A guide for creating a balanced sandbox.

Halo titles since Combat Evolved have lacked one very crucial thing: an arsenal that allows for varied gameplay, but not at the risk of having to use sub-par weapons. Redundant and useless weapons have plagued the game ever since the introduction of Dual Wielding, which caused many of the weapons(most notably the Pistol and Plasma Rifle) to become far less useful, as for them not to become too powerful when holding two.

In this guide, I hope to share my own views and ideas on how to craft a classically-balanced arsenal of weapons. I may touch upon certain abilities, but due to our limited knowledge of their implementation in Halo 4, I will have to use Reach to form my opinions. I will not address vehicles due to my somewhat limited knowledge on their mechanics and function. My first posts on the subject can be found here and here. I will not cover many power weapons, if at all, because they, along with the majority of the utility weapons are already balanced. The sandbox should be designed around the all-purpose weapons first and foremost.

The first weapon I will cover is another personal favorite that I would like to see return, even with the lack of dual wielding in Halo 4, the SMG-

The SMG was a weapon easily overlooked when single-weilded. With dual wielding absent from Halo 4, the weapon could easily take over the close-range niche if the new close-mid range Assault Rifle were to be implemented.

Two SMGs existed in the series: the unsupressed, dual-weilded weapon and the supressed, single-wield variant. The Supressed variant was treated more like a carbine in regards of having a tighter spread, allowing for longer distance to be covered by it. To aid with the weapon’s new range capabilities, the weapon was given a 2x scope magnification. This Supressed SMG had a slightly lower magazine capacity of 45 rounds.
The Unsupressed variant had a much larger spread, limiting its range drastically. It had a reletively deep magazine with 60 shots: the highest amount in the series. When dual-weilded the weapon was able to effectively fire off hundreds of shots in only a few seconds.
In both cases, the weapons had very high rates of fire, and very exreme recoil that forced the barrel upward after prolonged fire.

As for my implementation; I would keep the older, unsupressed variant. My first change would be the base spread on the weapon. With bloom, I would like to see the weapon start off with a very tight cone where bullets can land. While the weapon would be able to ping Snipers and DMR users out of their scope, it would be ultimately ineffective at range. The bloom would expand very rapidly in a very small amount of shots, but reset almost as quick. The maximum amount of bloom would be comparable to the spread of the Halo 3 SMG, to limit the range and keep it in its niche. Alongside the punishing-but-fair bloom would be the recoil from Halo 3’s variant. While the initial few shots did not cause the barrel to move, extended fire would cause it to climb very rapidly.

The magazine would be the smaller 45-round variant of the Supressed SMG, to further discourage spraying and to differentiate from the LMG(which will be detailed later in this post). The weapon would take a high amount of shots to kill to balance the very high rate of fire. Like every other weapon, I would want it to be able to get at least two kills per reload. Due to the small rounds fired, and the rate at which they can be shot, this weapon would not get a headshot bonus.

This SMG would probably fill the role the Mauler filled in Halo 3: it was a quick kill up close, but not as quick as the Shotgun or Sword. The Mauler would return as the SMG’s counterpart, with each weapon keeping check of the other, much like the rivalry in the Sword and Shotgun. While the Mauler could kill faster than the SMG in point blank, the SMG could begin firing sooner at a longer range.

As with all small-arms weapons (The Mauler, Magnum, Plasma Pistol), weapon switch times would be much lower. This would allow the weapons to actually be used in a last-resort situation if need be. This would only be for switching the weapons in, and not drawing a new weapon, to remove the ease of the “noob combo.”

The next weapons I will cover are the utility weapons I feel should be tweaked for use in competitive play. Firstly, the Carbine; Halo 2 had this weapon down almost perfectly. The weapon had a high rate of fire, and absolutely no spread. This is the model I would use, of course with modifications. My first change would be to modify the damage, creating a 6-shot weapon, following the idea that all utility weapons could get at least 3 kills per reload if no shots are missed. This extremely fast kill time when coupled with the already-high rate of fire could be balanced with massive recoil, and a projectile over hitscan. Bullet magnetism would not affect the weapon as much as others, the shot will fire down the center of the reticule almost every time. This limits the weapon at long range(recoil) as well as close range(need for accuracy), making a formidible medium-range contendor, a niche that has never been filled by a non-utility.

Second is the Magnum. This weapon is a shadow of its former Halo CE self. In CE, it was a 3-shot projectile weapon with a less-accurate automatic mode, and a very large 12-round magazine. Bungie tried to make the weapon viable in Reach, but that failed. The large bloom, high spread, slow kill time, and bloom ruined it. Under v1 ZB settings, the Magnum was made a 4-shot kill, and was not affected by bloom. Unfortunately, the weapon still suffered by very large spread and a shallow magazine. While a 3-shot kill would overshadow the BR too much, and 5-shot would make the weapon become too weak compared to the Battle Rifle, I feel that four shots with the fire rate of the Halo CE Pistol would be fine. This, coupled with hitscan would make for a viable sidearm in close range. The scope would be removed to balance the draw time compared to the BR, and keep the weapon as a situational “last resort” or follow-up weapon.
While these weapons have lost their place as utility weapons so to say, they have taken new roles filling in as niche weapons, as multiple utility weapons is quite simply redundant.

That is as much as I can write at the moment, and I already feel my thoughts being jumbled. I will continue to post more as I get ideas.

My next target is the only power weapon I feel needs to be covered: the Fuel Rod Cannon.
The idea of a faster-firing explosive weapon with a higher magazine capacity is great, however this has been treated poorly since Halo 3(I have no extended experience with the Halo 2 incarnation). The FRG in Halo PC was unique to the Rockets, as the projectiles did less damage(2-shot kill), operated off a battery, fired at much more of an arc compared to the later variants, and lacked scope zoom. I do not exactly prefer the battery charge to the magazine-fed system, but I could be satisfied either way, what I really want changed is the damage done per projectile, the splash damage, and arc at which the projectile is fired. The Fuel Rod in Halo PC was treated as a handheld mortar, able to fire over hills to hit targets behind, etc.
In more recent titles, the weapon is treated as too much of a “spam” weapon, where you mash the trigger to fire off five shots, hoping for at least one of them to be a direct hit. The shots fired much straighter, and did not require the user to judge drop unless at range. As of now, it is too much like the Rockets, and adopting the Halo PC Fuel Rod could add variety to the ordinance weapons, even with the 5-shot magazine vs battery charge.

Grenades do not need much more explanation other than I want them to function much like they did in Halo 3, where they bounced high and only popped shields. Matched with high movement, and the ability to jump over the Grenade’s explosion would make them much less potent than they are in Reach.

To be continued…

I would like to see an lmg in halo, similar to what was fired out of the halo ce/2 scorpion but in a hand held weapon form that is balanced and a mid/lond range weapon with a massive ammo size 150 or 200. high rate of fire.

I don’t really understand… It’s almost as if you think 343 doesn’t haven enough people to make a good sandbox that would sell. Who are you trying to teach?

> I don’t really understand… It’s almost as if you think 343 doesn’t haven enough people to make a good sandbox that would sell. Who are you trying to teach?

It isn’t that I don’t think 343 doesn’t have enough people. I just know that Bungie has been too incompetent to create a worthy sandbox, and I am sorta concerned the same could happen in Halo 4.

> I would like to see an lmg in halo, similar to what was fired out of the halo ce/2 scorpion but in a hand held weapon form that is balanced and a mid/lond range weapon with a massive ammo size 150 or 200. high rate of fire.

Isn’t that the turret?

> > I would like to see an lmg in halo, similar to what was fired out of the halo ce/2 scorpion but in a hand held weapon form that is balanced and a mid/lond range weapon with a massive ammo size 150 or 200. high rate of fire.
>
> Isn’t that the turret?

the one in halo 2 and reach is a GPMG meaning they fire full sized rifle rounds and the one in halo 3 is a an HMG meaning they fire anti material round. a .50cal BMG to be exact. an LMG fires intermediate rounds which have not been anywhere in the halo verse thus far.

> > I would like to see an lmg in halo, similar to what was fired out of the halo ce/2 scorpion but in a hand held weapon form that is balanced and a mid/lond range weapon with a massive ammo size 150 or 200. high rate of fire.
>
> Isn’t that the turret?

No thats a full heavy machine gun, not a light machine gun.

But I do like the idea of an LMG, it gives me an idea. Since spartans are super strong, shouldn’t they be using LMGs like normal marines would use ARs?

I wasn’t serious when I told you to do this.

> I wasn’t serious when I told you to do this.

I was.

I think there should be a wider selection of weapons. such as an auto shotgun and a semi-auto, but the auto shotgun would have less damage to make game play balanced. Or there could also be a more effective close range assault weapon, and then a longer range one.

> > I don’t really understand… It’s almost as if you think 343 doesn’t haven enough people to make a good sandbox that would sell. Who are you trying to teach?
>
> It isn’t that I don’t think 343 doesn’t have enough people. I just know that Bungie has been too incompetent to create a worthy sandbox, and I am sorta concerned the same could happen in Halo 4.

Let’s see… Counting ODST, Bungie made 4/5 games with a balanced sandbox. Not sure what you’re getting at. Your suggestions don’t really make sense anyway.

> > > I don’t really understand… It’s almost as if you think 343 doesn’t haven enough people to make a good sandbox that would sell. Who are you trying to teach?
> >
> > It isn’t that I don’t think 343 doesn’t have enough people. I just know that Bungie has been too incompetent to create a worthy sandbox, and I am sorta concerned the same could happen in Halo 4.
>
> Let’s see… Counting ODST, Bungie made 4/5 games with a balanced sandbox. Not sure what you’re getting at. Your suggestions don’t really make sense anyway.

4/5? lolno
If we count ODST(Even though it lacks multiplayer), 2/5 games had a balanced sandbox.
The BR and dual wielding absolutely ruined any form of balance in Halo 2 and 3. The BR and Carbine dominated every range. The AR was a club, and all of the dual wield weapons not named the Plasma Pistol were worthless until you found a second one to keep it company. Every non-utility or power weapon was so poorly matched against the useful weapons, and simply were not viable outside low-level play.