Mostly boredom but these are equipment and weapons I hope to see in the future of infinite, mostly post launch as I doubt any of these will be there at launch.
WEAPONS
UNSC
M246 machine gun
Gameplay: replacing the saw with an old weapon from halo 2, this tripod mounted weapon can also be found man portable. In its man portable mode it has a 50 round box mag which has high damage at a moderate fire rate. This weapon is designed for mid range combat.
gameplay niche: Medium to long range suppressing fire, light anti armor.
Ma5 /w m301 grenade launcher
Gameplay: this would be an attachment for the MA5, while you have it it replaces your frag grenades with a direct fire 40mm explosive, these lack the arc of the grenade and the bounce but have a larger blast radius, kill zone is still the same though.
niche: sidegrade power weapon for those that like their direct explosives.
Anti material rifle
gameplay: same Time to kill as the normal sniper rifle with a 2 shot body shot or one shot head shot, the difference being it has a much, much higher vehicle damage able to pop the turret of a hog for example with a single shot. Its roll in the sandbox would be more focused on disabling vehicles for easier kills. To show this its ammo is less with only 3 rounds per mag.
niche: Long range Anti light armor.
M90A shotgun
gameplay: a longer range shotgun, something halo lacks is medium range spread weapons now if the new forunner gun shown in the MP trailer is anything this idea might be redundant. But it would be good to have a medium range shotgun something like 5 pellets per shot with a general 2 direct hits to kill medium range one close, and that is if most pellets hit.
gameplay niche: Medium range spread gun.
COVENANT
Focus rifle
gameplay: now don’t bring this back as a sniper weapon, instead bring it back as a medium range beam weapon, with a unique feature. Instead of being a headshot focused weapon the focus rifle is a scope medium range weapon with a moderate time to kill at 2.5 seconds, but it has a bonus of lighting targets on fire preventing shields from recharging even though it can’t effectively bring them down.
example: a 0.5 second burst would knock out 1/3rd a spartains shield but would also prevent that shield from recharging for 3 seconds. effectively preventing healing or making retreat harder.
Equipment
Jackal shield
function: while active gives a small front facing shield making body and head shots harder. While active it can protect the player from a good chunk of damage before being disabled though at a cost, its size and fact it is a held equipment means you can only use one handed weapons while it is active, if you don’t have one well you can punch things with it.
game play: camp breaker, push in with this to break a camping spot.
UNSC micro turret
function: a deployed turret that has 2x SMGs as its main weapon, once placed it can fire the equivalent of a mag from each before harmlessly deactivating. Good for light area denial.
bonus function: shoots down grenades that come to close, note they will get close enough to damage the turret so it can only do this 2 or 3 times before the blasts destroy the turret.
Needle mine
function: a cloaked anti personal mine, when placed will cloak though the purple of its needles can be seen by those with a keen eye. Once a target gets to close will spew forth a small swarm of needles in their direction like a claymore, if all needles hit will super combine killing the target, is less effective the more targets there are or the more mobile the target.
niche: area denial.