It’s been saddening for me to see so many topics on whether the weapons will be balanced in this game instead of what weapons we will see and how many. One of the cool things to me in Halo was all the unique and well polished weapons that could suit most anything you wanted to create or mimic.
For example, when Halo 3 came out, it introduced a lot of offensive options to an otherwise loaded Halo 2:
- 2 new grenade types
- Equipment
- 5 new weapons, only one weapon was removed (Brute Plasma Rifle), all past weapons otherwise kept.
- Can now carry the 2 main mounted weapons as well as the 2 new heavy weapons that were added (Flamethrower and Missile Pod).
So you add all that together and you now have 9 new ways to kill on top of the original Halo 2 options. And that’s not including the various Equipment.
I just hope that Halo 4 will keep all the weapons that were in Halo 3 (Well, besides the 2 new grenade types. Because over 4 types would just be silly.) and add just as much options that were offered in Halo 3.
I don’t really care about the amount of weapons. I’d rather quality over quantity in terms of balance. Personally, I think less is more.
> I don’t really care about the amount of weapons. I’d rather quality over quantity in terms of balance. Personally, I think less is more.
> I don’t really care about the amount of weapons. I’d rather quality over quantity in terms of balance. Personally, I think less is more.
Yes, but Halo 3 has already proven that we can have both.
> > I don’t really care about the amount of weapons. I’d rather quality over quantity in terms of balance. Personally, I think less is more.
>
> Yes, but Halo 3 has already proven that we can have both.
I respectfully disagree. Halo 3 proved that we can have 5 automatic weapons that do just about the same exact thing, fill the same role, and still be terrible against every other weapon in the entire game.
> > I respectfully disagree. Halo 3 proved that we can have 5 automatic weapons that do just about the same exact thing, fill the same role, and still be terrible against every other weapon in the entire game.
>
> …
>
> No? Each new weapon is situational, the Spartan Laser, for example, being for situations which required an instant hit with a whole lot of power. What I like about the Spartan Laser over the RL is that it actually required some skill to use against people on foot instead of just firing and getting an easy kill.
Sorry OP, but it looks like many of H3’s weapons aren’t returning. Many of them were redundant and not every useful compared to the rest of the sandbox.
> No? Each new weapon is situational, the Spartan Laser, for example, being for situations which required an instant hit with a whole lot of power. What I like about the Spartan Laser over the RL is that it actually required some skill to use against people on foot instead of just firing and getting an easy kill.
Some weapons, like the Hammer, Mauler and Spartan Laser were fine. Weapons like the Spiker were poor additions.
> Many of them were redundant and not every useful compared to the rest of the sandbox.
> Some weapons, like the Hammer, Mauler and Spartan Laser were fine. Weapons like the Spiker were poor additions.
OK, prove it to me. Pick a weapon out and I’ll tell you which unique situation you can fit it in perfectly. If a weapon really is redundant, then the new weapon’s purpose should be easily overridden with the old weapon.
> > Many of them were redundant and not every useful compared to the rest of the sandbox.
>
> OK, prove it to me. Pick a weapon out and I’ll tell you which unique situation you can fit it in perfectly. If a weapon really is redundant, then the new weapon’s purpose should be easily overridden with the old weapon.
Plasma Rifle, SMG, Spiker, and Assault Rifle.
spiker actually was better than the AR in Halo 3. It had a longer range with no spread over time, had a larger clip, melee bonus, ate shields, and was dual-weildable. Granted, the Spikers, plasma rifles and SMGs were a bit redundant, but they were mainly campaign weapons, being faction-specific and such. I’m glad they were featured as pickups that were availabe even if they were included just so people couldn’t complain “why can’t we use this weapon if it’s already in the game”.
> > > Many of them were redundant and not every useful compared to the rest of the sandbox.
> >
> > OK, prove it to me. Pick a weapon out and I’ll tell you which unique situation you can fit it in perfectly. If a weapon really is redundant, then the new weapon’s purpose should be easily overridden with the old weapon.
>
> Plasma Rifle, SMG, Spiker, and Assault Rifle.
Exactly. All four of them were only effective at close range. At any kind of distance, they are easily outclassed by the BR. Only two at the most is necessary really. But the Spartan Laser is back, OP.
> > > > Many of them were redundant and not every useful compared to the rest of the sandbox.
> > >
> > > OK, prove it to me. Pick a weapon out and I’ll tell you which unique situation you can fit it in perfectly. If a weapon really is redundant, then the new weapon’s purpose should be easily overridden with the old weapon.
> >
> > Plasma Rifle, SMG, Spiker, and Assault Rifle.
>
> Exactly. All four of them were only effective at close range. At any kind of distance, they are easily outclassed by the BR. Only two at the most is necessary really. But the Spartan Laser is back, OP.
It’s not even the fact that they were outclassed. It’s just the fact that they aced exactly the same; they were all close-range weapons more suited at setting up for a beat down than they were for actually finishing a kill.
> > > > Many of them were redundant and not every useful compared to the rest of the sandbox.
> > >
> > > OK, prove it to me. Pick a weapon out and I’ll tell you which unique situation you can fit it in perfectly. If a weapon really is redundant, then the new weapon’s purpose should be easily overridden with the old weapon.
> >
> > Plasma Rifle, SMG, Spiker, and Assault Rifle.
>
> Exactly. All four of them were only effective at close range. At any kind of distance, they are easily outclassed by the BR. Only two at the most is necessary really. But the Spartan Laser is back, OP.
Yeah but now there is 4 precision weapons in H4;BR,DMR,carbine,light rifle.
I think you can have too many weapons. If you have multiple weapons that do the same thing, then there is no point to have it.
I was hoping for them to try and remove the least amount of weapons possible from Halo 3 to Halo 4, and then focus on adding newer ones. I hate the idea of being without some great weapons.
> > > > > Many of them were redundant and not every useful compared to the rest of the sandbox.
> > > >
> > > > OK, prove it to me. Pick a weapon out and I’ll tell you which unique situation you can fit it in perfectly. If a weapon really is redundant, then the new weapon’s purpose should be easily overridden with the old weapon.
> > >
> > > Plasma Rifle, SMG, Spiker, and Assault Rifle.
> >
> > Exactly. All four of them were only effective at close range. At any kind of distance, they are easily outclassed by the BR. Only two at the most is necessary really. But the Spartan Laser is back, OP.
>
> Yeah but now there is 4 precision weapons in H4;BR,DMR,carbine,light rifle.
Seems a little much, too. Hopefully the four of them are different enough from each other to warrant inclusion in the game. The four automatics from H3 were just too redundant and too similar.
> > > > > Many of them were redundant and not every useful compared to the rest of the sandbox.
> > > >
> > > > OK, prove it to me. Pick a weapon out and I’ll tell you which unique situation you can fit it in perfectly. If a weapon really is redundant, then the new weapon’s purpose should be easily overridden with the old weapon.
> > >
> > > Plasma Rifle, SMG, Spiker, and Assault Rifle.
> >
> > Exactly. All four of them were only effective at close range. At any kind of distance, they are easily outclassed by the BR. Only two at the most is necessary really. But the Spartan Laser is back, OP.
>
> Yeah but now there is 4 precision weapons in H4;BR,DMR,carbine,light rifle.
The Carbine fits a close range niche, with the DMR at long, and the BR in-between. We don’t know what role the Light Rifle fits yet.
> > Plasma Rifle, SMG, Spiker, and Assault Rifle.
>
> Challenge accepted.
>
> Plasma Rifle:
> One of the dual-wieldable weapons. The weapons purpose has stayed the same over the years and that purpose is if you want a weapon that will drop your opponents shields down in nothing flat. Unfortunately, against armor it is, proportionally, rather poor.
>
> SMG:
> Another dual-wieldable weapon. Opposite of the Plasma Rifle, good against armor, not great against shields. A plasma rifle and SMG combination is highly recommended to get the best of both worlds.
>
> Spiker:
> An in-between of the Plasma Rifle and the SMG, dealing equal parts of shield and armor damage. You could say that if you want a plasma rifle with more armor penetration and are willing to sacrifice a little shield power, this is the weapon for you.
>
> Here are some rough stats for the duals:
> 1 “+” = 1 unit of damage
>
> PR
> Shiel:++++++
> Armor:++
>
> SMG
> Shiel:++
> Armor:++++++
>
> SKR
> Shiel:++++
> Armor:++++
>
> Assault Rifle:
> Oh, this is easy. It has just the right blend of damage, accuracy, and power for most any situation. While it may not excel in any particular area, it’s very versatile. If you don’t know whether to switch a weapon out, keeping your AR is usually a pretty safe bet.
Well what weapons haven’t we seen from the past, plasma rifle,spiker,SMG,mauler,brute shot,grav hammer,concussion rifle,fuel rod,plasma launcher.
I think we’re all pretty sure plasma repeater, needle rifle, and nade launcher are out.
I’m sure fuel rod will return who doesn’t love that thing, as for everything else I have no clue.
I’d like to see the brute weapons return but I’m doubting they will.