Not sure where to put this where Bungie will see it (can someone please link me to a suggestions thread/section if there is one) but please give feedback and your opinions about this idea.
New Ideas:
Limit how many people can use one loadout at once. Custom multiplayer and firefight could greatly benefit from a new option that can be set for each equipment loadout that allows the creator to put a limit on how many people from that team can use that loadout at one time. This could be added to some match-making games too but would require beta testing in separate playlists, while beta testing new systems like this would be time consuming, it could be very productive.
Either way it would be a nice feature to have in custom games (both multi and firefight).
Weapon Balancing:
TL;DR at very end.
Sniper Rifle ammo in Firefight:
In firefight, both in matchmaking and in your average custom match (obviously not including some of the more frantic and heavily edited game types with over-shields and weapon damage set to higher values) the Elite Ultras are very difficult to snipe – taking three consecutive headshots to kill them on heroic. This wouldn’t be a big problem, but the ammo you get in your sniper when you spawn (custom load out) is very low (12 rounds total) and runs out very quickly.
Giving the sniper the ability to refill ammo from the ammo crates would fix this, but could also lead to an over use of the sniper which, while on heroic against a pair or more of elites (even minors) up close and in your face is still very difficult to use, it could be considered slightly overpowered, especially when using it against brutes or there are vehicles marauding the map as you now don’t have to make every shot count.
Another option would be to just give the sniper rifle max ammo (24) in firefight (multiplayer matchmaking and campaign remain unchanged) because this will still force players to make every shot count and not just spam body shots like they would with unlimited ammo switched on or an unlimited supply from the ammo crates. This can’t really be considered over powered even with 24 shots total, as I can kill all the grunts jackals and skirmishers with max 2 shots from my scoped pistol/DMR much easier, and ultras still take 3 headshots, officers take 2, minors 1 but all elites are very erratic and difficult to hit, and brutes, while only requiring one headshot generally chose to rush your position and fight in close quarters with other brutes, and as long as they are successful you will be put in a very difficult situation.
I think it would be best to leave the actual damage stats completely unchanged as the weapon has done well staying balanced over the years of the halo experience both online and off, giving the sniper rifle max ammo upon spawn (whether from load out or weapon drop) is definitely the best, most balanced and easy to implement options to fix this issue. Worth noting that there is no temporary fix for this ammo shortage either, having both primary and secondary weapons as a sniper still spawns you with 12 rounds rather than double.
Plasma Repeater ammo in All Game Modes:
The plasma repeater is a great addition to the halo reach arsenal and has earned itself a spot in my ‘make a mad rush at the start of each round for’ list and normally there is not much of a contest for this weapon as many overlook it, saying it’s rubbish or underpowered. Nonsense I say it has perfect power although I will admit its unique projectile speed and unforgiving penalties for overuse (slowed rate of fire, even with increased accuracy by now the bloom/recoil is very high and less accurate) made it difficult to master without the help of the elites’ targeting aid (awesome idea btw). The one thing about this weapon making it impractical as a covenant counter-part to the assault rifle is its ammo. Considering ammo cannot be picked up, there is no ‘weapon charging station’ in game and the rarity of new replacement plasma weapons on the online battlefield (two on map < 3 out of 4 dropped by brute pack in firefight/campaign) puts all plasma weapons at a disadvantage usually offset by their effectiveness against shields.
This is not the case for the plasma repeater, it uses up its ammo twice as fast as the plasma rifle. The repeater can shoot a maximum of 200 shots, the rifle 400. The developers have done a great job adding in this weapon and balancing it to fit in alongside the plasma rifle, unlike the brute plasma rifle in halo 2 and ODST which while on paper probably was balanced, it certainly didn’t feel it ingame. To fix the issue of the plasma repeater’s ammo shortage, I suggest not upping its power or accuracy or decreasing overheat speed (in other words giving a boost/buff to the repeater). In the event of a plasma rifle vs plasma repeater battle the weapons are perfectly balanced with slight ups and downs in their own respects but not to the extent where skill is not the overall most important factor. Giving the plasma repeater the ammo efficiency of the plasma rifle (4 shots = 1%charge) would not upset the balance in battle but would make the plasma repeater a practical option to pick in elite slayer or invasion when before it was shied away from due to its tendency to run out of ammo very quickly.
TL;DR
Sniper rifles in firefight spawn (through custom loadouts and through weapon pickups “ordinance” ) don’t spawn with enough ammo (only 12 out of a max of 24) considering they do not benefit from the ammo resupply crates throughout each map.
— Newly spawned sniper rifles in firefight should have 24/24 ammo to make them more practical to use.
Plasma repeater is very well implemented into the game and is perfectly balanced against assault rifle and even plasma rifle in combat, but due to its low ammo efficiency (max 200 shots per weapon as opposed to the plasma rifle’s 400) it is also impractical to use. Giving it more max ammo to use won’t make it over powered in any battles with other weapons compared to how it used to be, but will make it a practical option for those planning more than 3 or 4 kills ahead (all game modes).
— The plasma repeater should use 0.25% charge each round instead of 0.5% just like the plasma rifle does, to make the weapon a practical choice and stop it from being over looked.
So yeah, please give your feedback 