While the Promethean weapons have some cool aspects to them I’d like them to be more unique and have more of a focus on mechanics that are good against groups (especially really large groups) of enemies. As that is generally not a focus of Human or Covenant weapons and I’m under the impression the were created specifically to combat the Flood. But have some weapons also hyper-focused on individual enemies or even both! They may generally do less shield damage but significant health damage which balances them out to be highly effective against Flood in particular.
On a side note, ammo could even be changed to where each individual weapon would have its own base of ammo that can’t be refilled through clips but rather from the incinerated remains of foes. For balance, if this was the new form of ammunition for these weapons they would probably have lower base ammo compared to UNSC/Covenant forces but for lower-power weapons ammo could be sustained for a while with careful use.
Scattershot;
Able to be rapid fired, releasing with each shot a wide scatter of bolts that will target one enemy unless that enemy has already been selected by another bolt. Otherwise it’ll continue on its straight path. Makes use of an ‘overheat’ bar so you can spam shots but not overdue it. If the bolt hits a wall it will automatically target a nearby enemy regardless of whether their being targeted by other bolts or not.
//Alternatively//
Ditch the re-targeting after bouncing off a wall mechanic for a secondary firing mode which is activated when holding on to the trigger long enough to supercharge the bolts which will increase their number by three times and when dispersed will make them rapidly richrocket off walls at incredible speeds.
Boltshot;
Similar to Halo 5, release all tracking bolts in a single violent burst (with Halo 4 Boltshot shotgun-burst animation) instead of quickly in a row. These bolts go about the speed of Halo 5’s and travel as a swarm to your targeted victim for a nice chunk of damage. Can be rapid-fired with one burst a second and has enough ammo before reloading to down one spartan. Acts as a reliable weapon to quickly down single opponents at close to medium range.
Suppressor;
A tweaked version of Halo 5’s Suppressor that is reworked to function the same while maintaining powerful suppressing pressure but with more counter-play. This comes in the form of a slower base bolt-speed and fire-rate but it can still spin-up to a faster one and the bullets do a little more damage to compensate. However, it does have the lowest kill-time against a spartan compared to the other auto rifles. To help this, the weapon and its bolts have a wide range in which it locks on to distant opponents. As such, its aiming will kinda feel like wielding and shooting a weapon from an arcade. Especially when entering precision zoom. Its overall tracking and feel can also be compared to the Halo CE Needler. Making it a medium to long range weapon. To get kills against fully shielded opponents its best used in open areas where they have nowhere to take cover but otherwise is great for quickly targeting weak individual enemies including those part of a swarm.
Lightrifle;
A versatile weapon that when zoomed in is even more powerful and slower than Halo 5’s but when not has a fast fire-rate and fires multiple shots in a burst like Halo 4’s but with even lower damage, making that alternate fire serve the purpose of landing precision shots or eliminating weak enemies like Flood Infection Forms. It continues to have the highest zoom and most powerful shot out of the precision rifles.
Binary Rifle;
Similar to Halo 5 but further hyper-focused on destroying anything in front of you. Has inherent promethean-vision and has only one shot before reloading but as it fires for a full second (like Halo 5). It can pierce through multiple infantry and with overall increased damage than previously can also do great damage to vehicles that is only rivaled by the Spartan Laser which can still pierce through many vehicles unlike the Binary Rifle.
Incineration Cannon;
Maintain the two modes of fire but go back to Halo 4’s single shot before reload to balance the two tweaked modes of fire. The uncharged shot fire a single projectile this time which is visually similar and follows about the same arc before dropping to the ground. When landing it works most similarly to Halo 4’s version but does less damage and has even greater range. When fully charged it still tracks like Halo 5’s but when it lands it explodes into a high-reaching pillar of incineration, doing more damage than ever but in a smaller more concentrated radius. This makes it one of the most powerful and versatile power weapons which can adapt between crowd control and devastating single target destruction.
