Weapon Classes

If each species had one weapon for each weapon class, what would the sandbox look like?

Species

Spartans
Elites
Brutes
Prometheans

Weapon Classes

Pistol
Precision
Automatic
Dual Wield
Close Quarters
Long Range
Heavy

For example:

Spartans

Magnum
Battle Rifle
Assault Rifle
SMGs
Shotgun
Sniper Rifle
Rocket Launcher

See how each weapon fits into a class?

Pistol - Magnum
Precision - Battle Rifle
Automatic - Assault Rifle
Dual Wield - SMGs
Close Quarters - Shotgun
Long Range - Sniper Rifle
Heavy - Rocket Launcher

What do you think the sandbox should look like?

Bonus points if you want to include Support Weapons, Turrets, and Grenades.

For example:

Spartans

Support - Missile Pod
Turret - Heavy Machine Gun
Grenade - Fragmentation Grenade

> If each species had one weapon for each weapon class, what would the sandbox look like?
>
> Species
>
> Spartans
> Elites
> Brutes
> Prometheans
>
> Weapon Classes
>
> Pistol
> Precision
> Automatic
> Dual Wield
> Close Quarters
> Long Range
> Heavy
>
>
> For example:
>
> Spartans
>
> Magnum
> Battle Rifle
> Assault Rifle
> SMGs
> Shotgun
> Sniper Rifle
> Rocket Launcher
>
> See how each weapon fits into a class?
>
> Pistol - Magnum
> Precision - Battle Rifle
> Automatic - Assault Rifle
> Dual Wield - SMGs
> Close Quarters - Shotgun
> Long Range - Sniper Rifle
> Heavy - Rocket Launcher
>
>
> What do you think the sandbox should look like?
>
>
> Bonus points if you want to include Support Weapons, Turrets, and Grenades.
>
> For example:
>
> Spartans
>
> Support - Missile Pod
> Turret - Heavy Machine Gun
> Grenade - Fragmentation Grenade

Spartans
•Pistol - Magnum (Silenced, Stronger, Slower RoF)
•Precision - Battle Rifle (H4, Tightened Spread, slightly longer delay in between shots(
•Automatic - Assault Rifle (H4)
•Dual Wield - Magnum (as mentioned above)
•Close Quarters - Shotgun (H3)
•Long Range - Sniper Rifle (H3)
•Heavy - Railgun
•Grenade - Frag (H4)
•Support - Chaingun (First person, has to spin up before firing, endless magazine with 300 rounds, only slows down movement when barrel is spinning or firing, heavy recoil, extremely loud like SAW)

Covenant
•Pistol - Plasma Pistol (Slower RoF, Stronger)
•Precision - Carbine (Faster RoF, Weaker, More Spread)
•Automatic - Plasma Rifle (CE)
•Dual Wield - Needler
•Close Quarters - Energy Sword
•Long Range - Focus Rifle (Redesign, based off of LG from Quake 3, beam sways heavily when you turn, you are encouraged to strafe to keep your aim (reduces the swaying effect), low damage but extremely high push force)
•Heavy - Concussion Rifle (Redesign, more damage, larger blast radius, heavier arc, slower RoF)
•Grenade - Plasma

Brute
(Having both brute AND promethean weapons only add unnecessary clutter to the sandbox)

Promethean
•Pistol - Laser (fires a slow moving beam of energy, deals relatively strong damage for a pistol but is hard to hit with, has some push force that can easily screw over an airbourne player, firing at the ground boosts you very high vertically “laser jumping”, you can unleash a charged shot that acts as a flamethrower that has low initial damage but lights players/surfaces on fire)
•Precision - Light Rifle (replaces DMR)
•Automatic - Suppressor (redesign, functions like an SMG, less accuracy and heavier bloom than AR, strong recoil, kills pretty fast)
•Dual Wield - Suppressor
•Close Quarters - Scattershot (Redesign, fires two slug-like projectiles at once and is 1sk if they both hit the target, slower projectile speed, longer range, does more damage when bounced off of walls, better consistency, reloads after every shot, harder to hit with than shotgun)
•Long Range - None (can’t think of anything that unique and balanced)
•Heavy - Incineration Cannon (Redesign, make it one slow-moving orb of molten lava that’s fairly dodgeable with good reflex, but deals extreme damage to those caught in the blast, creates a flaming shockwave upon impact, think of the BFG10k from Quake 2)
•Grenade - Flash (stuns players and blurs vision, but takes just as long as a frag grenade to detonate)

Well, if you want some sort of class system you first have to define the classes and their role in the game.

> Well, if you want some sort of class system you first have to define the classes and their role in the game.

When he said classes, he meant the weapon niches, not custom loadouts.

Well firstly if you want to adapt to simple “check-box” weapon listings… fine… however it would be should be more structured. Each species designs would feel alien and be unique; Appearance, Mechanics, Canon Story… etc.

Weapon Categories

  • Orbital Targeting Weaponry
  • Experimental Weaponry
  • Anti-Vehicular Weaponry
  • Light Munitions Weaponry
  • Anti-Infantry Weaponry
  • Close-Quarters Weaponry
  • Anti-Riot Weaponry
  • Suppression Weaponry
  • Automatic Rifles
  • Precision Rifles
  • Sub Machine Guns
  • Sidearms
  • Grenades

> If each species had one weapon for each weapon class, what would the sandbox look like?
>
> Species
>
> Spartans
> Elites
> Brutes
> Prometheans
>
> Weapon Classes
>
> Pistol
> Precision
> Automatic
> Dual Wield
> Close Quarters
> Long Range
> Heavy
>
>
> For example:
>
> Spartans
>
> Magnum
> Battle Rifle
> Assault Rifle
> SMGs
> Shotgun
> Sniper Rifle
> Rocket Launcher
>
> See how each weapon fits into a class?
>
> Pistol - Magnum
> Precision - Battle Rifle
> Automatic - Assault Rifle
> Dual Wield - SMGs
> Close Quarters - Shotgun
> Long Range - Sniper Rifle
> Heavy - Rocket Launcher
>
>
> What do you think the sandbox should look like?
>
>
> Bonus points if you want to include Support Weapons, Turrets, and Grenades.
>
> For example:
>
> Spartans
>
> Support - Missile Pod
> Turret - Heavy Machine Gun
> Grenade - Fragmentation Grenade

Well let’s see. The first thing I’d like to do is change your format up a bit.

The different classes or niches as I’d like to put them look a bit more like this in my head.

Secondaries:

-Close range secondaries.

-Enemy weakener/medium range secondaries.

-Long range secondaries.

Primaries:

-Close range primaries.

-Utility rifle/medium range primaries.

-Long range primaries.

Power weapons.

-Close range power weapons.

-Grenade launchers.

I’d like to note that I’m not sure if the Rail gun should be considered a grenade launcher or a whole new type of PW on it’s own. If it were to be considered it’s own thing then I’d probably label it as a Charged anti-infantry weapon and the first of it’s kind.

I’m also not sure what should be considered the definitive medium range PW. It could either be the grenade launchers, heavy automatics or heavy explosive weapons. I’m not really sure.

-Heavy automatics.

-Heavy explosive weapons.

-Charged anti-vehicular weapons.

-Long range power weapons.

And for the sake of simplicity I’m gonna leave grenades and turrets out of the discussion because they’re their own things in a lot of ways.

Now onto what I’d like to see be put in these niches.

UNSC:

Secondaries:

-Close range secondary: SMG.

-Enemy weakener/medium range secondary: No weapon currently occupies this niche on the UNSC’s side but the thought of a Flame pistol comes to kind.

-Long eange secondary: Magnum.

Primaries:

-Close range primary: AR.

-Utility rifle/medium range primary: BR.

-Long range primary: DMR.

-Power weapons:

-Close range power weapon: Shotgun.

-Grenade launcher: Pro pipe. I’d like the Rail gun to be in their too but I find myself asking how necessary it would be.

-Heavy automatic: SAW.

-Heavy explosive weapon: Rocket launcher.

-Charged anti-vehicular weapon: Slazer.

-Long range power weapon: Sniper rifle.

Covenant:

Secondaries:

-Close range secondary: PR.

-Enemy weakener/medium range secondary: PP.

-Long range secondary: No such weapon exists as of now but something along the lines of a Needle pistol would be a perfect fit.

Primaries:

-Close range primary: SR.

-Utility rifle/medium range primary: CC.

-Long range primary: NR.

Power weapons:

-Close range power weapon: Energy sword.

-Grenade launcher: Concussion rifle.

-Heavy automatic: Needler.

-Heavy explosive weapon. Furl rod cannon.

-Charged anti-vehicular weapon: Plasma launcher

-Long range power weapon: Beam rifle.

Due to the massive amount of wholes that the Brutes and Prometheans are gonna have I think I might leave them out so I don’t end up making up a bunch of new weapons that are gonna be horrible ideas.

Human

  • Orbital Targeting Weaponry - Target Designator, Target Locator
  • Experimental Weaponry - Spartan Laser, Rail Gun
  • Anti-Vehicular Weaponry - Rocket Launcher
  • Light Munitions Weaponry - Grenade Launcher, Sticky Detonator
  • Anti-Infantry Weaponry - Sniper Rifle
  • Close-Quarters Weaponry - Shotgun
  • Anti-Riot Weaponry - Squad Automatic Weapon
  • Suppression Weaponry - Heavy Machine Gun
  • Automatic Rifles - Assault Rifle
  • Precision Rifles - Designated Marksmen Rifle, Battle Rifle
  • Sub Machine Guns - Sub Machine Gun
  • Sidearms - Magnum, Machine Pistol
  • Grenades - Frag Grenade, Incendiary Grenade

Sangheili

  • Orbital Targeting Weaponry - ?
  • Experimental Weaponry - Plasma Launcher
  • Anti-Vehicular Weaponry - Fuel Rod Cannon
  • Light Munitions Weaponry - Needler
  • Anti-Infantry Weaponry - Beam Rifle
  • Close-Quarters Weaponry - Energy Sword
  • Anti-Riot Weaponry - Concussion Rifle, Focus Rifle
  • Suppression Weaponry - Heavy Plasma Turret
  • Automatic Rifles - Storm Rifle, Plasma Repeater
  • Precision Rifles - Covenant Carbine, Needle Rifle
  • Sub Machine Guns - Plasma Rifle
  • Sidearms - Plasma Pistol
  • Grenades - Plasma Grenade

Jiralhanae

  • Orbital Targeting Weaponry - ?
  • Experimental Weaponry - ?
  • Anti-Vehicular Weaponry - ?
  • Light Munitions Weaponry - ?
  • Anti-Infantry Weaponry - ?
  • Close-Quarters Weaponry - Gravity Hammer
  • Anti-Riot Weaponry - Brute Shot
  • Suppression Weaponry - ?
  • Automatic Rifles - ?
  • Precision Rifles - ?
  • Sub Machine Guns - Spiker
  • Sidearms - Mauler
  • Grenades - Spike Grenade, Flame Bomb

Forerunner

  • Orbital Targeting Weaponry - ?
  • Experimental Weaponry - ?
  • Anti-Vehicular Weaponry - Incineration Cannon
  • Light Munitions Weaponry - ?
  • Anti-Infantry Weaponry - Binary Rifle
  • Close-Quarters Weaponry - Scattershot
  • Anti-Riot Weaponry - ?
  • Suppression Weaponry - ?
  • Automatic Rifles - Suppressor
  • Precision Rifles - Light Rifle
  • Sub Machine Guns - ?
  • Sidearms - Bolt Shot
  • Grenades - Pulse Grenade

> > Well, if you want some sort of class system you first have to define the classes and their role in the game.
>
> When he said classes, he meant the weapon niches, not custom loadouts.

Obviously. Your point?

Objects marked with “*” have an explanation at the bottom.

UNSC:

-Assault Rifle (Usable 1.5x scope, increased damage when aimed at head.
-Battle Rifle (Tight spread, 12sk or 4bk)
-Rocket Launcher (Locks onto vehicles, slightly longer delay between rockets)
-Sniper Rifle (Halo 2-esque RoF)
-Shotgun (Range increase for sacrificed damage, tighter spread)
-Sp’Laser (5 uses, 3x zoom)
-Grenade Launcher (Leave as is)
-Fragmentation Grenades
-Machine Gun Turret
-Pistol (1.5x Zoom, 8-round mag, 4sk, Halo 3 RoF)

Covenant Remnant:

-Storm Rifle (Heat venting, *Overcharge ability, 2x Scope)
-Needle Rifle (2.5x Zoom, automatic when hip fire and single shot when zoomed)
-Plasma Launcher (Less time to lock on or faster projectiles)
-Focus Rifle (Increased damage with a 6-12x zoom)
-Energy Sword (Halo Reach-esque lunge)
-Plasma Pistol (Halo CE damage with EMP)
-Plasma Grenade
-Plasma Cannon
-Needler (24-round magazine, supercombine with shields active)

Brutes (Jiralhanae):

-Spiker (*Bleeding, Stun)
-Brute Shot (Match trigger)
-Gravity Hammer (Miniscule lunge, large AoE)
-Spike Grenade (Spike shrapnel more damaging)

Forerunner:

-Incineration Cannon
-Sentinel Beam (No scope, but more powerful than focus rifle. Stun)
-*Manipulator
-Boltshot
-Pulse Grenade

*Overcharge:
An alternative firing mode unique to the Storm Rifle trading double RoF for battery life. Essentially you’ll overheat faster and rapidly drain your battery, but this may be useful “in the heat of the moment”. (When scoped, recoil becomes very noticeable but predictable.)

*Bleeding:
Bleeding is a trait causing loss of health overtime after a projectile hits flesh. This trait is unique to the Brute Spike Rifle (Spiker) and allows the user to inflict (1-2 seconds of miniscule) damage even if his opponent escapes.

*Manipulator
A forerunner gauntlet that allows the user to pick up small objects and throw them at enemies or friendlies. It also has an attack mode that unleashes a discharge of electric energy at foes.

This should be the competitive sandbox…

Human

  • Experimental Weaponry - Spartan Laser
  • Anti-Vehicular Weaponry - Rocket Launcher
  • Light Munitions Weaponry - Grenade Launcher
  • Anti-Infantry Weaponry - Sniper Rifle
  • Close-Quarters Weaponry - Shotgun
  • Anti-Riot Weaponry - Squad Automatic Weapon
  • Suppression Weaponry - Heavy Machine Gun
  • Automatic Rifles - Assault Rifle
  • Precision Rifles - Battle Rifle
  • Sub Machine Guns - Sub Machine Gun
  • Sidearms - Magnum
  • Grenades - Frag Grenade

Sangheili

  • Experimental Weaponry - Plasma Launcher
  • Anti-Vehicular Weaponry - Fuel Rod Cannon
  • Light Munitions Weaponry - Needler
  • Anti-Infantry Weaponry - Focus Rifle
  • Close-Quarters Weaponry - Energy Sword
  • Anti-Riot Weaponry - Concussion Rifle
  • Suppression Weaponry - Heavy Plasma Turret
  • Automatic Rifles - Plasma Repeater w. plasma burn and cooldown
  • Precision Rifles - Covenant Carbine
  • Sub Machine Guns - Plasma Rifle
  • Sidearms - Plasma Pistol
  • Grenades - Plasma Grenade

Forerunner

  • Orbital Targeting Weaponry - ?
  • Experimental Weaponry - ?
  • Anti-Vehicular Weaponry - Incineration Cannon
  • Light Munitions Weaponry - ?
  • Anti-Infantry Weaponry - Binary Rifle
  • Close-Quarters Weaponry - Scattershot w. better consistent bouncing
  • Anti-Riot Weaponry - ?
  • Suppression Weaponry - Sentinel Beam
  • Automatic Rifles - Suppressor
  • Precision Rifles - Light Rifle
  • Sub Machine Guns - Bishop Beam w. hold… beam, tap. short-burst shots
  • Sidearms - Bolt Shot w. Mauler mechanics.
  • Grenades - Pulse Grenade w. flame damage, which deals Damage Over Time