Sandbox wishlist

I’m loving this game. Gameplay feels great (on PC controller at least) and the sandbox and map design is awesome.

I do have some suggestions for improving/rebalancing the sandbox, and after the late night gaming sandbox video and reading the opinions of others I don’t think I stand alone.

Some changes and additions will directly improve and add to the sandbox.

Other additions and resurrections of fan favorites, that will overlap and potentially create balance issues in ranked/competitive settings, I think should be added to more social playlists, firefight, campaign etc in the form of an expanded/req weapon sandbox. These will be listed separately.

Rebalancing:

Ravager - charged shot feels great, alternative to plasma pistol charged shot but with area of effect and damage over time. Primary fire could be improved however. I think the weapon needs a larger splash damage area, player impulse / concussion like the brute shot had, and perhaps a slight buff to raw damage for direct shots (I believe the blam/slope space engine have damage values for both the projectile itself and the splash damage. But the primary fire shouldn’t be so overpowered like it was before that it loses the focus on its utility for area denial, shield stripping, area of effect disruptive ability against groups and vehicles, etc…

Assault rifle - I personally like how this weapon is now viable on its own while still being outplayed by skillful br users, especially at midrange and beyond, but people are polarized on this take on the ar. A good compromise would be to increase the skill requirement for it, without any major nerfing to damage or range. If it had increased but predictable recoil, and maybe slightly higher bloom with prolonged fire, we would be encouraged to burst fire and be forced to compensate for recoil, increasing the difficulty of just mowing people down without the need to remove any of its raw potential and utility. It will still have great potential in skilled hands, and not be inaccessible to new players, but will allow other sandbox items a better chance to shine.

Plasma pistol - needs a primary fire buff to damage across the board, inline with CE I think. No need for headshot multiplier, but should strip shields really quickly and have half decent damage to flesh too, while not outshining bullet weapons against flesh.

Pulse carbine - remove tracking from primary fire, keep tracking for aiming down sights. This will give it more potential up close, but only in skilled hands capable of leading the awkward projectiles. Currently it feels like it only serves a very specific niche where it melts people at mid range caught in the open, but doesn’t feel useful against competent players moving from cover to cover in ranked. It seems to only be viable in btb type scenarios now. This rebalance would make it viable while still difficult up close fighting from cover.

Shock weapons need a buff to chain lightening damage to highlight this feature and encourage it.

Commando could use some additional aim assist/red reticle range to compete with the BR.

Stalker rifle needs scope glare removed entirely. It’s not a one shot kill and doesn’t need this handicap. Already very easy to descope after being shot due to obvious projectile contrails.

Bulldog rate of fire could be increased slightly to differentiate it from the much desired OG CE pump shotgun.

Rocket launcher. The rockets are slow and difficult to land on vehicles at range, and therefore shouldn’t be needed against vehicles. Bring back the high vehicle damage from previous games, it won’t steal the spotlight from the skewer which is drastically different in function.

Banshee needs major health and damage resistance buff.

Everything but the ghost and wasp really need buffs IMO. (Would also love an OG btb style alternative where the heavy vehicles aren’t limited to late stage RNG, even if the current btb version remains as well).

New/returning weapon ideas:

Spiker - mangler like slower moving projectiles with bullet drop, high damage and rate of fire (more than the AR) but considerable spread and recoil. Close range shredder that requires careful recoil control, and a spread that limits longer range use. Knife blade for mangler like melee buff.

Fuel rod gun. Bring her back, just give her shots more of an arc/lobbing like function, like CE/reach evolved mod.

Sticky detonator - awesome and unique, bring it back.

Pump action OG CE shotgun. With the damage and range of the CE shotgun, and the slower rate of fire and loading times (but with the individual shell loading feature) this weapon will fit into the sandbox beautifully.

Gauss hog and heavy turret (think human shade emplacement, not a detachable). Gauss hog was awesome in btb and campaign.

Falcon - air warthog, what more could you want?

Expanded/req weapon sandbox additions:

Carbine - low damage low recoil high rate of fire semi automatic. With or without a scope. Unique function despite being a little redundant with both the stalker rifle and commando borrowing some of its function in their own way. Could work in official or req sandbox I think.

LMG - I’m personally not a fan, I feel it was just an assault rifle but better, only balanced with the limited ammo availability and power weapon status. But I see that the files are still in game in an unfinished state, and if it is being added (as many others are wanting) I would like to see it really differentiated from the AR. Obviously larger magazine and slower reload times, but different firing characteristics too. If the AR is given a predictable recoil pattern but a small spread, this weapon could have some stronger recoil and more bloom, but longer range and increased damage. That way it feels like a skill based power weapon that isn’t just free kills.

Railgun - similar to skewer, but no blade or scope, and requirement to charge up the shot, but the added area of effect

People also loved the grenade launcher, but I personally feel it has had its firing mode utilized by the cindershot primary fire and its emp function used by shock weapons, so don’t know that it has a

Beam rifle - the ability to rapidly follow up, and the overheat cool down mechanic is variety enough from the sniper, even if only in the expanded req sandbox.

Brute shot / concussion rifle

I would love to hear what others have to say about these suggestions, love to hear the changed and additions others want (and why), and would love to get this thread some major interactions so it can become the sandbox wishlist thread 343 get to see.

Much love and I hope everyone is enjoying the game. Feels awesome - shame about the more freemium type monetisation issues but I think 343 has really listened and poured their soul into the gameplay and created a great halo game, quite possibly the best, and certainly the best since 3.