Let's help 343 make experimental weapon types

In Halo 4 it seems that 343 has chosen a route where they have gone away from experimental weapon types, and tried to let every weapon fill the same role and niche.

I say we give 343 some experimental weapons.

We already have the Sword and Hammer. What differentiates these weapons is the hammers ability to hit through walls, at least in Halo 3.

My weapon is going to be a Promethean whip which which will kill in 3 hits.

It will take 2 hits to drain the shield completely and a last 1 to kill the person.

It will also have a little longer hit-distance than the sword, and hammer.

It’s going to have a very small stun effect, and the enemy player is only going to get stunned for as long as the whip touches the person which will be for about 0,2 seconds when someone uses it (The stunned player will still be able to aim, throw grenades and turn around).

Now we have the sword, hammer and the Promethean Whip. They all have different uses, and are all viable in different situations.

My whip is a power weapon and should be placed on the map. I see many uses with it, and it would especially be good in teamwork situations, when you have cover in close combat as it would be just as easy to aim with as the sword and hammer, or for example if you have sticky grenades. Or just helping you get an Overshield or Camo just before the enemy team.

0.2 seconds is not an annoying long stun length. It’s just a quick moment so it can help you escape, let that grenade explode or just let your teammate get that quick scope before he gets you.

The idea of a Promethian Whip, from what I picture it to be, reminds me of a Holowhip from Red Dwarf.

OT, I would like to see a final version of the “Stasis Cannon/rifle”, or whatever it was called. (@ 0:40 in video)

> The idea of a Promethian Whip, from what I picture it to be, reminds me of a Holowhip from Red Dwarf.

That’s how I would imagine it too. I am just not the best editer.

My idea is to make the BR balanced
343 had it right, they only had to nerf the DMR and boldshot
And buff the single fire of the plasma pistol a little.

But the BR is the king, again
The TU just switched the DMR and BR from place for best starter weapon.

But after that I just want the grenade launcher back.
The sticky detonator is just a camp weapon or remote mine.

> My idea is to make the BR balanced
> 343 had it right, they only had to nerf the DMR and boldshot
> And buff the single fire of the plasma pistol a little.
>
> But the BR is the king, again
> The TU just switched the DMR and BR from place for best starter weapon.
>
> But after that I just want the grenade launcher back.
> The sticky detonator is just a camp weapon or remote mine.

Why would you buff the plasma pistol making it like the other pistols? We want unique weapons right?

> > My idea is to make the BR balanced
> > 343 had it right, they only had to nerf the DMR and boldshot
> > And buff the single fire of the plasma pistol a little.
> >
> > But the BR is the king, again
> > The TU just switched the DMR and BR from place for best starter weapon.
> >
> > But after that I just want the grenade launcher back.
> > The sticky detonator is just a camp weapon or remote mine.
>
> Why would you buff the plasma pistol making it like the other pistols? We want unique weapons right?

Because the plasma pistol is almost use useless except for the emp
You can drop someone’s shield but you’re dead before you have the chance to swap for a different weapon.

> > > My idea is to make the BR balanced
> > > 343 had it right, they only had to nerf the DMR and boldshot
> > > And buff the single fire of the plasma pistol a little.
> > >
> > > But the BR is the king, again
> > > The TU just switched the DMR and BR from place for best starter weapon.
> > >
> > > But after that I just want the grenade launcher back.
> > > The sticky detonator is just a camp weapon or remote mine.
> >
> > Why would you buff the plasma pistol making it like the other pistols? We want unique weapons right?
>
> Because the plasma pistol is almost use useless except for the emp
> You can drop someone’s shield but you’re dead before you have the chance to swap for a different weapon.

And? It’s great against vehicles, not humans. The human pistol is great against humans, not vehicles.

> > > > My idea is to make the BR balanced
> > > > 343 had it right, they only had to nerf the DMR and boldshot
> > > > And buff the single fire of the plasma pistol a little.
> > > >
> > > > But the BR is the king, again
> > > > The TU just switched the DMR and BR from place for best starter weapon.
> > > >
> > > > But after that I just want the grenade launcher back.
> > > > The sticky detonator is just a camp weapon or remote mine.
> > >
> > > Why would you buff the plasma pistol making it like the other pistols? We want unique weapons right?
> >
> > Because the plasma pistol is almost use useless except for the emp
> > You can drop someone’s shield but you’re dead before you have the chance to swap for a different weapon.
>
> And? It’s great against vehicles, not humans. The human pistol is great against humans, not vehicles.

The plasma pistol shouldn’t just be for EMP’ing things. There is nothing wrong with making it so that there is a greater than 1% chance to kill someone with the primary firing mode. Seriously, it needs to go back to Reach’s standard where it took 7-10 shots to kill, not the 13 or so it does now. Also, since it obviously shouldn’t be in custom loadouts, which also obviously shouldn’t be in Halo 5, it’s OC shot should only drain 15% or 10% as opposed to the 25% it does in Halo 4. It’s ammo count should also be brought back to where it was, you know not losing 2% battery for every shot like it does in Halo 4.

For the Prometheans’ CQC weapon, I’d like to see the hardlight blade used by Promethean Knights placed in MP.
It would behave just as the Energy Sword from Murder Miners does.

> For the Prometheans’ CQC weapon, I’d like to see the hardlight blade used by Promethean Knights placed in MP.
> It would behave just as the Energy Sword from Murder Miners does.

And how does that behave exactly? We don’t need more repeat weapons.

> > > > > My idea is to make the BR balanced
> > > > > 343 had it right, they only had to nerf the DMR and boldshot
> > > > > And buff the single fire of the plasma pistol a little.
> > > > >
> > > > > But the BR is the king, again
> > > > > The TU just switched the DMR and BR from place for best starter weapon.
> > > > >
> > > > > But after that I just want the grenade launcher back.
> > > > > The sticky detonator is just a camp weapon or remote mine.
> > > >
> > > > Why would you buff the plasma pistol making it like the other pistols? We want unique weapons right?
> > >
> > > Because the plasma pistol is almost use useless except for the emp
> > > You can drop someone’s shield but you’re dead before you have the chance to swap for a different weapon.
> >
> > And? It’s great against vehicles, not humans. The human pistol is great against humans, not vehicles.
>
> The plasma pistol shouldn’t just be for EMP’ing things. There is nothing wrong with making it so that there is a greater than 1% chance to kill someone with the primary firing mode. Seriously, it needs to go back to Reach’s standard where it took 7-10 shots to kill, not the 13 or so it does now. Also, since it obviously shouldn’t be in custom loadouts, which also obviously shouldn’t be in Halo 5, it’s OC shot should only drain 15% or 10% as opposed to the 25% it does in Halo 4. It’s ammo count should also be brought back to where it was, you know not losing 2% battery for every shot like it does in Halo 4.

Every weapon in Halo (Before 4 at least) has a role. The plasma pistol has a role. It was given the role to destroy vehicles (which is it good at, considering it is not a power weapon and is easily obtainable in the earlier games). I don’t see why we should give it more uses. It’s already a viable weapon when you charge it against players. It’s all about using the correct weapon in the correct sitation, and if you didn’t … It’s your fault.

If you had the chance to EMP a wraith but you had the pistol up instead, it’s your fault.

If you had the chance to kill a person if you wouldn’t have had your Plasma pistol up, it’s your fault.

There is a 1%? chance of me killing a wraith with a normal pistol. I want that number increased. Why should the pistol not work against Wraiths? There is no reason for it not to.

If anything I would like the Plasma Pistols magnetism to become a little bit higher (Speaking from Halo 3 standpoint, as I don’t think I have used it in Halo 4).

It’s kind of why 343 is going away from “role or niche” weapons, because, it’s harder to use them effectively. They are best at a certain range, small areas, big areas etc and are harder to use at the rest of the game.

My whip would probably lose against the sword in a small room, but win in a larger one. The hammer would probably win in an area with lots of obstacles.

> > > > > > My idea is to make the BR balanced
> > > > > > 343 had it right, they only had to nerf the DMR and boldshot
> > > > > > And buff the single fire of the plasma pistol a little.
> > > > > >
> > > > > > But the BR is the king, again
> > > > > > The TU just switched the DMR and BR from place for best starter weapon.
> > > > > >
> > > > > > But after that I just want the grenade launcher back.
> > > > > > The sticky detonator is just a camp weapon or remote mine.
> > > > >
> > > > > Why would you buff the plasma pistol making it like the other pistols? We want unique weapons right?
> > > >
> > > > Because the plasma pistol is almost use useless except for the emp
> > > > You can drop someone’s shield but you’re dead before you have the chance to swap for a different weapon.
> > >
> > > And? It’s great against vehicles, not humans. The human pistol is great against humans, not vehicles.
> >
> > The plasma pistol shouldn’t just be for EMP’ing things. There is nothing wrong with making it so that there is a greater than 1% chance to kill someone with the primary firing mode. Seriously, it needs to go back to Reach’s standard where it took 7-10 shots to kill, not the 13 or so it does now. Also, since it obviously shouldn’t be in custom loadouts, which also obviously shouldn’t be in Halo 5, it’s OC shot should only drain 15% or 10% as opposed to the 25% it does in Halo 4. It’s ammo count should also be brought back to where it was, you know not losing 2% battery for every shot like it does in Halo 4.
>
> Every weapon in Halo (Before 4 at least) has a role. The plasma pistol has a role. It was given the role to destroy vehicles (which is it good at, considering it is not a power weapon and is easily obtainable in the earlier games). I don’t see why we should give it more uses. It’s already a viable weapon when you charge it against players. It’s all about using the correct weapon in the correct sitation, and if you didn’t … It’s your fault.
>
> If you had the chance to EMP a wraith but you had the pistol up instead, it’s your fault.
>
> If you had the chance to kill a person if you wouldn’t have had your Plasma pistol up, it’s your fault.
>
> There is a 1%? chance of me killing a wraith with a normal pistol. I want that number increased. Why should the pistol not work against Wraiths? There is no reason for it not to.
>
> If anything I would like the Plasma Pistols magnetism to become a little bit higher (Speaking from Halo 3 standpoint, as I don’t think I have used it in Halo 4).
>
> It’s kind of why 343 is going away from “role or niche” weapons, because, it’s harder to use them effectively. They are best at a certain range, small areas, big areas etc and are harder to use at the rest of the game.
>
> My whip would probably lose against the sword in a small room, but win in a larger one. The hammer would win in an area with lots of obstacles.

Well, the PP wasn’t made to ever destroy vehicles, since Halo 3 part of it’s job has been to slow down and stop vehicles, but it’s original purpose was to drop enemy’s shields and stun/slow down their movement.

Does it stun/slow down movement anymore, does it work reasonably as a pistol, has it gotten a damage boost? The answer to all of these questions is, No. So, explain to me why the PP shouldn’t get a damage and ammo boost to bring it back up to par with previous versions, especially when 343i seems to be fond of buffing every standard rifle in the game?

Also, don’t use ridiculous comparisons like “Why should the Magnum not work against Wraiths?”, because we all know that the Magnum never worked against Wraiths and it never was intended to have such a role as anti-vehicular weapon. The PP on the other hand, did have other uses, and while it wasn’t a go-to weapon for Infantry fights it used to work much better than it does now.

> > For the Prometheans’ CQC weapon, I’d like to see the hardlight blade used by Promethean Knights placed in MP.
> > It would behave just as the Energy Sword from Murder Miners does.
>
> And how does that behave exactly? We don’t need more repeat weapons.

You charge it up like a Splaser or Railgun.
But you can let go at anytime.
However, the longer you charge it, the longer the range of the lunge, and the more damage it does.
You can’t charge it forever.
After about 3 seconds, it lunges whether you release the trigger or not.

Unlike the Energy Sword, it has no lock-on outside of melee range.

While it’s more difficult to use than the Energy Sword, it can be much more deadly in the right hands.

I also think it would be cool to give this weapon to the Alpha Zombies in Infection.

> > > > > > > My idea is to make the BR balanced
> > > > > > > 343 had it right, they only had to nerf the DMR and boldshot
> > > > > > > And buff the single fire of the plasma pistol a little.
> > > > > > >
> > > > > > > But the BR is the king, again
> > > > > > > The TU just switched the DMR and BR from place for best starter weapon.
> > > > > > >
> > > > > > > But after that I just want the grenade launcher back.
> > > > > > > The sticky detonator is just a camp weapon or remote mine.
> > > > > >
> > > > > > Why would you buff the plasma pistol making it like the other pistols? We want unique weapons right?
> > > > >
> > > > > Because the plasma pistol is almost use useless except for the emp
> > > > > You can drop someone’s shield but you’re dead before you have the chance to swap for a different weapon.
> > > >
> > > > And? It’s great against vehicles, not humans. The human pistol is great against humans, not vehicles.
> > >
> > > The plasma pistol shouldn’t just be for EMP’ing things. There is nothing wrong with making it so that there is a greater than 1% chance to kill someone with the primary firing mode. Seriously, it needs to go back to Reach’s standard where it took 7-10 shots to kill, not the 13 or so it does now. Also, since it obviously shouldn’t be in custom loadouts, which also obviously shouldn’t be in Halo 5, it’s OC shot should only drain 15% or 10% as opposed to the 25% it does in Halo 4. It’s ammo count should also be brought back to where it was, you know not losing 2% battery for every shot like it does in Halo 4.
> >
> > Every weapon in Halo (Before 4 at least) has a role. The plasma pistol has a role. It was given the role to destroy vehicles (which is it good at, considering it is not a power weapon and is easily obtainable in the earlier games). I don’t see why we should give it more uses. It’s already a viable weapon when you charge it against players. It’s all about using the correct weapon in the correct sitation, and if you didn’t … It’s your fault.
> >
> > If you had the chance to EMP a wraith but you had the pistol up instead, it’s your fault.
> >
> > If you had the chance to kill a person if you wouldn’t have had your Plasma pistol up, it’s your fault.
> >
> > There is a 1%? chance of me killing a wraith with a normal pistol. I want that number increased. Why should the pistol not work against Wraiths? There is no reason for it not to.
> >
> > If anything I would like the Plasma Pistols magnetism to become a little bit higher (Speaking from Halo 3 standpoint, as I don’t think I have used it in Halo 4).
> >
> > It’s kind of why 343 is going away from “role or niche” weapons, because, it’s harder to use them effectively. They are best at a certain range, small areas, big areas etc and are harder to use at the rest of the game.
> >
> > My whip would probably lose against the sword in a small room, but win in a larger one. The hammer would win in an area with lots of obstacles.
>
> Well, the PP wasn’t made to ever destroy vehicles, since Halo 3 part of it’s job has been to slow down and stop vehicles, but it’s original purpose was to drop enemy’s shields and stun/slow down their movement.
>
> Does it stun/slow down movement anymore, does it work reasonably as a pistol, has it gotten a damage boost? The answer to all of these questions is, No. So, explain to me why the PP shouldn’t get a damage and ammo boost to bring it back up to par, especially when 343i seems to be fond of buffing every standard rifle in the game?
>
> Also, don’t use ridiculous comparisons like “Why should the Magnum not work against Wraiths?”, because we all know that the Magnum never worked against Wraiths and it never was intended to have such a role as anti-vehicular weapon. The PP on the other hand, did have other uses, and while it wasn’t a go-to weapon for Infantry fights it used to work much better than it does now.

First of all they shouldn’t buff every other weapon in the game - Because we are going back to experimental weapons.

But as you tell me: The Plasma Pistols role was never to kill. It was basically made to slow down players and later vehicles. It works at great at stunning vehicles, and the magnetism is probably super high when aiming at players (Just like anything else in Halo 4). It must be impossible to miss with a charged shot.

I don’t remember how it exactly worked in Halo 1 or 2. I just doubt the weapon is worse in Halo 4 compared to the rest of the games. In Halo 3 the weapon was useless unless used at vehicles or charged against players when host. In Halo 2 you could cancel out any shots by pummeling it. It was easy. It may be weaker than the Reach version, but the Plasma Pistol in Reach was just ridiculous and super annoying at close combat. I am saying the Halo 4 Plasma pistol may be the second best there is.

To me it doesn’t sound like it needs any kind of buff. Just learn how to use it in it’s correct situation.

We may test the Plasma Pistol in 1v1 online if you want to - in a couple of days.

> > > > > > > > My idea is to make the BR balanced
> > > > > > > > 343 had it right, they only had to nerf the DMR and boldshot
> > > > > > > > And buff the single fire of the plasma pistol a little.
> > > > > > > >
> > > > > > > > But the BR is the king, again
> > > > > > > > The TU just switched the DMR and BR from place for best starter weapon.
> > > > > > > >
> > > > > > > > But after that I just want the grenade launcher back.
> > > > > > > > The sticky detonator is just a camp weapon or remote mine.
> > > > > > >
> > > > > > > Why would you buff the plasma pistol making it like the other pistols? We want unique weapons right?
> > > > > >
> > > > > > Because the plasma pistol is almost use useless except for the emp
> > > > > > You can drop someone’s shield but you’re dead before you have the chance to swap for a different weapon.
> > > > >
> > > > > And? It’s great against vehicles, not humans. The human pistol is great against humans, not vehicles.
> > > >
> > > > The plasma pistol shouldn’t just be for EMP’ing things. There is nothing wrong with making it so that there is a greater than 1% chance to kill someone with the primary firing mode. Seriously, it needs to go back to Reach’s standard where it took 7-10 shots to kill, not the 13 or so it does now. Also, since it obviously shouldn’t be in custom loadouts, which also obviously shouldn’t be in Halo 5, it’s OC shot should only drain 15% or 10% as opposed to the 25% it does in Halo 4. It’s ammo count should also be brought back to where it was, you know not losing 2% battery for every shot like it does in Halo 4.
> > >
> > > Every weapon in Halo (Before 4 at least) has a role. The plasma pistol has a role. It was given the role to destroy vehicles (which is it good at, considering it is not a power weapon and is easily obtainable in the earlier games). I don’t see why we should give it more uses. It’s already a viable weapon when you charge it against players. It’s all about using the correct weapon in the correct sitation, and if you didn’t … It’s your fault.
> > >
> > > If you had the chance to EMP a wraith but you had the pistol up instead, it’s your fault.
> > >
> > > If you had the chance to kill a person if you wouldn’t have had your Plasma pistol up, it’s your fault.
> > >
> > > There is a 1%? chance of me killing a wraith with a normal pistol. I want that number increased. Why should the pistol not work against Wraiths? There is no reason for it not to.
> > >
> > > If anything I would like the Plasma Pistols magnetism to become a little bit higher (Speaking from Halo 3 standpoint, as I don’t think I have used it in Halo 4).
> > >
> > > It’s kind of why 343 is going away from “role or niche” weapons, because, it’s harder to use them effectively. They are best at a certain range, small areas, big areas etc and are harder to use at the rest of the game.
> > >
> > > My whip would probably lose against the sword in a small room, but win in a larger one. The hammer would win in an area with lots of obstacles.
> >
> > Well, the PP wasn’t made to ever destroy vehicles, since Halo 3 part of it’s job has been to slow down and stop vehicles, but it’s original purpose was to drop enemy’s shields and stun/slow down their movement.
> >
> > Does it stun/slow down movement anymore, does it work reasonably as a pistol, has it gotten a damage boost? The answer to all of these questions is, No. So, explain to me why the PP shouldn’t get a damage and ammo boost to bring it back up to par, especially when 343i seems to be fond of buffing every standard rifle in the game?
> >
> > Also, don’t use ridiculous comparisons like “Why should the Magnum not work against Wraiths?”, because we all know that the Magnum never worked against Wraiths and it never was intended to have such a role as anti-vehicular weapon. The PP on the other hand, did have other uses, and while it wasn’t a go-to weapon for Infantry fights it used to work much better than it does now.
>
> First of all they shouldn’t buff every other weapon in the game - Because we are going back to experimental weapons.
>
> But as you tell me: The Plasma Pistols role was never to kill. It was basically made to slow down players and later vehicles. It works at great at stunning vehicles, and the magnetism is probably super high when aiming at players (Just like anything else in Halo 4). It must be impossible to miss with a charged shot.
>
> I don’t remember how it exactly worked in Halo 1 or 2. I just doubt the weapon is worse in Halo 4 compared to the rest of the games. In Halo 3 the weapon was useless unless used at vehicles or charged against players when host. In Halo 2 you could cancel out any shots by pummeling it. It was easy. It may be weaker than the Reach version, but the Plasma Pistol in Reach was just ridiculous and super annoying at close combat. I am saying the Halo 4 Plasma pistol may be the second best there is.
>
> To me it doesn’t sound like it needs any kind of buff. Just learn how to use it in it’s correct situation.
>
> We may test the Plasma Pistol in 1v1 online if you want to - in a couple of days.

The weapons are Reach are just the best.
Everything had a role but you could change its role to suit different situations.
Why should I use a EMP when I can fire rapid fires somebodys shield off
Or you can use a AR at close range or burst fire so you can use it at mid range.
And last, I can use the concussion rifle to let me jump higher.
You have to think outside the box for halo weapons because they can serve other roles in combat.

> > > For the Prometheans’ CQC weapon, I’d like to see the hardlight blade used by Promethean Knights placed in MP.
> > > It would behave just as the Energy Sword from Murder Miners does.
> >
> > And how does that behave exactly? We don’t need more repeat weapons.
>
> You charge it up like a Splaser or Railgun.
> But you can let go at anytime.
> However, the longer you charge it, the longer the range of the lunge, and the more damage it does.
> You can’t charge it forever.
> After about 3 seconds, it lunges whether you release the trigger or not.
>
> Unlike the Energy Sword, it has no lock-on outside of melee range.
>
> While it’s more difficult to use than the Energy Sword, it can be much more deadly in the right hands.
>
> I also think it would be cool to give this weapon to the Alpha Zombies in Infection.

Have it so that it puts you into 3rd person while you are holding it, and so using plays out more like a beat-em-up fighting game like Kingdom Hearts.

I had a few possible concepts for somewhat unique weapons (at least to Halo).

Tempest: A Covenant cannon which can target multiple enemies. Pulling the trigger will then fire a Plasma blast which will travel from enemy to enemy.

Missile Tracker: A UNSC weapon that fires a missile that you then guide in first person. The longer you control the missile, the faster and harder to control it becomes.

Siphon Pistol: A weapon that drains the enemy’s shields while adding to yours. This could also just be a feature added to the Plasma Pistol, should it be properly balanced.

Fusion Rifle: Should dual wielding return, the fusion rifle would be a rifle that is effectively two single handed weapons put together. After picking it up, you’d be able to split it apart and then put it back together at your discretion. There could also be a weapon which basically just turns a single handed weapon into a two handed weapon. This mount would give the weapon a scope, steady it, and maybe give it a bigger clip or something. It could give us the return of the scoped SMG, a super enhanced Magnum, or a scoped Plasma Pistol.

Promethean Fabricator

Art: Forerunner Drone with a handle
Range: Short
Clip size: 2-4 (multiplayer), 3-9 (campaign)
Effect: creates a small forerunner AI of some kind depending on the context in which it’s used.

-Targeting an ally, attaches a small point defense drone that will slow incoming enemies and explosive projectiles.
-Targeting an enemy, attaches a small explosive device with the force of a frag grenade against infantry. More damage to vehicles.
-Targeting a wall, creates a trip mine which may then [when activated] fire a hard light projectile that decreases in damage with range (range is therefore unlimited but significant damage will only be had up close.)
-Targeting a floor, creates a small turret that fires explosive projectiles for weak damage to both infantry and vehicles.
-Targeting nothing, creates a small (lightly equipped) airborne attack unit with a “search and destroy” AI. Priorities are 1. aid in combat, 2. peck at snipers, and 3. slowly “disassemble” empty vehicles.

I have thought a long time about this, years even, and this is the result:

Manufacturer: Infinity Armory

Designation and name: MAA3C ‘Assault Gun’

Affiliation: UNSC

Magazine size: 1

Maximum amount of ammunition carried by operators: 4

This shoulder mounted, gauss-based Mobile Anti-Armor weapon was researched and manufactured onboard the UNSC Infinity and was specifically ment for Spartan IV’s in an addition to the standard M41 SSR MAV-AW Rocket Launcher. Due to stability reasons, it has a clamp on the part where a Rocket launcher would rest on the shoulders, mounting it to the Spartans armor.

It would be similar to the ‘Rocket Launcher which was cut from Halo 3’.

It would be best if it can only be equipped, but not carried as a backpack weapon.

The player experiences slightly lower speed while running.

The player should experience notable recoil while firing.