Halo has always struggled with weapon balance. There are some good blanket rules, like bullets > health vs plasma > shields, and how the longer a weapon’s range is, the longer it’s minimum TTK should be, though neither of these rules have always been the case as seen with Utility vs Automatic weapons, or the Plasma Repeater in Reach. But generally rules like this are good. What I want to target though is how UNSC, Covenant, and Forerunner weapon variants balance with each other… Because most of the time I think it’s a bit of a mess… So I want to introduce a new blanket rule.
UNSC weapons are the easiest to learn and master, but are less powerful overall.
Covenant weapons are the hardest to learn and master (i.e. slower projectiles, significantly less aim assist, weird shot patterns etc), but are more powerful.
Forerunner weapons are best-in class weapons, with high ease of use and fast TTKs, but they are less common on maps and have less ammo on pickup.
This should subtly apply to every weapon equivalent in the game going forward, and in some cases already does, but doesn’t in others. The Storm Rifle in Halo 5 is a fantastic example of a Covenant weapon being stronger than the UNSC equivalent, with the drawback of firing projectiles vs hitscan. For Forerunner weapons I think they should always be treated as something between a normal weapon and a power weapon, or in the case of the ones that are already equivalent to power weapons; Super power weapons. But here are some examples of changes that this would cover:
Sniper vs Beam vs Binary:
As opposed to how they are currently balanced (The Beam Rifle being just better than the Sniper in every way), the Beam Rifle will instead have LESS aim assist than the Sniper, with the benefits being it’s higher rate of fire, and being the stronger of the two against vehicles. The Binary would maintain it’s beam, but would kill instantly if the beam touches the head making it capable of killing multiple players in a single shot if you sweep their heads.
Battle Rifle vs Carbine vs Light Rifle:
The Light Rifle is currently a perfect example of a best-in-class Forerunner weapon, it’s just better than the Magnum, BR, DMR, and Carbine in Halo 5 so it would go untouched. The biggest differences are that the Carbine would now actually kill faster than the Battle Rifle, but would kick up with each shot, and have less aim assit making it noticeably harder to use.
AR vs Storm Rifle vs Suppressor:
AR and Storm Rifle are well balanced with eachother as they are, so targeting the Suppressor… Make it’s killtime comparable to the Storm Rifle.
Shotgun vs Sword vs Scattershot:
The Shotgun is pretty well where I think it aught to be right now, so balancing the other two around them, I’d say have sword lunge range be a noticeable distance farther than the Shotgun’s one hit kill range, but also make the aim assist for the sword much lower. So you won’t get as much sticky reticle, but also so the radius of lunge targeting is a smaller circle in the center of your screen. That will make it require more skill to actually proc the lunge in the first place. For the scatter shot, bring back it’s very high rate of fire from Halo 4, and an effective one-shot kill range matching the Shotgun’s and it will absolutely feel best in class for close range power weapons.
