URZA's Weapon Blueprints For Halo 4

WEAPON BLUEPRINTS FOR HALO 4

if you want to see more weapons added, just give me their names and i’ll add them. i felt these were the main ones.

1.) Utility Weapon
-this is the weapon you spawn with.
-it needs to be capable of defending the user off the spawn from all ranges.
-this is the baseline weapon to balance all the rest of the sandbox around.
-this weapon should have a 3x zoom. 2x isnt enough, IMO, whilst 3 feels PERFECT.
-the shots required to kill should be either 4 or 5, so it shoots fast enough to be able to effectively combat a skilled sniper, but not require the user to mash his trigger all day long.
-kill time for this weapon should be around 1.5 seconds, but no more than 1.7, and no less than 1.35 seconds.
-this weapon should beat an AR user at close to close-medium range if the utility weapon wielder can retain 100% accuracy, whilst making the AR users accuracy drop below 85% using strafing / jumping.
-if this weapon is a 3 shot burst, it should have ABSOLUTELY NO SPREAD WHATSOEVER.
-if this weapon is a 3 shot burst, 11 bullets (4 bursts, missing 1 bullet) would result in a kill if either of the last bullets is a headshot.
-if this weapon uses bloom, it should not be headshot capable at over 10% bloom.
-if this weapon uses bloom, it should also heavily punish spamming. If you spam, you should lose ONE HUNDRED PERCENT of the time.
-any time this weapon is featured on the map as a pickup, it should have very fast 10 second spawn time (or faster, like 5 seconds).
-give us the BR (with no spread) AND the DMR (with non-abysmal bloom algorithm so spamming NEVER WINS), please :smiley:

2.) Sniper Rifle
-this weapon should be on most maps, as almost everyone enjoys using it.
-this weapon should have a 15% slower firing speed than its halo reach counterpart to encourage more skillful use of the weapon (headshots) and also give people who have been bodyshotted a bit more of a chance to get away.
-this weapon should spawn on each and every minute mark, 2 minute mark, 1.5 minute mark, or 3 minute mark. It should absolutely NOT spawn 1 minute after you pick it up, if and only if the expired one is dropped, or if there is a max of 2, like it does in reach. If the weapon consistently spawns on gamestart, 2 minutes in, 4 minutes in, 6 minutes in, etc. the game will be a lot more consistent and it will be a lot more straight forward, logical, and intuitive to obtain and control said power weapon without forcing players to memorize potential times when the weapon spawned based on guessing.
-this weapon should have a 4x zoom and a 10x zoom. there should also be an option in your settings to toggle off the ability to zoom in twice, if you prefer to only use the 4x zoom 100% of the time (myself and MANY others would rejoice at this chance, as it would no longer require people to do things like double Y to unzoom)
-1 body shot should remove all shields but not damage health, and 2 body should result in a kill. 1 headshot should also result in a kill.
-there should be a bit more ‘swipe snipe’ than there is in reach, but not as much as in halo 2. maybe half of as much as there was in halo 2. this is to empower the user when he picks it up, as the halo 2 one did, but still require a lot of skill to use truly effectively.

3.) Rockets
-this weapon should function exactly how it does in reach with ~15% less blast radius for a 1 rocket kill. Rockets are too strong in reach, currently.

4.) Shotgun
-this weapon should have a very short range for a 1 shot kill. If outside this range it should take 3 shots to kill someone. The range for a 1 shot kill should be the melee range in halo reach +10%. The range for a 3 shot kill should be past the 1 shot range by an additional 50%. After the 3 shot kill range, this gun should deal ZERO DAMAGE. You should NOT be able to SNIPE people with the shotgun.

5.) Sword
-this weapon should be dodgeable like it was in halo 2 if you strafed in a J curve.
-this weapon should also be blockable by way of your fist. Canonically this doesn’t make sense, but making the sword blockable adds both skill gap AND depth to the game whilst also requiring people with the sword to think EVEN A TINY BIT about what they are doing instead of just flailing around and expecting infinite success because of how overpowered their weapon is.
-if sprint or evade, or anything like that is in the game, you should ABSOLUTELY NOT BE ABLE TO INSTA SWORD upon exiting your armor ability. This is one of the biggest imbalances in reach, period. Evade sword has to be the most god-tier nonsense I have ever seen in a halo game.

6.) Plasma Pistol
-port the reach plasma pistol. Its flawless.
-add a small ‘stun’ effect like it had in halo 1. This ‘stun’ effect should reduce movementspeed by 15%, and reduce ‘sensitivity settings’ to 2 for .4 seconds.

7.) Plasma Rifle
-should have a small ‘stun’ effect like it did in halo 1. This stun effect should be more than that of the plasma pistols (movementspeed reduction -20%, sensitivity = 1 with a .8 second duration). This stun effect will niche the gun very well, and give it a purpose instead of having people walk past it 100% of the time because its not actually better at killing than anything else.
-this weapon should have a longer kill time than the AR, but shred shields faster than the AR.
-the kill time for this weapon should be 2 seconds.

8.) Assault Rifle
-this weapon should be able to beat the utility weapon at close and close-mid ranges if the user retains 85% accuracy. If the user has below 85% accuracy, and the utility weapon user lands 100% of his shots, it should lose at these ranges. (close-mid range would be from sanctuary sniper to the entrance of ring 2 on that same sniper’s side).
-this weapon should have a 2x zoom.
-this weapon will NOT be able to beat the utility weapon at close NOR close-mid range if they hold down the trigger the whole time (due to bloom). In order to correctly use this weapon you will have to burst it by holding down the trigger for a bit, then letting go, then holding down the trigger again, etc.
-this weapons’ kill time should be 1.4 seconds if shot optimally, by burst firing.
-this weapon should have 100% accuracy if you can fire 1 or 2 shot bursts. this because you should be able to use the AR to ‘ping’ snipers out of their scopes at range, and not be completely worthless against them. sure you probably wont win at long range (nor should you), but you’ll at least be able to stop them from having free reign over you at long range due to your newfound ability to kick them out of their scope more reliably.
-this weapon should have enough ammo to kill TWO PEOPLE with ONE CLIP if you retain 85% accuracy for both kills.
-60 round clip will work best for this weapon.

9.) ‘Pro’ Pistol
-this weapon should have a 1.4 second kill time
-this weapon should have no bloom, and no random spread
-this weapon should be a 4 shot kill.
-this weapon should have a 3x zoom.

10.) ‘Default’ Pistol
-this weapon should have a 2x zoom.
-this weapon should have a 1.4 second kill time
-this weapon should have the exact same bloom algorithm as the halo reach pistol
-this weapon should be a 5 shot kill

11.) Grenade launcher
-this will work how it does in halo reach. direct port. it could use a TINY buff to its area of effect for a 1 shot kill (+10%), but not much as its basically perfect right now.

12.) Spartan laser
-this should charge a bit faster than the reach laser (+10% faster, if that), but function the same otherwise.

13.) Needler
-direct port from halo reach

14.) Covenant Carbine
-no random spread
-1.5 second kill time
-6 shot kill
-2x scope

15.) Needle Rifle
-bloom enabled so spamming never wins, and headshot capable = no past 10% bloom.
-1.5 second kill time (same as utility weapon)
-6 shot kill
-3x scope

I dislike the idea of slowing someone’s look speed. Slowing movement speed is fine, it prevents retreating. Slowing look speed is NOT fine. I never want the game to prevent me from aiming properly.

> I dislike the idea of slowing someone’s look speed. Slowing movement speed is fine, it prevents retreating. Slowing look speed is NOT fine. I never want the game to prevent me from aiming properly.

thats the entire purpose of the gun.

have you played halo 1? its the primary reason that weapon is viable in that game, even against the ‘god pistol’ most people complain about.

the last thing we need is the same PR we’ve had for the past 3 halo games that doesnt do **** outside of shred shields faster than the AR. there should be a compelling reason to use the weapon, or it serves almost no purpose in the sandbox.

You didn’t mention what magnification scopes would be on these weapons, if at all, especially on the Magnum which has existed with and without a scope.

Yes I have played Halo CE.

> You didn’t mention what magnification scopes would be on these weapons, if at all, especially on the Magnum which has existed with and without a scope.

scopes added.

> Yes I have played Halo CE.

and… did you use the PR?

like… why should the PR be the same terrible gun its been in the past 3 halo games, with almost noone picking it up? adding the slow/stun effect is exactly what the gun needs to actually be a viable gun to pick up. what other ways could 343 buff the PR to make it not terrible?

> like… why should the PR be the same terrible gun its been in the past 3 halo games, with almost noone picking it up? adding the slow/stun effect is exactly what the gun needs to actually be a viable gun to pick up. what other ways could 343 buff the PR to make it not terrible?

The plasma rifle SMG combo was amazing in H2 and worked in H3. PR is deadly up close in H3, just 3 bursts and a beat down.

Great suggestions. Although I don’t agree with every minor detail, the basic idea is very good.

> > like… why should the PR be the same terrible gun its been in the past 3 halo games, with almost no one picking it up? adding the slow/stun effect is exactly what the gun needs to actually be a viable gun to pick up. what other ways could 343 buff the PR to make it not terrible?
>
> The plasma rifle SMG combo was amazing in H2 and worked in H3. PR is deadly up close in H3, just 3 bursts and a beat down.

the PR / SMG combo was decent, i’ll give you that, but it was also very limited because of the nature of dual wielding. it also required you to have 2 pickups because, frankly, smg starts are a joke.

in h3 the PR is about the same as the AR, so its unspecial.

just think about the nature of the gun. it deals direct damage when you hit them with it. its like AR v2, except it deals more damage to shields. the problem is, if you are going for the melee kill, 2 melees is the same result and can, often times, be replicated with different ‘lines of play’.

if the PR is to be TRULY different, and better niched, it would require the H1 stun effect, in some form. even if it was just -20% movementspeed, no change to turn speed, it would still be pretty cool (duration 2 seconds from 1 PR bullet). OR it could slow them more the closer you got to them.

it would add a tremendous amount of depth to the game, with one simple tweak. things like this add a LOT of skill gap.

what objections do you have to this suggestion?

> Great suggestions. Although I don’t agree with every minor detail, the basic idea is very good.

anything in particular you didnt like / dont want to see? / something you’d change?

Can you please add your idea on what the Grenade launcher, Spartan laser, Needler and Covenant Carbine/ Needle Rifle should be like if they appeared in Halo 4?

Thanks.

No swordblock please.

I’ll refrain from criticism since Infection, not Slayer, is my specialty. I will say, though, that I really like that you suggest the AR be useful and that you emphasize a need to burst-fire. It’s refreshing to hear that – every other post I read about the weapon always seems to denounce it (and most other automatics) as a noob weapon whose existence ought to be terminated at the soonest possible opportunity.

Something like Brink’s Gerund AR could work well, actually – recoil or bloom so massive that you have to burst-fire it to hit anything, but if you can stagger your fire well enough, it’s a very reliable weapon. Though depending on how massive the inaccuracy from sprays is, a faster kill time may be warranted. Making that determination would be outside the limits of my knowledge.

Too tired to consider the full post atm, but for now @ utility weapon:
If it’s fully accurate (no spread/bloom), I think it should stick to 2x scope.

Although I prefer 3x, it takes away from range differentiation a bit with a 100% accurate weapon.
Now personally I wouldn’t mind this, but based on history, I think it’s a fair bet that 343 (or any good developer) won’t allow that. They will either make it inaccurate or lesser scope, and I would prefer lesser scope than randomness.

However, I would keep the DMR (or DMR-like weapon) for a possible secondary (if we get a choice of secondaries) or pickup for those long-range battles with 3x scope & perfect accuracy but with a longer kill-time than the main utility weapon.

Also: Hitscan.

> No swordblock please.

This…

Keeping the Swordblock is a horrible idea because you can literally ONLY use the Sword in one range. One. You talk about skill gap, but the Swordblock is quite the opposite because it’s incredibly easy to pull off and usually EVERYONE’S first instinct is to punch whenever someone’s close like that.

Also, the Rockets are perfect. They’re freaking ROCKETS for crying out loud… Just be glad they aren’t as strong as Halo 1’s Rocket. Halo 3’s Rockets are a terrible excuse for a power weapon.

The Grenade Launcher needs a serious buff too. Halo 1 was so fun to play because EVERYTHING was so powerful, so let’s not go back to nerfing things instead of buffing the weaker stuff.

-.-
what is with the < 2 second kill times. Im all for accuracy and I hope they ditch bloom, but halo 4 needs 3 huge things IMO:

  1. utility weapon like reach’s DMR in 85% bloom. Not insane, not a weapon you drop.
  2. good netcode/lag buff to make online combat fluid, with all the “precision” you are asking for, shots BETTER register.
  3. good kill times, 1.5 sec is COD fast.
    2.5 sec is a good kill time (with 4 - 5 shots), noobs will NEVER get it, pros will never break 3 sec.

edit:
I dont even know why sword block exists. Take it out.

> -.-
> what is with the < 2 second kill times. Im all for accuracy and I hope they ditch bloom, but halo 4 needs 3 huge things IMO:
> 1) utility weapon like reach’s DMR in 85% bloom. Not insane, not a weapon you drop.
> 2) good netcode/lag buff to make online combat fluid, with all the “precision” you are asking for, shots BETTER register.
> 3) good kill times, 1.5 sec is COD fast.
> 2.5 sec is a good kill time (with 4 - 5 shots), noobs will NEVER get it, pros will never break 3 sec.
>
> edit:
> I dont even know why sword block exists. Take it out.

Halo 1 had <2 second kill times and it’s the most skill-based Halo game… CoD has instant kill times lol, but the <2 secs for a kill time in Halo is needed because it speeds up the intentionally slower paced gameplay it comes with.

> -.-
> what is with the < 2 second kill times. Im all for accuracy and I hope they ditch bloom, but halo 4 needs 3 huge things IMO:
> 1) utility weapon like reach’s DMR in 85% bloom. Not insane, not a weapon you drop.
> 2) good netcode/lag buff to make online combat fluid, with all the “precision” you are asking for, shots BETTER register.
> 3) good kill times, 1.5 sec is COD fast.
> 2.5 sec is a good kill time (with 4 - 5 shots), noobs will NEVER get it, pros will never break 3 sec.
>
> edit:
> I dont even know why sword block exists. Take it out.

Honestly, Halo needs to be a bit faster pace if it wants to keep up with the competition.

2.0 kill times seem reasonable with me.

I dont know if you guys are seriously suggesting that for halo to compete with COD and BF it needs fast kill times. Online Halo 2/3/reach has always had slower kill times than other shooters (shields).
I dont want halo to become a place where I can die in the blink of an eye, or lose a fight because someone of close, but lesser skill, had host and got the first shot.
Halo should be a place where there is NO tolerance for missing a shot, if you miss shots, you should be destroyed every BR/DMR fight. Even if you get the first 1/2 shots, if you get outshot, you deserve death.
If that makes the noobs flock to infection or COD. So be it.

> > Great suggestions. Although I don’t agree with every minor detail, the basic idea is very good.
>
> anything in particular you didnt like / dont want to see? / something you’d change?

Well, mostly the sword block was what I don’t agree with. Unless there is sprint included in the game, I see no use for sword block. At least if it was included, blocking the sword should be much harder than it currently is. It also shouldn’t be as reliant on connection.

Second was the bloom. While it is theoretically possible to get it right, I still wouldn’t like seeing it in any form on any single shot weapon. Mostly because it makes the player feel powerless. I also see no way of giving considerably fast firing speed combined with bloom. Most importantly because when the range grows, the optimal firing speed decreases.

> I dont know if you guys are seriously suggesting that for halo to compete with COD and BF it needs fast kill times. Online Halo 2/3/reach has always had slower kill times than other shooters (shields).
> I dont want halo to become a place where I can die in the blink of an eye, or lose a fight because someone of close, but lesser skill, had host and got the first shot.
> Halo should be a place where there is NO tolerance for missing a shot, if you miss shots, you should be destroyed every BR/DMR fight. Even if you get the first 1/2 shots, if you get outshot, you deserve death.
> If that makes the noobs flock to infection or COD. So be it.

Fast kill times in Halo scale. Halo CE pistol killed in 0.9 seconds, Halo 2 BR in 1.4 seconds, Halo 3 BR in 1.6 seconds, and Reach DMR in 1.7 seconds (no bloom). But that’s only the fastest possible kill time. Shots get delayed, no one ever shoots at the exact same fire rate. This usually makes the encounters end in the 2-4 second range.

Just for comparison, the weapons in CoD and Battlefield usually have kill times in the 0.3 second range, that’s three times as fast as the CE pistol.