The starting weapon sandbox in previous games has led to a style of gameplay that does not encourage players to pick up other weapons. This is because the initial weapons you start out with are some of the best. While this is nice, it tends to lead to one gun games that aren’t all that interesting. I suggest that instead of players looking around for better weapons, they search for more context specific weapons (brute shot, good at close range or against vehicles), while the core weapons play primarily against their different strengths and weaknesses.
So here is a list of stats for the four most used weapons in the game:
Basic Traits:
For need of a basic reference for where I am going to take this.
You will play as a Master Chief with his established shielding system and armor. Your shields will have a value of 80 points and your health will have a value of 40. Headshots will drain an unshielded Spartan’s health at a higher rate than body shots.
Movement/Player Traits:
Speed: 105% of H3
Jump Height: H3 (7ft)
Movement acceleration: H1 (very high). Having high movement acceleration allows for effective strafes as opposed to the HReach system where the acceleration is so low that most strafing is made useless.
Fall Damage: Moderate. While suffering slightly less damage than H1, crouching will soften the fall much more than H1
Max incline movement: 50 degrees/ no change between 0-23, moderate decrease between 24-45, very apparent decrease between 46-50 degrees
Crouching: (very different). Can stay crouched until taking 7 bullets of any kind, can crouch while still moving when standing (ie. In HReach one cannot be moving and then go into crouch), jump-crouching is just as effective, crouching at the bottom of a jump negates some of fall damage
Zoom function on scoped weapons: most weapons will be knocked out of zoom when the player sustains damage
Grenades: Plasmas fly relatively quickly to stick far away targets. Frags are thrown similar to H3.
Melee: Similar to H2, 40 pts/ ½ shields/ three melees to kill fully shielded opponent. Damage bleeds through to health.
Bloom: Will appear on all automatic weapons, some precision weapons. For the most part, it will function similarly to HReach.
Weapons:
The Halos made after H2 have all had power ups such as Equipment and Armor Abilities that many consider to be annoying gimmicks to spice up gameplay. Unfortunately, these power ups have slowed down gameplay and created inconsistencies when players with different equipment meet and the lesser skilled player had a power up that happened to favor the situation better. Also, the existence of these power ups has caused there to be very little need for weapon diversity as most encounters focus on these differing inherent advantages. So my goal of this sandbox is to make every weapon so unique that there is no need for any silly power ups.
Dual wielding: Returns similar to what is was in H2. A player can store both weapons on back so one can alternate between duals and standard weapons more easily. Melee will work without dropping weapons. The only hindrance of dual wielding is increased recoil, separating reticules, no grenades, increased bloom and loss of some special abilities (ie. No plasma freeze).
The Big Four: AR, Pistol, BR, DMR
These four weapons will appear as the primary starting weapons in the pairs: [AR, Pistol]-small maps, [BR AR]-Medium maps, [BR, DMR]- large maps. The idea of these weapons is to be able to compete across a broad spectrum of ranges, and effectively be the “one weapon to rule them all” that the BR was. These weapons don’t possess any special abilities that make them special but they do have higher DPS and range flexibility that most of the other standard weapons
AR:
Fire Mode: Auto
Clip: 40
Damage: 6.666
Bullets to Kill: 18
Bullets to Bring Down Shields: 12
Headshot Bonus: X2
Bullets to kill with Headshots: 15
Rate of Fire: About HReach
Bloom Expansion: About HReach
Bloom Reset Rate: 3X bloom
Scope: none
Dual Wield: No
Thing to Nerf/Buff: Fire Rate
Summary: ideal to be used from close to medium range. The fast bloom reset rate makes it ideal for burst fireing in bursts of about 6 shots for close range or 4 shot bursts for longer ranges. The headshot bonus encourages intelligent fireing so as soon as the shields pop, a player could let the bloom reset so they could get a 3 shot kill as opposed to a 6 shot kill, creating a more significant skill gap than previous ARs. The longer range would allow it to engage a BR at medium range and have a fighting chance.
Pistol:
Fire mode: Semi-auto, Auto
Clip: 8
Damage: 20
Max Shots to Kill: 6
Bullets to Bring Down Shields: 4 (3 with headshots)
Headshot bonus: Shielded: 26.6667, Unshielded: instant kill
Bullets to kill with headshots: 4
Rate of Fire: H1 style: relatively fast when pulling trigger, faster when trigger is pulled in, activating automatic
Bloom: H1, nonexistent if semi, small bloom if in automatic
Scope: 2X
Dual wield: Yes, more bloom would be present
Thing to Nerf/Buff: Fire Rate, amount of bloom
Summary: The H4 pistol should be the more skilled equivalent of the AR and be capable of winning most medium range fights against anything besides a BR or DMR. If all shots are headshots, it will kill in 4 shots, but body shots and then a headshot will give the wielder a 5 shot kill.
BR:
Fire Mode: 3 shot burst
Clip: 36
Damage: 10.1
Max shots to kill: 6 (18)
Bullets to bring down Shields: 11
Headshot Bonus: instant
Shots to kill with Headshots: 4 (12)
Rate of Fire: H2
Bloom: none
Scope: 3X
Dual Wield: No
Special Ability: The reticule will display where your next shots will land. The first bullet will always land in the center, the second will switch between just above or below the first shot, and the third shot will be diagonally placed from the second shot. The bullet setups will follow a predictable pattern so that skilled players will be able to take advantage of this information rapidly.
Thing to Nerf/Buff: Fire Rate
Summary: The BRs greatness comes from its insane versatility and damage output, but allows no room for error if one wants to achieve its 4 shot kill. This creates a very large skill gap throughout the community which is stratified more so by its ability to predict were the bullets will spread. The gun will provide the basis of competitive gameplay as it can compete against any weapon at nearly any range.
DMR:
Fire Mode: Semi
Clip: 12
Damage: 16
Max shots to kill: 8
Bullets to bring down Shields: 4
Headshot Bonus: Instant
Shots to kill with Headshots: 5
Rate of Fire: Max HReach
Bloom: Only movement bloom. Any strafing or running will make the DMR wildly inaccurate. Crouching will increase accuracy more than just standing.
Scope: 4X
Dual Wield: no
Special Ability: an asset and a liability, the player is not knocked out of scope while wielding the DMR. This allows a DMR user to constantly barrage enemies with perfect accuracy and uncompromised fire rate from long ranges while being shot at. But if a player sneaks up on a DMR user, the DMR user is at an inherent disadvantage as he must un-scope manually to engage a player within its ideal range.
Thing to Nerf/Buff: Amount of bloom
Summary: The DMR is great as a long range rifle, but has major shortcomings as a short range weapon due to the inability to strafe and the problems associated with its scope.