I'd like there to remain five, as long as selecting only 3 or 2 is still easy.
I personally don't like using excess weapons in heavy armor. I have two HO setups in T1 and T2 because 90% of the time carrying extra weapons just means free reloads for enemy players.
Edit:
I decided to make this post into one of my infamous huge posts. Herein is contained my opinions concerning armor weapon counts. These conclusions were reached after pub testing and a lot of critical thought.
There are three competing models...
The first is the 3,4,5 model, the second is the 3,3,4 model and the third is the 2,3,4 model. I would hope these names are self explanatory, but let us briefly discuss them anyways.
In the 3,4,5 model the light carries 3 weapons, the medium carries 4 weapons, and the heavy carries 5 weapons. You can extrapolate the nature of the other models. Now, let us discuss them.
The 3,4,5 model and CTF...
This is a pretty good model. We used it in T1 and T2. We should already know how it works, but let us give it a quick shakedown for the newbies.
- The light armor carries 3 weapons, and falls into three general roles that I have anecdotally noted.
- The disc, chain, GL setup. With this loudout a player fights short range with the disc, long range with the GL, and in the air with the chaingun. This setup is generally used for LO or LD chasers.
- The disc, chain, laser rifle setup. With this loadout a player fights short range with the disc, long range with the laser rifle, and in the air with the chaingun. This setup is generally used for stay-home LD.
- The disc, laser, GL setup. With this loadout a player fights short range with the disc, long range with both the GL and laser rifle, and against air targets with the laser rifle. This is generally used by hybrid LD that stay home and give chase with high pings.
- The medium armor carries 4 weapons, and has roles that utilize the disc, plasma, GL, and chaingun. Swap one of these weapons for the ELF if your like. These players are normally shielding and chaining (arena) or deploying or whatever.
- The heavy armor carries 5 weapons, and has roles for everything, mostly pack based. Weapon selection really doesn't matter, though some people decide to cut back and use a smaller weapon selection. The mortar and disc are always taken in heavy loadouts.
There is a problem with this model. The light is excellent and diverse, but the medium already feels a little too diverse, and the heavy almost never needs to worry about weapon selection.
The 2,3,4 model...
This is a theoretical model, and one I presented a while back in a thread of mine. It has problems.
- The light armor carries 2 weapons. I tried this model, and frankly, the light is too restricted. When I wanted to snipe, I really couldn't do much besides snipe. If I wanted to chaingun, then I basically could only chaingun. Because of the disc launcher's ability to disc jump, I discovered that I couldn't play effectively without one. Effectively, with two weapon slots, I had only one spare slot I could use to define my role. The light became too restricted; it wasn't worth using, because the roles I could play were downright terrible. In the end, the disc launcher chaingun combo was the only acceptable one; I could chase and duel with those weapons, though I couldn't fight effectively at long range.
- The medium became the light. It was good and diverse. Unfortunately, the armor itself was still crap. Fix this T:V.
- The heavy felt good. With the mortar and disc as given weapons, I had two spare weapon slots to work with, which made the secondary weapon choices very interesting.
Testing this model pointed me in a fresh direction. What made the original light so diverse, and then this heavy so diverse? What made this 2,3,4 light so weak? What made the 3,4,5 medium and heavy too generic?
I realized it was the number of "spare weapon slots" that defined the diversity of interesting roles; the number of actual weapon slots was unimportant. For example, with the 3,4,5 light, the light had one given - a disc launcher - leaving only two open slots for defining the player's role.
After poring over the evidence, I decided that ideally, armors with
two spare weapon slots were interesting and diverse. With this in mind, I formulated the next model...
The 3,3,4 model...
This is the model I reccomend for T:V.
- The light retains the diversity and interesting power of the last two games. It doesn't become so restricted as to become unnattractive.
- The medium gets cut down a bit, so that weapon choices are as diverse and interesting as the light armor's choices.
- The heavy gets cut down a bit. With two "given" weapons - the disc launcher and mortar - it also has two spare weapon slots, making it a diverse armor type.
Conclusion...
I HEARTILY RECCOMEND THAT LIGHTS HAVE 3 WEAPONS, MEDIUMS HAVE 3 WEAPONS, AND HEAVIES HAVE 4, BASED ON THE CONCLUSION THAT INTERESTING ROLE DIVERSITY SPRINGS FROM HAVING TWO OPTIONAL WEAPON SLOTS. THANK YOU FOR READING.