Promethean Weapon Suggestions

These are basically a few ideas on how to alter the functionality of the Promethean Weapons to differentiate them from the rest of the sandbox. Aesthetically, they’re amazing, functionally, they’re a bit average.

Incineration Cannon: Combine it with a few of the Reach Plasma Launcher’s abilities. Keep the single-shot, but make it so that the blast damage/number of splash projectiles can be increased by holding the trigger down, characterised by a reticule change. This means it’s no longer a one-shot kill-all weapon, but something that has to be charged and used strategically.

Light Rifle: Keep the dual-firing mode functionality, but make it so that instead of the current mode, unscoped fires a large projectile with slow firing speed, while scoped fires a shield-stripping sentinel-esque beam that eats through ammo like a devil.

Binary Rifle: Works for me already. The laser sight balances it nicely.

Boltshot: (Not my idea) Change the charge shot from a shotgun blast into a single projectile that passes through shields, doing negligible health damage but with the potential for a straight headshot. Perhaps decrease accuracy to compensate.

Scattershot: Add in a charge feature for a burst-fire mode, perhaps increase range and nerf damage slightly. Also, increase damage whilst bouncing off walls for awesome trick-shot montages.

Suppresser: Add ability to convert half a magazine into a highly-visible hardlight blade for use in melee combat. Disintegrates and causes overheat on use.

> Incineration Cannon: Combine it with a few of the Reach Plasma Launcher’s abilities. Keep the single-shot, but make it so that the blast damage/number of splash projectiles can be increased by holding the trigger down, characterised by a reticule change. This means it’s no longer a one-shot kill-all weapon, but something that has to be charged and used strategically.

The long reload time was quite the bringer of the hit-and-run tactic, and without Dexterity, it’ll be back just fine.
I kinda like the idea of charging for more projectiles, but it just seems like a Plasma Canon in which the grenades detonate on impact.
As for the charging for more blast radius, I’d like to see this, except keep the projectile number the same. Such tactics could be used as to if there’s a cluster of people, or numerous enemies close the each other, but still spread a bit out.

> Light Rifle: Keep the dual-firing mode functionality, but make it so that instead of the current mode, unscoped fires a large projectile with slow firing speed, while scoped fires a shield-stripping sentinel-esque beam that eats through ammo like a devil.

Like it.

> Binary Rifle: Works for me already. The laser sight balances it nicely.

Same here, my thoughts exactly.

> Boltshot: (Not my idea) Change the charge shot from a shotgun blast into a single projectile that passes through shields, doing negligible health damage but with the potential for a straight headshot. Perhaps decrease accuracy to compensate.

My thoughts after reading this are as follows:
So, the Boltshot is now a close-range Plasma Pistol without the vehicle EMP effect.
While I hate the Boltshot… I honestly think that, if it’s kept, it should go a more unique route than being nerfed to a level under the PP.

> Scattershot: Add in a charge feature for a burst-fire mode, perhaps increase range and nerf damage slightly. Also, increase damage whilst bouncing off walls for awesome trick-shot montages.

Eh, not a charge-up fire. What they need to do with the Scattershot is make less unpredictable. I think Andycu5 said this once:
Sometimes it takes one shot to kill, other times it takes seven.

> Suppresser: Add ability to convert half a magazine into a highly-visible hardlight blade for use in melee combat. Disintegrates and causes overheat on use.

If I could use only half a clip for an Energy Sword slash… seems too overpowered.

I want the Promethean Blade (the ones the Knights use) to come into Spartan combat as itself, on it’s own.

I guess I will build my suggestions off of some of OPs.

Incinerator cannon:I like the idea of adding a slight charge up. It should be fairly quick(compared to laser or launcher), but a slight delay gives it helps differentiate it from rockets by adding an element of planning.

Greater firepower(iCannon) at the cost of slower reaction time(rockets can be immediately fired).

Light Rifle:I like where you are going with that so here is my suggestion. Keep the Burst/Single shot dynamic, make the scoped/unscoped rate of fire identical. Here is where the twist comes in: Scoped single shot do the same tremendous shield damage, but it does half damage to underlying health. Unscoped fire now does very high health damage, but half damage to shields. Only unscoped can get OHK headshots.

This change would make the LR a very potent support weapon at long range without having ridiculously fast long range killtimes, while the unscoped still allows for efficient cleanup of low/no shielded targets. However skilled players will still be able to get kills at mid-long range due to the LRs low spread, and those who master the scope/unscope dynamic can still be effective at lower end mid range engagements.

Boltshot:I agree with you suggestion, but buff the single shots to 6-8 shot kill(11 is excessive). I would also suggest the overcharge be very accurate, but have a limited range.

Scattershot:Tighten the spread, make the damage consistent, but add some explosive AOE to the individual ‘pellets’. This would make firing around corners more effective as well as give it a slightly different purpose from the shotgun. The explosive giving it a minor anti-vehicle property.

Suppresor:This is the tricky one, I would suggest giving it a extended burst fire(6 shot burst) rather than traditional automatic fire with greater accuracy than a fully bloomed AR, but lower accuracy than a carefully burst fired AR. This makes the Suppressor very consistent within its effective range, but less versatile than an AR.

> These are basically a few ideas on how to alter the functionality of the Promethean Weapons to differentiate them from the rest of the sandbox. Aesthetically, they’re amazing, functionally, they’re a bit average.
>
> Incineration Cannon: Combine it with a few of the Reach Plasma Launcher’s abilities. Keep the single-shot, but make it so that the blast damage/number of splash projectiles can be increased by holding the trigger down, characterised by a reticule change. This means it’s no longer a one-shot kill-all weapon, but something that has to be charged and used strategically.
>
> Light Rifle: Keep the dual-firing mode functionality, but make it so that instead of the current mode, unscoped fires a large projectile with slow firing speed, while scoped fires a shield-stripping sentinel-esque beam that eats through ammo like a devil.
>
> Binary Rifle: Works for me already. The laser sight balances it nicely.
>
> Boltshot: (Not my idea) Change the charge shot from a shotgun blast into a single projectile that passes through shields, doing negligible health damage but with the potential for a straight headshot. Perhaps decrease accuracy to compensate.
>
> Scattershot: Add in a charge feature for a burst-fire mode, perhaps increase range and nerf damage slightly. Also, increase damage whilst bouncing off walls for awesome trick-shot montages.
>
> Suppresser: Add ability to convert half a magazine into a highly-visible hardlight blade for use in melee combat. Disintegrates and causes overheat on use.

Most of these are fine, except for the Light Rifle. The LR works as a more skillful long range utility weapon and they should keep it that way. They could always just add a new “Thunderbolt” weapon with an electrical beam when unscoped, and a large plasma orb when scoped. The beam would work like the LG in Quake 3, where turning too much will sway the beam, so it’s all a matter of strafing in order to keep your aim on target, while the enemy would try to strafe opposite to you to dodge the beam. It could have relatively low damage but very high knockback for pushing players far away. Firing the plasma orb with the beam would cause the orb to move faster, with the downside being that you’d expose yourself to enemy fire.

If they give the Suppressor a blade, they should keep the Sword out of MM because it’d be underpowered and it’d have no practical use.