This here is how I would like to see Loadouts:
Primary Weapon - Utility Weapons Only
Battle Rifle
Designated Markman Rifle
Covenant Carbine
Needle Rifle
Light Rifle
Secondary Weapon - Dual Wield Weapons Only (All filling a Close-mid range niche)
Magnum
Sub-machine Gun
Plasma Rifle
Mauler
Bishop Beam
Grenade - 1x Grenades ONLY, 2x leads to spam and overpowers some choices.
Fragmentation
Plasma
Spike
Pulse
To explain the balance:
Utility Weapons are designed specifically to work better on certain maps than others. As a result the longest range functions on them (DMR, NR, scoped LR) have slower killtimes but gain the benefit of precision accuracy. The closer ranged functions (BR, Carbine, unscoped LR) have a faster overall killtime, but become less consistent the farther away you get. From there your choice is mostly playstyle. If you want more flexibility overall.
The LR is a good choice, but doesn’t quite pack the firepower at either respective range as direct equivalents (Meaning it has a disadvantage to a BR/CC up close, but an advantage to a DMR/NR, and vice versa at long range).
The BR/DMR, and CC/NR are very balanced in killtime, only major difference being rate of fire vs shot-for-shot damage, the NR is also automatic like it was in Reach.
Sidearms are designed and balanced specifically with Dual Wield in mind. Not that you exactly get 1/2 a weapon, it’s closer to 3/4 a weapon when you spawn with it, but having two Sidearms at once will give you a significant close range advantage against any Utility weapon in close quarters fights. Using a single weapon isn’t exactly useless either so long as you use it appropriately.
Using a Magnum with a skilled headshot makes it a very powerful flexible counterpart to the DMR/NR in BTB games, or backup to the BR/CC/LR in any situation. It has a faster killtime than most sidearms, and all of the Utility Weapons provided you have the skill to 5/6/whatever shot with it perfectly. It is limited in it’s range though, no longer boasting a scope, and maintaining slightly more spread than the BR/CC, but still maintaining it’s reliability from Halo 4 in tight quarters. Dual Wielding this weapon gives it that unique Headshot other DW weapons don’t get. It Dual Wields most effectively with the Bishop Beam and Plasma Rifle.
The SMG is like the Magnum for players who have a hard time landing that headshot. It’s killtime is slower than a Magnums, around par with a BR/CC so long as you’re within close quarters. It’s clip size is nice and forgiving too. It brings a solid DPS against Health to Dual Wield, making it a great finisher for those who struggle with headshots. This weapon Dual Wields fantastically with the Bishop Beam and Plasma Rifle.
The Plasma Rifle should play relatively the same as it did in Reach. If you are confident in your ability to lead the projectiles, using this weapon to drain shields and then swapping to your Utility weapon for a headshot, or closing off with a Melee gives you a definite advantage in killtime over just 4 shotting or even Magnum killing for close range encounters. This sidearm also does significantly more damage to vehicles than most other spawn weapons. Being superheated plasma and having little killing power in other areas, it only makes sense that it should have a bit of a benefit where it can really gain it, melting through vehicle alloy. It’s shield drain is an obvious advantage in dual wield, being a vital counterpart at close range to the Magnum, or SMG.
The Mauler has the most pathetic range of any weapon in the game, it will usually 4 shot at the longest range a Boltshot can 1 shot. In a standard close quarters bout your shots will not do a whole lot of damage, giving you 3/4/5 shot kills the farther and farther away you get, but if you can get them within 2/3 shot kill range, or Melee range, you’ve definitely trumped anything else you could have spawned with (Save possibly a PR/Melee, if they got shots off before you made it right in close you’ll likely tie). This weapon brings a great close quarters backup to Dual Wield, making it great for adding flexibility to the Magnum or Bishop Beam.
The Bishop Beam is range-flexible much like the Magnum, however it does Automatic-like solid damage, fitting between the Plasma Rifle and SMG by dealing medium damage to both health and shielding. Think like a Sentinel Beam that fits in one hand. It’s killtime falls par with the SMG and the Plasma Rifle. Though it’s benefit to Dual Wield is more in it’s flexibility than it’s ability to kill. It goes fantastically with the Magnum or the Mauler.
Finally we come to Grenades:
Frag - Relatively unchanged. Halo 4’s Frags are good for scouting a corner an enemy is hiding behind, it’s blast radius is the largest of the group, and it’s fuse is capable of being manipulated with accurate bounces.
Plasma - This weapon gets a rework to it’s stickiness. It will no longer stick until it has travelled a little distance through the air, at least far enough that just whipping it at a close up player or vehicle for an easy stick is no longer possible, and you actually have to account for their movement and aim with skill. With that this weapon should be largely unchanged, it’s smaller blast radius is fitting of it’s sticky property.
Spike - Also reworked, this weapon no longer sticks to players, it can only stick to inanimate objects/surfaces. Allowing it to play a little more like a trap. When it bursts, the cone of spikes becomes a near-instant deathtrap, but it will only shoot straight out in a cone shape, not off to the sides. Meaning it isn’t difficult to avoid so long as you pay attention to it.
Pulse - Largely unchanged, the pulse’s only big weakness in Halo 4 was that you spawned with less than other nade types, now you will spawn with the same number. I love this grenade the way it is, creating a little danger field, double detonating, and impact detonation can all be hilarious given the scenario, and it definitely serves as an amazing clutch-backup to turn a situation around, but requires plenty of skill to use properly.
I would like Perks to be gone, and AA’s placed on the map, some, like Active Camouflage, converted into Powerup form. If AA’s are on the map they should have two indicators, one being the “recharge” indicator, the other being the “total use” indicator. An AA will last until it’s “total use” indicator reaches zero. You can drop AAs when you die. AAs are made more powerful than they are now to make them worth vying for.