The weapon welding Glitch introduced in the most recent Firefight update is here to stay and is nothing short of spectacular! So much so that I decided to start creating all possible weapon combinations for each weapon (for science of course). Also by having all possible combinations on one map I hope to make it easier for forgers to choose the right weapon for their maps. A tutorial on weapon welding can be found here.
I began by creating a base map (included below) with rows of UNSC weapon pads to make the process as smooth as possible. Initially I wanted to place all possible weapons on 1 map but the FX cap quickly exceeded 100% for just one weapon. Instead I focused on 1 weapon for each map. Below are the weapons I have completed to date and are available in my file share.
Completed weapon maps (Updated to Monitor’s Bounty):
- Assault Rifle - Battle Rifle - Berserker’s Claw - Binary Rifle - Beam Rifle - Boltshot - Brute Plasma Rifle - Carbine - Chaingun - DMR - Energy Sword - Fuel Rod Cannon - Gauss Turret - Gravity Hammer - Grenade Launcher - Golf Club - Halo 2 Battle Rifle - Halo 2 Beam Rifle - Halo CE Pistol - Hydra Launcher - Incineration Cannon - Jorge’s Chaingun - Light Rifle - Magnum - Needler - Plasma Cannon - Plasma Caster - Plasma Pistol - Railgun - Rocket Launcher - Rocket Turret - SAW - Scattershot - Sentinel Beam - Shotgun - SMG - Sniper Rifle - Spartan Laser - Splinter Turret - SPNKr Rocket Launcher - Storm Rifle - Suppressor - Wicked Grasp
Base Map
If you would like to test weapons yourself you can find my base map (reuploaded) here. It contains all the possible weapons which can be welded as well as some weapon pads for controls. It can get pretty loud so I don’t recommend playing on the map with loud headphones and speakers (I warned ya!). All my maps have the same layout. I have now included all the weapon’s from Monitor’s Bounty into this map. Also since the FX cap is now too high some weapons will not sound correct or display projectiles. I recommend deleting a few weapon pads to correct this. Since it is hard to identify which loadout weapon is mixed with each gun I numbered the pads from 1-26. Sound dampener effects are very similar to silencer and were not added to all maps. I have included the legend below as well as why some weapons were selected over others:
- SMG w/ extended mags - Magnum w/ extended mags - DMR w/ extended mags - BR w/ extended mags - AR w/ extended mags - AR w/ longbarrel (Gives maximum range boost of 20%, other loadout weapons increase range by same amount or less) - BR w/ sentinel scope - BR w/ longshot scope - BR w/ classic scope - AR w/ longshot scope - AR w/ recon sight - SMG w/ silencer - DMR w/ silencer - BR w/ silencer - AR w/ silencer - BR w/ stabilization jets (Decreases recoil to 0, other loadout weapons don’t decrease as much) - DMR w/ kinetic bolts (increases bullet damage to vehicles, DMR has greatest damage output compared to other loadout weapons) - BR w/ knight blade - BR w/ bayonet - SMG w/ projection sight - SMG w/ recon sight - DMR w/ sentinel scope - DMR w/ recon sight - Control Pad 1 (Maximum spare clips) - DMR with threat marker (Gives maximum range to tag enemies?) - SMG w/ laser targeter (decreases bullet spread immensely when compared to other loadout weapons)3 unmarked pads near end DMR w/ COG sight, Hybrid Sight ad Morph sight and 4 unmarked pads near middle (AR, BR, DMR and SMG w/ sound dampeners)
Loadout Weapon Effects
The load out weapons can also be welded to most weapons and come with their own modifications based on attachment. They include:
Assault Rifle:
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Extended mags will increase magazine count (54) and reserve ammunition, changes zoomed in reticule. - Silencer and Dampener (also increased range?) muffles the sound of the weapon firing, (does make you invisible on radar for some weapons). - Stabilization jets: Barely reduces recoil on some weapons. - Kinetic Bolts: Changes ammunition to SMG rounds with increased damage against vehicles. - Laser Targeter: Increases weapon accuracy by decreasing bullet spread. - Longbarrel: Increases red reticule range by 20%. - Recon, Longshot, COG, Morph and Hybrid sights change the zoomed in reticule, weapon is identified as an AR.Battle Rifle
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Extended mags will increase magazine count (54) and reserve ammunition, no effect on reticule. - Silencer and Dampener (also increased range?) muffles the sound of the weapon firing to match a silenced BR , (does make you invisible on radar for some weapons). - Stabilization jets: MASSIVELY reduces recoil on some weapons. - Kinetic Bolts: Changes ammunition to BR rounds with increased damage against vehicles. - Laser Targeter: No effect observed, possibly increases bullet magnetism (or possible decrease in bullet spread?) - Longbarrel: Increases red reticule range by 20%. - Classic BR, Longshot, COG, Morph and Hybrid sights change the zoomed in reticule, weapon is identified as a BR. - Sentinel sight changes the zoomed in reticule, (but also allows for 2 magnitudes of zoom when scoped), weapon is identified as a BR.Magnum
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Extended mags will increase (or decrease) magazine count (18) and reserve ammunition, changes zoomed in reticule.Gunfighter Magnum
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Adds gunfighter magnum rounds and ROF to weapon, changes zoomed in reticule, faster weapon switch speed and reload.Tactical Magnum
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Adds tactical magnum rounds to weapon, changes zoomed in reticule, don’t appear on radar when firing, dampens firing sound.DMR
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Extended mags will increase magazine count (25) and reserve ammunition, changes zoomed in reticule. - Silencer and Dampener (also increased range?) muffles the sound of the weapon firing to match a silenced DMR, (does make you invisible on radar for some weapons). - Stabilization jets: Greatly reduces recoil on some weapons. - Kinetic Bolts: Changes ammunition to DMR rounds with increased damage against vehicles. - Laser Targeter: Possibly increases bullet magnetism (Or decreases spread at a range). - Longbarrel: Increases red reticule range by 10%. - Recon, COG, Morph and Hybrid sights change the zoomed in reticule, weapon is identified as a DMR. - Sentinel sight changes the zoomed in reticule, (but also allows for 2 magnitudes of zoom when scoped), weapon is identified as a DMR.SMG
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Extended mags will increase magazine count (84) and reserve ammunition, no effect on reticule. - Silencer and Dampener (also increased range?) may muffle the weapon firing sound to near silence, (does make you invisible on radar for some weapons). - Stabilization jets: Barely reduces recoil on some weapons. - Kinetic Bolts: Changes ammunition to SMG rounds with increased damage against vehicles. - Laser Targeter: MOST CLEARLY increases weapon accuracy by decreasing bullet spread. - Longbarrel: Increases red reticule range by 20%. - Recon, Projection, COG, Morph and Hybrid sights change the zoomed in reticule, weapon is identified as an SMG.Some attachments seem to have the same effect no matter which loadout weapon is selected, and may not have any effect on some weapons.
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Energy Bayonet: Adds Bayonet which increases melee range, allows for instant gibs and increased melee damage (confirmed) - Knight Blade: Adds Blade which adds extra damage and knockback against vehicles (confirmed) - Threat Marker: Adds threat marker and allows you to mark spotted enemies(?)