> FRG should be the mortar weapon. Right now it’s just a yellow five shot rapid fire RL with green bullets.
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> I’m still hoping that something new and unique and yet still Sniper Rifley can occur to give the BiRi some character.
I might be one of the few people that actually prefer the CE FRG over the current iteration. Close range, it was terrifying - against vehicles, it was brutal, easily flipping any ground-based - and at long range, in the right hands, could be used to shell an enemy base from the other side of a map.
IMO, the reduced drop, “bounce” and “two-stage projectile” thing implemented in H2 was actually a bad idea, and removed the skill it took to wield one properly.
The BiR is kind of in a similar state, it could be a totally unique weapon, but instead, it’s “just another sniper rifle” because it’s too similar to what we already have.
I think it could actually be combined with the Scattershot - to give it “two distinct firing modes”. The idea for this is based on how the Ceph/alien weapons behave in Crysis 3 - most have two distinct modes, but the second generally does higher damage over a shorter period, but consumes ammo faster. Sort of similar to how the LR behaves.
It’s a Forerunner/Promethean weapon - it’s supposed to be strange, as well as optimised for combating Flood outbreaks.
Building off a magazine/energy cell capacity of ~5 shots, carrying a total of 20 - as it has dual fire modes.
If a unit is killed by rounds from either mode, will still deres/disintegrate.
Unscoped - one “shot” would fire a six? round burst (or fires six? rounds at once, take your pick), and consume one ammo unit .
However, it would still deal a moderate amount of damage, and operate best at close-mid range, with a “shotgun ROF”. Spread would be moderate, but tighter than the UNSC SG.
Projectiles will NOT bounce - however, will pass through multiple units, given the chance - much like sniper rounds.
2-3sk at mid range, 1sk at close.
Scoped - has a minor charge, (think Railgun, but a bit quicker), but can also be “overcharged” if the trigger is held. Would function similar to the Plasma Launcher.
One round would consume two ammo units, or one, if at the end of a clip - in much the same way a charged BS will consume 5 ammo, or whatever is left in the clip if less than 5.
A quick charge will fire one round, whereas an “overcharge” will fire however many rounds remain in the magazine/energy cell - spaced roughly .3-.5s apart.
This would optimise it for moving targets, especially infantry. However, weapon would have minor vertical recoil.
Projectiles would “detonate” on impact, with a very small AOE - doing secondary damage to anything nearby (good for clearing flood spores).
2sk to body, 1sk to head.
I mentioned using energy cells, but EC =/= magazine, nor does EC = battery either. Basically, you can pick up more, or find a Forerunner Recharging Station and be good to go again. It seems kind of silly that the forerunner have different “munitions” for each of their weapons. Since most of them are hardlight/directed energy, wouldn’t it be easier (and make more sense) if they all had a common energy system that could just be “recharged”?
These would probably be scattered through the campaign, and could be placed as an object in Forge, though would not normally exist on standard maps or in matchmaking.