Movement
Sprint and double jump are default movement capabilities in Halo 4. By tapping the jump button again while you are in the air you gain a set amount of extra height. This would help bring some vertical mobility into your movement. A permanent high jump would not work because there are many instances when you do not want to expose yourself for the duration of the high, floaty jump and would prefer a lower jump. A permanent high jump would also not work because it is too predictable. Once you learn the single jump height, which never changes, you can follow a target very easily even if he is jumping. The double jump would allow you to choose when to employ a low, single jump or a high, double jump. This will allow you to “juke” your enemies in the Z axis as well as the X and Y by traditional strafing.
My idea for Sprint and Double Jump to be default movement capabilities has a balancing factor. As you Sprint, you drain the AA meter and must wait for it to recharge to be able to Sprint again. The Double Jump would drain the same meter. I am thinking two Double Jumps should drain the meter completely. This way it forces you to choose between Sprint and Double Jump or a combination of the two.
A headshot with a precision weapon would stop a Sprinting enemy.
Plasma fire would slow an enemy’s Sprint speed but not stop him entirely.
(Just so everyone knows what I mean about the meter: it’s the circle above your radar that goes down as you Sprint)
Let’s look at these scenarios:
You hear gunfire and Sprint over to get into the fight fast. Since you have now drained your Sprint meter you can not Double Jump until it recharges. The choice you made was to get to the fight faster in exchange for your ability to Double Jump during the fight.
You are fighting an enemy and use two Double Jumps to throw him off during your gun fight. You win your gunfight but now cannot Sprint to safety because the Sprint meter is drained from using two Double Jumps.
Causing Double Jump to drain the Sprint meter will not allow people to constantly Double Jump around the whole map. You get two and then it must recharge.
Double jump and Sprint would not use any more buttons than a Reach configuration. Sprint is the AA button and Double Jump is the jump button.
Secondary Fire Modes
The button for switching grenades would be moved to the D Pad and changing fire modes would replace it.
The fire mode of a weapon is remembered even if you switch weapons (if you are in secondary fire mode and switch weapons when you switch back you will still be in secondary fire mode on that weapon).
Utility Rifle
Primary Fire: 3-shot burst, has bullet spread, effective from close to far-medium, similar to the BR
Secondary Fire: Single shot, has slightly more bloom than current DMR, effective from far-medium to long range, similar to the DMR
SMG
Primary Fire: Fully automatic, no bloom, gun rides upward and randomly left and right as you fire, has a large flame animation at the end of the barrel, is noisy, effective from close to close-medium ranges, similar to Halo 3 SMG with faster ROF and wider spread
Secondary Fire: A suppressor is attached that greatly reduces the noisiness, reduces the bouncing left to right, removes the flame at the end of the barrel, does not give the enemy indicators of where the damage is coming from (when your screen turns red around the edges), effective range is reduced to extreme close ranges (similar to the Shotgun)
AR
Primary Fire: Fully automatic, reticle blooms as the gun is continuously fired, effective range from close to medium ranges
Secondary Fire: Fires a burst of 6 bullets at once, must reload after every burst, bullets spread widens rapidly which decreases effective range to close to close-medium range, bullets can ricochet, similar to Flak Cannon
Shotgun
Primary Fire: Similar to Reach Shotgun
Secondary Fire: Fires an electronic stun round that drastically slows the targets movement speed for a short time, an electric shock will be shown across the targets screen to notify him of his disability, has an effective range out to close-medium ranges, aesthetically the Shotgun will now be a double barrel to accommodate this new round
Magnum
Primary Fire: Similar to Reach Magnum
Secondary Fire: No scope, reduced effective range to close range, shots are less accurate, dum dum (hollowpoint) bullets cause more damage popping shields in one less shot than primary fire and killing an unshielded enemy with two body shots, aesthetically the Magnum will now have taped magazines with normal bullets in one mag and dum dums in the other
Focus Rifle
Primary Fire: Similar to Reach Focus Rifle
Secondary Fire: Beam color is now green, the beam decreases the time it takes for the target’s shields to recharge (almost like a healing ray), it does not heal health, hitting a shieldless player with it will distort their vision
Plasma Launcher:
Primary Fire: Can fire up to four sticky bombs, these will stick to walls, floors, the ground, rocks, players, and vehicles, they emit a distict blue glow and low hum to warn players of their presence even if they cannot be directly seen, they will not explode until you detonate them
Secondary Fire: The detonator, causes the sticky bombs to explode, if you die with sticky bombs unexploded they will disappear


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