Promethean loadout weapons.

A lot of people, including me would like to see the SMG and plasma rifle implemented as sidearm weapons. There is only one issue with this and that is that there is no Promethean equivalent. Now I say that that equivalent should be the suppressor. The Promethean automatic primary weapon should be something that resembles the sentinel beam or focus rifle. It would make it unique and would make sense, as both the sentinels and Prometheans are products of Forerunners. Of coarse things would have to balanced and such but I want more unique weapons back. In Halo 4 it just seemed like all the weapons were the same (or very, very similar) with just different skins on them.

The loadout system should only consist of primaries in multiple categories, such as Precession and Automatic.

I guess the Suppressor would work as a secondary though it will have to be sized down to fit on your thigh. And I’d like something new and unique added to it so it will be set apart from the SMG.

I don’t know if a Sentinel or Focus beam will make for a good automatic. It’s just too accurate. I could picture a beam based weapon making for a better precision rifle.

But what about the Sentinel beams from CE? They have multiple small beams firing out at once. This might work well to give it the same spread that the other automatics have. How about that as a weapon?

I am of the opinion that in case loadouts return they should only focus on UNSC and Covenant weaponry and should not include Forerunner weapons.

Why?

Firstly, look at Halo 4’s implementations of Forerunner weapons into loadouts.
It is extremely hard to create an unique Forerunner weapon that also has to be balanced to properly fit into loadouts. The result will likely be just uninspiring reskins and disappointing additions to the weapon sandbox in general.

Secondly, I think you don’t do the highly advanced Forerunner technology any justice, aside their aesthetics, when you try to fit them into any of the already existing weapon classes, especially the loadout class.
I think Forerunner weapons should not have any real “equivalent”. They should be all superior to their “counterparts”.

In conclusion, when you want to create really unique Forerunner weapons then they should have their own weapon class (Forerunner Weapons), in my opinion, because by giving them their own and separate class and placing them on the map you haven’t nearly any restrictions in their design, plus you would do the superior Forerunner technology justice as well.

> I am of the opinion that in case loadouts return they should only focus on UNSC and Covenant weaponry and should not include Forerunner weapons.
>
> Why?
>
> Firstly, look at Halo 4’s implementations of Forerunner weapons into loadouts.
> It is extremely hard to create an unique Forerunner weapon that also has to be balanced to properly fit into loadouts. The result will likely be just uninspiring reskins and disappointing additions to the weapon sandbox in general.
>
> Secondly, I think you don’t do the highly advanced Forerunner technology any justice, aside their aesthetics, when you try to fit them into any of the already existing weapon classes, especially the loadout class.
> I think Forerunner weapons should not have any real “equivalent”. They should be all superior to their “counterparts”.
>
> In conclusion, when you want to create really unique Forerunner weapons then they should have their own weapon class (Forerunner Weapons), in my opinion, because by giving them their own and separate class and placing them on the map you haven’t nearly any restrictions in their design, plus you would do the superior Forerunner technology justice as well.

Good point. MM wise I have no issue with this at all.

The only thing stopping me from supporting this %100 is the Campaign side of things.

The Prometheans can’t be using ultra weapons all the time. Got any ideas in that regard?

> > I am of the opinion that in case loadouts return they should only focus on UNSC and Covenant weaponry and should not include Forerunner weapons.
> >
> > Why?
> >
> > Firstly, look at Halo 4’s implementations of Forerunner weapons into loadouts.
> > It is extremely hard to create an unique Forerunner weapon that also has to be balanced to properly fit into loadouts. The result will likely be just uninspiring reskins and disappointing additions to the weapon sandbox in general.
> >
> > Secondly, I think you don’t do the highly advanced Forerunner technology any justice, aside their aesthetics, when you try to fit them into any of the already existing weapon classes, especially the loadout class.
> > I think Forerunner weapons should not have any real “equivalent”. They should be all superior to their “counterparts”.
> >
> > In conclusion, when you want to create really unique Forerunner weapons then they should have their own weapon class (Forerunner Weapons), in my opinion, because by giving them their own and separate class and placing them on the map you haven’t nearly any restrictions in their design, plus you would do the superior Forerunner technology justice as well.
>
> Good point. MM wise I have no issue with this at all.
>
> The only thing stopping me from supporting this %100 is the Campaign side of things.
>
> The Prometheans can’t be using ultra weapons all the time. Got any ideas in that regard?

Your concern is justifiable.
I’ve thought about that as well and think even Campaign or other PvE modes like Firefight/ SpOps could profit from stronger Forerunner weapons.

I think the Prometheans can still be one of the main opposition, even though all would have “(semi) power weapons”.
Let’s take the Knights as an example.
Originally, they were supposed to be a greater threat than the Covenant ever was.
However, I think in their current state they are sadly more or less just predictable bulletsponges that are only dangerous in their encounter when they melee you or use their current power weapons.
Now with giving them for example a Light Rifle that can kill you with 3 shots (in case of a headshot and zoomed in), making their teleportation ability and encounters less predictable and keeping them resistant (current bulletsponges) to UNSC and Covenant weapons but making them prone to their own, what would make sense as well, you would probably have deadly, smart and challenging enemies.
Of course they would be hard to fight with UNSC and Covenant weapons now but once you get your hands on a Forerunner weapon things would even out.

I’d personally like to see less emphasis on cloning weapons. Mainly targeting the Storm Rifle, Suppressor, Beam Rifle, Scattershot, and Incineration Cannon, all of which are just loosely modified versions of weapons that already exist.

Each faction should have a weapon that fills each niche differently for instance:

Loadout:
Utility Rifle - Battle Rifle, Needle Rifle*, Light Rifle
Automatic Rifle - Assault Rifle, Plasma Rifle*, Sentinel Beam
Utility Sidearm - Magnum, Plasma Pistol*, Burstshot*
Grenade - 1x Fragmentation, 1x Plasma, 1x Pulse

Non Loadout:
Heavy Sidearm - Sticky Detonator, Needler, something new
Precision Rifle - Sniper Rifle, Focus Rifle*, Binary Rifle
Close Quarters - Shotgun, Energy Sword, Force Cannon
Light Ordinance - Grenade Launcher, Concussion Rifle, something new
Anti-Material - Rocket Launcher, Fuel Rod Gun*, Incineration Cannon*
Anti-Tank/Air - Spartan Laser, Plasma Launcher, Fly By Wire Missile*
Mounted Turret - Machinegun Turret, Shade Turret, H4 Campaign Beam Turret

    • Needle Rifle: Like Zero Bloom NR, you can hold the trigger for automatic fire.
    • Plasma Rifle: Like CE’s, Accurate, capable of semi-auto, stun, headshot bonus.
    • Plasma Pistol: Will NOT home in on vehicles, semi-auto buffed.
    • Burstshot: Holding Trigger will show ammo bar (10 rounds) beneath reticle and make audible “clicks”, you can hold the trigger for 10 clicks or release prematurely. Each click is a loaded shot, and will light up one round on the ammo bar. The rounds will fire automatic with wider spread than semi-auto shots. Kills in exactly 10 shots, making it VERY hard to score a perfect 10 shot burst kill, as you have to let the weapon release on it’s own and charge for a fair amount of time. Weapon reloads very quickly.
    • Force Cannon: Combining the Gravity Hammer and the Boltshot, tapping the trigger will emit a gravity pulse that will damage close by players and push them back slightly, with a fairly high rate of fire (similar to a Scattershot’s). Charging the weapon creates enough force to kill close by players in a single shot, and increases the gravity force enough to blow back and flip Warthogs and other light vehicles, but will overcharge the weapon briefly.
    • Focus Rifle: Deals significantly more damage, but overheats much faster.
    • Fuel Rod Gun: More similar to CE’s, lob is heavy acting more like a mortar than a direct-shot weapon, with good damage and blast radius, but a low rate of fire.
    • Incineration Cannon: Reworked, initial explosion does minimal damage, increased damage to the “Cluster Bomb” function of the weapon. “Cluster Bombs” will now fall from any height until they make contact with the ground, allowing you to literally rain hell on the enemy.
    • Fly-By-Wire Missile: When firing this weapon you will want to be in a safe place. Weapon can only be fired when scoped in. When fired, your camera stays within the projectile which you can guide and maneuver, moves fast enough to be difficult to control, and can’t make extremely tight turns. Detonates on impact or with a second trigger pull.

I wasn’t able to come up with my own ideas for Forerunner heavy sidearms or light ordinance weapons. But you get the picture. Every weapon needs to have it’s own UNIQUE features. Avoid similarities and weapon cloning.