This is a copy of a Thread I made on 343i.org that got popular so I thought I would put it here, I Copy pasted it into another topic but I thought It felt out of place, so I have removed it and started its own topic. It revamps the whole system and effectively creates a Diverse system that has a lot of choices, but remains balanced, which enables players to fill a lot of different roles on a team.
Primary Weapon Choices:
Battle Rifle: Shield Break 3 Bursts, Health 3 Bursts, 2x Zoom. 36 mag (12 bursts)
DMR: Shield Break 4 Shots, Health 3 Shots, 3x Zoom 15 mag
Assault Rifle: Shield Break 12 Shots, Health 6 Shots, No Zoom. 32 Mag.
ODST Silenced SMG: Shield Break 18 Shots, Health 10 Shots, 2x Zoom. 48 Mag.
Covenant Precision (Arbiter’s Faction):
Covenant Carbine: Shield Break 6 Shots, Health 4 Shots, 2x Zoom. 18 Mag
Covenant Automatic Weapons:
Plasma Rifle: Shield Break 8 Shots, Health 10 Shots.
Plasma Repeater: Shield Break 14 Shots, Health 10 Shots. (No overheat, venting system, high fire rate)
Storm Precision Weapons (Jul M’daama’s faction):
Needle Rifle: Shield Break 7 Shots, Health 3 Shots (Super Combine), 2x Zoom. 21 Mag.
Storm Automatic Weapons:
Storm Rifle: Shield Break 8 Shots, Health 10 Shots. (Higher Fire-rate than Plasma Rifle, Overheats faster)
Brute Militia Precision Weapon:
Thorn Rifle: Shield Break 4 Shots, Health 3 Shots, 3.5x Zoom, High Bloom. 15 Mag.
Brute Militia Automatic Weapon:
Spiker: Shield Break 14 Shots, Health 12 Shots, Bonus Melee damage large Magazine (52)
Forerunner Precision Weapons:
Light Rifle: (Un-zoomed) Shield Break 4 Bursts, Health 3 Shots, 36 Magazine
(Zoomed) Shield Break 3 Shots, Health 2 Shots, 3x Zoom, 12 Shots a Magazine
Promethean Automatic Weapon:
Suppressor: Shield Break 13 Shots, Health 13 Shots, 48 magazine
Now these are centered around more balanced game-play and not player benefits.
Player Self Aid:
Active Camo: Note (These ideas are from another topic and are NOT my original ideas but i liked them a lot so i feel the need to spread these new Active Camo Abilities) Active Camo in its current form is an op camo campers dream. these changes take their dream and turn it against them. The new Active Camo works better the FASTER you move, causing the players position to always be revealed but they will be invisible, So now it is better for crossing open fields where there is little cover opening new strategies instead of improving old camping methods. now that you will always be on radar, there is no need for the radar Jammer, but we will come back to that. While active, Promethean vision will not work on you while you are sprinting.
Now that all players have ready to use sprint, evade is limited to one use per cool-down but otherwise is the same as Halo: Reach’s, this replaces Thruster Pack
This replaces the currently OP Jet-Pack this is a single use upwards thrust that launches a player into the air by about 10-12 feet in a slow arch movement, similar to the brute jump packs in Halo 3.
Same effects as Halo 4. people are differently affected while they have active Radar Jammer or Active Camo. Drop shields and Re-gen Fields are highlighted in blue and green respectively. Players who are not moving will be fully highlighted red, not just red outlines.
Support Self Aid:
By removing the ability to stun those who melee an armour locked player and the EMP effect on players (but will still affect vehicles) this armour ability becomes not overpowered and cannot he abused the way it was in reach. now it will be good for anti-vehicle and explosion surviving, the way Bungie meant it to be used.
Hard light shield:
Provides an alternative to armour lock that gives the user more mobility at the cost of less protection, it will work as it currently does
10 seconds (Interrupt-able) of lessened grenade damage (players will still killed one hit with full shields when stuck) offers yet another alternative to armour lock that allows full mobility but only reduced damage from grenades and not all forms of damage (AA version of explosives support package)
While active, provides the user with faster reloads and indefinite sprint, lasts ten seconds. (Mix of the mobility and dexterity packages)
Support Team Aid:
(Assume a return of the med-packs and health system) Creates a bubble shield (stronger than reaches, weaker than Halo 3’s) that while within it your will automatically regain health But not shields, but they will start to recharge normally.
The Opposite of Drop Shield. This AA will automatically recharge your teams shields but not their health their is also no bubble effect or vision obscuring
Due to the new removal of radar jamming on Active Camouflage, it can be made into an AA that Does this: Creates false enemy and teammate indicators on enemy motion sensors that are within range. prevents the player being seen on Promethean vision while walking or sprinting.
EMP drop mine:
Large EMP AoE detonation that stuns vehicles and drains shields but emits green light and beeps loudly, can be triggered by shooting or pressing AA button again, long recharge time this is a more balanced EMP system than everyone gets PPs, also only two can be placed on map at any time of ALL players on a team.
ODST silenced Pistol: Shield Break 5 Shots, Health 3 Shots, 2x Zoom
Halo 4 Magnum: Shield Break 4 Shots, Health 3 Shots, 2x Zoom
Halo 3 Magnum: Shield Break 3 Shots, Health 2 Shots, No Zoom, Slowest fire-rate of secondary’s
Second Primary: Player may substitute their armour ability to spawn with a second primary weapon of the same faction as their primary
All player have default frags, not changeable.
Packages are removed entirely, Way-points to power weapons are removed, except when within 5 feet of the weapon, Flinch is removed and replaced with the zoom out when shot.
these are my revised load-out system to balance the game and promote team work, as protectors and and aiding teammates with the support armour abilities will earn you bonus credits used to buy SOME armour pieces, some are unlocked via set requirements e.g 15 perfections. Credits DO NOT act as EXP and the ranking system is similar to Halo 2 crossed with Halo 3’s