Buff/Nerf list.

Simple list. Take the weapons available in the flight MP and list them with a buff or a nerf you would apply. If you think the weapon is perfect, say so.

Assault Rife: Nerf and remove headshot damage multiplier.

Battle Rifle: Seems perfect, just needs automatic weapons to lose headshot damage bonuses to shine.

Sidekick: Remove bloom and add recoil instead. Would slow rate of fire and add more of a skill wall. Remove random chance of hits with bloom. If the OG magnum is returning then model it after the ODST magnum.

Bulldog (It is the bulldog right?): It’s a pretty generic shotgun. If it’s the only UNSC shotgun in the game it needs a buff for sure. If the OG shotty returns it’s fine the way it is.

SPNKr: Seems Perfect.

S7 Sniper: A bit slow on fire rate? But maybe that’s just me sucking at snipers.

Commando: Seems okay, but it feels like it needs an AR nerf to shine. I would uniquely say this auto should keep the headshot bonus or it would be in need of a damage buff.

Gravity Hammer: Swings too slow and not enough gravity effects on bodies, objects and vehicles.

Skewer: Seems perfect.

Heatwave: Seems like it may need a buff, never used it’s secondary fire. Heard it was weak.

Ravager: Seems perfect.

Needler: Needs to be able to break overshields on super combine and it’s perfect.

Plasma Pistol: Needs to stun vehicle and melt overshields with it’s charged bolts, or there is little use for it.

Pulse Carbine: The weapon is so weird. It’s like you need to miss your shot slightly so the projectile tracking will hit. Hardly used it, didn’t seems amazing.

If I missed one I will add it in an edit.

I do like the idea of swapping bloom for recoil in the Sidekick. But if they did that I fear they would need to buff the aim assist on controller and I (as a controller player mind you) wouldn’t like that. It would help keep Me&K players in check though. The Bloom doesn’t do enough to prevent them from laser beaming with it way past controller range, while recoil can actually be more difficult to deal with on a mouse compared to a controller so it would hinder them a bit more when they are farther away.

I don’t think the PP needs EMP back. There are already plenty of ways to EMP a vehicle in this game, one of which is also a pistol. It needs other buffs. Especially it’s uncharged damage, which is laughably weak.

The AR doesn’t necessarily need to lose Crit damage, but it does need its optimal killtime reduced a bit. 1.3s is where I’d put it, compared to its current 1.15s. for context that enables the sidekick to miss a shot and still kill it, right now it needs a perfect. And that lets the Commando miss two shots, where now it can only miss one and still beat it. It will still kill faster than the BR, but by a smaller margin.

The Pulse Carbine needs a full on rework. I think everyone is agreement now that the tracking was a bad idea. Just have it’s projectiles travel a bit faster and let us be responsible for leading our shots and putting the bolts where they need to be at longer ranges.

The AR just needs an accuracy nerf, then it cans till be strong up close or at medium-close range, but further than that and it loses to other weapons.

The Heatwave is all over the place. The horizontal fire mode is way too weak due to the fact that the spread is so wide that you’ll only get a couple pellets hitting the target, even at close range. The vertical fire mode is great, but it tramples all over the Bulldog as a close-range weapon.

The Bulldog needs a ROF buff, or at least a range buff to make it worth using, because as stated above, it is completely outperformed by the Heatwave’s vertical fire mode.

The Skewer should do less damage to vehicles and do more knockback to them, like a Brute Shot/Concussion Rifle on steroids. As it is now it’s a death sentence to any Warthog or Ghost it sees.

The Pulse Carbine feels like it’s only effective within a very narrow range. Too close and the projectiles don’t track. Too far away and they don’t track. It just feels wonky to use, which is a shame because it’s VERY strong.

You also left out the Shock Rifle from your list. It’s great at stunning vehicles, but mediocre against players. It’s hard to tell if you’ve hit them or not, especially at longer ranges.

AR: nothing
BR: nothing
Commando: tone down spread/bloom, increase recoil if need be
Sniper Rifle: nothing
Rockets: nothing
Bulldog: small increase to base damage
Sidekick: remove bloom completely and slow fire rate to compensate
Heatwave: increase damage of ricocheting projectiles to emphasize bankshot utility
Needler: not sure
Pulse Carbine: not sure again, maybe just increasing projectile speed
Plasma Pistol: fix tracking inconsistency
Ravager: make secondary fire last slightly longer
Skewer: less damage against vehicles but much more knockback
Shock Rifle: enemies hit by electricity lose their ability to sprint for a short period
Gravity hammer: more pronounced and consistent physics, faster melee swing from classic games

Recoil is more random than Bloom and less enjoyable. There I said it. Both, in large amounts of it, are bad for Halo gameplay.

AR : Nothing, in the right hands and with short burst it does the job as an assault rifle and not a peashooter that have the only purpose of being replaced.

> 2760465307323250;5:
> Recoil is more random than Bloom and less enjoyable. There I said it. Both, in large amounts of it, are bad for Halo gameplay.

I think you’re confusing recoils with spread. Before bloom, Halo used spread, not recoil. The H3 BR is the most noteworthy weapon for spread.

Recoil is when your reticle kicks up as shots fire. Which can be random in some games, but can also be completely not random. If the recoil goes straight up, by exactly the same distance every time, then it’s not random at all, and is instead something players can learn how to control.

> 2533274810177460;7:
> > 2760465307323250;5:
> > Recoil is more random than Bloom and less enjoyable. There I said it. Both, in large amounts of it, are bad for Halo gameplay.
>
> I think you’re confusing recoils with spread. Before bloom, Halo used spread, not recoil. The H3 BR is the most noteworthy weapon for spread.
>
> Recoil is when your reticle kicks up as shots fire. Which can be random in some games, but can also be completely not random. If the recoil goes straight up, by exactly the same distance every time, then it’s not random at all, and is instead something players can learn how to control.

I know what Recoil is. It’s random in most FPS games. But, also in those other games, the TTK is faster. Like in COD, you just aim below the head and let recoil bring it up to headshot level. In Halo, recoil ends up being chaotic; Many weapons are already examples of this: Sidekick, AR, and especially the Commando which all already have some kind of recoil.

At least with Bloom, you can just learn to let it reset depending on what range you are at.

I think both make a Halo game less fun, regardless.