Equipment and weapons hopes

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.

For customs they could pretty much resurrect any old weapons / equipment / vehicles.

I would love to see the classic bubble shield.

i’m a fan of the jackal shield idea and needler mines.

imagine if halo took a few pages from perfect darks playbook and implemented secondary fire modes for all guns?

laptop gun, proximity mine assault rifles, bouncy grenades lol. it would definitely make it more interesting

I’m mainly hoping for more weapons in previous games to return as well as new ones.

Really like the needler bomb idea but maybe infinite should take a leaf outta cods book and implement bombs that can be controlled like in bo2

got a few more item ideas.

Heavy armor
type: equipment
info: A reinforced armor plate designed to go over a Spartans main armor, once activated will slow the user by 10% but add an armor bar bellow their shield. This armor doesn’t regenerate and takes reduced damage from plasma.
gameplay: an alt to overshield, in function it gives you a 3rd layer of health between health and shield, but it comes at a cost of slowing you down a bit.

scifi paw-20 (not giving custom name as suck at that.)
type: weapon
info: a 20mm direct fire grenade launcher, while its explosive radius is lacking it does increased direct hit damage more so then any smaller caliber explosive, unlike the hydra of which its ammo is similar it is dumb fire and semi automatic.
gameplay niche: NA just like the paw-20 IRL.

Flamethrower weapons.

type-53 flamethrower
lore: while these where used by the covenant in limited numbers before the human covenant war they where quickly pressed into heavy service with the discovery of the flood. After the war human/sangheili relations worked on improving the design to allowing for extended range and burn time with reduced ammo
niche: area denial, leaves a pool of burning plasma where it hits doing low DoT, on a spartan this is enough to stop shield from regenerating on a vehicle it is enough to melt through any armor with time.
note: has a longer range then UNSC flamethrowers, and is a heavy weapon.

Helljumper portable flame unit
lore: Fearing the return of the flood several ODST units have pressed into service old flame units, though they have made many improvements to size and weight allowing one to more easily hold the weapon at the cost of fuel.
niche: close range denial weapon and vehicle crew remover, doesn’t do much damage to vehicles but its DoT will kill any crew in the vehicle long before it damages anything vital.
note: is a standard weapon, with 40 fuel (4 seconds worth) per tank. overheats after 2 seconds of fire.