Promethean Weapons, Making Them More Unique

Big complaints with the Promethean armada of weapons where

A) They where OP (Incineration Cannon and Binary Rifle)
B) To Weak or Inconsistent (Pulse and Scattershot respectively)
C) They where mostly to similar to weapons that where in the sandbox (All but the BS)

So I am making this thread as a way of showing 343 how we want the Forerunner/Promethean to feel Alien, to feel DIFFERENT. I want new weapons and updates to what we have. I feel we should have Forerunner/Promethean weapons in loadouts, but make sure they are unique enough to be there.

Here are my Ideas (I am including some links, don’t necropost, just look at the weapon mechanics) <mark></mark> indicates edits

loadout Weapons:

Z-717 Molten Rifle (Needs more balancing for loadouts):
https://forums.halowaypoint.com/yaf_postsm2809327_Z-717-Molten-Rifle--A-LR-2x-Scope-Counterpart.aspx#post2809327

Z-108 Hardlight Repeater:
https://forums.halowaypoint.com/yaf_postst236109_Z108---DEP---AKA-Halo-5-Boltshot-Idea.aspx

Z-131 Suppressor:

The Suppressor becomes quite different to the Halo 4 Z-130 model, as it now, the further you hold the trigger in, the faster the fire rate, but it has more bloom, which means the weapon can manipulated in accuracy on two levels, unlike any other weapon. I think the weapon that even bares a small link to this is the Plasma repeater, but it still feels different.

Power Weapons:

Low Tier:

Z-251 Light Rifle:
Basically a buffed Z-250 Light Rifle as it would be a on map pick-up now.

Z-111 Boltshot:

By Buffing the Headshot Capabilities to a 8 shot kill, 1.25 Kill Time, magazine of 12 and giving the shotgun mode effective range of 20 Meters, and make it so there are <mark>[2 (Edit from 3) Shotgun blasts per mag, and they Take 3 FULL seconds to charge]</mark>. I would say this would make a good Power weapon. Also, i would drop the scattershot completely as there is no point in 3 shotguns.Mid Tier:

Z-680 Promethean Beam:

<mark>The Promethean beam works like a hybrid of the Sentinel Beam and Z-131 Suppressor, in that the further in you hold in the trigger, the more damage the weapon does, but it over heats quicker.</mark>
<mark>trigger held 1/3 of the way in Sentinel beam damage from Halo 3, overheats in 5 seconds of continuous fire</mark>
<mark>Trigger Held 2/3 of the way in, 1.25x damage multiplier, overheats in 4 seconds</mark>
<mark>Trigger held fully in, 1.5 multiplier, overheats in 2.5 seconds.</mark>
<mark>battery based.</mark>
.

Z-525 Inferno Rifle (Working Title):

The Inferno Rifle a very unique weapon. It has a magazine of 3 and scopes in to 3x and 5x. it replaces the Binary Rifle and is balanced better I think, as it retains the “1 shot to kill” but has a shorter scope distance. Basically, the weapon fires a projectile that consists of corrosive antimatter. upon hitting a player in regular matchmaking, the initial shot 50%'s worth of damage to shields, 100% to the head. The weapon then “burns” the victim for DoT, and will kill a 50% shielded opponent in 1 second, and a unshielded on in 0.5 seconds. A second shot will not deal further damage. I think this makes the weapon far more unique than the Binary Rifle, It is essentially a Firebomb Grenade Launcher <mark>[the weapon would have very long chamber times AKA low fire rate, and have a projectile you have to aim ahead with</mark>].Z-270 Flachette Gun:

The Flachette Gun fire Projectile Based Hardlight Flachettes that deal straight up damage, but stick in the enemy like spikes or needles and slow their movement slightly. The Weapon has a magazine of <mark>[8]</mark> Flachettes and requires <mark>[6 (changed from 5]</mark> to kill, and the kill time is 1 second, but they are slower moving projectiles that can be dodged.High Tier:

Z-391 Incineration Cannon:

This iteration of the Incineration cannon acts like the Mantis missile arm. It holds 4 Antimatter Bombs, and holding the trigger will determine the splash radius of the projectile fired. Like a cross of the Mantis Missile Turret and Incineration Cannon (An individual shot is capable of 1 shot kill as Direct Impact only)
<mark>single shot (no charge up) = Must be direct Impact to kill</mark>
<mark>2 Shot charge (2 second Charge up) = 2 meters</mark>
<mark>3 shot Charge (3 second Charge up) = 3 meters</mark>
<mark>4 shot Charge (4 second Charge up) = 4 meters</mark>
<mark>Time between shots is 1 second to prevent spamming (adjust accordingly) and will auto fire after fully charged in 2 seconds.</mark>

So, do you think these make the Forerunner/Promethean weapons more unique? which ones do you like? let me know!

I feel we should not clutter load-outs anymore as is…with that being said though I do enjoy some of these ideas…although almost all of them seem too…I don’t know…random and OP.

I do think that if they were on map instead of loadouts and on top of that not cluttered up it could work.

And for the power weapons I really feel most of these are a tad bit on the OP side like…they don’t really seem to have any disadvantages which is the number one reason I hate the SAW more than literally any other power weapon.

But unique ideas? Yeah you nailed some unique ones so 10/10 on that ^-^.

(I do wanna add I firmly support restricted load-outs.)

> I feel we should not clutter load-outs anymore as is…with that being said though I do enjoy some of these ideas…although almost all of them seem too…I don’t know…random and OP.
>
> I do think that if they were on map instead of loadouts and on top of that not cluttered up it could work.
>
> And for the power weapons I really feel most of these are a tad bit on the OP side like…they don’t really seem to have any disadvantages which is the number one reason I hate the SAW more than literally any other power weapon.
>
> But unique ideas? Yeah you nailed some unique ones so 10/10 on that ^-^.
>
> (I do wanna add I firmly support restricted load-outs.)

Well, they are just base Ideas, balancing all those would take me a day. the Molten Rifle took me a long time, and that was an old Idea. I support weapon choice only for loadouts, no perks, grenades or AAs, just your weapon choice.

Ahh well I like the ideas don’t get me wrong.

I really enjoy the concept of the flachette gun.

( I think load-outs should be a primary wep choice AA choice I.E thruster pack type AAs and grenade choice but no stickies like idk bring back the spike grenade but get rid of its stick ability on players but keep it so I can throw it at a wall and it stick. )

Sorry for the de-rail.

> Ahh well I like the ideas don’t get me wrong.
>
> I really enjoy the concept of the flachette gun.
>
> ( I think load-outs should be a primary wep choice AA choice I.E thruster pack type AAs and grenade choice but no stickies like idk bring back the spike grenade but get rid of its stick ability on players but keep it so I can throw it at a wall and it stick. )
>
> Sorry for the de-rail.

I do not feel its a derail, thats ok :slight_smile:

I actually made some edits, they are highlighted. I should add the incineration cannon mark 2 has a maximum radius no larger than the current Incin cannon

Honestly, I am not sugar coating it either with the edits…these actually seem very cool like…I agree with everything here now they are powerful yet…skill-full 8/9 would want added.

My only issue is the prom beam I just feel the railgun fits this niche a lot better and the fact that the railgun is already here.

Now the charge up thing of multiplying damage you are on to something with that but I don’t know…maybe if its not a hit-scan weapon I could back it.

(I support hit-scan and projectile as long as the weapons with hitscan are not power weapons usually or automatics.)

> Honestly, I am not sugar coating it either with the edits…these actually seem very cool like…I agree with everything here now they are powerful yet…skill-full 8/9 would want added.
>
> My only issue is the prom beam I just feel the railgun fits this niche a lot better and the fact that the railgun is already here.
>
> Now the charge up thing of multiplying damage you are on to something with that but I don’t know…maybe if its not a hit-scan weapon I could back it.
>
> (I support hit-scan and projectile as long as the weapons with hitscan are not power weapons usually or automatics.)

I actually did not consider that. Didn’t about it being similar to the railgun. Well, In that case I know what I am going to change it to.

Edit: I have fully changed the Promethean Beam

9/9

Just read through it and that right there sounds perfect.

I do have to say thank you for not just deflecting my criticism like some others do in situations such as these.

Cheers. ^-^

OH and if it would not be a trouble about the new Icannon exactly how many meters do you think a player should be able to make the blast radius on it become?

> 9/9
>
> Just read through it and that right there sounds perfect.
>
> I do have to say thank you for not just deflecting my criticism like some others do in situations such as these.
>
> Cheers. ^-^
>
> OH and if it would not be a trouble about the new Icannon exactly how many meters do you think a player should be able to make the blast radius on it become?

It is now done :slight_smile: and your welcome. Your criticism was very constructive.

Just read through the new Icannons stats looks good.

The only other suggestion I have is maybe make it so the player can not hold a charge on it for long like…uhh think plasma pistol and make it more akin to the plasma launchers charge up like it holds it for like a second before firing?

> Just read through the new Icannons stats looks good.
>
> The only other suggestion I have is maybe make it so the player can not hold a charge on it for long like…uhh think plasma pistol and make it more akin to the plasma launchers charge up like it holds it for like a second before firing?

good point. will do :slight_smile:

Love these ideas. So much better than the pile of reskins we got right now, though I personally felt the Incineration Cannon was fine as it was.

> Love these ideas. So much better than the pile of reskins we got right now, though I personally felt the Incineration Cannon was fine as it was.

Fun fact: I was just going to link you to this thread on the plasma rifle thread.

Well I am glad that either way you got to see these ideas because they are really good ones.

The Promethean weapons disappointed.
I mean, their aesthetical design is great and I really like the way they build themselves up but I think in their functions and power they hardly add anything new nor do they the highly advanced Forerunner technology justice.

I think the issue with the Promethean weapons is that they have been designed to fit into already existing weapon classes, that they had to work as balanced counterparts to certain weapons, what eventually led to the reskins.

The more weapons you create and have to balance for a certain role the more difficult it will get to keep them truly unique, hence the more similar they will eventually be.

When you want to create something unique you need less restrictions, why I think the Promethean weapons should become a separate weapon class.

So instead of trying to make them fit into the loadout weapon class (where they simply do not belong imo), better try to make the UNSC and Covenant loadout weapons more unique from each other.
Instead of trying to think about a Forerunner counterpart to each weapon of the sandbox, I think it would be better to think about what kind of weapons Prometheans would use.

I mean, Promethean weapons were originally designed to combat the Flood. Now what could that mean?

  • extremely effective against organic compounds?
  • ineffective against inorganic compounds?
  • heatdamage?
  • effective against groups of enemies?
  • fast reload times/fire rates
  • automatic fire/constant beam/impulse?
  • etc?

To your thoughtfully created ideas Darkrain:
The heatdamage concept of your Molten Rifle really catched my attention. I overall like it. The Flachlette gun sounds cool as well. :slight_smile:
In addition, I sometimes find it difficult to figure out your weapon concept because you go directly into the details (ammo count, exact kill times, etc.) instead of staying more abstract and simply explain what fundamentally makes your weapon different from the others. I mean I give you credit for thinking about your ideas in such depth but I think these details only distract from your actual concept. Just a well-intented advise, I hope you don’t take it personal.

Finally, an idea I once had about an redesigned ICannon.

It would shoot a fast and linear traveling concentrated energy impulse that desintegrates every living being with that it gets in contact with on its way until it hits hard surface. When you use it against a vehicle it would only affect the occupants but would let the vehicle stay intact and unaffected.

> <mark>Finally, an idea I once had about an redesigned ICannon.</mark>
> <mark>It would shoot a fast and linear traveling concentrated energy impulse that desintegrates every living being with that it gets in contact with on its way until it hits hard surface. When you use it against a vehicle it would only affect the occupants but would let the vehicle stay intact and unaffected.</mark>

So much win right there 10/10 I would welcome that wep alongside Darkrain’s wonderful Icannon idea as they would be so different but still be able to fit.

> The Promethean weapons disappointed.
> I mean, their aesthetical design is great and I really like the way they build themselves up but I think in their functions and power they hardly add anything new nor do they the highly advanced Forerunner technology justice.
>
> I think the issue with the Promethean weapons is that they have been designed to fit into already existing weapon classes, that they had to work as balanced counterparts to certain weapons, what eventually led to the reskins.
>
> The more weapons you create and have to balance for a certain role the more difficult it will get to keep them truly unique, hence the more similar they will eventually be.
>
> When you want to create something unique you need less restrictions, why I think the Promethean weapons should become a separate weapon class.
>
> So instead of trying to make them fit into the loadout weapon class (where they simply to not belong imo), better try to make the UNSC and Covenant loadout weapons more unique from each other.
> Instead of trying to think about a Forerunner counterpart to each weapon of the sandbox, I think it would be better to think about what kind of weapons Prometheans would use.
>
> I mean, Promethean weapons were originally designed to combat the Flood. Now what could that mean?
> - extremely effective against organic compounds?
> - ineffective against inorganic compounds?
> - heatdamage?
> - effective against groups of enemies?
> - fast reload times/fire rates
> - automatic fire/constant beam/impulse?
> - etc?
>
>
> <mark>To your thoughtfully created ideas Darkrain:</mark>
> <mark>The heatdamage concept of your Molten Rifle really catched my attention. I overall like it. The Flachlette gun sounds cool as well. :)</mark>
> <mark>In addition, I sometimes find it difficult to figure out your weapon concept because you go directly into the details (ammo count, exact kill times, etc.) instead of staying more abstract and simply explain what fundamentally makes your weapon different from the others. I mean I give you credit for thinking about your ideas in such depth but I think these details only distract from your actual concept. Just a well-intented advise, I hope you don’t take it personal.</mark>
>
>
> Finally, an idea I once had about an redesigned ICannon.
>
> It would shoot a fast and linear traveling concentrated energy impulse that desintegrates every living being with that it gets in contact with on its way until it hits hard surface. When you use it against a vehicle it would only affect the occupants but would let the vehicle stay intact and unaffected.

I understand what you mean. It stems from the fact I wish to go in to the games development field, and work on balancing weapons and such in the sandbox.

I’d like an sentinel beam weaponry to return. I need something like that to return in a halo.

I wish the grenade launcher returned, but if not, I wouldn’t mind:

  1. A Promethean grenade launcher that will shoot stronger pulse grenades. In stronger, I mean damage wise and emp effect (it should emp, not slow down as advertise).

  2. The damage should be as powerful as the UNSC grenade launcher. Hold 6 rounds. It is single fire and can be shot as soon as the 1st pulse grenade activates.

  3. It will not bank like UNSC version, but expand upon any contact. Though, you are able to press the trigger twice to self activate the grenade in mid air. Doing so can be suicidal if too close.

I like your idea for the flachette gun darkrain, an interesting concept.

Here is my idea for the new suppressor- it has insane recoil and bloom, to the point where you absolutly need to burst fire and correct your aim frequently, but it will do much more damage than it does now.

Have you played gears of war 3 and used the retro lancer? If so then think of that as a comparison.

> Big complaints with the Promethean armada of weapons where
>
> A) They where OP (Incineration Cannon and Binary Rifle)

Arguable and debatable. Regardless they are boring weapons to use in my mind.

> B) To Weak or Inconsistent (<mark>Pulse</mark>

They aren’t using them right.

> and Scattershot respectively)

Can’t argue with the Inconsistent part.

> C) They where mostly to similar to weapons that where in the sandbox (All but the BS)

I’m failing to see how this is a problem? Not to mention that this same complaint could be held against the SR and CC as well.

> So I am making this thread as a way of showing 343 how we want the Forerunner/Promethean to feel Alien, to feel DIFFERENT. I want new weapons and updates to what we have. I feel we should have Forerunner/Promethean weapons in loadouts, but make sure they are unique enough to be there.

I can get behind that.

> So, do you think these make the Forerunner/Promethean weapons more unique? which ones do you like? let me know!

Personally I’m not enamored with any of them.

> > Big complaints with the Promethean armada of weapons where
> >
> > A) They where OP (Incineration Cannon and Binary Rifle)
>
> Arguable and debatable. Regardless they are boring weapons to use in my mind.
>
>
>
> > B) To Weak or Inconsistent (<mark>Pulse</mark>
>
> They aren’t using them right.
>
>
>
> > and Scattershot respectively)
>
> Can’t argue with the Inconsistent part.
>
>
>
> > C) They where mostly to similar to weapons that where in the sandbox (All but the BS)
>
> I’m failing to see how this is a problem? Not to mention that this same complaint could be held against the SR and CC as well.
>
>
>
> > So I am making this thread as a way of showing 343 how we want the Forerunner/Promethean to feel Alien, to feel DIFFERENT. I want new weapons and updates to what we have. I feel we should have Forerunner/Promethean weapons in loadouts, but make sure they are unique enough to be there.
>
> I can get behind that.
>
>
>
> > So, do you think these make the Forerunner/Promethean weapons more unique? which ones do you like? let me know!
>
> Personally I’m not enamored with any of them.

The Forerunner/Promethean weapons where a chance to bring some new things to the sandbox, some awesome new techniques, wasted on reskins/rehashes. In an arena shooter, a weapons that fit the same role need to do so in handle the same situation in a different way. The suppressor was a ODST SMG clone but less accurate and nowhere near as cool. The light Rifle could have been much more than a BR/DMR Hybrid. There is not supposed to be reskins in an arena shooter, just because I did not mention the Storm Rifle does not mean I condone it. As for the CC, it is by no means a reskin, it handles very differently to the BR, its closest counterpart, as it’s techniques to use it in combat are different. The Carbine is a fantastic support weapon, and much better over distance than a BR, but requires much more precise aiming to uses correctly, as you need every shot to land, and need to move alot more while shooting.