: What the two weapon limit did in the original Halo was to increase the
: complexity of encounters by making you pick up the weapons that you felt
: were optimal for each given area. Sometimes switching weapons meant that
: an area would be easier, but the following one would become tougher. Thus,
: weapon, and ammo management became important. I think this gave the game a
: great reason to try the campaign multiple times - to see how things would
: play with different weapon combos. Two Betrayals is a the best example of
: this, as are the areas where you can't pick up any human weapons.
: Halo 4 has the two weapon limit, but pretty much eliminates any of the
: benefits it provides by making a lot of the weapons work the same. In
: Halo, running out of pistol ammo meant you either had to find more
: (encouraging exploration), or switch to something else (encouraging
: planning and conservation). But, when you run out of BR or DMR ammo, and a
: lightrifle or carbine drop everywhere, then there's not much to think
: about is there? Just pick one up and keep going on about how you did
: before. You are neither encouraged to explore or conserve, because more
: can be easily found.
: I think for the future, 343 should eliminate weapon duplication, or else
: allow an entire arsenal to be carried like in 90s FPS games.
Fully agree with your post. Though weapon sameness is only a piece of the puzzle for why H4 blows.