Rework the Shock Rifle

To start off: I love the Shock Rifle. It’s a very creative and cool weapon that Halo has never seen.

But I think 343 got it backwards. Let me explain.

From what I have seen of it so far, it’s a precision, headshot capable weapon, that can kill in 1 headshot or 2 body shots, just like a sniper. It also has a scope. What sets it apart, however, is its ability to chain damage to other nearby players. That is a cool function, but the high primary damage the weapon deals makes the “alt-fire” redundant/obsolete. Shooting a full health spartan twice is enough to kill them, leaving you without a lightning rod, forcing you to kill the second spartan by normal means. Look at 343’s demo of it. Not a single bot on the firing range was killed by secondary damage. I’m not saying the arcing has to melt players, but as the gun functions now, it really feels like an unreliable way to kill players. It’s an afterthought like the Scattershot ricochet ability.

So let’s apply the same logic 343 used when making the Heatwave:
The Heatwave is NOT a shotgun. It’s pellets fire in a spread, but it is not a CQC-only weapon. The Heatwave took the Scattershot’s gimmick (bouncing rounds) and turned it into the primary method of dealing damage.

The Shock Rifle should NOT be a high damage rifle. Instead its primary fire should act as a delivery system for its secondary damage. Lower the primary damage to be a 3-4 shot body kill, no headshot multiplier (maybe, and I mean MAYBE, increase the magazine size to 6). Increase the arc damage by a lot. Essentially, the Shock Rifle would be used to ping a player, turning them into a walking kill zone for their allies for a few seconds, but leaving the initial target relatively unharmed. Maybe it could even chain with the new dynamo grenades.

This would have a few interesting effects on gameplay. It would force the “infected” player to distance himself from his friends or vice versa. It could also force enemies out of an objective. As it stands now, the gun seems to nuke the “lightning rod” out of existence while giving a little jolt to nearby enemies. I believe the gun should function as a team disruption device.

NOTE: I have not played the flights. I’ve only observed streamers and YTers play it and use the weapon. That said, any numbers I’ve used here may be wrong. Please correct me.

NOTE II: I am not a game dev, nor do I know anything about it. So this idea may be busted af and not suitable for the game. It’s just an idea I thought of to make the gun more interesting.

Tell me what you think.

I love the design. I think we aren’t used to it. The weapon adds a unique aspect and gameplay to the sandbox. I think people are going to complain when they aren’t familiar with the weapons and therefore not using them correctly.

> 2533274979963735;1:
> To start off: I love the Shock Rifle. It’s a very creative and cool weapon that Halo has never seen.
>
> But I think 343 got it backwards. Let me explain.
>
> From what I have seen of it so far, it’s a precision, headshot capable weapon, that can kill in 1 headshot or 2 body shots, just like a sniper. It also has a scope. What sets it apart, however, is its ability to chain damage to other nearby players. That is a cool function, but the high primary damage the weapon deals makes the “alt-fire” redundant/obsolete. Shooting a full health spartan twice is enough to kill them, leaving you without a lightning rod, forcing you to kill the second spartan by normal means. Look at 343’s demo of it. Not a single bot on the firing range was killed by secondary damage. I’m not saying the arcing has to melt players, but as the gun functions now, it really feels like an unreliable way to kill players. It’s an afterthought like the Scattershot ricochet ability.
>
> So let’s apply the same logic 343 used when making the Heatwave:
> The Heatwave is NOT a shotgun. It’s pellets fire in a spread, but it is not a CQC-only weapon. The Heatwave took the Scattershot’s gimmick (bouncing rounds) and turned it into the primary method of dealing damage.
>
> The Shock Rifle should NOT be a high damage rifle. Instead its primary fire should act as a delivery system for its secondary damage. Lower the primary damage to be a 3-4 shot body kill, no headshot multiplier (maybe, and I mean MAYBE, increase the magazine size to 6). Increase the arc damage by a lot. Essentially, the Shock Rifle would be used to ping a player, turning them into a walking kill zone for their allies for a few seconds, but leaving the initial target relatively unharmed. Maybe it could even chain with the new dynamo grenades.
>
> This would have a few interesting effects on gameplay. It would force the “infected” player to distance himself from his friends or vice versa. It could also force enemies out of an objective. As it stands now, the gun seems to nuke the “lightning rod” out of existence while giving a little jolt to nearby enemies. I believe the gun should function as a team disruption device.
>
> NOTE: I have not played the flights. I’ve only observed streamers and YTers play it and use the weapon. That said, any numbers I’ve used here may be wrong. Please correct me.
>
> NOTE II: I am not a game dev, nor do I know anything about it. So this idea may be busted af and not suitable for the game. It’s just an idea I thought of to make the gun more interesting.
>
> Tell me what you think.

I agree with you to an extent. Its base damage is so high it’s literally just a glorified sniper at this point, and I was expecting it to fill more of a niche role instead of its unique functionality being more of an afterthought.

I wish they’d enhance the chaining mechanic, explore some form of stun mechanic i.e disabling sprint for a short period by all those who are shocked and/or tick damage over time for a few seconds after you’re shot (thus delaying shield recharge). At least then weapon wouldn’t have to be the destructive machine it is at the moment, its utility would be truly unique.

> 2535470395434446;3:
> > 2533274979963735;1:
> > To start off: I love the Shock Rifle. It’s a very creative and cool weapon that Halo has never seen.
> >
> > But I think 343 got it backwards. Let me explain.
> >
> > From what I have seen of it so far, it’s a precision, headshot capable weapon, that can kill in 1 headshot or 2 body shots, just like a sniper. It also has a scope. What sets it apart, however, is its ability to chain damage to other nearby players. That is a cool function, but the high primary damage the weapon deals makes the “alt-fire” redundant/obsolete. Shooting a full health spartan twice is enough to kill them, leaving you without a lightning rod, forcing you to kill the second spartan by normal means. Look at 343’s demo of it. Not a single bot on the firing range was killed by secondary damage. I’m not saying the arcing has to melt players, but as the gun functions now, it really feels like an unreliable way to kill players. It’s an afterthought like the Scattershot ricochet ability.
> >
> > So let’s apply the same logic 343 used when making the Heatwave:
> > The Heatwave is NOT a shotgun. It’s pellets fire in a spread, but it is not a CQC-only weapon. The Heatwave took the Scattershot’s gimmick (bouncing rounds) and turned it into the primary method of dealing damage.
> >
> > The Shock Rifle should NOT be a high damage rifle. Instead its primary fire should act as a delivery system for its secondary damage. Lower the primary damage to be a 3-4 shot body kill, no headshot multiplier (maybe, and I mean MAYBE, increase the magazine size to 6). Increase the arc damage by a lot. Essentially, the Shock Rifle would be used to ping a player, turning them into a walking kill zone for their allies for a few seconds, but leaving the initial target relatively unharmed. Maybe it could even chain with the new dynamo grenades.
> >
> > This would have a few interesting effects on gameplay. It would force the “infected” player to distance himself from his friends or vice versa. It could also force enemies out of an objective. As it stands now, the gun seems to nuke the “lightning rod” out of existence while giving a little jolt to nearby enemies. I believe the gun should function as a team disruption device.
> >
> > NOTE: I have not played the flights. I’ve only observed streamers and YTers play it and use the weapon. That said, any numbers I’ve used here may be wrong. Please correct me.
> >
> > NOTE II: I am not a game dev, nor do I know anything about it. So this idea may be busted af and not suitable for the game. It’s just an idea I thought of to make the gun more interesting.
> >
> > Tell me what you think.
>
> I agree with you to an extent. Its base damage is so high it’s literally just a glorified sniper at this point, and I was expecting it to fill more of a niche role instead of its unique functionality being more of an afterthought.
>
> I wish they’d enhance the chaining mechanic, explore some form of stun mechanic i.e disabling sprint for a short period by all those who are shocked and/or tick damage over time for a few seconds after you’re shot (thus delaying shield recharge). At least then weapon wouldn’t have to be the destructive machine it is at the moment, its utility would be truly unique.

We must remember this will be a power weapon most likely. It’s not a clean 1 shot like the sniper can be however it’s compensated with area control.

If you and your posse roll up on an enemy fireteam, and one of you is poppin shock rifle shots, you are effectively killing your target while dealing AOE damage that your teammates can cleanup.

I believe this is the intended function: It’s a teamwork weapon that is still functional in 1v1 scenarios.

> 2533274792737987;4:
> > 2535470395434446;3:
> > > 2533274979963735;1:
> > > To start off: I love the Shock Rifle. It’s a very creative and cool weapon that Halo has never seen.
> > >
> > > But I think 343 got it backwards. Let me explain.
> > >
> > > From what I have seen of it so far, it’s a precision, headshot capable weapon, that can kill in 1 headshot or 2 body shots, just like a sniper. It also has a scope. What sets it apart, however, is its ability to chain damage to other nearby players. That is a cool function, but the high primary damage the weapon deals makes the “alt-fire” redundant/obsolete. Shooting a full health spartan twice is enough to kill them, leaving you without a lightning rod, forcing you to kill the second spartan by normal means. Look at 343’s demo of it. Not a single bot on the firing range was killed by secondary damage. I’m not saying the arcing has to melt players, but as the gun functions now, it really feels like an unreliable way to kill players. It’s an afterthought like the Scattershot ricochet ability.
> > >
> > > So let’s apply the same logic 343 used when making the Heatwave:
> > > The Heatwave is NOT a shotgun. It’s pellets fire in a spread, but it is not a CQC-only weapon. The Heatwave took the Scattershot’s gimmick (bouncing rounds) and turned it into the primary method of dealing damage.
> > >
> > > The Shock Rifle should NOT be a high damage rifle. Instead its primary fire should act as a delivery system for its secondary damage. Lower the primary damage to be a 3-4 shot body kill, no headshot multiplier (maybe, and I mean MAYBE, increase the magazine size to 6). Increase the arc damage by a lot. Essentially, the Shock Rifle would be used to ping a player, turning them into a walking kill zone for their allies for a few seconds, but leaving the initial target relatively unharmed. Maybe it could even chain with the new dynamo grenades.
> > >
> > > This would have a few interesting effects on gameplay. It would force the “infected” player to distance himself from his friends or vice versa. It could also force enemies out of an objective. As it stands now, the gun seems to nuke the “lightning rod” out of existence while giving a little jolt to nearby enemies. I believe the gun should function as a team disruption device.
> > >
> > > NOTE: I have not played the flights. I’ve only observed streamers and YTers play it and use the weapon. That said, any numbers I’ve used here may be wrong. Please correct me.
> > >
> > > NOTE II: I am not a game dev, nor do I know anything about it. So this idea may be busted af and not suitable for the game. It’s just an idea I thought of to make the gun more interesting.
> > >
> > > Tell me what you think.
> >
> > I agree with you to an extent. Its base damage is so high it’s literally just a glorified sniper at this point, and I was expecting it to fill more of a niche role instead of its unique functionality being more of an afterthought.
> >
> > I wish they’d enhance the chaining mechanic, explore some form of stun mechanic i.e disabling sprint for a short period by all those who are shocked and/or tick damage over time for a few seconds after you’re shot (thus delaying shield recharge). At least then weapon wouldn’t have to be the destructive machine it is at the moment, its utility would be truly unique.
>
> We must remember this will be a power weapon most likely. It’s not a clean 1 shot like the sniper can be however it’s compensated with area control.

It’s literally a OHK to the head. I honestly don’t know why you’re defending it in its current state. It’s not unique enough to justify its place in the game. The unique traits it has become so negligible because it’s too effective at killing players. This isn’t negotiable at all.

> 2535470395434446;6:
> > 2533274792737987;4:
> > > 2535470395434446;3:
> > > > 2533274979963735;1:
> > > > To start off: I love the Shock Rifle. It’s a very creative and cool weapon that Halo has never seen.
> > > >
> > > > But I think 343 got it backwards. Let me explain.
> > > >
> > > > From what I have seen of it so far, it’s a precision, headshot capable weapon, that can kill in 1 headshot or 2 body shots, just like a sniper. It also has a scope. What sets it apart, however, is its ability to chain damage to other nearby players. That is a cool function, but the high primary damage the weapon deals makes the “alt-fire” redundant/obsolete. Shooting a full health spartan twice is enough to kill them, leaving you without a lightning rod, forcing you to kill the second spartan by normal means. Look at 343’s demo of it. Not a single bot on the firing range was killed by secondary damage. I’m not saying the arcing has to melt players, but as the gun functions now, it really feels like an unreliable way to kill players. It’s an afterthought like the Scattershot ricochet ability.
> > > >
> > > > So let’s apply the same logic 343 used when making the Heatwave:
> > > > The Heatwave is NOT a shotgun. It’s pellets fire in a spread, but it is not a CQC-only weapon. The Heatwave took the Scattershot’s gimmick (bouncing rounds) and turned it into the primary method of dealing damage.
> > > >
> > > > The Shock Rifle should NOT be a high damage rifle. Instead its primary fire should act as a delivery system for its secondary damage. Lower the primary damage to be a 3-4 shot body kill, no headshot multiplier (maybe, and I mean MAYBE, increase the magazine size to 6). Increase the arc damage by a lot. Essentially, the Shock Rifle would be used to ping a player, turning them into a walking kill zone for their allies for a few seconds, but leaving the initial target relatively unharmed. Maybe it could even chain with the new dynamo grenades.
> > > >
> > > > This would have a few interesting effects on gameplay. It would force the “infected” player to distance himself from his friends or vice versa. It could also force enemies out of an objective. As it stands now, the gun seems to nuke the “lightning rod” out of existence while giving a little jolt to nearby enemies. I believe the gun should function as a team disruption device.
> > > >
> > > > NOTE: I have not played the flights. I’ve only observed streamers and YTers play it and use the weapon. That said, any numbers I’ve used here may be wrong. Please correct me.
> > > >
> > > > NOTE II: I am not a game dev, nor do I know anything about it. So this idea may be busted af and not suitable for the game. It’s just an idea I thought of to make the gun more interesting.
> > > >
> > > > Tell me what you think.
>
> It’s literally a OHK to the head. I honestly don’t know why you’re defending it in its current state. It’s not unique enough to justify its place in the game. The unique traits it has become so negligible because it’s too effective at killing players. This isn’t negotiable at all.

Why does everything have to be “defending” on these forums? It could be that I just like it? I truly think it is quite unique and I highly enjoy the design. The usage feels different to me in a good way. I don’t care what is negotiable to you so I’m not sure why you stated that. I’m not trying to convince you. I’m giving my opinion lol

> 2533274792737987;7:
> > 2535470395434446;6:
> > > 2533274792737987;4:
> > > > 2535470395434446;3:
> > > > > 2533274979963735;1:
> > > > > To start off: I love the Shock Rifle. It’s a very creative and cool weapon that Halo has never seen.
> > > > >
> > > > > But I think 343 got it backwards. Let me explain.
> > > > >
> > > > > From what I have seen of it so far, it’s a precision, headshot capable weapon, that can kill in 1 headshot or 2 body shots, just like a sniper. It also has a scope. What sets it apart, however, is its ability to chain damage to other nearby players. That is a cool function, but the high primary damage the weapon deals makes the “alt-fire” redundant/obsolete. Shooting a full health spartan twice is enough to kill them, leaving you without a lightning rod, forcing you to kill the second spartan by normal means. Look at 343’s demo of it. Not a single bot on the firing range was killed by secondary damage. I’m not saying the arcing has to melt players, but as the gun functions now, it really feels like an unreliable way to kill players. It’s an afterthought like the Scattershot ricochet ability.
> > > > >
> > > > > So let’s apply the same logic 343 used when making the Heatwave:
> > > > > The Heatwave is NOT a shotgun. It’s pellets fire in a spread, but it is not a CQC-only weapon. The Heatwave took the Scattershot’s gimmick (bouncing rounds) and turned it into the primary method of dealing damage.
> > > > >
> > > > > The Shock Rifle should NOT be a high damage rifle. Instead its primary fire should act as a delivery system for its secondary damage. Lower the primary damage to be a 3-4 shot body kill, no headshot multiplier (maybe, and I mean MAYBE, increase the magazine size to 6). Increase the arc damage by a lot. Essentially, the Shock Rifle would be used to ping a player, turning them into a walking kill zone for their allies for a few seconds, but leaving the initial target relatively unharmed. Maybe it could even chain with the new dynamo grenades.
> > > > >
> > > > > This would have a few interesting effects on gameplay. It would force the “infected” player to distance himself from his friends or vice versa. It could also force enemies out of an objective. As it stands now, the gun seems to nuke the “lightning rod” out of existence while giving a little jolt to nearby enemies. I believe the gun should function as a team disruption device.
> > > > >
> > > > > NOTE: I have not played the flights. I’ve only observed streamers and YTers play it and use the weapon. That said, any numbers I’ve used here may be wrong. Please correct me.
> > > > >
> > > > > NOTE II: I am not a game dev, nor do I know anything about it. So this idea may be busted af and not suitable for the game. It’s just an idea I thought of to make the gun more interesting.
> > > > >
> > > > > Tell me what you think.
> >
> > It’s literally a OHK to the head. I honestly don’t know why you’re defending it in its current state. It’s not unique enough to justify its place in the game. The unique traits it has become so negligible because it’s too effective at killing players. This isn’t negotiable at all.
>
> Why does everything have to be “defending” on these forums? It could be that I just like it?

What on earth are you rambling on about? Why does everything have to be ‘defending’ ?? Ummm, I don’t know, maybe because that’s the definition of what you were doing…have you not looked in a dictionary before?

Also, it’s not about what is negotiable to me, it’s about what is factual, something you very conveniently ignore. You are quite frankly clutching at straws to argue that the shock Rifle is very unique. It’s an emotional argument and not based on anything remotely objective

> 2535470395434446;8:
> > 2533274792737987;7:
> > > 2535470395434446;6:
> > > > 2533274792737987;4:
> > > > > 2535470395434446;3:
> > > > > > 2533274979963735;1:
> > > > > > To start off: I love the Shock Rifle. It’s a very creative and cool weapon that Halo has never seen.
> > > > > >
> > > > > > But I think 343 got it backwards. Let me explain.
> > > > > >
> > > > > > From what I have seen of it so far, it’s a precision, headshot capable weapon, that can kill in 1 headshot or 2 body shots, just like a sniper. It also has a scope. What sets it apart, however, is its ability to chain damage to other nearby players. That is a cool function, but the high primary damage the weapon deals makes the “alt-fire” redundant/obsolete. Shooting a full health spartan twice is enough to kill them, leaving you without a lightning rod, forcing you to kill the second spartan by normal means. Look at 343’s demo of it. Not a single bot on the firing range was killed by secondary damage. I’m not saying the arcing has to melt players, but as the gun functions now, it really feels like an unreliable way to kill players. It’s an afterthought like the Scattershot ricochet ability.
> > > > > >
> > > > > > So let’s apply the same logic 343 used when making the Heatwave:
> > > > > > The Heatwave is NOT a shotgun. It’s pellets fire in a spread, but it is not a CQC-only weapon. The Heatwave took the Scattershot’s gimmick (bouncing rounds) and turned it into the primary method of dealing damage.
> > > > > >
> > > > > > The Shock Rifle should NOT be a high damage rifle. Instead its primary fire should act as a delivery system for its secondary damage. Lower the primary damage to be a 3-4 shot body kill, no headshot multiplier (maybe, and I mean MAYBE, increase the magazine size to 6). Increase the arc damage by a lot. Essentially, the Shock Rifle would be used to ping a player, turning them into a walking kill zone for their allies for a few seconds, but leaving the initial target relatively unharmed. Maybe it could even chain with the new dynamo grenades.
> > > > > >
> > > > > > This would have a few interesting effects on gameplay. It would force the “infected” player to distance himself from his friends or vice versa. It could also force enemies out of an objective. As it stands now, the gun seems to nuke the “lightning rod” out of existence while giving a little jolt to nearby enemies. I believe the gun should function as a team disruption device.
> > > > > >
> > > > > > NOTE: I have not played the flights. I’ve only observed streamers and YTers play it and use the weapon. That said, any numbers I’ve used here may be wrong. Please correct me.
> > > > > >
> > > > > > NOTE II: I am not a game dev, nor do I know anything about it. So this idea may be busted af and not suitable for the game. It’s just an idea I thought of to make the gun more interesting.
> > > > > >
> > > > > > Tell me what you think.
> > >
> > > It’s literally a OHK to the head. I honestly don’t know why you’re defending it in its current state. It’s not unique enough to justify its place in the game. The unique traits it has become so negligible because it’s too effective at killing players. This isn’t negotiable at all.
> >
> > Why does everything have to be “defending” on these forums? It could be that I just like it?
>
> What on earth are you rambling on about? Why does everything have to be ‘defending’ ?? Ummm, I don’t know, maybe because that’s the definition of what you were doing…have you not looked in a dictionary before?
>
> Also, it’s not about what is negotiable to me, it’s about what is factual, something you very conveniently ignore. You are quite frankly clutching at straws to argue that the shock Rifle is very unique. It’s an emotional argument and not based on anything remotely objective

Emotional argument? Lol. You are fishing for reactions at this point. Come back when you can have a mature conversation.

> 2533274805469694;5:
> If you and your posse roll up on an enemy fireteam, and one of you is poppin shock rifle shots, you are effectively killing your target while dealing AOE damage that your teammates can cleanup.
>
> I believe this is the intended function: It’s a teamwork weapon that is still functional in 1v1 scenarios.

Absolutely. I have no problem with it being effect in 1v1 scenarios, but that doesn’t mean it has to be a 1HK. The BR is like a 4-5 headshot and it’s is probably the most effect 1v1 weapon in the sandbox for over 17 years now. Right now, its base power is just so high that the true gimmick of the weapon is undermined. Supposedly it has some effects on vehicles (and flags?), but I haven’t seen those yet.

But I agree with you, as a teamwork weapon, it works. But as a crowd control weapon, it doesn’t. And maybe that wasn’t the intended purpose and I’m thinking too much, but I feel like crowd control could be more fun.

> 2535470395434446;3:
> > 2533274979963735;1:
> > To start off: I love the Shock Rifle. It’s a very creative and cool weapon that Halo has never seen.
> >
> > But I think 343 got it backwards. Let me explain.
> >
> > From what I have seen of it so far, it’s a precision, headshot capable weapon, that can kill in 1 headshot or 2 body shots, just like a sniper. It also has a scope. What sets it apart, however, is its ability to chain damage to other nearby players. That is a cool function, but the high primary damage the weapon deals makes the “alt-fire” redundant/obsolete. Shooting a full health spartan twice is enough to kill them, leaving you without a lightning rod, forcing you to kill the second spartan by normal means. Look at 343’s demo of it. Not a single bot on the firing range was killed by secondary damage. I’m not saying the arcing has to melt players, but as the gun functions now, it really feels like an unreliable way to kill players. It’s an afterthought like the Scattershot ricochet ability.
> >
> > So let’s apply the same logic 343 used when making the Heatwave:
> > The Heatwave is NOT a shotgun. It’s pellets fire in a spread, but it is not a CQC-only weapon. The Heatwave took the Scattershot’s gimmick (bouncing rounds) and turned it into the primary method of dealing damage.
> >
> > The Shock Rifle should NOT be a high damage rifle. Instead its primary fire should act as a delivery system for its secondary damage. Lower the primary damage to be a 3-4 shot body kill, no headshot multiplier (maybe, and I mean MAYBE, increase the magazine size to 6). Increase the arc damage by a lot. Essentially, the Shock Rifle would be used to ping a player, turning them into a walking kill zone for their allies for a few seconds, but leaving the initial target relatively unharmed. Maybe it could even chain with the new dynamo grenades.
> >
> > This would have a few interesting effects on gameplay. It would force the “infected” player to distance himself from his friends or vice versa. It could also force enemies out of an objective. As it stands now, the gun seems to nuke the “lightning rod” out of existence while giving a little jolt to nearby enemies. I believe the gun should function as a team disruption device.
> >
> > NOTE: I have not played the flights. I’ve only observed streamers and YTers play it and use the weapon. That said, any numbers I’ve used here may be wrong. Please correct me.
> >
> > NOTE II: I am not a game dev, nor do I know anything about it. So this idea may be busted af and not suitable for the game. It’s just an idea I thought of to make the gun more interesting.
> >
> > Tell me what you think.
>
> I agree with you to an extent. Its base damage is so high it’s literally just a glorified sniper at this point, and I was expecting it to fill more of a niche role instead of its unique functionality being more of an afterthought.
>
> I wish they’d enhance the chaining mechanic, explore some form of stun mechanic i.e disabling sprint for a short period by all those who are shocked and/or tick damage over time for a few seconds after you’re shot (thus delaying shield recharge). At least then weapon wouldn’t have to be the destructive machine it is at the moment, its utility would be truly unique.

I like that shield delay effect. Even if you don’t kill a player before they run away, you can take them out of the fight longer while they hide and wait to recharge. Could be good for objective modes maybe.

> 2533274979963735;1:
> To start off: I love the Shock Rifle. It’s a very creative and cool weapon that Halo has never seen.
>
> But I think 343 got it backwards. Let me explain.
>
> From what I have seen of it so far, it’s a precision, headshot capable weapon, that can kill in 1 headshot or 2 body shots, just like a sniper. It also has a scope. What sets it apart, however, is its ability to chain damage to other nearby players. That is a cool function, but the high primary damage the weapon deals makes the “alt-fire” redundant/obsolete. Shooting a full health spartan twice is enough to kill them, leaving you without a lightning rod, forcing you to kill the second spartan by normal means. Look at 343’s demo of it. Not a single bot on the firing range was killed by secondary damage. I’m not saying the arcing has to melt players, but as the gun functions now, it really feels like an unreliable way to kill players. It’s an afterthought like the Scattershot ricochet ability.
>
> So let’s apply the same logic 343 used when making the Heatwave:
> The Heatwave is NOT a shotgun. It’s pellets fire in a spread, but it is not a CQC-only weapon. The Heatwave took the Scattershot’s gimmick (bouncing rounds) and turned it into the primary method of dealing damage.
>
> The Shock Rifle should NOT be a high damage rifle. Instead its primary fire should act as a delivery system for its secondary damage. Lower the primary damage to be a 3-4 shot body kill, no headshot multiplier (maybe, and I mean MAYBE, increase the magazine size to 6). Increase the arc damage by a lot. Essentially, the Shock Rifle would be used to ping a player, turning them into a walking kill zone for their allies for a few seconds, but leaving the initial target relatively unharmed. Maybe it could even chain with the new dynamo grenades.
>
> This would have a few interesting effects on gameplay. It would force the “infected” player to distance himself from his friends or vice versa. It could also force enemies out of an objective. As it stands now, the gun seems to nuke the “lightning rod” out of existence while giving a little jolt to nearby enemies. I believe the gun should function as a team disruption device.
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> NOTE: I have not played the flights. I’ve only observed streamers and YTers play it and use the weapon. That said, any numbers I’ve used here may be wrong. Please correct me.
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> NOTE II: I am not a game dev, nor do I know anything about it. So this idea may be busted af and not suitable for the game. It’s just an idea I thought of to make the gun more interesting.
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> Tell me what you think.

What if you throw a grenade in between 4 people then shoot one of the with the shock rifle. Is it even in the flight on any of the levels?