True Weapon Balance: No One Weapon Rules All

Since we really don’t know if there are any Covenant weapons in Halo: 4, and we don’t know any of the new weapons, this post will be all about the human weapons featured in Halo: 3. Most specifically the basic weapons like the SMG, Shotgun, Assault Rifle, and Battle Rifle. (Power Weapons are supposed to rule all weapons, thats why they’re scarce and have long respawn times with low ammo count.) I’ll also go into shields, reloads, recoil, and much much more. There is no TL;DR, because it’s extremely hard to summarize it all. Here we go.

(Just to help, here’s the ranges. Intervals in between is where it’s anybody’s kill.
Close Range: 0-30 Meters (Just past motion tracker range)
Medium Range: 50-100 Meters
Long Range: 200-400 Meters
Extreme Range: 500-Beyond
The ranges in between, say the 20 meters in between close and medium range would be where a close range weapon and a medium range weapon would both have an equal chance of killing each other.)

-The Battle Rifle
First of all, I would like to display my idea of how the Battle Rifle should be in Halo: 4. It should have three round bursts, and single shot fire. For three round bursts, the optimal range would be Medium Range. With the semi-automatic the optimal range would be Medium to Long Range. The Reticle for the BR in three round burst (TRB Mode) would about the same size as the reticle size for the DMR. It would be harder to aim at close range then any other range. The Single Shot (SS Mode) would have a reticle slightly larger than the current Sniper Rifle (Halo Reach Sniper) making it nearly impossible to accurately place shots at very close range, and hard to place mid-range shots. Long Range would be aided by the use of a high powered scope capable of up to 10x Zoom in SS Mode, and 4x Zoom in TRB Mode. It would take ten shots to kill a fully shielded Spartan. (3 1/3 Bursts, 10 shots) This would make the Four Shot BR again. For TRB Mode, there would be a slight delay in between bursts, about long enough for one bullet from an assault rifle to fire. The SS Mode would have a fire rate fast enough to kill at the exact same time as the TRB Mode. This means that if two people were to stand at the exact same spot, with someone exactly 5 Meters away, one person using TRB Mode, the other SS Mode, the tenth shot will always impact and kill the player at the exact same time for each mode. This makes the only difference between the modes the accuracy and range. You wouldn’t be able to kill as easily at medium range with SS Mode as you would with TRB Mode, same with long range.

-The Assault Rifle
This weapon was largely defeated by the Battle Rifle in Halo 3. Someone with enough skill could kill an AR Rusher easily with the BR. Even if the AR user fired first, the majority of the time, the BR user would make a fool out of the AR User. We all know the AR is most capable of a kill in Close Range, with Medium Range being more difficult. With the idea I proposed above, the BR should no longer be a ruler of all weapon, and be a Mid to Long Range gun. This means the AR can now have a chance to take out a BR user at Close Range. But what if it goes against a BR at point blank? Which will kill better? Well, how about have the 9 shots to pop the shields, and then an extra three to kill the target putting it at 15 shots to kill someone. (This would be the same for the BR if you only got body shots) However, if you read closely, I stated that the BR would have a small pause large enough for one bullet of an assault rifle to fire. This would put it at three extra shots in the time it would take for a BR at TRB Mode to pop someones shields. Coupled with that is the ability for the AR to fire four shots in the time it takes for the BR to send a three round burst. This means that at close range, if two players stood 5 meters away facing each other, one with a BR on TRB Mode and one with an AR, and they both fired at the same time, the AR Player would Kill the BR player first without sustaining any health damage. The only damage would be his shields would be down. However, to do a kill like this the player would have to have the player being covered by the reticle, with no part of the reticle on the outside of the player. At that point you would run the risk of bullets missing the player. With this a player is guaranteed two kills if they aim correctly.

-The Magnum
This gun has gone through many stages in the series of Halo. It went from an Automatic gun usually found being used by Jesus’s personal military, to a gun where you could eat a burger between shots, to a high recoil, low ammo, scoped almost death ray but not quite there yet type of weapon. Here’s my proposal for the Halo: 4 Magnum. Close to Mid-range weapon, four shots to pop shields then one to the head. (Or four to the body) The rate of fire would put it at a kill slower than the Assault Rifle, yet faster than a BR, provided your at close range. The reticle size would be about the same size as in Halo: 3.

-The SMG
I’ll keep this very short, since there’s not much to say about the SMG. It’s range would be about 15 Meters at the most, with high recoil. It would take shields down quick, yet struggle at taking down the health. This is where Dual Wielding would be a strategy. It would kill a little faster than an AR if dual wielded, yet alone it would kill slower than a BR.

-The Sniper Rifle
I’m sure you noticed that the SS Mode on the BR would pose a threat to snipers. Now, I never really felt that the Sniper was much of a Sniper in previous games. Sure it was able to take out targets at good ranges, but it never really was able to take targets out at more than a thousand meters or so. If I’m not mistaken, the current Sniper has a scope capable of 8x in low power mode, and 12x in high powered mode. Since the SS Mode BR has a scope capable of 8x, I would like to up the sniper’s scope a little. Make the low power at 12x and the high power at 16x. This means that the sniper has the ability to take a shot across Boardwalk, or across Forge World easily, yet it would make mid range kills a lot harder to preform, something I have seen the sniper being used for almost exclusively. I really liked how the sniper was used in Hemmorrage. It was a sniper rifle on that map, and nothing more. Used to take out enemies across the map, not 75 meters away. The damage would be the same though, two shots to the body, or one for the head.

-Shields
Now, I want to propose an idea. This idea would be called shield bloom. Now I know you guys hate the word bloom with a passion, if I told you that flower was blooming you’d blow it up with a nuke, however this seems effective. The hitboxes in Reach are quite large. In Halo: 4 they should be no more than a rough outline of a persons body inside the armor. Bungie did introduce a new feature in Halo: Reach though. That was shield popping, where the shields would grow larger with the more damage they took. This would mean the shields would be two or three inches larger when they are about to be popped rather than when you have full shields. I’d like to emphasize on that. I think that the shield hitbox should expand (WIth the player hitbox staying the same) when you take more damage, yet since the player hitbox doesn’t change, it wouldn’t effect bleed through. For example, since people with swords or shotguns tend to get up close in personal, they will lose more shields. This makes the shields larger. This means that if this person rushes you, you will have a greater opportunity to hit there shields, with the same opportunity to hit the target. Since it doesn’t effect bleed-through, someone with a millimeter of shields left would have swelled shields. You could hit the shields directly down the middle with a BR (Causing a bleed-through headshot) or hit the swollen part of the shield (Where it wouldn’t touch the armor) and require a follow up shot to finish the person off.

Just to round this out, here is a small TL;DR.

Assault Rifle-32 Rounds, 0-50 Meters (0-30 Meters for best results) 9 Shots to pop Shields, 6 more to kill. (15 Shot Kill)
Battle Rifle-36 Rounds, 30-150 Meters (50-100 for best results) 4x Zoom (TRB) 150-400 Meters (200-400 for best result) 8x Zoom (SS) 9 Shots to pop shields, then one to the head (10 Shot Kill) or 6 to the body. (15 Shot Kill)
Magnum-10 Rounds, 0-100 Meters (0-50 for best result) 2x Zoom 4 to pop shields, plus one to the head (5 SHot kill) or 4 more to the body (8 shot kill)
SMG-*Not yet included

I think this is a good idea but I’m a bit confused about the shields.

The battle rifle ideas were just awful. 10-15 shot kill? LOL

So were the Sniper ideas. They would essentially make the sniper limit map movement that much more in BTB. Halos sniper is unique in that it is useable on maps of almost any size. The shield idea wouldn’t benefit gameplay in any way either. As for the AR just make it fill the niche that the Halo 3 AR did, that one was basically perfect unless all you did was rush for a beatdown like so many of the people that played Halo 3 did.

I would like to see all weapons capable of taking out an enemy at any range if you’re skilled enough with it. That would take care of the one gun game issue.

If it’s all BR’s this time around I will be very upset.

Yah the BR idea is crap, sorry. The problem with the BR is that it is two versatile. From what I can tell your idea would make it more versatile. This would make it even more over used. I like the overall idea of your AR though. The AR should be just as good as the BR in my opinion. I like the AR from Halo 1, the one that was actually worth using. I think the AR needs to be buffed to compete with the BR, and for that matter all weapons should. The AR, however, needs to be a weapon you pick up, not one you spawn with. Perhaps the pistol could become the new start weapon, but the pistol does not need to be as powerful as it has been in past games. Reach nearly nailed the pistol, but it does need to be a 12 round clip and slightly slower rate of fire to be effective. Thats just my idea i think this is how it should work. BTW the sniper thing is over kill leave it how it is and the SMG is redundant and should remain removed from the game.