I’ve wondered for quite a while why Halo doesn’t have more futuristic weapons. It would be cool to see a gun that could produce a tiny slipspace rupture upon firing (Probably a power weapon). Let’s make a list of purely sci-fi/futuristic weapons that we would like to see appear in future Halo games. Please include as much details about the weapon as possible i.e. how it would work, clip size, damage output.
Just saw a very simliar post not too far down. Sorry
https://forums.halowaypoint.com/yaf_postst246452_Plasma-Whip.aspx
https://forums.halowaypoint.com/yaf_postsm2941813_Lightning-Gun.aspx
https://forums.halowaypoint.com/yaf_postsm2955677_Portal-Projector.aspx
https://forums.halowaypoint.com/yaf_postsm2945338_Spiked-Assault-Wheel.aspx
Gravity Bow
-charge then fire single shot
-fast projectile speed
-not headshot capable
-no scope
-battery
-1 bodyshot kill
-zero bloom, zero spread, zero recoil
-charge up period of approximately 0.50 seconds
-no cooldown period after firing
-must be fully charged before firing
-forced fire after a moment of being fully charged
-movable objects, like crates, players, or vehicles, are pushed back upon impact
-a fully shielded player can be killed with one direct impact shot
-no splash damage
This idea is a little bit too similar to the Railgun, don’t you think?
> This idea is a little bit too similar to the Railgun, don’t you think?
It is meant to be the successor to the Railgun except manufactured by Brutes and pushes stuff back on impact.
https://forums.halowaypoint.com/yaf_postsm2940350_Daryl-s-Crossbow-and-the-Boltshot-s-Future.aspx
https://forums.halowaypoint.com/yaf_postst245778_Combat-Capsule.aspx
But in your last post, you stated that a full hit could kill the player. So how would it push the person back? Unless this ability is referring to after the player dies.
> But in your last post, you stated that a full hit could kill the player. So how would it push the person back? Unless this ability is referring to after the player dies.
Your teammate’s ragdolling corpse flying past you as you go to round a corner could be interesting.
An Overshield enemy being flung back while still firing at you would be a unique battle.
If you happen to have a teammate with an Overshield holding the enemy’s flag while you possess the Gravity Bow then he can jump as you shoot him to give him a little headstart on his journey back to your base.
Grinder (the Brute’s automatic weapon)
-three round burst automatic
-slow projectile speed
-not headshot capable
-no scope
-12 shot magazine
-moderate vertical recoil
-fires horizontally spinning circular saw blades
-weapon fires blades in discrete bursts of three and will continue to fire bursts, with a slight delay between them, as long as the trigger is held down
-projectiles bounce predictably off of hard vertical surfaces like walls
-projectiles can bounce multiple times off of multiple hard surfaces
-motor that spins fired blades can be shifted to power a spinning circular saw blade located at the end of the barrel
-unlike the semi automatic nature of a traditional melee, the buzzsaw at the end of the barrel deals damage over time, like a very close range automatic weapon, but gradually overheats to prevent constant usage
-buzzsaw attack kills faster than two traditional melee attacks
-9 shot kill
-6 shots pop shields
-3 shots kill a shieldless player
-weapon constantly emits a faint humming when equipped
What about if the weapon had no actual damage bonus to it, but to compensate, the push was extreme. The weapon could appear on maps with areas that you can fall and die. Also, if you hit someone who is standing next to a wall, when they are thrown against it they take damage similar to fall damage.
> What about if the weapon had no actual damage bonus to it, but to compensate, the push was extreme. The weapon could appear on maps with areas that you can fall and die. Also, if you hit someone who is standing next to a wall, when they are thrown against it they take damage similar to fall damage.
Interesting idea!
Hardlight Daggers
-dual wield semi auto
-medium lunge speed
-not headshot capable
-no scope
-dual batteries
-user holds a one hit kill dagger in each hand
-user can lunge at proximate enemies with either dagger
-lunging with one dagger resets the lunge cooldown period on the other dagger so, if the user alternates daggers, he can lunge directly from one enemy to the next if they are within range of each other
-enemies quickly disintegrate on impact
-batteries cannot share ammo with each other
-daggers are mounted to the user’s backhand allowing him to throw grenades and deploy equipment while both daggers are equipped, unlike any other dual wield weapon
-instant weapon switch-to speed
I think this idea could work regardless if dual wield returns. Have a dagger in each hand, and the basic shooting button works both of the hands. First your right hand, and if there is another enemy close enough that you can attack them too, then your left. You could have a countless string of kills if each player was close enough, but because of the weapons power and speed killing, it’s effective range is less than one-fourth of the energy swords, and the daggers will lose against the sword/grav hammer.
> I think this idea could work regardless if dual wield returns. Have a dagger in each hand, and the basic shooting button works both of the hands. First your right hand, and if there is another enemy close enough that you can attack them too, then your left.
You know how the other melee weapons, like the Energy Sword or Gravity Hammer, do two different attacks depending on whether you press Fire or you press Melee? When using the Hardlight Daggers, pressing Fire would lunge with the right dagger and pressing Melee would lunge with the left dagger.
(Posted this on another, similar thread that died in a day.)
Grapple Gun
- Mobility weapon only, Does little/no damage to players/vehicles
- Fire at surfaces, where it sticks, pulling you to that point.
- Then, hanging from that point, you can switch weapons, clip the grapple to your belt, and become a sort of turret. (Deadly with a Sniper) To detach, switch back and lower yourself down by holding trigger. Disadvantage: You become exposed and it takes time to leave the position.
- If dual-wielded with another weapon, player becomes extremely manoeuvrable whilst sacrificing firepower.
- If two Grapple Guns are dual wielded, the player has no firepower but becomes Spiderman, being able to swing from place to place incredibly quickly. To the Flag!
- If shot at a vehicle, the player can become attached, and reel themselves in for boarding action (if they’re not killed first)
- No idea what faction, probably Human/Forerunner
Grenades that reverse the direction of gravity over an area; any players/vehicles/fusion coils inside the field get thrown up into the air.
Oh yeah, that could work too! I completely forgot about that.
I’ve been hoping for more versatile ways of damaging vehicles with grenades. When they announced the pulse grenade, I originally thought that it would work as an EMP, whereas any vehicle that was hit by it or went through its path was disabled. I would like to see a similar grenade to both this, and the one you described.
I love this idea, but it should have more limitations. While I would love to be Spiderman in Halo, hahaha, I don’t think that we can expect something like that.
> (Posted this on another, similar thread that died in a day.)
>
> Grapple Gun
> - Mobility weapon only, Does little/no damage to players/vehicles
> - Fire at surfaces, where it sticks, pulling you to that point.
> - Then, hanging from that point, you can switch weapons, clip the grapple to your belt, and become a sort of turret. (Deadly with a Sniper) To detach, switch back and lower yourself down by holding trigger. Disadvantage: You become exposed and it takes time to leave the position.
> - If dual-wielded with another weapon, player becomes extremely manoeuvrable whilst sacrificing firepower.
> - If two Grapple Guns are dual wielded, the player has no firepower but becomes Spiderman, being able to swing from place to place incredibly quickly. To the Flag!
> - If shot at a vehicle, the player can become attached, and reel themselves in for boarding action (if they’re not killed first)
> - No idea what faction, probably Human/Forerunner
The Nano Strand is a single use piece of Halo 3 style Equipment that functions similarly to that except you don’t stay stuck to the wall once you are pulled there and you can’t dual wield it (sorry Spidey).
Nano Strand
-tap to fire a black elongating wire
-impacting an immovable surface pulls the user to the point of impact
-impacting a movable object pulls that object to the user
-impacting a player pulls that player to the user
-impacting a vehicle pulls the user to the vehicle
-silent operation
-limited range
> > (Posted this on another, similar thread that died in a day.)
> >
> > Grapple Gun
> > - Mobility weapon only, Does little/no damage to players/vehicles
> > - Fire at surfaces, where it sticks, pulling you to that point.
> > - Then, hanging from that point, you can switch weapons, clip the grapple to your belt, and become a sort of turret. (Deadly with a Sniper) To detach, switch back and lower yourself down by holding trigger. Disadvantage: You become exposed and it takes time to leave the position.
> > - If dual-wielded with another weapon, player becomes extremely manoeuvrable whilst sacrificing firepower.
> > - If two Grapple Guns are dual wielded, the player has no firepower but becomes Spiderman, being able to swing from place to place incredibly quickly. To the Flag!
> > - If shot at a vehicle, the player can become attached, and reel themselves in for boarding action (if they’re not killed first)
> > - No idea what faction, probably Human/Forerunner
>
> The Nano Strand is a single use piece of Halo 3 style Equipment that functions similarly to that except you don’t stay stuck to the wall once you are pulled there and you can’t dual wield it (sorry Spidey).
>
> Nano Strand
>
> -tap to fire a black elongating wire
> -impacting an immovable surface pulls the user to the point of impact
> -impacting a movable object pulls that object to the user
> -impacting a player pulls that player to the user
> -impacting a vehicle pulls the user to the vehicle
> -silent operation
> -limited range
Sounds a bit limited in usefulness to me. Cool idea, though.
I do like the ability to stay where you are when you switch weapons, just not dual wielding and becoming The Friendly Neighborhood Masterchief hahahaha