Every weapon would have one preset method of modifying it.
Weapon Attachments
In Infection gametypes, weapons that spawn on the map, like the Assault Rifle and the Shotgun, could have attached flashlights that allow the user to see in dark areas at the expense of his position being given away. The Weapon Modifier button would toggle the weapon’s attachment on or off.
Secondary Fire Mode
In Infection gametypes, a zombie could disable his Energy Sword’s glowing blade. Turning the glowing blade off allows the zombie to creep through dark areas without exposing himself through his neon sign of a weapon. The downside is, if a human is spotted, the zombie would not be able to immediately attack with his one hit kill weapon. The Weapon Modifier button would toggle the weapon between primary fire mode and secondary fire mode.
Alternate Ammo
In BTB gametypes where vehicles are plentiful, all players could spawn with a Magnum secondary that has one magazine of Armor Piercing Rounds in addition to a few magazines of standard Magnum ammo. Armor Piercing Rounds would deal extra damage to vehicle occupants. Spawning players with a limited capacity anti vehicle weapon can prevent the two extreme scenarios from occurring. In Reach, DMRs shredded vehicles. In Halo 3, BRs did nothing to vehicles. The Magnum’s limited supply of Armor Piercing Rounds would allow infantry to contest enemy vehicles but only for a few shots per life. The Weapon Modifier button would toggle the weapon between being loaded with standard ammo or being loaded with alternate ammo. A reload animation would be performed when switching ammo types.
It sounds too much like the trade off is not very balanced.
If the zombie spots a human, but can’t immediately kill, what’s the point? It would just drag the game.
All aboard the NOPE express.
This type of stuff just doesn’t belong in halo, besides if you didnt realize just adding loadouts has alienated most of the old halo community
Off-topic, I would like to explore the possibilities of multiple ammo types.
I don’t quite get your post.
Are you asking for each weapon to have a single unique secondary function/attachment?
Or are you asking for each weapon to have multiple attachments that the gametype creator determines?
> Off-topic, I would like to explore the possibilities of multiple ammo types.
>
> I don’t quite get your post.
>
> Are you asking for each weapon to have a single unique secondary function/attachment?
>
> Or are you asking for each weapon to have multiple attachments that the gametype creator determines?
Each weapon has only one method of modifying it. If a weapon has an attachment, it doesn’t have a secondary fire mode or alternate ammo. If a weapon has a secondary fire mode, it doesn’t have a weapon attachment or alternate ammo. If a weapon has an alternate ammo type, it doesn’t have a weapon attachment or a secondary fire mode.
Weapons can spawn with their attachment already on the weapon or have it placed as a separate on map pick up.
Weapons can spawn with only standard ammo, only alternate ammo, or both. Weapons could spawn with standard ammo and have Alternate Ammo Packs placed on map to provide that specific weapon with a limited supply of alternate ammo.
Whoa, that energy sword idea sounds awesome! That’d be amazingly spooky.
This doesnt sound to bad actually, i’d be all for it, though this is gonna get flak for being ‘random’
One suggestion i could make to this to make sure its balanced for the whiny types, is keep both ammo types close to that weapons heart, for example
Shotgun: Standard round and Incendiary round
The standard is what you expect, but the other mode, incendiary, would cause fire damage for a short time after being hit with it, the trade-off? it can’t 1sk from anywhere near as far as the standard shot.
Sniper: Standard round and Tagger round
Again, first one is same as its always been, but Tagger rounds would allow you to shoot somebody, and for two seconds or so, even if stationary, they show up on radar, the trade-off? it’s a 2sk even if the first shot hits the head, making you choose between a kill, or the ability to make a nearby teammate aware of them if they’re to hard to headshot.
Overall, this could work well, theres just two issues that would hinder it: making sure all the weapons have 2 balanced but unique firing types, and getting this stubborn community to see it as acceptable.
Would these attachments be map pick ups or equal starts? And would they be gametype specific? I do like the idea of them providing that they still maintain an arena balance in the game.