I understand that we already have 2 shotguns, but why don’t the Covenant have a shotgun that feels like a Covenant weapon?
By Covenant shotgun i am referring to a plasma based shotgun since plasma based weapons are more or less iconic to the Covenant.There are at least 3 versions of just about all of the weapon types except for the melee power weapons.Also, the Covenant shotgun should have a overtime burn effect.It should shoot 1-3 orbs of plasma with slight tracking capabilites that merge together as they fly farther.A excellent representation of what i’m saying is the Geth Plasma Shotgun from ME3.Which uncharged shots were weak but could be fired fast and a charged shot would take up a larger battery charge but more damaging.
Automatic Loadout weapons:AR,Suppressor,Storm Rifle
Primary loadout Precision weapons:BR,DMR,LR,Carbine
Secondary loadout weapons:BS,Magnum,PP
Explosive power-weapons:Inc. Cannon,RL,FRG,C-Rifle,Sticky Det.,Splaser,Railgun
Long range power-weapons:Binary Rifle,Beam Rifle,Sniper Rifle
Close range power-weapons:Shotgun,Scattershot,SAW,Needler
Thrown Explosives:PG,FG,PG
Melee power-weapons:Energy Sword,Gravity Hammer
As you can see each class of weapons has something from every faction, but sorry a needler doesn’t cut it for a shotgun stand-in.
What made me think about this was because i remember some fun times i had in ME3 MP with the Geth Plasma Shotgun.
So what do you guys think about 343 creating a unique plasma based shotgun for the future Halo titles?
Edit:I noticed people are saying the Sword and Hammer take the role of a Covenant close range weapon.The thing about that is, well imagine how the Flood would do without the thruster pack and movement speed increase against a shotgun?Now add people jumping or moving backwards while shooting.So without further thinking i can say that the E-Sword cannot take the role of a shotgun due to its nature.
The Covenant could benefit with a ranged “Plasma-based” close range power-weapon.
Edit 2:Reaper gave a detailed rundown on page 3 with a name for this potential covenant shotgun, so for now “Firedog” is a potential name for this beastly shotgun.
Here’s the post.
> Hmmm, the burn causing collateral burn?
> I do think it can work but only in a very limited way.
> Make the burn very tight and very low damaging to other players.
> That way it acts more like nuisance in a group than it does a single-shot room clearer of sorts.
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> What I mean by that is that if a burning player touches another, maybe 1 LR burst shot bullet of damage over 1 second is done to the shields/health, maybe. And this effect has to be constant. Players would only receive a burn-hit every second, whether they bump in quickly like a jackhammer or just stand there beside/on top of the burning victim.
> The intent is that if a burning player touches another player, the burn prevents the recharging of shields and/or adds a nuisance hit indicator, but as said minimal damage is done.
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> Now the big question… Can we set fires elsewhere? I mean as traps and such.
> I think maybe this is where the charge shot can change from making it more lethal at range and instead make it more tool-like like the PP.
> A way to allow the collateral burn to be used without making it OP’d on a weapon seemingly ripe with diverse and useful mechanics.
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> Consider semi-auto a function that does impact to take out shields and the burn to take down health over time.Now the charge function is a napalm function of sorts.
> Damage-wise against a player, the shield damage is about half and the burn takes the rest down to nothing, and then half health. But let’s go slightly quicker in that burn effect than reloading with more “spread” on the hits. We’re also going larger in burn radius and damage value, say DMR hit per 1 second.
> Of course back to that napalm part. Remember the DMR hit per 1 second of damage? Rhetorical of course. Well let’s say a napalm burn last for 3 seconds. Doesn’t seem that long but that’s a long time in a fierce battle. This can be shot on the ground for a need to jump into action or take at least 1 DMR damage point for getting burned; Be shot on the wall for a larger vertical flame but with less width. And even shot on the ceiling for a dripping plasma-goo effect that covers a vertical height restricted only by ceiling distance, the width of a ground shot, but because it’s dripping, can actually be avoided by those without an HLS if a player sees the drops and avoids according.
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> As designed, with the slightly longer burn time of the semi-auto shot teasing for a 2nd shot or melee to finish more quickly before the OSK actually takes effect, the charged shot ability would very, very much tease to use a charged shot followed by a regular shot for psychological warfare (and 1 of two medals. Burn a player from full or completely incinerate with OSK-impact kill).
> It’s quicker at the edge of CQB to charge a shot (which takes say 500-600ms?) and follow up with a single shot than it is to attempt a single-regular shot at that same can’t-melee-distance.
> 2 charged shots would end up taking a bit longer than 2 human shotgun shots, and even a charged shot plus single shot would also take longer than 2 human shots.
> But the human has less OSK and 2SK kill range potential than the Firedog (Plasma-Shotty).
> (And of course this is all slight differences. Nothing to make the Firedog out perform a fullauto at short range, only compete at very short and of course own at CQB).
> Oh and a charged Firedog shot disables a vehicle’s weapon systems for a short time if it has one. It doesn’t disable the mobility, just the weapon for about 1 second.
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> One of my favourite things to do in CE was drive-by sticks. I made the phrase “Oh no not again!” a reality.
> Why would I just run by your back and not smack it? Ponder it, shoot me, it doesn’t matter, you’re already dead.
> That’s what I like about the idea of a burning OSK that actually takes a little bit to finish.
