It will automatically make some decisions for you, sure, but if you have
specific loadouts in minds for specific soldiers to take best advantage of their differing stats, you're facing ~ 5 - 10 minutes of tedium at the start of every mission.
It's not all peaches and rainbows, though, as Splatoon's original growing pains — like being stuck with random team compositions or locked into
specific loadouts between matches — bafflingly continues to persist here in the sequel.
Less daft - ly, you should end up either building your armor sets around specific armour skills and boosts — opting out of grand defensive upgrades in favour of a higher - level effect, for example — or you should build the best armor for
your specific loadout / play style while also factoring in armour skills.
Not exact matches
Each requires varying amounts of preparation where gear
loadouts specific to the region can be paramount to survival.
The character design is rather varied as characters are referred to as assets as your character is sitting in an immersion chair in full control over an asset with different assets effectively having their own
loadouts including a
specific weapon to begin with, unique abilities and enhancements such as Collene Deckard classed as an Assassin with a 20 % increase in critical shots to enemies and a 10 % increase in speed who also has a Nanofiber Shadow Skin which makes the assassin practically invisible when in shadow as well as being equipped with a burst rifle and a laser pulse.
These serve as different sets of custom classes, in a way, since you can't change soldiers mid-match, but you can choose from a collection of
loadouts and unlocks
specific to that soldier.
Each enemy has slightly different behaviours and some need a
specific weapon type to efficiently eliminate, so choosing the right weapon
loadout is important.
 Players won't be confined to a
specific character or skill as everything in the game is customizable to support different
loadouts.
Through the game's Call of Duty - like
loadout system, players can select different abilities and starting weapons but some are
specific to certain character classes.
The big difference is that the Federation Force soldiers fight in a group, and can customize their weapon
loadouts to fill
specific roles.
Tracking your quarry, adapting your weapon
loadouts and armour, and tailoring each shot to a
specific body part makes every fight between Aloy and a mechanical beast a duel.
We can also see the differing
loadouts on offer, with Monolith allowing us to choose from a
specific body - type, be it nimble, medium or large.
The Division system, as you progress, feels like the right balance between honing in on
specific skills and giving players the freedom to make customized
loadouts that align with those skill sets, while still letting you explore other weapon classes.
Monster Hunter World's arena tasks you with taking down a monster as quickly as possible with a
specific preset
loadout.