Before I start, I want to say that this isn’t my idea. I’ve seen it in a couple different places, but have never seen a thread for it.
The basic concept is simple:
Heads are a major target for marksman weapons in all gametypes. Automatics turn into spray-and-pray weapons that have turned into a weapon that the trigger just gets held until the bolt locks to the rear. Adding a reward for aimed fire would encourage players to fire controlled bursts to maximize their efficiency.
The AR is actually capable of hitting targets from a distance, but at moderate ranges you could pump rounds into a players face with patience and controlled pulsing of the trigger. Up close, aiming center mass would still be more effective since more of your rounds will hit the target than if you were aiming at a small, bobbing head. It wouldn’t take away from the weapon’s up close game, but would enhance it’s mid-field game.
The damage increase shouldn’t be more than x1.5 damage (possibly x2 if the base damage is low enough and it works well in play testing.). I propose something more akin to a x1.25 increase in damage. Effectively, every four shots count as five. With an automatic (especially one with a higher RoF), that is an impressive increase in damage that doesn’t knock the weapon out of balance with other firearms.
Another idea is damage scaling based on range to target. Accurate automatic fire from a farther distance could do closer to x1.5 (or even x2) damage to a player, whereas the closer they get, the less the boost. Maybe even have it so a muzzle-to-face scenario has the default x1 damage. On the flip side of that, you could reward accurate shots at close quarters with a damage boost, and maintain a low or non-existent multiplier at moderate ranges.
For those that are concerned with the potential damage increase this would cause, I have another suggestion. Energy shields are capable of absorbing massive amounts of energy before it even reaches the shielded individual. That being said, you still feel every shot. Human weapons have, traditionally, excelled at taking down unshielded enemies while Covenant weapons are more effective at stripping shields. To further secure them within this niche, human automatic weapon headshot damage could be dulled or countered by energy shields. Covenant automatics could have increased power to strip shields when they hit make hits on the head, but once they hit flesh and blood, they do considerably less. With Covenant automatics, they should still maintain a very low multiplier to headshots since it is still a projectile striking a head, but it should be very low so as to not steel from the human weapons’ sandbox. For Forerunner automatic weapons, I propose a steady, mediocre multiplier somewhere between Human unshielded damage and Covenant shielded damage since they seem to be the balanced class that maintains equal damage to both the shielded and unshielded.
What do you guys think? Any ways you can think of to improve upon these ideas? Is there a different way that you would implement them? Discuss!