So many people keep saying the DMR and LR cannot be made to fit into Load-outs, and should hence forth be beefed up slightly, and made low tier power weapons. I disagree. I think the potential to make them fit load-outs is there, you just have to think outside the box.
I think all relative factions should have Three precision weapons: A Long/Medium Range Rifle, A Medium/Close Range Rifle, and a pistol. Now the problem we have had with Halo’s newest Precision Rifles, the DMR and the LR, is their effective scope range. and that is where we have our fall. But first, my weapon suggestions (not all mine):
Long/Medium Range Weapons:
Long/Medium (I will hence forth refer to as L/M) now gain the following trait: with the popular wish for less powerful aim assist, I would suggest this. In Halo 5, The Aim Assist for Long Range weapons is better than that of Medium/Close (Hence Forth will be M/C), but only when Zoomed in, and they receive NO Aim Assist out side of zoom, meaning the really are restricted to long rage game-play, and are not useless at close range, but much harder to use. They also have Bloom, or something else that lowers their over all accuracy (optional).
DMR:
5 shot kill, 2x Scope(changed from 3x), regains a little Bloom from Reach (but not all of it).
LR:
Has all its current traits, but with a 2x Scope (you will now see the trend), again, now has some bloom, but only when Zoomed in.
(New, My Idea) Thorn Rife (TR):
Only available in Multiplayer, Spartan-Ops and Firefight, this is a new weapon that was made by Brutes.
It is a 4 shot kill, has the slowest fire rate and most recoil and a little less aim assist (still more zoomed in than M/C range weapons), but has a slight stun feature, slowing players a little (not as much as a Hi-Jack) again, a 2x scope.
Alternative to TR:
A Needle rifle that is 7 shot kill, 2x scope, fastest fire rate and the other effective L/M traits. (I feel the TR has more character)
The 2x scope fix is to prevent cross-mapping as effectively, now there are just better at the BR/Carbines’s previous maximum effective range, but worse than the minimum effective range.
Medium/Close Range Weapons:
Again, now we have the far less Aim Assist return assumed, these weapons have an over universal Aim Assist, as to say, their aim assist benefit comes in the fact that they get Aim Assist both scoped and un-scoped, but it isn’t as powerful as a zoomed L/M range weapon. the fact they retain Aim Assist while scoped gives them a fighting chance against L/M weapons, but because the the L/M don’t have any Aim Assist outside scope, they find that their at a disadvantage at the M/C secondary effective range.
BR:
4 Shot Kill, basically a port of Halo 4’s BR.
Carbine:
7 shot Kill, again, a port of Halo 4’s Carbine.
(New, My Idea) Molten Rifle:
A new Promethean/Forerunner weapon, this thing is very unique apart from one thing in that it shares a two fire mode system with the LR.
Mode One: Un-Zoomed:
This Weapons un-zoomed mode will have a magazine of 15 shots, that are fired at a faster rate than the BR, but slower than the Carbine. It is also “Automatic” in the same style as the needle rifle or Hand Cannon. but has a fair bit of recoil, it is a 5 shot kill. Whats so special I hear you cry? you are about to find out…
Mode Two: Zoomed:
This is where “Molten” comes into play. the weapon becomes a potential 2 shot kill, has less Assist (the lowest of all precision rifles, but not by much) but its magazine drops to FIVE shots. Why? because the first shot doesn’t deal all that Damage in one go, oh no, it drains all their shields with a DoT lasting 2 seconds, you can fire again by 1 second, but if you want the kill, you need to strafe until you see their shields pop, and then fire. firing again will only make their shields drain a little fast, but this only stacks once, and can get you killed because you might not be able to fire your next shot before they kill you. the shots DoT will not damage after their is no shields, unless you place another shot on them after this that isn’t a head-shot (a head-shot still kills a un-shielded enemy) the shots required to kill an un-shielded opponent are two (like plasma, it isn’t good on health) but cause the shots are DoT, the result is a 1 for 1 in most cases, as the time to do this would be about four seconds, a 2 shot kill is two seconds at lowest.
This system for M/C means players that prefer these can have a chance against L/M weapons at long range while over all defeating them at close range.
Pistols:
These weapon would be an exact opposite in term of Aim Assist to L/M Precision Rifles. They would have the Aim Assist of the Thorn Rifle at un-zoomed, but none zoomed, and would have power appropriate to a side arm. aka, they are the power of their rifle counter parts, with less ammo per magazine. all Pistols would have a 1.5x zoom
Magnum:
Halo 4 port, this is a good weapon.
(New, Not my Idea)Needle Pistol:
The reason I thought that a new weapon to be a Covenant/Brute/Storm Long Range was because of this. it would have a 10 magazine, a 7 shot kill (10 when not head shots), this means a 3 shot error margin, same as the Magnum, and if you cant get a head-shot, you need the full mag to kill.
Boltshot (revised):
This weapon would now have an increased magazine, to twelve shots. it would be a 8 shot kill, have the fastest fire rate, but again, all twelve shots are required to kill without head-shot. now, the charge up shotgun effect takes the FULL animation (should take 3-4 seconds) and only drains enough shields two reform a melee, and even then, only if every “Bolt” hits (but there are now only 8 bolts, every bolt removes 1/9 of their shields, if we can still melee kill when they have low shields, if not, 1/8 per bolt), it also leaves the player with 4 shots in their magazine, they cannot fire off another shotgun overcharge now, and have to head-shot or melee, and a melee is only available if all shots hit, so head-shots will be more common, and may even become a preferred way to fire it. there is also a limiting factor in that the Overcharge can only drop shields if they are damaged or not, never kill on overcharge unless the foe is completely un-shielded.
