Full weapons list

I know i cant speak for everyone, but i love having more options for weapons choice, personally i think that we should have every weapon available in the current Halo series.

by that i mean, if there was a weapon that was only in Halo 1,2,3,ODST,Reach or 4 then we should be able to have it in 5.

i say this because, some times i just want to use “THAT” weapon against “THAT” enemy, like what would the Knights reaction be to being stuck by 5 shots from the plasma launcher?

what would a knight look like when its hit by a fire bomb, a spike grenade or a bruteshot, I LOVED THAT WEAPON.

I am sure there are many other weapons that others enjoyed like i did the bruteshot, like the sentinel laser or any other weapons and would love to have them back in the game.

That’s a lot of weapons to implement. Wouldn’t some of them be redundant or superfluous given how there’s many alternative versions there are of these weapons? There’s about 7 precision rifles if you could the M6D, M6C/SOCOM, Battle Rifle, Carbine, Light Rifle, Needle Rifle and DMR.

I’d honestly prefer it if 343i went for a minimalistic approach and attempted to include one version of each weapon, with perhaps a single, though marginally different, Covenant or Forerunner version in their respected classes. It conserves time and things seem more tidy that way.

> That’s a lot of weapons to implement. Wouldn’t some of them be redundant or superfluous given how there’s many alternative versions there are of these weapons? There’s about 7 precision rifles if you could the M6D, M6C/SOCOM, Battle Rifle, Carbine, Light Rifle, Needle Rifle and DMR.
>
> I’d honestly prefer it if 343i went for a minimalistic approach and attempted to include one version of each weapon, with perhaps a single, though marginally different, Covenant or Forerunner version in their respected classes. It conserves time and things seem more tidy that way.

I personally feel so long as the weapons are different enough, but still maintain the same niche of gameplay, then every faction deserves one weapon inside each niche.

That’s to say, each faction should have one:

Utilitarian Weapon
Automatic Weapon
Sidearm
Grenade
CQC Power Weapon
Sniper Power Weapon
Heavy Ordinance Power Weapon
Anti-Air Power Weapon
Heavy Turret Power Weapon
and 2 Misc. Weapons each.

In terms of what we have available right now, what I’d like to see appear looks like this:

Utility - BR, CC, LR (More flexibility oriented, less raw long range power)
Automatic - AR, PRifle (CE Style), Sentinel Beam
Sidearm - Magnum, PP (No lock on when charged, more single shot power), Something New
Grenade - Frag, Plasma, Pulse
CQC PW - Shotgun, Sword, Boltshot
Sniper PW - Sniper, Focus Rifle (Reworked and Buffed)
, Binary Rifle (Reworked)*
Heavy PW - Rockets, FRG (CE Style), Incineration (Reworked)
AA PW - Splaser, Plasma Launcher, something new
Turret PW - MG Turret, Shade Turret (H2 style), Beam Turret
Misc 1 - Grenade Launcher, Concussion Rifle, something new
Misc 2 - SAW, Needler, Something New

  • Reworks:
    Plasma Rifle has very accurate shots, deals double headshot damage on shieldless enemies, and slightly stuns their movement.

Focus Rifle now deals significantly more damage, killing faster than the time it takes to fire 2 Sniper Rounds, even faster if you hit the head after shields are down for an instant headshot. However it also overheats nearly as fast as it kills.

Binary Rifle can no longer fire unscoped, and must remain scoped for a short time before it can fire.

Fuel Rod Gun fires much heavier non-bouncing shots, and must be lobbed through the air similar to Wraith mortars.

Incineration Cannon no longer causes an initial explosion, instead the cluster bombs are significantly more deadly when they explode, and scatter more creating a delayed detonation, but wider more interesting AOE.

Shade fires rounds akin to a Phantom Turret, they won’t lob and it has a decent rate of fire.

Beam Turret comes straight out of Halo 4’s campaign, except now we can man them. You charge it up and then let loose a devastating laser.

Recommended new weapons:
Sidearm - Burst Pistol, Semi-Auto, charge it up and you will let loose a 5 round burst of headshot-able shots. Takes 10 shots including a headshot to kill, 15 shots per clip.

Anti Air - Drone Launcher, Upon firing you take direct control of a drone fired from the weapon while your character remains in place (fire from a safe location), flying the drone around manually. You can detonate the drone either by impacting an object, or pressing RT. Controls are similar to the Banshee but without tricks or control over your speed. You only get 2 shots with this weapon when you pick it up.

Misc 1 - Force Gun, uncharged fires a forward pulse that knocks players, objects, projectiles, and grenades away similar to a Gravity Hammer, but deals minimal damage. Charged it focuses that energy into a straight, thin line, when it fires it’s similar to a Railgun (you do have to lead it) except with significantly less aim assist, and instead of exploding it hits like a truck and blasts away it’s target, on impact with a wall or object a player hit by this will likely die unless they travel enough distance to lose some velocity (imagine the hilarious double kills if you make two players collide), vehicles being heavier aren’t affected quite as much by the blast. Uncharged Shots consume very little charge and heat meter. Charged shots overheat the weapon instantly and consume roughly 1/6th of the charge.

Misc 2 - Hazard Gun, this weapon is capable of firing 4 kinds of hazards. One when fired normally, another when charged, another when scoped, another when scoped and charged. Keep in mind that while you can have one of each Hazard in place at any time, firing two of the same Hazard will instantly detonate/destroy the pre-existing one, and will still consume additional ammo. These hazards include:

Uncharged - Pulse Mine, this mine is effectively a pulse grenade on the ground when deployed, upon a player walking within proximity it detonates.

Charged - EMP Mine, this mine will look like a small electric field when on the ground, but is somewhat difficult to spot if not paying attention. When a vehicle drives over this mine, it is EMPed and the Mine is consumed.

Scoped and Uncharged - Autosentry mine, this mine places an autosentry when fired, it is the same in pretty much every way as the AA, but will not disappear until destroyed.

Scoped and Charged - Vision Mine, until destroyed, players within a small radius of the mine are visible through walls (effectively replacing PV). This mine emits a distinct sound when you’re within it’s radius.

I wouldn’t mind having every weapon, vehicle, armour ability, equipment, etc. and variant thereof from the entire series being in Forge and Custom Games, which I’m sure they could pull off if they were willing.

Firstly when you say the weapons you want to be brought in for Halo 5, ahem Xbox One, sand box shooter… the weapons need to be the most up-to-date models… I mean we cannot have every variant of every weapon… just the most up to date one. This is the full weapons list from the games:

Example
number)weapon(faction)[game/weapon variant]

Human Colonies
- United Earth Government
- Office of Naval Intelligence
- United Nations Space Command
- Insurrectionist Rebellion

Covenant Collective
- Covenant Empire
- Covenant Separatist Elites
- Covenant Loyalists
- Covenant Remnant
- Jiralhanae Tribes

Forerunner Empire
- Forerunner Ecumene
- Promethean Ecumene

Orbital-Targeting Weaponry

  1. Target Designator (Human)[Halo: Reach]
  2. Target Locator (Human)[Halo 4]

Anti-Vehicular Weaponry

  1. Rocket Launcher (Human)[Halo 4]
  2. Spartan Laser (Human)[Halo 4]
  3. Fuel Rod Cannon (Covenant)[Halo 4]
  4. Plasma Launcher (Covenant)[Halo: Reach]
  5. Incineration Cannon (Forerunner)[Halo 4]

Anti-Infantry Weaponry

  1. Sniper Rifle (Human)[Halo 4]
  2. Beam Rifle (Covenant)[Halo 4]
  3. Focus Rifle (Covenant)[Halo: Reach]
  4. Particle Beam Rifle (Covenant)[Halo 3]
  5. Binary Rifle (Forerunner)[Halo 4]

Close-Quarters Weaponry

  1. Shotgun (Human)[Halo 4]
  2. Scattershot (Forerunner)[Halo 4]

Melee Weaponry

  1. Combat Knife (Human)[Halo 4]
  2. Energy Sword (Covenant)[Halo 4]
  3. Gravity Hammer (Covenant)[Halo 4]
  4. Energy Stave (Covenant)[Halo 2]
  5. Energy Dagger (Covenant)[Halo: Reach]
  6. Hardlight Blade (Forerunner)[Halo 4]

Anti-Riot Weaponry

  1. Squad Automatic Weapon (Human)[Halo 4]
  2. Grenade Launcher (Human)[Halo: Reach]
  3. Railgun (Human)[Halo 4]
  4. Sticky Detonator (Human)[Halo 4]
  5. Concussion Rifle (Covenant)[Halo 4]
  6. Brute Shot (Covenant)[Halo 3]
  7. Needler (Covenant)[Halo 4]
  8. Sentinel Beam (Forerunner)[Halo 3]

Suppression Weaponry

  1. Heavy Machine Gun (Human)[Halo 4]
  2. General Purpose Machine Gun (Human)[Halo 2/Halo: Spartan Assault]
  3. Flamethrower (Human)[Halo 3]
  4. Missile Pod (Human)[Halo 3]
  5. Plasma Cannon (Covenant)[Halo 4]
  6. Shade Turret (Covenant)[Halo 4/Halo: Reach]
  7. Focus Turret (Forerunner)[Halo 4]

Precision Weaponry

  1. Designated Marksmen Rifle (Human)[Halo 4]
  2. Battle Rifle (Human)[Halo 4]
  3. Needle Rifle (Covenant)[Halo: Reach]
  4. Covenant Carbine (Covenant)[Halo 4]
  5. Light Rifle (Forerunner)[Halo 4]

Automatic Weaponry

  1. Assault Rifle (Human)[Halo 4]
  2. Sub Machine Gun (Human)[Halo 3]
  3. Plasma Repeater (Covenant)[Halo: Reach]
  4. Storm Rifle (Covenant)[Halo 4]
  5. Plasma Rifle (Covenant)[Halo 3]
  6. Brute Plasma Rifle (Covenant)[Halo 3: ODST]
  7. Spiker (Covenant)[Halo 3]
  8. Suppressor (Forerunner)[Halo 4]

Side Arms

  1. Magnum (Human)[Halo 4]
  2. Machine Pistol (Human)[Halo: Spartan Assault]
  3. Plasma Pistol (Covenant)[Halo 4]
  4. Mauler (Covenant)[Halo 3]
  5. Bolt Shot (Forerunner)[Halo 4]

Grenades

  1. Fragmentation Grenade (Human)[Halo 4]
  2. Napalm Grenade (Human)[Halo: Spartan Assault]
  3. Plasma Grenade (Covenant)[Halo 4]
  4. Spike Grenade (Covenant)[Halo 3]
  5. Incendiary Grenade (Covenant)[Halo 3]
  6. Pulse Grenade (Forerunner)[Halo 4]

I would like to see every weapon return even should it be for custom game purposes only.

Looking at Halo 4 matchmaking it seems as though 343 felt they needed to include every weapon in at least one map. This obviously shouldn’t be the place and only a handful should be in matchmaking. Why limit ourselves in customs?