Good. More guns the better, makes the campaign more interesting.
At the expense of the multiplayer...
So what doe, and I honestly don't see it as a problem. And your fun is more important than mine?
Not being able to expand the weapons holds back creative decisions on the campaign side in many areas. We just suppose to fight the same enemies, with the same weapons forever?
-If they compromise and change how current weapons function. The entire community would ***** about that
-If 343 did make the hard compromise of having campaign only weapons. The entire community would ***** about that too.
I think the benefits of having them far exceed the little bit of redundancy they bring
No one said anything about who's fun is more important though. We gotta keep it civil Rusty Brah.
Fair points, but its about more than just a "little bit of redundancy". Adding too many weapons drastically affects the sandbox in what is essentially a 8-14 gun game. In the multiplayer space, the majority of guns in Halo are completely useless and it used to just be the way it was, but ever since H3, its been about "Each gun finding its place" which
A. Hasnt worked and probably wont ever work for the fact that the non power weapons rarely have any practical use so what need is there to add them. You play Halo multiplayer you're using the same guns, the BR/AR, then the power weapons for the vast majority. Everything else is useless the majority of the time. Needler? Useless, SMG? Useless, Plasma rifle? Useless, etc etc etc.
B. Causes a huge weapon sandbox problem for the weapons that are actually useful when we have too many guns in the same class of gun. It forces the devs to try and balance those weapons against the other weapons in their class as opposed to the sandbox as a whole. They either went one of two ways with it, you either got a multitude of guns that did the same thing (all the Automatics in H4 sans the SAW served the same function) or you try and differentiate them from the other weapons in their class by such a large degree that you end up with something that completely breaks the scale of power (Incin Cannon, Binary, Boltshot). Incin could have stayed the way it was for all I cared it solved the Halo Rocket problem which seems to be an issue every other game now.
Having 1-2 guns max that serve a function adds value to those guns and makes it easier to place the guns in a niche being that they only are being scaled against how they affect the entire game as opposed to how they affect the game and the other 3 guns that do the same thing.
Now H5 is adding in Legendary weapons which will throw this off even further, already saw it with Prophets Bane. Why does there need to be two swords? The sword already had a perfectly niched purpose in the game, and now we gotta find a way to balance the Prophets Bane against the regular sword then against the game. Whats Legendary hammer gonna do?
I'll close with a question.
Does campaign gameplay really mean that much when stacked against the multiplayer gameplay when the campaigns enjoyment largely comes from the story as cited by you and many others (you guys wanna see what happens to Chief, Blue team etc) along with the fact that this games success and legacy is founded on the quality of the multiplayer?
This was part of H4s problem, they added the Prometheans and needed to design an entire weapon set for them unlike when the Brutes came about and we got like 3 more Covie weapons as a result, and boom over saturated sandbox.
ThT