A batch of ideas for HALO 4

Hey all, new to the forums (but I’ve been using forums for a long time, so that shouldn’t hamper my ability to communicate properly with you fellers). I’ve written up numerous new ideas for weapons and vehicles that could possibly replace or run alongside the existing options players have. This stuff was originally included in a setting that I had written myself, which took place ten years after the events of HALO 3, so most of the stuff is somewhat more advanced that the existing tech, but that could easily be fixed seeing as how the framework for pretty much all the ideas already exists within the HALO universe.

Let me know what you guys think and if you think the stuff is a good idea. I figure most of this wouldn’t work out seeing as how there’s the game balance behind it all, but some of the stuff - particularly the vehicles - seems like something I’d really just love to see included in a HALO game, be it the fourth entry or otherwise.

Cheers, and I apologise for the length. I don’t know if there’s a spoiler or hide text tag here.

Format:
Existing Weapon/Vehicle -> New Weapon/Vehicle - Description

The stuff is included in segments below, as it was too big for one post.

UNSC

Weapons

Assault Rifle -> MA7D - Featuring an 80-round clip, a 2x zoom (unreliable on faster firing speeds), and can empty the entire clip in under two seconds. The MA7C is a more lightweight build and doesn’t have a scope.
Used by: All UNSC classes

Battle Rifle/DMR -> HK9 Combat Rifle - Holds 30 rounds with single- and automatic firing. 2 and 8x zooms. HK9D is silenced at the cost of some bullet power and penetration.
Used by: All UNSC classes

Magnum -> M7A - Holds 12 shots and can fire 6 a second. The stopping power of each shot is almost equivalent to two times the firing power of the infamous M6D. No zoom, however.
Used by: All UNSC classes

Shotgun -> TR80 - With an 8 shell capacity and optional dispersion mode, which fires all shells rapidly into one target.
Used by: All UNSC classes

Sniper Rifle -> S4AP - Shoots either in single fire or quick succession and holds 6 slugs. 2x, 10x, and 20x zooms. Rounds are always armour piercing.
Used by: Sniper Marines, ODSTs, SPARTANs

Grenade Launcher -> TK427 - Holds a single grenade and can switch between incendiary, EMP, explosive, and fragmentation modes.
Used by: Demolition Marines, ODSTs, SPARTANs

Rocket Launcher -> SPNKR/IAARL - The Individual Anti-Armour Rocket Launcher shows its stuff with three rocket pods loaded at a time for single-fire or quick succession. 2 and 5x zooms. Vehicular lock-on abilities.
Used by: ODSTs, SPARTANs

SPARTAN Laser -> ICLWS - The Individual Combat Laser Weapon System can cycle between single, double, and triple charge (the more discharges, the longer the cooldown) and holds a pack large enough for 30 blasts. The power of the laser is now great enough for the system to be considered a valuable anti-ship weapon. It can punch through any armour at a long range, and UNSC cruisers have been upgraded with beefed-up versions as frontal weapons for space combat.
Used by: SPARTANs

Fragmentation Grenade - The new frag boasts a larger blast radius by a single metre, but not much else has changed from the original design - a testament to its effectiveness.
Used by: All UNSC classes

Incendiary Grenade - While the original brute manufacturer still occasionally use these, the “firebomb” grenade has largely shifted over to human use. The flames from this grenade last longer and burn hotter with additional napalm included, and spread like wildfire along flammable surfaces (and skin).
Used by: ODSTs, SPARTANs

Vehicles

Warthog -> R/APV “Raptor”, SAAV “Groundhog”, SATV “Frontman”, AMTV “Shuttle”
R/APV - The Recon/All-Purpose Vehicle, or “Raptor Warthog”, is a re-do of the standard LAAG model. It comes with a high-powered machine gun turret and has less plating than most other 'hogs, making it an apt replacement for the LAAG and the Mongoose.
SAAV - The Specialised Anti-Air Vehicle, or “Groundhog”, earned it’s nickname from it’s ability to ground enemy aircraft. It’s armed with a quad-missile launcher and can fire up to sixteen consecutive shots before reloading (four from each launcher). It has reflective plating for defense against fuel rods.
SATV - The Specialised Anti-Tank Vehicle, or “Frontman”, is armed with a T6-2A Railcannon that rips through most human tanks in two shells (Talons, Scarabs, and Celestials are another story). The Frontman’s armour is thick enough to require more than one Rail shot to breach, in most cases.
AMTV - The Armoured Military Transport Vehicle, or the “Shuttle” (also called the “Long Warthog” due to it’s 6 wheels and long length), holds up to 8 passengers and is almost twice the length as the four-wheeler 'hogs. It’s used as a fast-delivery system for reinforcements and supplies. The armour on it is equivalent to that of an older Scorpion tank.
Lastly, all Warthog turrets and plating is interchangeable. You can have a heavily-armoured machine gun 'hog, and you can have a lightly-armoured rocket hog. The one exception is the Shuttle’s elongated form, which doesn’t allow for turrets.

Scorpion -> APT “Mastadon”, ST “Loki”
APT - The All-Purpose Tank, or “Mastadon”, is equipped with twin all-purpose cannons much like the original iteration of the UNSC’s Scorpion tank (or more closely related to the Grizzly). The turret that was originally manned by a separate gunner during the days of the Earth invasion has returned to the main cannons as an autonomous “autoturret” that picks off infantry units based on proximity to the tank’s cabin (to prevent jackers). The armour has been made stronger without being too much thicker, keeping the Scorpion’s surprising mobility while increasing the overall resilience of the vehicle.
ST - The Specialised Tank, or “Loki”, gets its nickname for it’s uncanny - and often unexpected - ability to switch weapon servos in battle. It can select from dual railguns (anti-armour), tracked missiles (anti-air), and dual cannons à la the Mastadon (with an extra autoturret for anti-infantry purposes). The Loki suffers from less armour to prevent a loss of mobility, what with all the servos being stored within the tank.

HMAWP - The “Talon” Heavy Mobile Assault Weapons Platform is a marvel in size, damage output, and most especially, cost. The Talon is three Mastadons long, three tall, and six thick. It uses massive thrusters to hover around a hundred feet over the battlefield (about as tall as the newer Scarabs) and provides extensive fire support via rocket pods, railcannons, autoturrets, and a MAC gun. When damaged, a large section of the Talon will eject from the whole platform and attempt repairs before rejoining with the main body. Talons are completely autonomous.

Hornet -> AA “Crane”, RC “Eagle”
AA - The Assault Aircraft “Crane” is armed with quad-rocket pods, a flare pod, and two autoturrets. Its crew is one pilot, and may contain two turret operators if the autoturrets have been swapped for conventional machine gun or grenade launcher turrets (à la Falcon).
RC - The Recon Craft “Eagle” is an autonomous drone that is armed with four autoturrets and a scanning system for reconnaissance. It has less armour than a Crane and can be remotely piloted if the need arises.

Pelican - MTC “Pelican”, MT/AC “Majesty”
MTC - The Military Transport Craft “Pelican” is the new and improved iteration of everyone’s favourite troop transport. With expanded armour, two extra thrusters, three autoturrets, and twin missile pods, the new Pelican is a strong addition to the ground-based UNSC forces.
MT/AC - The “Majesty” is a Military Transport/Assault Craft that forgoes larger troop space for more armaments. Numbering six autoturrets and twin railcannons, the Majesty packs a serious punch, but moves slow and is harder to maneuvre due to its heavier frame.

Shortsword/Longsword -> ASF “Scimitar” - The Assault Space Craft, known amongst pilots and soldiers alike as the “Scimitar”, replaces both the Shortsword bomber and the Longsword space fighter, and outdoes both. Roughly the same size as the Longsword and equipped with a dual-Fujikawa engines, the Scimitar is a highly-mobile craft, keeping in line with its predecessors. The expanded firepower - consisting of four frigate-quality railcannons and a mini-MAC like that found on the outdated Halcyon-class frigates - make it a force to be reckoned with, and the bombing payloads it makes use of closely resemble the unguided bombs of the Carpet Bomb, but explode in a much larger radius.

COVENANT

Weapons

Spiker -> Plasma Ripper - the new Spiker’s heft is almost double that of the original model, so if you aren’t a brute, you can forget about dual-wielding them. The Plasma Ripper fires superheated plasma spikes double the length and width of traditional Needler rounds, often resulting in decapitation, crucifixion (being nailed to a wall or such), or complete shredding of the target. They move at roughly 50% the speed of a bullet, making them almost instant, and even more deadly. The clip holds thirty rounds and empties at twenty rounds per second.
Used by: Brutes

Needler/Needle Rifle -> Supercombine Launcher - The SCL is a complete overhaul of the initial Needler design, replacing both its predecessor and the once-popular Needle Rifle. The launcher fires two shots per cartridge. Each shot phases through anything non-organic until it finds an acceptable target (friendly or otherwise). The projectiles launched by each shot are millions of tiny blamite fragments that adhere to organic tissue, causing millions of supercombine explosions that basically results in disintegration of the target. However, the blamite cloud moves at a speed for most attentive soldiers to evade the pink mist, and does not lock on to heat signatures.
Used by: Ultra Brutes (or higher), Heavy Grunts

Plasma Pistol -> Plasma Bolter - Make no mistake; the Plasma Bolter is NOT the Plasma Pistol. The newest upgrade to the Plasma Pistol model results in overcharged shots completely melting half of most human targets. The plasma launched from the weapon can melt through almost any human armour, be it tank plating, SPARTAN shielding and armour, or otherwise. Talon and UNSC cruiser hulls can withstand the impact. Overcharged shots have a large chance to leak into the entire weapon’s surface, causing it to blow up. Many Jackals (and brutes) have died due to careless use.
Used by: All Covenant classes

Plasma Rifle/Plasma Repeater -> Plasma Shredder - The brute upgrade to the Plasma Rifle is now more than a damage boost and a new coat of paint; it’s a complete overhaul of the original weapon system, allowing for faster projectile speed and more shots per second. It holds up to brute standards so rigidly that waiting for the weapon to cool off after prolonged use is only recommended - not required. Of course, your Ripper will explode after too much use without cooldown. The Assault Rifle trumps it in speed, but more power makes the Ripper a roughly even match.
Used by: Brutes, Jackals

Mauler -> Impaler - The newest version of the Mauler has a deadly body-shredding close-combat attack, but also transitions to ranged combat in the form of launching the spearhead-length projectiles (at near-bullet speeds) into more distant enemies, making the Impaler a deadly weapon across all fronts. The blades atop the system don’t do much to lower its threat level, either.
Used by: Brutes, Jackals

Brute Shot -> PPL - The Plasma Projectile Launcher is a smaller cousin of the vehicle-mounted weapon on Telos tanks. It’s more commonly known amongst UNSC Marines as the “Laser Grenade Launcher” because fires explosive projectiles at bullet speed and leaves what appears to be a laser trail (it’s actually an explosive smoke trail, but so constant due to the projectile speed). The explosion is enough to knock down Marines (not ODSTs or SPARTANs) at ten metres, incapacitate and possibly deafen at five, and kill at three. The weapon holds four rounds per magazine, but the weapon can overheat if it launches two grenades before being allowed to cool off.
Used by: Major Brutes (or higher), Spec Ops Grunts, Heavy Grunts

Beam Rifle/Laser Rifle -> Type 53 Special Applications System - The 53SAS, more commonly referred to as the “Beam Laser”, combines the firing power of the Laser Rifle with the precision of the Beam Rifle, making it one hell of a sniper rifle. With four self-charging plasma cores, the Beam Laser promises a steady recharge rate for prolonged, active use, and its precision makes Jackal snipers (and the occasional brute sniper) a serious threat.
Used by: Spec Ops Brutes, Jackals

Energy Sword -> “Reaper” Plasma Scythe - The Energy Sword saw a general lack of use by Covenant forces during HALO 3, with Sangheili no longer a part of the main ground operations. The new Reaper model replaces the Sangheili “precise kill” weapon with the more violent and brutal style of the Jiralhanae. The Plasma Scythe cuts through matter much quicker and at a far greater range than the Energy Sword. It’s extended reach and bulkier build makes for awkward untrained handling, so much that even SPARTANs have largely been unable to use the things. Brutes and Elites remain the only possible wielders, at large, and even then, Sangheili prefer their swords. With the updates in plasma weapons, the Covenant have been able to enable slow regeneration (about 2 energy per 3 seconds) for the weapon.
Used by: Spec Ops Brutes, Brute Chieftains

Fuel Rod Gun -> Plasma Condenser - Misconceptions the UNSC field troops have about the Plasma Launcher lead them to believe that the Covenant are creating plasma at the weapon’s targeted location. In fact, it’s condensing the air around the target with use of plasma. The molecules of air are crushed, leading to spectacularly gorey deaths akin to implosion. Because the cooldown on the weapon allows for around two shots every minute, you can expect the chieftains using the weapons to have added spikes à la the Plasma Ripper for entertainment while the weapon is cooling off.
Used by: Brute Chieftains, Heavy Grunts

Gravity Hammer -> Propulsion Hammer - The Brute Chieftains lusted for a more powerful model of their weapon of choice - the Gravity Hammer. Thus, Covenant Engineers set to work crafting the Propulsion Hammer - a larger version of the Gravity Hammer that pulls enemies to the wielded, allowing for brutally efficient methods to deal with bunkered-down troops. The weakness in the ability to pull enemies away is that it uses up two strikes’ worth of energy, not counting the energy one would use to actually strike and kill the enemy. The gravitational lashes are now almost twice as large as they were in previous models. Lastly, the Propulsion Hammer, as with the Reaper Scythe, slowly regenerates energy when not in use.
Used by: Brute Chieftains

Plasma Grenade - The new iteration of the Plasma Grenades has seen a more popular inclusion in Covenant ground forces. For once, the Jiralhanae’s version of an existing weapon system is more lightweight than before, giving even the frail Yanme’e Drones the ability to hurl them into the fray from above. The blast radius has remained much the same as past versions.
Used by: All Covenant classes

Spike Grenade -> Slicer Grenade - The Slicer shows more contempt for any living creature than any past brute invention with its ridiculously-lethal design. It explodes on contact after being armed, but its wrath doesn’t end there; rather than covering the area in superheated spikes like its predecessor, it covers the area in superheated spikes that also spray a smaller radius with their own superheated fragments. This results in the utter shredding of the insides of stuck targets, as well as anyone in the immediate vicinity. There’s little explosive residue or damage, though, making the Slicer primarily an anti-personnel weapon.
Used by: Brutes

Vehicles

Ghost -> Skimmer - The Skimmer is a fast-response attack vehicle and scout, much like the Ghost. The Skimmer, however, has a sealed cockpit, and for a good reason - the Skimmer also has the unique ability amongst vehicles of both races to make short slipspace jumps for around five seconds. Pilots can use this ability to avoid obstacles, sidestep enemy forces, and even evade locked-on rockets. Because slipspace travel can irradiate organic exposure, the cockpit must be sealed to activate the slipspace function. Add that to the fast-attack cannons and the elongated boost time and you have one of the most efficient ground vehicles in on the fields.

Chopper -> Carnivore - The Carnivore, piloted exclusively by brutes, sets out to become what the Chopper thought it was - a vicious, vehicular deathtrap. Between the copious amounts of flesh-dissolving spikes and the powerful anti-armour (and anti-personnel) cannons that fire their projectiles twice as fast as the Chopper did, the Carnivore is a prime example of brute ingenuity. It’s a wonder the vehicle maintained its small boost time.

Wraith -> Telos - The Telos Battle Tank is an anti-ground hovercraft that looks to be slightly smaller than the Mastadon. Its armour is made out of thickened plates of mephite - a stronger metalloid derivative of the Hunter’s blast shield. The pumped-up PPL systems, coupled with a Plasma Mortar that recently saw a modulator upgrade, increasing damage and blast radius, and you have one hell of a tank. Railcannons from the Mastadon do their job in two or three hits, but the Mastadon can be killed in less time if all weapons are focused on it. The only reason the Telos isn’t usually the victor is that there are more Mastadons and Lokis than Teloses.

Banshee -> Nightmare CC/Terror SC - A good reason to fear the skies often came not from troop transports, but from Banshees. The Jiralhanae’s personal iteration of the popular Covenant aircraft is the Nightmare Combat Craft, made from stronger material and hued a blood-red, as if it were a warning. Its weapon systems include a fuel rod cannon system (the only fuel rod system still in use in the Covenant army) that is capable of firing two shots in quick succession before recharging. The plasma repeaters, other than being replaced by Plasma Shredders, have been improved to track vehicle targets, but the automated targeting system isn’t always reliable, particularly in high-mobility skirmishes. The iconic wail that earned its predecessor its name has only grown louder with the increased payload, as a larger engine was required to support the bulkier frame, but the mobility and flexibility of the Banshee has carried over quite well despite the Nightmare being larger. On the other hand, the spacefaring version of the Banshee has earned itself a new name, seeing as how it’s nearly the size of the old Seraphs, and has double the payload of the Nightmare. Complete with a slipspace drive, the Terror Space Craft, along with the Nightmare, make the Covenant air support no less scary.

Spirit/Drop Pod/Phantom -> Celestial - The Covenant have always had a need for reinforcing ground armies during assaults on UNSC planets and defenses of their own territories. In the past, the Spirits (replaced by Phantoms later on) and Drop Pods served as troop transports. Now, the Engineers have developed a faster, low-cost module that replaces all past forms of troop transporting; the Celestial Drop Pod. Failsafes in the design prevent troops inside from taking lethal injuries when the Celestial is shot down (though they may be incapacitated) unless the troop bay is destroyed. As a secondary function, empty Celestials can project extra overshields à la the Covenant Engineers, and provide links to Covenant ships in orbit - provided the angle is right - which lets reinforcements stream in rather quickly. This gives the UNSC even more reason to target them - and a Frontman’s Railcannons will make short work of the transport if the gunner aims for the thrusters in the back or the weakened plating on the bottom.

Seraph -> Kryll SF - The Kryll Space Fighter, bordering on twice the size of the Seraph, boasts an array of three twin-linked lasers that, ten years ago, would have only been possible to arm Covenant Cruisers (or ships of larger size). These are able to punch through most armour after numerous discharges, and pose a great threat to UNSC spacecraft. In such a time where the Covenant no longer have a sizable fleet, Kryll and Terrors comprise most of their spacefaring force, and encounters with cruisers are rare (although often result in a Covenant victory, as the power of a cruiser is formidable).The movement speed of a Kryll is only slightly slower than that of a Seraph, with a difference of maybe ten or twelve kilometres.

Scarab - The new Scarabs stand a hundred and ten feet tall and pack dual plasma repeater cannons for anti-air purposes. The main Scarab gun has gone through several upgrades and defective models before arriving at the current system; a repurposed triple-barreled rotating plasma drill based off of Forerunner technology. The drill cannot pass through atmosphere, but models of the weapon system have been adapted to the Covenant space armada. On the ground, a Mastadon will hold up for less than ten seconds after the rotation of the drill is at full speed. The key to fighting the Scarabs is avoiding their weapons long enough for the spin to slow, then going back for a strike. The core has been moved deeper into the heart of the vehicle, meaning the UNSC has to employ heavy anti-armour systems against the massive vehicles. A MAC round from a Talon or orbiting cruiser will do, and when those are absent, Railcannons to the drill will destroy the Scarab’s weapon systems after concentrated fire. The rest is just a matter of dealing enough damage to cripple the legs and topple the beast of a vehicle.

Thats a lot of stuff!

I didnt read any of it but sounds good to me

lolololololoololol :smiley:

Hoo-boy, I think I’ll take this weapon by weapon :stuck_out_tongue:

First off, the MA7D is HORRENDOUSLY overpowered and unrealistic. Some miniguns don’t fire that fast (you’re talking 4800 rounds a minute), and a magazine that size would have to be bigger than the gun. Plus, the AR has always been unscoped. As cool as it would be, I think it would change it a bit too much.
Th HK9 I agree with slightly more. Although I still think a 30 rounds mag is a bit too large, it should have a single, 3-5x zoom, and it should be selective between single fire semi, and three-round burst semi auto.
Yet again, the firing rate for the M7A is incredibly unrealistic. 6 rounds a second is extremely fast, especially a pistol. And twice the stopping power? So two shots in the head and they’re dead. That seems a bit unbalanced somehow.
The TR80 description is kinda vague, so I can’t say much there. I don’t see why you would need to empty out enough power to kill someone 4 times over into one target, though.
Again, can’t say much on the S4AP, though I don’t think you would need a burst-fire sniper rifle, and 20x zoom is a bit excessive.
TK427 sounds pretty good, though I think you could combine the explosive and fragmentation modes.
(SPNKR/IAARL) Again, this burst fire and unneeded zoom. More isn’t always better. 2x zoom is fine, and there’s no reason to have burst fire. The three rockets I agree with, though.
(ICLWS) Again, why do you need to dish out enough power to kill someone many times over in rapid succession? And 30 blasts is highly overpowered, keep in mind the Halo 3 one was 5, and Halo: Reach’s was 4.
Fair enough on the frag grenade. As long as the actual damage is nerfed from the mini-nukes of Halo: Reach.
And incendiary grenades sound pretty good, too. Just as long as they’re rare (like in Halo 3)

Well, that’s my take. Sorry. For what it’s worth, most of the vehicle ideas sound pretty good.

That looks like a lot of work OP . You can repost it in a pinned thread that 343 have said they monitor here if you like.

Official Feedback Thread Link

Also , welcome to the forums. :slight_smile:

> Hoo-boy, I think I’ll take this weapon by weapon :stuck_out_tongue:
>
> First off, the MA7D is HORRENDOUSLY overpowered and unrealistic. Some miniguns don’t fire that fast (you’re talking 4800 rounds a minute), and a magazine that size would have to be bigger than the gun. Plus, the AR has always been unscoped. As cool as it would be, I think it would change it a bit too much.

Whups, that must have been a typo. I was mostly trying to have an assault rifle that’s more realistic (the assault rifle as-is empties ridiculously slowly). Definitely a more realistic firing rate, but faster than existing models.

> Yet again, the firing rate for the M7A is incredibly unrealistic. 6 rounds a second is extremely fast, especially a pistol. And twice the stopping power? So two shots in the head and they’re dead. That seems a bit unbalanced somehow.

Well, someone’s gotta trump the M6D, lol. No, I see what you’re saying.

> The TR80 description is kinda vague, so I can’t say much there. I don’t see why you would need to empty out enough power to kill someone 4 times over into one target, though.
>
> Again, can’t say much on the S4AP, though I don’t think you would need a burst-fire sniper rifle, and 20x zoom is a bit excessive.

It’d come in handy against bigger targets (Hunters, etc.) and fast-moving ones, in the case of the sniper. Or am I wrong there? As for the shotgun, it’s basically a more powerful iteration, although I was toying with the idea of incendiary ammo. For coolness.

> TK427 sounds pretty good, though I think you could combine the explosive and fragmentation modes.
> (SPNKR/IAARL) Again, this burst fire and unneeded zoom. More isn’t always better. 2x zoom is fine, and there’s no reason to have burst fire. The three rockets I agree with, though.
> (ICLWS) Again, why do you need to dish out enough power to kill someone many times over in rapid succession? And 30 blasts is highly overpowered, keep in mind the Halo 3 one was 5, and Halo: Reach’s was 4.

You’ve never had the urge to just launch three rockets consecutively at someone or something? Lol. Yeah, I suppose you made sense there. The SPARTAN Laser shouldn’t be included in multiplayer at all, really. Maybe a less-powerful version of the ICLWS could make it into campaign? Something with like 10 or 15 shots. Oh, and forget about my part about it being a valuable anti-ship weapon. I don’t know what I was thinking.

Yeah, I guess against hunters or other large, heavily armored targets it would be useful. I’m just so used to thinking in terms of multiplayer that I just think about the damage it takes to bring down a Spartan :stuck_out_tongue:

> Yeah, I guess against hunters or other large, heavily armored targets it would be useful. I’m just so used to thinking in terms of multiplayer that I just think about the damage it takes to bring down a Spartan :stuck_out_tongue:

I’m a firm believer of campaign-only weapons and multiplayer iterations of them (think the Falcon from Reach, perhaps), so I see no reason why 343 wouldn’t allow us a chance at cooler weapons for campaign and Forge purposes.

> > Yeah, I guess against hunters or other large, heavily armored targets it would be useful. I’m just so used to thinking in terms of multiplayer that I just think about the damage it takes to bring down a Spartan :stuck_out_tongue:
>
> I’m a firm believer of campaign-only weapons and multiplayer iterations of them (think the Falcon from Reach, perhaps), so I see no reason why 343 wouldn’t allow us a chance at cooler weapons for campaign and Forge purposes.

Could be neat. Have the full-powered weapons in the campaign where you’re dealing with more enemies, but they won’t complain about balancing, and then weaken them so that they’re fair in multiplayer.

Though, you see how many people complained about the Falcon losing the chain gun in multiplayer.

I was unaware people played Reach for multiplayer.

lol jk

It didn’t cripple the thing at all. The Falcon in Reach’s multiplayer is actually more effective fully-manned than a Hornet fully-manned (there’s really not much use for the Hornet’s passenger seats, to be honest).