I personally like having the functional clones of utility weapons. In fact, the BR, CC, and DMR were all designed to take the place of the CE Magnum, but with different fire rate, power, and firing method attributes.
I say we keep them that way. It may be an exercise in redundancy, but I like seeing different people with different preferences in attributes for their utility weapon, and I think the differences are actually enough for most people in my experience of being online in Halo.
However, to perfectly balance the BR, CC, and DMR in the same mid-long range role that I believe that they should have (auto weapons should actually be close-mid range instead of just close), the following must be done below:
#1 All 3 guns should have ZERO bloom, and ZERO spread, with these mechanics being replaced completely with a ODST style recoil mechanic. This would allow all 3 guns to be capable of cross-mapping just like the zero spread BR in Halo 2 and the DMR and NR in Reach.
#2 All 3 guns should only have a 2x zoom. The only reason that the DMR can cross-map so easily is not because of perfect accuracy, but it’s 3x zoom, which magnifies targets a bit too much. The zero spread BR in Halo 2 and the NR in Reach had perfect accuracy as well, but they only had a 2x zoom, so that cross-mapping was possible but not easy due to limited target magnification. This would be the main fix to the DMR.
#3 All 3 guns should have shield-to-health bleedthrough back. The CC actually had this in H2 and H3, and the DMR had it in MLG Reach. Bleedthrough was removed from the guns by default in Reach and H4. The H4 BR has mock bleedthrough because of its burst fire trait, but still technically does not have it. Bringing bleedthrough back for all 3 guns would balance their abilities to finish low shield players better, especially ones weakened by grenades.
#4 All 3 guns should be able to kill 3 enemy players in one mag. The BR has always been able to do this with its 4sk and 12 burst magazine(minus pre TU H4). The Reach DMR could do this with its 5sk and 15 round magazine, and should be brought back to that 15 round magazine instead of the 14 round magazine that always leaves it a shot short in H4. The CC however, has never had this trait and it is about time it has it. This could be done by keeping its current 7sk and buffing the magazine size to 21 rounds, or we could keep its 18 round magazine and buff its power to a 6sk with an ever so slightly slower fire rate. Either way, the CC needs this trait BAD.
#5 Lastly, all 3 guns need the same reload times. All 3 guns already have the same reload time when the magazine is fully empty, but the DMR and BR both have the ability to reload slightly faster if they still have at least 1 round left in the magazine. The CC doesn’t have this trait, but it is a simple and I believe overlooked add that could benefit the CC greatly.
Here would be the stats for the 3 guns:
DMR: 2x zoom, 5sk, 15 round magazine.
BR: 2x zoom, 4 burst kill, 12 burst magazine.
CC: 2x zoom, 7sk, 21 round magazine/6sk, 18 round magazine.
Then players could could choose which utility weapon they prefer based on attributes.
I would definitely accept more unique weapons than the perfect clones that I have described, but I have yet to see good ideas that, imo, are both unique and don’t render similar weapons useless. I don’t want to spawn with a BR and the CC and DMR be straight upgrades. There needs to be a gain and a sacrifice to pickup items in my opinion.
Good debating,
-SMARTAN 427