I would actually like to see the AR work more like the Retro in Gears of War 3.
By which I mean, when you start shooting, it KICKS, and kicks HARD. Becoming very inaccurate after the first 2-3 shots. But each shot does alot of damage, killing in around 15 shots, and keep the 32 shot clip.
This accomplishes that the weapon is very limited to close range, unless you use short-controlled bursts. Something both the Halo 3, and Reach AR’s did NOT accomplish, even remotely. This allows the massive damage scale-tip that I suggested, where the AR kills in just 5 bursts. This will accomplish a lower kill time at range than the Utility weapon, because spraying just doesn’t work, and “Bloom” should ensure that in order to have effective bursts, you must fire too slow to really win the fight.
The Plasma Rifle should work basically like it did in Halo CE. It has the ability to stun, pops shields in 6 shots, kills in 3 more head shots, or 6 more body shots. And can be fired semi-automatically with perfect accuracy. But hold the trigger for faster, gradually less accurate shots.
The Spike Rifle was just kind of handled poorly. I always figured the Spiker should have behaved more like a “Low ROF” automatic weapon. Say, take the Needle Rifle in ZB, and make the shots fast moving spikes, instead of hitscan. THAT should be the Spike Rifle, 6 shot kill is great too, it wouldn’t be as OP as the TU/ZB NR because of the projectile nature of the shots.
This gives each Automatic weapon their own flavor, and skill gaps.
AR: Automatic vs Controlled Bursts, Instead of spray and pray like Halo 3 and Reach
PR: Automatic vs Semi-Automatic, Headshot capable, Stun, much like Halo CE
SR: Slow, Powerful Automatic, Headshot capable, Lead shots, Very accurate