Every weapon in an arena shooter needs to fill a somewhat unique role and have an optimal use case, especially in Halo.
This was part of the reason the 2 weapon system was used and not a weapon wheel. It makes you try to predict what circumstances you will be in and have you to decide what weapons to grab since you can’t carry them all. It also encourages certain tactics with each weapon if you want to have the biggest advantage over an enemy. This is why the Utility Weapon design needs to go; it is counter to a core design philosophy of Halo.
Here is my suggestion followed by my explanation:
BR
- add bloom to hip fire
Commando
- remove bloom
Removing bloom on the Commando really wouldn’t make it much better. The heavy recoil makes it more optimal to control your shots into bursts anyway. Bloom is really just doing the same thing and doesn’t affect the burst fire that much because it takes a few shots to bloom the reticle anyway. So in essence bloom doesn’t affect the Commando when it is used properly therefore removing the bloom from it would be safe.
After these changes people would actually have to use close range map weapons to help defend themselves with BR spawns during close range encounters. As it sits, outside of one hit kill map weapons, the BR is never at too big of a disadvantage even at close ranges. With the change above it would finally fall into a clear role.
The ranged weapons would then all have a unique weakness.
- Sniper = slow firing, small mag
- Stalker Rifle = overheats quicky if spam fired
- Commando = heavy recoil
- BR = bloom when hipfired
- Shock Rifle = slow firing, better against shields
The close range weapons already have weaknesses so they are pretty well balanced already.
If this isn’t an option then how do you prevent ranged precision weapons from being the best weapon category in the game by miles if they are also just as good or close to as good in close range?
With Covenant/Banished weapons you can have overheating but with UNSC you only have a few options:
- lower bullet velocity
- low mag size
- low damage (if it has high range then you have to use said range to stay safe while using the lower damage weapon)
- slow fire rate
- higher recoil
If every UNSC precision ranged weapon is balanced using lower bullet velocity ranged weapons would still be incredible up close just a bit harder to use at longer ranges which is counter to its role.
With a low mag size its basically just the human version of overheating quickly. That would get old on every ranged weapon.
Lower damage is an option but people would definitely not like it in a game like Halo with already longer TTK making but it would honestly be kind of fair.
Slow fire rate only helps so much. If you slow it down too much people expect higher damage per shot and even then without this in addition to a smaller mag the weapon would still be really strong at close range. The sniper also aready has this exact set up so there shouldn’t be another weapon just like it.
High recoil is an option and it works well on the Commando. Only problem now is the BR is so strong that it can more easily descope and suppress any Commando user to force them to descope making them way less effective. (and while we are here the Stalker Rifle is easily suppressed by the BR too)
Again the BR is simply too well rounded and needs to fill a bit smaller of a role because as it stands you rarely need another weapon with BR starts. Its so good that even descoped you are barely at a disadvantage. Bloom would bring it into a proper ranged weapon role. The BR with Bloom would still be amazing at range and just a bit weaker at close range; thus making you rely on the close range weapons to more effectively protect yourself if an enemy gets in close.
For those that disagree do you:
- Just not want your favorite crutch gone and want be able to ignore Halo’s arena shooter elements?
- Have another idea you would like to share below?
0 voters