I thought the point of MLG settings was to reduce variables though?
Having a few loadouts with minimal differences wouldn't be a problem. The problem I do have though is forcing people to use Resupply/Explosives over the others. If anything Dexterity should've been the default, especially if the Rocket/Sniper don't have extra clips.
Also, I actually think the change of disabling grenade pickups from dead bodies was an improvement for Halo. It allows for more powerful and purposeful grenades while putting more focus on the gunplay. 343's mistake was not having an option to disable Dexterity/Ammo/etc. for pickups and I wouldn't doubt if that was a deciding factor for MLG to cut it.
Halo needs more flash and more balanced variables. I feel like a broken record but let's look at Halo 1; there were no red X's, no weapons on back, everything spawned on static timers regardless if they were on the map already, mostly unpredictable explosion physics and the list goes on.. but the thing that balanced it was the long term consistency of the game that
all players were familiar with. You minimize the immediate jarring reaction to having a few variables by maintaining consistency. I realize we're in a different era now because players have more options to work with, but there has to at least be consistency going forward. MLG has to stop with this obsession of 100% equal, 100% of the time because that shit's just an illusion.. and Halo developers need to stop being boneheads by making such foolish design decisions (ie: Bungie making each new Halo game slower and watered down and 343 ripping CoD's formula).
----------
Slight illusion of equality tangent: Competitive Halo players like to compare it to sports and how everyone's balanced at the start of a game, so the outcome of a match should only be determined by player skill, but an issue I have with that is one main thing people usually overlook: the tools at your disposal. Sure two teams are equal on the surface, but the tools they use are different on a per player basis. Take baseball for example.. everyone starts off equally with the same rules, but the players are given free choice of what bats, gloves, kleats,
anything they use as long as it meets regulations. The problem I have with MLG is that they
force everyone to use the same glove, same bat, same everything even if it doesn't fit their playstyle whatsoever, with flawed regulations.
----------
There are obviously more factors that play into this like the settings being even
more limited in a 2012 Halo game, but I just wanted to put that out there. Ideally, 343 should allow for multiple armor mods in the TU IMO, but there's no word on that so if perks
have to be in Halo I'd rather use the ones that help increase the pace of the game over ones that negate itself like Explosives. Are there any situations where having Explosives would benefit someone with everyone else having it? Seems like such a throwaway that does nothing for the game.