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!
