New Weapon Concepts

So is it time for the next gen Halo to bring up some new weapons? Or keep the old ones and give them improved textures? Either one doesn’t matter however, classic weapons can also be modified…

I have been thinking, the beloved Assault rifle. The shape of it, and its under-barrel section where you hold it would look pretty bad-blam- with an under-barrel grenade launcher or something.

Another interesting thing… If you have eagle eyes, in Halo Wars, a spartan would wield a rocket launcher. If anyone has noticed, it did fire pretty rapidly, and if you looked closely, the rocket launcher didn’t just have its normal double rocket tubes, IT HAD 4!! imagine a quad rocket in Halo 5…

What other ideas can anyone think of as a cool concept?

> Another interesting thing… If you have eagle eyes, in Halo Wars, a spartan would wield a rocket launcher. <mark>If anyone has noticed, it did fire pretty rapidly, and if you looked closely, the rocket launcher didn’t just have its normal double rocket tubes, IT HAD 4!! imagine a quad rocket in Halo 5…</mark>

I’d imagine that a Rocket Launcher with four barrels would be quite overpowered. Also, that same scenario does exist in the Fuel Rod Gun.

As for cool concepts:

I’d say a creative form of a Sniper Rifle would be one that instead of inflicting damage instantly like every other weapon in the game, this sniper should fire a projectile that slowly inflicts damage - similar to a stinger.

Your sniper idea tickled my brain… Thinking to Mass Effect or other games that had special rounds in weapons like weapon mods. It would be a pretty sick feature if we’d have load outs or preferred weapons and actually be able to modify an aspect of it. Say that Sniper Rifle of yours had some kind of chemical round that burns through enemies or corrodes armour… I mean it did have armor piercing rounds to destroy vehicles in Reach, why not be able to modify rounds to be powerful against infantry at the cost of replacing its anti-vehicle ability? Though I doubt 343 would go as far as letting us change the colors of our guns…

I was thinking of a handheld weapon that utilizes Gauss technology, kinda like a sniper rifle with explosive rounds

> I was thinking of a handheld weapon that utilizes Gauss technology, kinda like a sniper rifle with explosive rounds

I know people are going to hate me for this but what would be your thoughts if 343 added a sniper similar to the gauss sniper in Black Ops 2? What if 343 redid the binary rifle so it behaved like that sniper minus the ability to see through cover?

I feel like every faction has a category, and that all factions have weapons that should fall in there. Here’s an example…

Sidearm: Magnum | Plasma Pistol/Mauler | Boltshot
Small Primary: SMG/Silenced SMG | Plasma Rifle/Spiker
Close Primary: Assault Rifle | Plasma Repeater/Storm Rifle | Suppressor
Ranged Primary: Battle Rifle/DMR | Covenant Carbine/Needle Rifle | Lightrifle
Close Range: Shotgun | Scattershot
Melee: Energy Sword/Gravity Hammer
Long Range: Sniper Rifle | Beam Rifle | Binary Rifle
Heavy: Rocket Launcher/Spartan Laser | Plasma Launcher/Fuel Rod Gun | InCannon
Anti-Infantry: Railgun | Concussion Rifle/Needler/Brute Shot
Suppression: SAW | Focus Rifle | Sentinel Beam
Indirect: Grenade Launcher/Sticky Detonator

So, as a general rule, we can say that each faction should have at least one weapon in every category. With that rule you could say we should add at least 6 new weapons, which would amount to a “Forerunner SMG”, a “Covenant Shotgun”, a melee weapon for the UNSC and Forerunner, a “Forerunner Anti-Infantry” weapon, and a grenade launcher for the Covenant and Forerunner.

That alone would mean every faction has a viable alternative for every weapon in the sandbox. Then you can innovate from there. Maybe you could make every faction have at least 2 or 3 versions of each categorical weapon. Then you’d have between 66 and 99 weapons in this game. How about that for new weapons?

I just want a halfway decent beam weapon a la the focus rifle and the sentinel beam, but you know, one that is actually useful.

> That alone would mean every faction has a viable alternative for every weapon in the sandbox. Then you can innovate from there. Maybe you could make every faction have at least 2 or 3 versions of each categorical weapon. Then you’d have between 66 and 99 weapons in this game. How about that for new weapons?

Well…speaking to my own experience with Halo one of the things I liked best about the original sandbox was that there wasn’t parity between covenant and UNSC weapons. It emphasized the cultural/historical/military differences between the two factions and did a hell of a lot thereby to establish the attitudes of each group without exposition. It was brilliant, gameplay directly contributed to story telling.

However if you simply treat each faction as an opportunity to swap skins and tweak settings you loose ALL of that. You also build in a lot of redundancy into the sandbox and make it much more difficult to balance because weapon categories become a level removed from any direct tweak to an individual weapon (you have to adjust a whole set of weapons which will have various consequences on their use in order to get at the higher level of sandbox organization.) It also pigeon holes your thinking into explicit weapon types (which we are all familiar with) which more or less precludes any “variety weapons” that don’t fit within those narrow guidelines for SMG’s/Shotguns/AR’s/Anti-Vehicle/Ect. Something like the needler would never have been invented for Halo CE (which was by far the most remarkable weapon in that game) given that the plasma rifle would have satisfied parity with the UNSC AR.

Basically it just makes a game like Halo a whole lot worse on multiple fronts. I say each weapon should be treated as an individual entity, to hell with categorical thinking, but if you want to introduce some aspect of fine-control over weapon characteristics (ie. emulating the choice to go with a Storm Rifle versus an AR or DMR versus Light Rifle) you can introduce a weapon customization system instead (which is a LOT more flexible alternative to weapon parity across factions. Similar gameplay function but you preserve faction identity AND allow for variety weapons.)

The weapon concept I have in mind is a new model of the Spartan Laser. Taking inspiration from the Sentinel Beam and Focus Rifle, this weapon will fire a continuous burst of energy at its target. Like it’s predecessor it will be an anti-vehicular weapon.

However to prevent it from being OP, destroying most vehicles will take at least 5-10 seconds of continuous fire and your aiming will be radically slowed and distorted while firing it. You will also still be required to charge it before firing. I envision it as a much more balanced version of the Spartan Laser.

> The weapon concept I have in mind is a new model of the Spartan Laser. Taking inspiration from the Sentinel Beam and Focus Rifle, this weapon will fire a continuous burst of energy at its target. Like it’s predecessor it will be an anti-vehicular weapon.
>
> However to prevent it from being OP, <mark>destroying most vehicles will take at least 5-10 seconds of continuous fire</mark> and your aiming will be radically slowed and distorted while firing it. You will also still be required to charge it before firing. I envision it as a much more balanced version of the Spartan Laser.

While your idea sounds cool, your newer splaser just became the most UP power weapon ever. Anyone could kill you 10-15 times over in the time it takes for you to charge and continue firing.

How about a precise automatic weapon with a killtime that doesn’t make it a support weapon? Scary, I know.

I definitely like your argument for keeping individual faction identities - sadly since CE it became less about Covenant and UNSC having completely different ways of fighting and it just became “This weapon is kind of different! It fires faster but doesn’t need to reload!”
The Forerunner established their sandbox with a dynamic of most weapons having a quirk about it that changes how you can use it.

I was just thinking that when you get down to it, most weapons have certain uses that regulate them into different categories.

As an example, SMG can tear people up in close quarters but once you get out of CQB distance burst fire will only slightly damage them. Plasma Rifles are accurate at most distances but can be easily dodged, however they tear shields apart making melee a viable option. Needlers are better at longer distances to a point but can only shine in small encounters, since multiple people will most likely result in death.
All three of those weapons are good in close and mid range combat but to different degrees and different situations.

You don’t have to agree with me but there are certain weapons that are lacking from the Covenant and Forerunner sandbox and I’m tired of seeing the UNSC having the monopoly on weapon variety and power.

How about (if loadouts remain … which I’m sure they will), being able to choose between the M6C (ODST) and M6H (Halo 4) magnums; one being suppressed with a 12 round clip, though less powerful than the 8 round variant.

Also, the SMG could return. And as you rank up and can add on the suppressor and 2X scope, and once you attach the suppressor, your reticle shrinks as accuracy is increased.
Although, I can see how that could lead to some serious balancing issues for new players.

And a scoped automatic weapon would be amazing, at least for me.

By the way, a couple of ideas:

Shatter Rifle: A covenant shotgun that has a tight spread. Embedding the needles into someone causes a standard needler explosion. Having the needles embedded into a surface turns it into a kind of tripmine that can break shields or kill a wounded player.

Impaler: A heavy covenant needle rifle used for taking out lightly armored vehicles and killing enemies. Charging the weapon increases the velocity but decreases the homing ability. Barely charging it gives it a slow arc and homing ability but charging it up completely will turn it into a Railgun counterpart. However, holding down the charge too long will cause the gun to damage you.

Oppressor Rifle: A Forerunner weapon that fires damaging lines of hardlight that persist over time. Only 5 lines can be up at a time from this weapon. Use this weapon to keep enemies behind cover or drive them into a certain direction.

Drive Rifle: A Forerunner weapon that fires bolts that slowly burn away an enemy. It’s a 2 shot kill, so choosing whether to let an enemy live for 4 seconds or kill them instantly for double the ammo is up to you.

Aggressor: A Forerunner “SMG” that fires accurate bursts of hardlight but can fire as fast as you pull the trigger. The catch is that it becomes less accurate the faster you fire it.

Violator: A Forerunner “grenade launcher” that fires a larger version of the Pulse Grenade on an arc that is detonated upon proximity. Deals more damage when stuck to a surface or player, however. The catch is that holding down the trigger will increase the blast radius but reduce the damage.

Updated Pulse Grenade: The new pulse grenade works the same, but bounces and is unaffected by gravity.

Needle Grenade: A grenade that explodes into a cloud of needles. More effective with less people, and will explode on proximity.

Slipspace Grenade: (Not my concept)
A grenade that will instantly kill a player if they’re stuck. However, hitting a surface causes a localized rift in time and space that can drag objects around and suck in projectiles.

> And a scoped automatic weapon would be amazing, at least for me.
>
> By the way, a couple of ideas:
>
> Shatter Rifle: A covenant shotgun that has a tight spread. Embedding the needles into someone causes a standard needler explosion. Having the needles embedded into a surface turns it into a kind of tripmine that can break shields or kill a wounded player.
>
> Impaler: A heavy covenant needle rifle used for taking out lightly armored vehicles and killing enemies. Charging the weapon increases the velocity but decreases the homing ability. Barely charging it gives it a slow arc and homing ability but charging it up completely will turn it into a Railgun counterpart. However, holding down the charge too long will cause the gun to damage you.
>
> Oppressor Rifle: A Forerunner weapon that fires damaging lines of hardlight that persist over time. Only 5 lines can be up at a time from this weapon. Use this weapon to keep enemies behind cover or drive them into a certain direction.
>
> Drive Rifle: A Forerunner weapon that fires bolts that slowly burn away an enemy. It’s a 2 shot kill, so choosing whether to let an enemy live for 4 seconds or kill them instantly for double the ammo is up to you.
>
> <mark>Aggressor: A Forerunner “SMG” that fires accurate bursts of hardlight but can fire as fast as you pull the trigger. The catch is that it becomes less accurate the faster you fire it.</mark>
>
> Violator: A Forerunner “grenade launcher” that fires a larger version of the Pulse Grenade on an arc that is detonated upon proximity. Deals more damage when stuck to a surface or player, however. The catch is that holding down the trigger will increase the blast radius but reduce the damage.
>
> Updated Pulse Grenade: The new pulse grenade works the same, but bounces and is unaffected by gravity.
>
> Needle Grenade: A grenade that explodes into a cloud of needles. More effective with less people, and will explode on proximity.
>
> Slipspace Grenade: (Not my concept)
> A grenade that will instantly kill a player if they’re stuck. However, hitting a surface causes a localized rift in time and space that can drag objects around and suck in projectiles.

How is that different from the Suppressor?

I like the Needle Shotgun, though.

> 2533274883669557;15:
> > And a scoped automatic weapon would be amazing, at least for me.
> >
> > By the way, a couple of ideas:
> >
> > Shatter Rifle: A covenant shotgun that has a tight spread. Embedding the needles into someone causes a standard needler explosion. Having the needles embedded into a surface turns it into a kind of tripmine that can break shields or kill a wounded player.
> >
> > Impaler: A heavy covenant needle rifle used for taking out lightly armored vehicles and killing enemies. Charging the weapon increases the velocity but decreases the homing ability. Barely charging it gives it a slow arc and homing ability but charging it up completely will turn it into a Railgun counterpart. However, holding down the charge too long will cause the gun to damage you.
> >
> > Oppressor Rifle: A Forerunner weapon that fires damaging lines of hardlight that persist over time. Only 5 lines can be up at a time from this weapon. Use this weapon to keep enemies behind cover or drive them into a certain direction.
> >
> > Drive Rifle: A Forerunner weapon that fires bolts that slowly burn away an enemy. It’s a 2 shot kill, so choosing whether to let an enemy live for 4 seconds or kill them instantly for double the ammo is up to you.
> >
> > Aggressor: A Forerunner “SMG” that fires accurate bursts of hardlight but can fire as fast as you pull the trigger. The catch is that it becomes less accurate the faster you fire it.
> >
> > Violator: A Forerunner “grenade launcher” that fires a larger version of the Pulse Grenade on an arc that is detonated upon proximity. Deals more damage when stuck to a surface or player, however. The catch is that holding down the trigger will increase the blast radius but reduce the damage.
> >
> > Updated Pulse Grenade: The new pulse grenade works the same, but bounces and is unaffected by gravity.
> >
> > Needle Grenade: A grenade that explodes into a cloud of needles. More effective with less people, and will explode on proximity.
> >
> > Slipspace Grenade: (Not my concept)
> > A grenade that will instantly kill a player if they’re stuck. However, hitting a surface causes a localized rift in time and space that can drag objects around and suck in projectiles.
>
> How is that different from the Suppressor?
>
> I like the Needle Shotgun, though.

Hey check out this https://www.halowaypoint.com/en-us/forums/92b5c5cfee994e7299608301a6b2eb11/topics/new-weapon-designs/7ad9e380-52a1-4cd5-b836-4e2b9d677e61/posts#post2

> 2533274852113990;6:
> I feel like every faction has a category, and that all factions have weapons that should fall in there. Here’s an example…
>
> Sidearm: Magnum | Plasma Pistol/Mauler | Boltshot
> Small Primary: SMG/Silenced SMG | Plasma Rifle/Spiker
> Close Primary: Assault Rifle | Plasma Repeater/Storm Rifle | Suppressor
> Ranged Primary: Battle Rifle/DMR | Covenant Carbine/Needle Rifle | Lightrifle
> Close Range: Shotgun | Scattershot
> Melee: Energy Sword/Gravity Hammer
> Long Range: Sniper Rifle | Beam Rifle | Binary Rifle
> Heavy: Rocket Launcher/Spartan Laser | Plasma Launcher/Fuel Rod Gun | InCannon
> Anti-Infantry: Railgun | Concussion Rifle/Needler/Brute Shot
> Suppression: SAW | Focus Rifle | Sentinel Beam
> Indirect: Grenade Launcher/Sticky Detonator
>
> So, as a general rule, we can say that each faction should have at least one weapon in every category. With that rule you could say we should add at least 6 new weapons, which would amount to a “Forerunner SMG”, a “Covenant Shotgun”, a melee weapon for the UNSC and Forerunner, a “Forerunner Anti-Infantry” weapon, and a grenade launcher for the Covenant and Forerunner.
>
> That alone would mean every faction has a viable alternative for every weapon in the sandbox. Then you can innovate from there. Maybe you could make every faction have at least 2 or 3 versions of each categorical weapon. Then you’d have between 66 and 99 weapons in this game. How about that for new weapons?

The unsc melee weapon would be the Spartan staff a fast high damaging staff th at sends enemies flying.