This post is slightly lengthy, but it brings to light an important point about the weapon sandbox of the Halo games.
As Halo 4 approaches, it is seemingly natural to reflect on aspects from previous installments which worked and those that did not. I am here to talk about one of those aspects which, ever since Halo CE, has not worked, and hopefully bring enough light to the issue to make a difference.
So, with that said, let’s talk about automatic weapons.
The only Halo title which features automatic weapons which were useful is Halo Combat Evolved. The MA5B was an extremely versatile, 60 round magazine assault weapon useful in almost any encounter, except maybe against the Flood. At its worst, it served as a means of suppressive fire. The Plasma Rifle, on the Covenant side, was also a fierce automatic weapon; it would cut through shields like tissue paper and would truly leave the scorching effect of plasma fire on its victims.
Unfortunately, this all went downhill in every Halo installment afterwards. Let’s take a look at each Halo game subsequent.
Halo 2
The emphasis on automatic weapons itself was reduced in Halo 2, with the omission of the Assault Rifle. Instead, the Battle Rifle took center stage, and the SMG served as the new primary automatic weapon. Unfortunately, it had a laughably short range, and was only truly effective at said range while dual-wielded. The Plasma Rifle, while still useful against shields, hardly made a versatile primary like the Plasma Rifle in CE.
Halo 3/ODST
The Assault Rifle makes its return. But the beloved MA5B from CE is replaced by a BB-gun known as the MA5C. While given more accuracy and range, the smaller magazine size and nigh-uselessness on higher difficulties made it a quick swap-out for a Battle Rifle. It fared no better in ODST. Furthermore, even the silenced SMG in ODST was pretty ineffective; enemy shields on the heroic difficulty would take clips of ammo before failing, and it also had an ammo deficit. Plasma weapons in both ODST and Halo 3 became nigh-useless, except for a “noob-combo” here and there.
Halo: Reach
The Assault Rifle was back, and this new installment, the MA37, featured excellent sound design, reminiscing to Halo CE’s Assault Rifle. However, when it came to actual use, it was not the versatile MA5B from CE. With bloom added, the range of the Rifle was point-blank, and it did not do sufficient damage to be practically fired in bursts on the higher difficulties in the campaign. It was swapped out with a DMR or even Plasma Pistol. It would take nearly half a clip to kill a Grunt with the MA37 on the heroic difficulty. The Plasma Repeater suffered similar problems; while incredibly deadly at point-blank range, its rapid reticle expansion made it completely useless in battle, unless in the hands of a very skilled gunman.
The trend:
The systematic waning (“nerfing”) of automatic weapons in subsequent Halo games.
In Halo 4, it is already confirmed the Assault Rifle will make a return, and it already sounds very powerful. However, Reach’s Assault Rifle sounded powerful too, but it also disappointed. Here are a couple of guidelines for ensuring the automatic weapons in Halo 4 are weapons worth using in the campaign and multiplayer.
-
Do not inhibit their range to an extent which renders them useless at anything other than point-blank.
-
Make them powerful at medium range, and make it nigh-impossible to be beaten by a riflemen at point blank if one has an Assault Rifle, Plasma Rifle (if it is in Halo 4), or a Forerunner automatic weapon.
-
Ensure that they kill enemies in the campaign in reasonable amounts of rounds. It should not take half a clip to kill a basic infantry unit such as a Grunt.
-
Revitalize the plasma weaponry so that it may destroy unshielded opponents; on basic scientific principle, this should be the case.
-
Do not make their reticles expand so as to make the weapons useless (see #1).
If need be, the marksman weapons could be given a slight strength-buffer to ensure they fill their role in the sandbox. But please do not make this another Halo 2 or Halo 3, where it is preferable to beat the enemy to death than to pick up an automatic weapon.