An idea for Utility/Spawn weapons.

Now, like my other thread, I’m just posting these for discussion of merit. I don’t particularly expect 343i to take notice or think they absolutely have to implement these or the game is going to fail completely. They’re just being posted to see how everyone else thinks about them.

First of all: my idea for utility/spawn weapons, at least in standard gametypes like Slayer and CTF. I’m also working off the assumption that AAs wont return, and that bloom will but adjusted.

Basically, I think that they should bring the two main ultility weapons (AR/DMR) down to the same level, and allow you to chose which one to spawn with, in a system similar to Gears of War 3 (There’s a similar choice for secondaries which I’ll explain in a bit). The weapon names are for conveinience. They’re also slightly weaker compared to other games to reempahasize control of power and niche weapons.

Assault Rifle, MA5D: Functions similarly to the Halo 3 AR. Medium initial accuracy, with mild reticle expansion that resets slowly. 42 rounds, 18 to kill.
DMR: Functions similarly to the Reach DMR. High initial accuracy, but expands fairly quickly to a larger reticle. Same fire rate as Reach DMR, with 8 body shots to kill, 7 with headshot. 20 round magazine.
Assault Rifle, AD89: Functions similarly to the MA5B/MA37. Intial few shots are accurate, but the reticle expands and retracts extremely fast with a very high expansion radius. Slower rate of fire than the MA5D, but more power. 15 shots to kill, with a 32 round magazine.

The idea is that you’ve got a general all-rounder weapon(MA5D), a precision weapon that works at range, and another weapon that works in close-quarters.

Now, onto secondaries. Lots of people want the CE Magnum back. My idea is that you spilt them in such a way as that each as it’s own strengths and weaknesses. Pistols don’t have bloom.

Magnum: Basically a copy of the ODST Auto-Mag. 9 shot kill, high rate of fire, with a scope. Weak agaisnt shields. Works best when dual-weilded or used in a pop ‘n’ drop weapon combo, or when switched to get the final headshot.
Revolver: Six round magazine, no scope, slow rate of fire. Four-shot kill, three with headshot.

The idea is that players can spawn with weapons to suit them, and that’ll allow them to get a few kills, but still emphasize controlling the map weapons.

What do you all think?

No BR? Rock-paper-scissors gameplay? I’m out.

The AR is a niche weapon not a utility weapon.

While I don’t mind the idea of looking into new weapons and their settings, you mentioned bloom and that already turned a lot of people off and they probably won’t read the rest of the thread.

Anyways, the idea of a utility weapon is a weapon that’s decent at all ranges, but doesn’t dominate at any one range. The ideas you’ve suggested aren’t really utility weapons, you’ve listed a weapon that’s good at close-range, one that’s good at medium and one that’s good at long range. While they can all be used at all ranges, that doesn’t make them a utility weapon.

Besides, we already have all that in Reach, they’re just not all variations of the same weapon. The Needler is great at mid-range, the Repeater is great at short range and the Spiker is great at long range.

> While I don’t mind the idea of looking into new weapons and their settings, you mentioned bloom and that already turned a lot of people off and they probably won’t read the rest of the thread.
>
> Anyways, the idea of a utility weapon is a weapon that’s decent at all ranges, but doesn’t dominate at any one range. The ideas you’ve suggested aren’t really utility weapons, you’ve listed a weapon that’s good at close-range, one that’s good at medium and one that’s good at long range. While they can all be used at all ranges, that doesn’t make them a utility weapon.
>
> Besides, we already have all that in Reach, they’re just not all variations of the same weapon. The Needler is great at mid-range, the Repeater is great at short range and the Spiker is great at long range.

Maybe I should have just referred to them as Spawn weapons rather than utility. They’re meant to be useful off the spawn but not so much that they dominate everything else, like Reach’s DMR>

> > While I don’t mind the idea of looking into new weapons and their settings, you mentioned bloom and that already turned a lot of people off and they probably won’t read the rest of the thread.
> >
> > Anyways, the idea of a utility weapon is a weapon that’s decent at all ranges, but doesn’t dominate at any one range. The ideas you’ve suggested aren’t really utility weapons, you’ve listed a weapon that’s good at close-range, one that’s good at medium and one that’s good at long range. While they can all be used at all ranges, that doesn’t make them a utility weapon.
> >
> > Besides, we already have all that in Reach, they’re just not all variations of the same weapon. The Needler is great at mid-range, the Repeater is great at short range and the Spiker is great at long range.
>
> Maybe I should have just referred to them as Spawn weapons rather than utility. They’re meant to be useful off the spawn but not so much that they dominate everything else, like Reach’s DMR>

Funny thing is, you can still do that now in Reach. The Loadouts aren’t just AA selection it’s also first and secondary weapon selections. It’s just that outside Invasion (and Elite Slayer) all first and secondary weapons are the same. I really don’t see why we can’t put the Repeater in one loudout and the Spiker in another. You can even match them up based on the AA. A lot of weapon think Jetpack ruins map control, so why don’t we give the Jetpack loudout a Repeater? There’s a lot of complaints about Armour Lock. So why don’t we take out the secondary weapon and just give that loudout a Plasma Pistol?

> > > While I don’t mind the idea of looking into new weapons and their settings, you mentioned bloom and that already turned a lot of people off and they probably won’t read the rest of the thread.
> > >
> > > Anyways, the idea of a utility weapon is a weapon that’s decent at all ranges, but doesn’t dominate at any one range. The ideas you’ve suggested aren’t really utility weapons, you’ve listed a weapon that’s good at close-range, one that’s good at medium and one that’s good at long range. While they can all be used at all ranges, that doesn’t make them a utility weapon.
> > >
> > > Besides, we already have all that in Reach, they’re just not all variations of the same weapon. The Needler is great at mid-range, the Repeater is great at short range and the Spiker is great at long range.
> >
> > Maybe I should have just referred to them as Spawn weapons rather than utility. They’re meant to be useful off the spawn but not so much that they dominate everything else, like Reach’s DMR>
>
> Funny thing is, you can still do that now in Reach. The Loadouts aren’t just AA selection it’s also first and secondary weapon selections. It’s just that outside Invasion (and Elite Slayer) all first and secondary weapons are the same. I really don’t see why we can’t put the Repeater in one loudout and the Spiker in another. You can even match them up based on the AA. A lot of weapon think Jetpack ruins map control, so why don’t we give the Jetpack loudout a Repeater? There’s a lot of complaints about Armour Lock. So why don’t we take out the secondary weapon and just give that loudout a Plasma Pistol?

Because that’s rock-paper-scissors off-spawn balancing, which only works in RTS, and it doesn’t solve a lot of the grievances Armour Lock presents.