343 has said at one point that they were proud of their weapon sandbox balance due to how each weapon was now viable to use. But the biggest issue I find with this sandbox comes from how most precision and automatic weapon weapons act as upgrades to one another, and establish overlapping roles. I want to try creating more weapons with established niches from our current sandbox with unique traits from one another. This should help bring a more complex sandbox that forces players to think more on what weapon they actually want to use instead of establishing “go-to” weapons in their head. But attempting to balance so many weapons in this game is no simple task unfortunately, and I would rather rebuild the sandbox from scratch. But anyway, special thanks to Ramir3z77 for most of these suggestions.
First off, the pistol needs to change to a 4 shot kill and have its ideal kill time become 1 second (or less). We need an established utility weapon in this game, because there is no reason to keep the pistol when the DMR or BR are there to replace the pistol as an upgrade. This is also to increase individual empowerment so that players are not forced to rely on team shooting to make successful pushes, and so that their skill can potentially beat team shooting if they’re good enough. For the BR and DMR, we need to give better traits so that they don’t function like simple upgrades of each other.
For the DMR, we can make the weapon require more than 1 shot from enemy players to descope (depending on the weapon used) but reduce the rate of fire, just so that this weapon is more specialized for long range combat. To counteract this change, the BR will be the only tier 1 weapon to descope the DMR in one burst, but we might not need this ability for the BR.
The storm rifle should play out like the brute plasma rifle, in that it deals high shield damage but low player health damage, with a faster overheat rate than currently to emphasize accuracy (which would then have the BPR removed). This weapon would also gain the ability to prevent players from using sprint when damaged by the storm rifle (even while players are currently sprinting in the middle of taking damage). It would be a great and skillful alternative compared to the overpowered mess we have with the current storm rifle.
The AR needs to have its head shot multiplier removed to be balanced as an automatic weapon, considering how most headshots are earned from luck due to the hip fire spread.
Now I’m a little torn by what we can do with the SMG. I have two ideas in mind; we can increase the SMG’s hip fire spread comparable to the CE AR so that the weapon will be heavily weakened the further the enemy is. Or we can try to reduce its kill time currently to be slower than all the precision weapons, but faster than the AR and provide a speed boost when equipped to further separate the weapon as a CQC automatic apart from the AR.
Now this is an interesting change suggested by Ramir3z77 for the scattershot: “Scattershot should have more range and tighter spread. Make it multiply in projectiles but decrease in range and increase in spread every time it hits a surface, so it can potentially destroy a hallway. Would bounce a maximum of three times before vanishing.” This would further separate the functions of the 2 shotguns in the game and make them more unique from each other than currently.
For the hydra, I really want to change its function as a CQC weapon. Right now, the missile tracking and lock-on time is absolutely superb, and I’ll leave that as it is. But I want 343 to revert back to the original damage profiles of the hydra before its buff so that the radius damage is decreased, but dramatically increase missile velocity when fired without lock on. This would make it so that players need to get direct impact hits from the hydra to secure kills, while making this method easier to accomplish, instead of simply firing at the ground to kill the enemy by splash damage. This would severely increase the skill gap of the hydra at CQC (possibly at medium range too) and allow the pros to make more interesting uses of the hydra.
Finally as a side note, I want 343 to remove all smart-scope benefits in terms of increased red reticule range and decreased bullet spread (for automatic weapons) so that players don’t receive massive benefits when smart-scoping at range. Additionally, weapon switching times should be dramatically reduced to accommodate weapon combinations during gunfights and allow more usage of all weapons in the sandbox without needing to buff said weapons. If you have any other suggestions to tweak the weapons (especially Promethean weapons since I can’t think of any), please post them. Thanks.
TL;DR
Pistol- 4 shot kill, no bullet magnetism
DMR- multiple shots needed to de scope user.
BR-only weapon to de scope DMR with one pull of the trigger (1 burst)
SMG-heavy hip fire spread (like the CE AR) OR longer TTK/speed boost while in use
Storm rifle- significantly reduced damage on health, disables players from using sprint even if they were already sprinting (and replaces brute plasma rifle)
AR- no headshot multiplier
Scattershot- tighter spread, longer range, multiplies in projectiles for every time it bounces of walls but in the process, decreases in range and increases in spread. Bounces at most, 3 times before disappearing.
Hydra- reduced splash radius (original hydra), significantly increased missile velocity without lock on
Shorter time to switch weapons, remove smart-scope benefits (red reticule range increase/reduced bullet spread for all weapons).
