Alright so I’ve been drafting this thread for a while now and I’m finally ready to share. I didn’t want to add this to a pre existing thread because I feel there is just so much to discuss on this specific subject that it needs it’s own dedicated thread.
I think anyone who sees me on these forums a lot know that I strongly prefer Halo 4’s Forerunner weapons to Halo 5’s. This is for 4 main reasons:
- I’m strongly opposed to completely redesigning weapons from their original design. Either make a new weapon or forget it. - I dislike the tracking bolts in Halo 5, as it’s really cheap and rewards bad aim. - They sound SO much better and less toyish in Halo 4. - Halo 4 was my first Halo game, so that is where all my nostalgia is at.Now I know, nostalgia is a pretty terrible argument to make. I just wanted to give you guys an idea of where I’m coming from. I can’t claim to be objective in this matter because of my own bias from nostalgia.
Here, I propose 343 overhauls the Forerunner weapons in Infinite to be more of less how they were in Halo 4. However, this includes quite a few new changes and features that hopefully people will like, make them feel unique, and fill their own niches. I would also like to note that I want all of their sounds from Halo 4 back. You may not share by views on Halo 4’s iterations, but I think we can all agree that they sounded infinitely better in Halo 4.
With all that said, here is what I propose:
Boltshot:
I know most people really despised this thing in Halo 4. It was a one hit kill loadout weapon and was even more powerful than the Shotgun and Scattershot. What made it even worse was that you could camp with it using Active Camo or Promethean Vision and there was just so little you could do to prevent you from dying over and over again. There was plenty of reason to despise this thing, and clearly something needed to change in Halo 5.
However, redoing the weapon completely from scratch was not the answer in my opinion. Removing loadouts and Promethean Vision plus making the Boltshot and Active Camo a power weapon/power up already fixes most of the problem. All that was needed at this point was to balance its numbers. The Boltshot really did not need a complete remake. Halo 5’s gameplay system alone makes it substantially less rage inducing and game breaking.
To balance it, the first thing I would do is significantly reduce its charge up one hit kill radius to about 80% the size of the Shotgun’s kill radius. It is a hybrid after all, and hybrid weapons should be worse than their functional counterparts. Next, I would give it a 2.5 second cool down time after firing the charged shot before the Boltshot can be used again. This prevents spamming it if it didn’t work the first time.
Next, I would slightly increase the damage of the single shot mode to a 9 shot perfect kill (In Halo 4, its a 13 shot perfect kill). Having a similar rate of fire to the Carbine, being 2 shots slower to kill still makes it useful, but certainly doesn’t make the Carbine useless. The next little tweak I would make is bring back the scope function in Halo 5 with the same visuals except without the floaty bits that formed the “wings” when charging up. Keep in mind, this zoom does nothing to the damage, rate of fire, or the kill radius/projectile spread of the charge up function. All it does is increase red reticle range.
Lastly, I would make it require at least 5 shots in the magazine for the charge up function to actually work. It was a bit ridiculous how in Halo 4 you could still charge up a devastating blast with only 1 shot left.
Suppressor:
I know, I know. This thing was pretty underpowered in Halo 4, especially when people had equal access to a Boltshot. It was nearly identical to the SMG, but just worse. Even though it’s basically an SMG copy and was extremely underpowered, it’s design had a lot of potential. In order to make it more unique and fill it’s own niche, I propose adding an entirely new secondary firing mode.
The Suppressor, by name and original Halo 4 design, is a weapon designed more for the purpose of keeping enemies at bay rather than directly dealing damage. For instance, in Halo 4, the Suppressor would be absolutely perfect for taking out massive hoards of flood infection forms and providing “suppressive” fire on any other flood in the area. I plan to expand and capitalize on that design purpose.
After reverting it back to Halo 4’s iteration and returning its magazine size to 60 rounds, I would add a charge up blast that after a few seconds would fire a grenade like projectile very similar to the projectiles fired from the Splinter Turret. This mass would detonate on impact that leaves a large area with lingering damage, similar to the Incendiary Grenade from Halo 3. This charge up shot would use (and require) 30 shots in the magazine.
This lingering damage would last for 10 seconds and would progressively get weaker over time. It also does very little damage to shields. However, once the shields are down, it is absolutely devastating to health. It would also disintegrate any bodies.
It would be worth noting that a direct hit from the charge up shot would all but guarantee a kill. The impact and immediate detonation of the projectile are only enough to pop a Spartan’s shields. However, the fresh lingering effect would kill you almost instantly since your shields are down.
This charge up shot would be fantastic at area denial and clean up, capitalizing on its suppressive role. While it is possible to use it to deal direct damage, doing to would be extremely difficult due to the shot being inaccurate, slow, and heavily influenced by gravity. It would also have a cool down feature, rendering the weapon completely unusable for a few seconds after firing the charged shot so it can vent heat, making it extremely punishing if you miss.
To balance out the primary firing mode and make it useful, I would simply increase projectile damage and velocity. I would also like to note that I would retain the zoom function from Halo 5 (with some visual changes of course), as this would be how you use the secondary firing mode.
Like I said, the way you use the charge up ability is by simply firing while scoped in. As such, you can’t use the Suppressor in full auto mode while zoomed in, and you cannot use the charge up function while descoped.
The visual changes I want to see to the zoom animation are:
- Aim down the middle of the weapon, rather than off to its side like in Halo 5.
- The top piece would simply lift up, not angled to any side.
- Completely symmetrical hardlight sights would appear beneath the floating top piece and in the crevice where it usually sits. Your reticle would be in the middle of this crevice.
- Floaty bits would detach and surround the barrel, which are used to help contain the charging up mass of hardlight. This is similar to the Light Rifle’s floaty bits just past the muzzle.
…