This thread is responsible for the balance, redo, returns,and possible removals that may or may not happen in halo 5. In this thread I hope to bring up issues that have been sighted in prior games and how they can be fix as well as other things including bringing prior weapons back, changing existing weapons function, and The possibility of removing some weapons from the present build(removal will come with valid reasons only and this would only be suggested in the case that said weapon doesn’t really work or is under used in the present version of the game). I will give my impressions, end results and opinions on what can be dones. As well any suggestions from the community will be added into a master thread so we can give 343i a more detailed response as a whole so that the next game can work out better. With further ado, let’s get on with this(I will try to be as unbiased as I can, but I will give my opinion here and there)
Part 1: UNSC
Magnum:
The classic handgun, in halo 4 the idea was that the magnum was to be used as only a finisher weapon, overall all of its capabilities took a hit and it became very ineffective overall. This didn’t work out too well as the Magnum as well as other side arm weapons were no longer effective in a fight(In short, they took the finisher weapon role too literally). The Magnum is a .50 cal handgun(The closest real life equivalent being the Desert Eagle) so it should still be able to at least hold its own or even beat the Precision rifles(EG DMR, BR, Needle Rifle ETC) in CQC fight. The Magnum would still be balance, the edge of the range for the gun would be about to mid range with the scope. time to kill would vary depending on range: 4sK CQC, 6sK at mid range. And For Gods Sake, get rid of the stupid sound of the magnum.
Bottom line: Magnum would be more powerful the closer you get with it(With decent accuracy with patience), it would force be a dangerous weapon if anyone was foolish enough to try and duke it out in close quarters
Assault Rifle:
Major Issues came up for this weapon after the weapon update in Halo 4. It became possibly the most powerful Assault Rifle in Halo history(Unless you count the SAW) when considering all factors. This presents a major problem as the Assault weapons presented a very grave threat to Precision rifle Users. the Lowered skill gap with the Assault Rifle meant that anyone starting with this weapon could kill with extraordinary speed without having to rely on skill and proficiency. The Assault weapons were originally intended to be the mid grade weapons that weren’t so powerful that they would beat out high skill level weapons such as the DMR and BR nor were they weak enough that they would be easily stomped. With some luck and skilled usage the assault rifle was a decent starting weapon that gave everyone a decent weapon that could hold its own in a fight, but would lose when it came to a skill fight(The Precision weapons would reward higher proficiency with faster kill times). In halo 4, this was broken when the assault weapons became powerful enough that they actually killed faster than the precision weapons without a lot skill on the operators part.
Bottom Line: The Assault Rifle should have its damage toned down at least 30% from what it is now, Rate of fire reduced, and have reduced bullet magnetism. This way, it still gives anyone starting with it good chances for victory without being too drastically OP.
BR:
This one is somewhat controversial, there are many that would say that this weapon is nearly perfectly balanced the way it sits and others would say that it is OP. This however both parties are somewhat correct. The BR is at this juncture somewhat OP in some ways underpowered in others. The main way that it is OP lies with its 4sk capability, this allows for blazing fast kill times combined with good rate of fire and decent accuracy. Its a little under powered in some respects because of the low ammo capacity(Comparatively) and somewhat high recoil. In the end though, the Disadvantages weren’t enough to offset the Advantages of the BR and let to it becoming somewhat OP.
**Bottom Line:**Two Possibilities for potential BR rebalance(1)BR loses hitscan and has heavy Recoil but retains 4sk capability, (2)Reduce damage output, Reduce Recoil and reduce shot spread(increased accuracy).
DMR:
This weapon, was considered OP when halo 4 launched, this however is not the case. The Fact is that when the game launched, the DMR was balanced for halo Reach and the weapons that it was combating were comparably underpowered to fight it. Overall the gun has changed little overall since its introduction. overall its one of the few weapons that could be considered somewhat balanced. Only thing that could be done would be to reduce the RRR when not in scope.
Bottom Line: Reduce RRR, but overall leave it the way it is.
Rail Gun:
Cool Idea(Awesome idea), but in the End Vastly Over Powered. This weapon has been a problem since DAY 1, its been considered by many players to be the hand held version of the Guass cannon from the all too powerful GuassHog. The guass cannon from the Warthog is still unbalanced despite the changes, the Rail gun is no different. Its just as accurate and dangerous, but a little more limited compared to the Guass cannon. This weapon can give the Team that has it a distinct advantage due to its capabilities. Against vehicles it could kill light vehicles in one shot if aimed properly as well as medium vehicles with well placed shots.
Bottom Line: This weapon, Like the guasshog, will probably never be balanced properly without MASSIVE nerfing. Thus the weapon, unfortunately, should probably not make it into the sequel.
Rocket Launcher:
Overall, even though it was supposedly buffed from the Halo 3/Reach version, many players felt as though the rocket launcher was significantly weaker than its counterparts from prior games(Some of this is due to the greatly weakened splash damage caused by all explosives). The Rocket Launcher still functions well, but the homing system for the Rockets doesn’t work well. Overall it would be better if the tracking system was similar to Halo Reach and was a lot easier to see and use. And better sound please, rocket launcher sounds really goofy the way it is(It sounds Obscenely unrealistic, even for SciFi game)
**Bottom Line:**Increase speed of rockets and splash damage to match the movement speed of vehicles and players.
Sticky detonator:
Considered a little too situational and was extraordinarily hard to use. Wasn’t very effective in pretty much any situation when compared other weapons of similar usage(Rail Gun, Human GL, Concussion Rifle)
**Bottom Line:**Remove it, or at least make it more effective. For Replacement continue reading.
Grenade Launcher:
Its safe to say that everyone wants the UNSC Grenade Launcher to return, it was powerful and it was fairly effective in most situations if used correctly. Its loss from Reach to Halo 4 was unjustified by replacement with one near useless weapon and a weapon that was Obscenely OP. The Grenade Launcher was fairly balanced before hand because of its somewhat steep skill requirement.
Shotgun:
Range was too long compared to weapons that were used in the same class. A little too powerful the way it sits right now.
Bottom Line: Reduce range and damage or compensate other weapons.