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Weapons (any not mentioned should remain the same as previous generations)
All Human weapons should do more damage to unshielded fores than shielded.
Assault Rifle- 32 round clip. Fixed Reticle bloom halfway between H3 and Reach in terms of diameter. Rips through unshielded foes like a hot knife through butter.
Pistol- Reach-style is preferable, however there should be recoil instead of bloom. (Like the h3 machine gun turret, the pistol should move slightly upwards forcing the user to actually stay on target.) if H3 style is used, make duel wield-able. 7 rounds should be enough.
DMR-12 round clip (15 is too much IMO if there is going to be bloom) Bloom replaced with recoil. Medium range/far range preferable.
BR-36 round clip. Spread should occur after somewhere between 50 and 100 meters or so (let’s say 75) to ensure that BR sniping does not occur. Designed for medium/ close range encounters that require precision.
New Gun Idea- Combine DMR and BR by having a 18 round clip and use the d-pad to switch between semi-auto and 3-round burst. (1 second delay to throw a switch on the weapon) if switched to 3-round burst when a even number of rounds are in the clip, the last shot will be a 1-2 round burst.
SMG- Duel-Wield-able. 60 rounds/ clip. Fixed Reticle with recoil.
Covenant plasma weapons should do more damage to shields than health.
Plasma Rifle-Covenant version of Assault Rifle, Should NOT be duel wield-able. 100 charge, drains like always. Slight Bloom should occur, not like the repeater but just enough that it stays in a range close to the assault rifle.
Plasma Repeater- Covenant version of SMG, should be duel wield-able. Should have more charge before overheat than the plasma rifle but at the cost of having higher bloom.
Carbine- Because plasma is harder to direct than bullets, THIS is the semi-auto rifle that should have bloom. Treat this like the covenant DMR.
Needle Rifle- less bloom but add recoil and make needles more powerful to counterbalance.
Spiker- Dual Wield-able Does very slight damage but to both shields and health at the same time.
Rockets- Same as reach essentially, lock on to ground vehicles.
FRG- Bounces if impacts a surface at less than 30 degrees, otherwise it detonates.
Grenade Launcher- Explosion radius equal to 1.5 frag grenades, does 1 frag grenade of damage, with .5 of a grenade radius of EMP.
Concussion Rifle- Same as Reach, affects shields faster than health.
Brute Shot-affects health faster than shields.
Sniper- Bloom halved but bullets travel slightly downward due to gravity. A special feature in the zoom of the sniper will show where the the bullet will end up so the shooter can adjust accordingly.
Beam Rifle- no bloom but only two shots can be fired in succession before a lengthy overheat
Focus Rifle/Sentinal Beam- only put one in the game, depends if you want zoom or not.
Turrets: Plasma does better against shields, machine gun is better against health, both move upwards as you fire.
Energy Sword- Lunge should be more fluid and players should be able to dodge it. Sword block should only affect the person blocking in terms of damage. Some cool swordplay would be nice.
Jackal Shield- gauntlet that fits on the left wrist, only works when there is a duel wield-able weapon equipped, acts as extra protection but hinders visibility.