Hello. This time I want to say a way to combine all of the old plasma weapons and the new ones while keeping them quite balanced aswell with a clear and understandable purpouse. These guns have been overshadowed by human weapons in the past, but not anymore. I’ve put together some other people ideas and some of my own. In my opinion, we should follow these steps:
- 1º - Elite Plasma Rifle (Blue): this gun will make a return, but in a different way. The other weapons, except guns like the Carbine or the Plasma Grenade Launcher, will be balanced based on this one, because I think it’s better for some reasons (the Red/Brute Plasma Rifle is usually based on it, aswell as the Plasma Pistol). It will be dual-wieldable. First of all, we must address the damage:
- To break a shield: 6 shots (3 dual-wielded).
- To kill an unshielded player: 12 shots (6 dual-wielded).
Total shots → 18 (9 dual-wielded). Note that it is equal to the Halo 3’s kill.
To make it unique we must give it a stun ability like in Halo CE: each Plasma Rifle will reduce the enemy´s movement speed by 22,5%, resulting in a 45% when shooting both guns at the same time. However, it won’t be as precise as the CE one, it will have the Halo 2’s spread. I don’t think bloom is needed, and won’t be capable of zooming. It will be used in close range fights or surprise attacks due to the stun ability.
- 2º - Brute Plasma Rifle (Red): It will be dual-wieldable too. As far as I know, the rate of fire should be increased, aswell as the damage, based on the Blue version. While this one won’t have the stun ability, it will be used more to melt shields quickly at close range. It won’t be capable of zooming either, and will overheat faster.
- To break a shield: 4 shots (2 dual-wielded).
- To kill an unshielded player: 10 shots (5 dual-wielded). I think it is enough quicker, because otherwise it will become overpowered against human weapons.
Total shots → 14 (7 dual-wielded).
- 3º - Storm Rifle: it won’t be dual-wieldable for logical reasons. This weapon should be different than the other ones: it would destroy shields slower than the other rifles, but will kill faster. I think we must add it a bit of bloom, and make the spread like the Halo 5 version. It will keep the zoom, so it will be used as a close to mid range weapon, mainly like the Assault Rifle. It will also overheat at the same time as the Blue Plasma Rifle, and will have the same rate of fire.
- To break a shield: 7 shots. Just one more than the Blue rifle.
- To kill an unshielded player: 5 shots (like two Red Plasma Rifles)
Total shots (note that it isn’t capable of dual-wielding) → 12.
* 4º - Plasma Pistol: i’m not sure about this one, but I think it would be good like this. It will overheat if pressed continuously 5 times (to balance it when dual-wielded). Its battery will be drained 1*% with a normal shot* and a 33,3% with an overcharge (resulting in 3 overcharges only, to be balanced with the Red rifle.). It will use the same system as Halo 2:Anniversary (if you keep it overcharged too much, it will overheat). The tracking should be like Halo 5, but without zooming (it would outclass the rifles) In my opinion, the damage should be adjusted like this:
- To break a shield: 10 shots (the worst one)/1 shot (Normal/Charged).
- To kill an unshielded player: 8 shots/2 shots (Normal/Charged).
Total shots → 18 (like the Blue rifle)/3 (all the battery). Note that it can be dual-wielded, and is more precise than the rifles. It will be used as a mid range shield drainer, and kills if overcharged 3 times.
* 5º - Covenant Carbine: it is obviously a separated balance, and I think it is quite good like Halo 5, due to the balance with human precision weapons. It is actually useful.
- 6º - Plasma Caster: keep its zoom, but not the tracking (this will balance it with the human one and with the plasma grenades). To help it when killing at longer ranges, make the grenade fragment in 2 grenades that will be thrown in two directions, right and left (if it touches the floor and isn’t stuck), which will deal the same damage as 1**, or make its radius bigger** (it is considered a power weapon). The rate of fire must be the same as normal plasma grenades, and they will have equal damage. This weapon will need some skill combined with luck while being quite balanced. You might think it is not worth to pick it up if you have plasma grenades, but you have to pick it up too and these grenades have more radius and are more powerful (because they fragment in two with the same damage).
* 7º - Energy Sword: this is often a controversial weapon to balance between range, damage and hit speed. Let’s start with the range: in my opinion, it should be half the Halo 2 range (a bit more than the Halo 3 sword) to have an advantage against the shotgun (there isn’t a balance issue with it, because the shotgun has more ammo). The damage and speed should be like this:
- When lunging, it should kill in 1 shot (this would fit the advantage against the shotgun quite well). This rewards aiming skill.
- When not lunging or not aiming well, it should kill in 2 shoots, faster than the melee.
By this way, the sword and shotgun are basically the same, but inverted: the sword kills in one shoot when lunging (mid range), and in two fast shoots when not lunging (close range). However, the shotgun kills in one shoot at close and two/three at mid range. So, they’re balanced properly.
* 8º - Needler: I think it is quite good like Halo 5, stats such as fire rate, tracking and damage are perfect in my opinion. I suggest to not make it dual-wieldable.
What do you think? I would like to discuss these balance. I think it will make plasma weapons useful and viable, while not being overpowered (they’re usually map pickups and some of them need dual-wielding to reach the top of its power).
