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Locked Loadouts (Destiny)

by Cody Miller @, Music of the Spheres - Never Forgot, Sunday, July 09, 2017, 14:10 (2783 days ago)
edited by Cody Miller, Sunday, July 09, 2017, 14:32

I haven't seen anyone mention the reveal of locked loadouts.

On one hand, I've always thought going in with weapons you can't switch would make for a better team experience, with having to co-ordinate and plan with your teammates so that overall you go in with the right guns for every part of the activity. It would also present you with decisions to make with your own weapon usage. Do I do a jack of all trades loadout, or do I specialize, having a really good arsenal in part B, but have it be weaker in part A?

Practically though… I think it would kill experimentation and improvisation. Having to restart the activity just to try different approaches would kind of be a drag. Also, if say, the raid had locked loadouts, a simple return to orbit and reloading of the checkpoint could thwart that…

In something like trials, being able to switch weapons to adapt to an opponent's strategy is something I wouldn't want to give up. It would make play boring.

I think a better compromise would be fewer weapon reserve slots on the characters. You can have TEN of each type of weapon on your person… maybe it should be three.

I just can't see which activities would actually benefit from a locked loadout.


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