> Tell me what you guys like/dislike about these ideas. Most of them are all-new weapons, while some of them are redesigns of older weapons.
> Fires a powerful rocket in a heavy arc trajectory, very useful for firing over obstacles and low cover. It has a very wide blast radius, but the projectile makes a very loud whining noise when shot. Perfect for defending your home base. It would often be featured in CTF (where defense plays a very pivotal war), and would also be great on the more flat maps that come with a lot of cover.
This would only work if it was a fixed object on a map that you could activate. Carrying a typical mortal shooter around is too similar to the Battlefield series and it works for those games because they have highly destructible environments and very quick kill times.
We already have Incineration Cannon.
Better suited as a charge-up weapon akin to Reach’s Plasma Launcher. Best suited to BTB and/or Heavies
> Double Barrel Shotgun
> Has to reload after every shot.
It’s the 26th century and we still haven’t engineered a pump or semi-auto double barreled shotgun? Maybe turn it into a Covenant plasma shotgun that overheats after every shot.
> A replacement for the SAW. It has one endless magazine of 300 rounds (no reloads required), and it’s extremely powerful. However, it has a brief spin-up time before firing, and there’s a 20% movement speed reduction while spinning the barrel or firing. It’s also very loud, giving away your position and attracting enemies. It also has pretty high recoil. However, all of these cons are nullified because of the weapon’s raw power and firing rate. The weapon is great for covering fire, support, and area denial, but sucks on the pure offensive.
We already have turrets that we can carry around. This wouldn’t be a spawn-weapon anyway so why make another weapon so similar to another that does the same thing? Let’s just have many types of turrets. The single barrel Halo 4 kind with more accuracy, and the Halo 3 Gatling gun kind with faster rate of fire.
> “juggle” airborne enemies, by consistently making successful hits.
The juggle effect ruins the movement aspect of the game being caught in a juggle that you cannot get yourself out of goes against Halo’s style of being able to move freely, to strafe and retreat to a better position. This kind of seems like a nerfed sticky detonator in a way. I say cut it.
> Sentinel Beam (reworked)
> Functions similarly to the Lightning Gun from Quake 3 Arena.
Just have the original sentinal beam.
> Assault Rifle (reworked)
> Has very little bullet spread, which is a stark contrast to previous iterations in the weapon. It can even be fired accurately up to mid range. Instead, it has massive recoil, which makes the AR less about spray and pray, and more about recoil management and player tracking. Perfect way to transform the AR from being a noob weapon, to a fairly competitive weapon that takes quite a bit of skill to use. It would also have an underbarrel grenade launcher that sends frag grenades flying farther and faster, utilized by pressing down the left trigger with the frag grenade selected. The launcher would have minor delay (slight less than half a second) and would be fairly hard to hit with due to the extreme bounciness, but if mastered, it would be very useful for trickshotting and dealing out some critical damage.
Halo guns don’t have second guns attached to them like modern fps shooters. Halo is about simplicity, so no grenade launchers on full auto guns. If we want frag grenades to go farther we can just aim up and throw them clear across most maps already. In my opinion, keep the damage of the AR from 4’s title update and give it the SAW’s accuracy/bloom. The SAW should have had lots of bloom like the Suppressor, but it’s the next most accurate gun in the game after the BR. I would have changed 4’s bloom like this: AR: SAW Bloom. SAW: Suppressor Bloom. Plasma Repeater: AR Bloom. Suppressor: Plasma Repeater Bloom. That was the main problem that I had with 4’s automatics.
> Battle Rifle (reworked)
> This version would differ from previous BRs in that it would switch to a semi-automatic firing while zoomed, which increases accuracy but slows down the rate of fire. The semi-automatic mode would be comparable to how the DMR functions, and thus would result in this BR effectively replacing the DMR (considering that this BR is both weapons in one). This would be good for competitive play as there wouldn’t be massive spread for long range combat, thus meaning there’d be significantly less randomness during long-range BR duels.
The Lightrifle does exactly this. It makes sense for that gun because while zoomed the 3 burst bullets fuse into one big one because it’s Forerunner technology. To keep with the more “realistic” UNSC theme, your firing-mode switch BR would actually need to increase it’s fire rate while zoomed to that of the Covenant Carbine since UNSC weaponry doesn’t change caliber like Forerunner guns do. A 4-shot-kill BR shoots 12 bullets, can you imagine the frustration in needing to single-shot someone twelve freaking times while scoping? It’s already frustrating enough to have to shoot someone 7 or more times with the Covenant Carbine. No one would use the scope on your BR. Sorry, we’ll just keep the old BR. They can just ditch the old DMR entirely and we can have BR and Lightrifle.
> Silenced Sniper Rifle
The Covenant Beam Rifle is already a “silenced” weapon since we only hear a little “pew” instead of a bang.
> Heavy Plasma Rifle
> A more beastly, upgraded variant of the standard plasma rifle. It fires large plasma balls (no joke intended) and thus is significantly harder to dodge. It also deals higher damage, but this comes at the cost of a slower projectile speed (not too terrible, but you’d still need to lead your shots a lot of the time). It’d be perfect to spam in doorways or tight corridors, where movement is more restricted.
Reminds me of the Concussion Rifle. Seems like it would be like a Plasma Repeater shooting bolts like the CR but rapid fire and weaker. Nah, we’ll just stick with the CR.
> Grappling Hook
> It would deal no damage, so it would be useless for combat, but would be the perfect maneuvering tool. It would allow you to fly across the map by grappling onto walls. Now while this may seem broken to some of you, it would be significantly balanced than the jetpack. Firstly, you wouldn’t spawn with it, you’d have to memorize its spawn time and fight for it on the map, just like you would do for a rocket launcher. Secondly, while it grants you extreme mobility, keep in mind that this comes at the cost of it taking up one of your two weapon slots, so it would limit your combat capabilities in exchange. It would be perfect for objective-based game modes.
So, grab the sniper and the hook and become an untouchable god in otherwise unreachable and/or glitched parts of the map? No thanks.
> Vortex Cannon
> Calls forth a shadowy orb of death after a .8-second charge up period. It moves relatively slow but when it makes contact with a surface, it erupts in a large shockwave/explosion, killing all players within its vicinity. From the shockwave emerges a blackhole, which sucks players in. Contact with the blackhole results in death. The blackhole then disappears after a while. The weapon comes with very low ammo (1-2 shots).
I’d rather pick up rockets or an incineration cannon. More versatile.