Pistol Spawns

Since Halo 2, Halo has failed to have a good, balanced, starting weapon. I promote that the pistol should be the spawn weapon once again like it was in CE. How would you design the pistol, keeping in mind that you will spawn with it. Would you like the pistol as a spawn weapon at all???

My personal version of the pistol would be a 5 shot, 12 round clip weapon with a 2x scope

5sk is and always will be too slow for Halo.
I want an exact replica of the God Pistol, only with hitscan, perhaps a 10 shot clip, and being a 4sk.
Maybe even a range cutoff to prevent heavy cross mapping or maybe just recoil like the new BR.

> 5sk is and always will be too slow for Halo.
> I want an exact replica of the God Pistol, only with hitscan, perhaps a 10 shot clip, and being a 4sk.
> Maybe even a range cutoff to prevent heavy cross mapping or maybe just recoil like the new BR.

Seems like it could work. My only argument on the 5sk would be that I prefer a higher rate of fire. If it fired a bit slower than 4sk would work.

I want the CE pistol with a lower clip (eight would do) and a slower fire rate to make up for it being overpowered.

> I want the CE pistol with a lower clip (eight would do) and a slower fire rate to make up for it being overpowered.

This is pretty viable

> I want the CE pistol with a lower clip (eight would do) and a slower fire rate to make up for it being overpowered.

3sk, even in CE, is a tad ridiculous for a starting weapon. If it’s going to be a starting weapon and not consigned to being a pickup, it needs to be more in line with the rest of the weapons (and I’m guessing the BR will be a 4sk like before, so making the Pistol a 4sk is a good choice) and a nice 10-shot clip (I absolutely despise the 8-shot because of it’s lack of “roundness”) would make up for the loss of power.

4sk, same rof as CE, 12rd clip, hitscan, same range as CE

beef up other weapons to compensate

> 4sk, same rof as CE, 12rd clip, hitscan, same range as CE
>
> beef up other weapons to compensate

Especially the AR!! That’s the whole reason the pistol needs to be the spawn weapon. Pistol needs to be a good start, others need to be great

Assuming there isn’t bloom, and only spread, I’d go with a 4sk, 8-bullet clip, with a rate-of-fire somewhere in between H3’s Magnum and Reach’s.

> > I want the CE pistol with a lower clip (eight would do) and a slower fire rate to make up for it being overpowered.
>
> 3sk, even in CE, is a tad ridiculous for a starting weapon. If it’s going to be a starting weapon and not consigned to being a pickup, it needs to be more in line with the rest of the weapons (and I’m guessing the BR will be a 4sk like before, so making the Pistol a 4sk is a good choice) and a nice 10-shot clip (I absolutely despise the 8-shot because of it’s lack of “roundness”) would make up for the loss of power.

It really just depends on the degree of aim assist, bullet magnetism, and hitbox size, as well as the rest of the sandbox. It worked just fine in Halo CE because low/zero bullet magnetism and pixel-precise hitboxes meant that shooting was actually hard - 3sk were pretty rare on non-spawning players beyond the novice level of skill. The rest of the sandbox was also more powerful than in later games so the game in general was more balanced.

Slightly more powerful Halo 3 Assault Rifle as primary with a Halo 3 magnum that has a higher rate of fire as secondary would be fine.

> > > I want the CE pistol with a lower clip (eight would do) and a slower fire rate to make up for it being overpowered.
> >
> > 3sk, even in CE, is a tad ridiculous for a starting weapon. If it’s going to be a starting weapon and not consigned to being a pickup, it needs to be more in line with the rest of the weapons (and I’m guessing the BR will be a 4sk like before, so making the Pistol a 4sk is a good choice) and a nice 10-shot clip (I absolutely despise the 8-shot because of it’s lack of “roundness”) would make up for the loss of power.
>
> It really just depends on the degree of aim assist, bullet magnetism, and hitbox size, as well as the rest of the sandbox. It worked just fine in Halo CE because low/zero bullet magnetism and pixel-precise hitboxes meant that shooting was actually hard - 3sk were pretty rare on non-spawning players beyond the novice level of skill. The rest of the sandbox was also more powerful than in later games so the game in general was more balanced.

Why it worked and was so hard to use was because there was no hitscan in CE, that coupled with the laggy (though unique) game engine meant you really had to focus on leading your shots. This helped balance the pistol and the sniper rifle vs other weapons as it was nearly impossible to get the 3sk, atleast in our circles, when someone managed to get one, everyone in the room would crack up in cheer. The only way to make it work now is to do it exactly like it was in CE; hitscan is a big no, just look at anniversary, what a huge damn mess it is with hitscan 3sk pistol…

i was a huge fan of the magnum in the reach beta so i wouldnt mind it being like that :slight_smile:

edit fixed a few typos

> 5sk is and always will be too slow for Halo.
> I want an exact replica of the God Pistol, only with hitscan, perhaps a 10 shot clip, and being a 4sk.
> Maybe even a range cutoff to prevent heavy cross mapping or maybe just recoil like the new BR.

The CE pistol wasn’t hitscan, and the bullets were affected by gravity. These traits help to limit the range, while adding another layer of skill to aiming.

Other than hitscan, your concept of the Halo 4 pistol is ideal.

> > > > I want the CE pistol with a lower clip (eight would do) and a slower fire rate to make up for it being overpowered.
> > >
> > > 3sk, even in CE, is a tad ridiculous for a starting weapon. If it’s going to be a starting weapon and not consigned to being a pickup, it needs to be more in line with the rest of the weapons (and I’m guessing the BR will be a 4sk like before, so making the Pistol a 4sk is a good choice) and a nice 10-shot clip (I absolutely despise the 8-shot because of it’s lack of “roundness”) would make up for the loss of power.
> >
> > It really just depends on the degree of aim assist, bullet magnetism, and hitbox size, as well as the rest of the sandbox. It worked just fine in Halo CE because low/zero bullet magnetism and pixel-precise hitboxes meant that shooting was actually hard - 3sk were pretty rare on non-spawning players beyond the novice level of skill. The rest of the sandbox was also more powerful than in later games so the game in general was more balanced.
>
> Why it worked and was so hard to use was because there was no hitscan in CE, that coupled with the laggy (though unique) game engine meant you really had to focus on leading your shots. This helped balance the pistol and the sniper rifle vs other weapons as it was nearly impossible to get the 3sk, atleast in our circles, when someone managed to get one, everyone in the room would crack up in cheer. The only way to make it work now is to do it exactly like it was in CE; hitscan is a big no, just look at anniversary, what a huge damn mess it is with hitscan 3sk pistol…

That was really only the case on Xbox Connect, on LAN or splitscreen the bullet leading was there but not ridiculous - as much as was designed, not exacerbated at all by network lag. 3sk weren’t impossible, but they were probably 20% of kills at most.

assuming the BR is a 2 second kill at 5 shots and a 1.5 second kill with a perfect 4-shot,

The pistol should be a 1.5 second kill that would be hard to land at further ranges.

I’m suggesting a recoiled 5-shot, so that we would have to learn different rhythms for pistol and BR, to give each its own feel.

BR BR BR BR BR BR BR BR BR as start weapon

for Br gametypes = Br 1st,Ar 2nd

for Ar gametypes = Ar 1st,Pistol 2nd

pretty much halo 3s pistol,in halo 1 you were god with the pistol,like in reach after the TU

so every pistol except halo 1s or reachs after TU

Because the Pistol was so balanced, right?

No. It was just as ‘overpowered’ as the BR.