequent ordnance drops to user.
|Reach {{Rank/H4|2|6}} and purchase for 1 Spartan Point
|- align="center"
|Stability
|align="left"|Stability steadies your weapon while being struck by incoming fire.
|Reach Spartan Rank [[ROGUE-class Mjolnir|RG]]-10
|- align="center"
|Gunner
|align="left"|Gunner increases how long a mounted weapon can fire before overheating as well as movement speed with detached turrets.
|Reach Spartan Rank [[PATHFINDER-class Mjolnir|PT]]-10
|- align="center"
|Stealth
|align="left"|Stealth dampens your footsteps, making you harder to see on Promethean Vision, and increases your assassination speed.
|Reach Spartan Rank [[WETWORK-class Mjolnir|WK]]-10
|- align="center"
|Nemesis
|align="left"|Nemesis marks enemy responsible for your last death.
|Reach Spartan Rank [[STALKER-class Mjolnir|SK]]-10
|- align="center"
|Drop Recon
|align="left"|Drop Recon calls out ordnance drops in advance.
|Reach Spartan Rank [[ENGINEER-class Mjolnir|EN]]-10
|- align="center"
|Recharge
|align="left"|Recharge lowers the time it takes before one's shields begin recharging.
|rowspan="2"|Unlocked by default as of August 20, 2013{{Ref/Site|Id=hb71013|URL=http://blogs.halowaypoint.com/Headlines/post/2013/07/10/The-Halo-Bulletin-71013.aspx|Site=Halo Waypoint|Page=The Halo Bulletin: 7.10.13|D=7|M=8|Y=2013}}
|rowspan="2"|Unlocked by default as of December 2022 update{{Ref/Reuse|mcc1222}}
|- align="center"
|Survivor
|align="left"|Survivor prevents the death of operators when their vehicle is destroyed.
|}
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.
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.


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==''Halo: Spartan Assault''==
==''Halo: Spartan Assault''==
[[File:HSA - Loadout system.png|right|350px|thumb|The loadout menu of ''Halo: Spartan Assault''.]]
[[File:HSA - Loadout system.png|thumb|350px|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]].  
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]].  


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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.]]
[[File:H2A - Loadout system (3 weapon sets).png|thumb|350px|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.
{|cellspacing="2"
{|cellspacing="2"
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}}
}}
==''Halo: Spartan Strike''==
==''Halo: Spartan Strike''==
[[File:HSS - Loadout system.png|right|350px|thumb|The loadout system of ''Halo: Spartan Strike''.]]
[[File:HSS - Loadout system.png|thumb|350px|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.  
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.  


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==''Halo 5: Guardians''==
==''Halo 5: Guardians''==
[[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]].]]
[[File:H5G - Loadout system (Loadout weapons).png|thumb|350px|''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.  
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.  


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*[[M395 DMR]]
*[[M395 DMR]]
*[[M6H magnum]]
*[[M6H magnum]]
*[[M20 SMG]]
*[[M20 PDW]]
===Armor mods===
===Armor mods===
{{Main|Armor mods}}
*Advanced Sensors (Increases motion sensor range, and basic movement from the user won't be shown on it)
*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)
*Auto-Medic (Health and shield recharge rate is increased)
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*Upgraded Thrusters (Thruster cooldown is shortened, sprint is faster, and shield recharge is available while sprinting)
*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)
*Increased Strength (Melees and Spartan charge deal extra damage, the latter gains range)
==Gallery==
==Gallery==
===Menu images===
===Menu images===