So a few days ago, I started a thread to discuss some of the various iterations (or lack thereof) of mechanics throughout the games’ history. One of the topics was, as you can probably guess, how the weapon balance/sandbox has changed. With the talk of how interesting some weapons were in the past (and watching a linked vid to the CE mod ‘SPV3’), I got to thinking about ways to improve and diversify weapons in the next official installment. So here we go…
First off, I’d like to see the concept of headshots re-evaluated for some traditional precision weapons like the BR and Carbine. I think that given how these two operate (with the BR’s burst fire and the Carbine’s high rate-of-fire), accurate shot placement isn’t quite as important as it is with the DMR or Magnum yet landing an unshielded headshot yields the same effect for all of them. The penalty for missing a single shot isn’t as severe when a weapon fires three at a time or can fire significantly faster than others, so I propose making both the BR and Carbine require two unshielded headshots to kill. To clarify, I mean individual rounds for both weapons rather than complete bursts from the BR.
Next, I think we need to stop having so many direct counterparts from each faction. This is something CE (and to a lesser extent, Reach) did well to avoid, Even though CE only had a total of eight weapons (ten in Custom Edition for PC), which weapon you had arguably mattered more. The endeavor of making weapons that act as counterparts to one another is rather fruitless since its rarely going to matter whether you’re using ,say, a Sniper Rifle or Beam Rifle. An SMG or Plasma Rifle (circa H2-H3). The list goes on, unfortunately. Rather than having two long-ranged weapons that can kill with a single headshot (only differentiated by the reload/cooldown & ammo/battery), why not have one and make another long-ranged weapon that operates more distinctly? For the sake of this example, remember Reach’s Focus Rifle, Similarly, look at CE’s iterations of the AR and Plasma Rifle and how they compare.
Lastly (for now at least), I think the weapon sandbox could use move variants on weapons in circulation. By this, I mean more like the Plasma Rifle and Brute Plasma Rifle in H2, rather than defined tiers where one variant of a weapon clearly outperforms another. Something I really took a liking to in the SPV3 video linked above is that there are variants of the Plasma Pistol, with the Brute Plasma Pistol given an area-of-effect damage overcharge. Seeing that and the gravity-manipulating grenades in the same mod reminded me of the Void’s Tear REQ variant and got me thinking… Why not focus on making a singular weapon model and making it operate in different ways, rather than making multiple weapon models that work almost identically? 343i has already boarded this train of thought with the REQ system, but obviously many of the variants available should stay as “special” to maintain weapon balance and a need for skilled use.
Well if you’ve gotten this far, thanks for reading the ramblings of a sleep-deprived fan. Please share your thoughts, opinions, and ideas of your own. Hope to have an interesting discussion… after I get some sleep.