weapon sandbox

what weapons should be kept from halo 5 what weapons from previous games would u want and what new weapons do u wwant

UNSC

  • Assault rifle - Battle rifle - Sniper rifle - Shotgun classic design very important - Magnum pistol (not sure about its sandbox role yet, but probably slightly longer TTK than the BR) - Rocket launcher - SMG (should sit between Shotty and AR regarding TTK and effective range) - Frag grenadeNon-Human

  • Plasma pistol - Plasma rifle - Needler - Brute spiker (for campaign mostly) - Green plasma cannon - Energy sword - Carbine OR Needle rifle - Brute shot - Plasma grenadeLet’s start from here. Yes, I’m not really into Forerunner weapons, at all.

> 2533274823699327;2:
> UNSC
> - Assault rifle - Battle rifle - Sniper rifle - Shotgun classic design very important - Magnum pistol (not sure about its sandbox role yet, but probably slightly longer TTK than the BR) - Rocket launcher - SMG (should sit between Shotty and AR regarding TTK and effective range) - Frag grenade

Commenting on the UNSC weapons; I think the DMR has to stay. It fits its niche well, situated as a marksman rifle with a range between the BR and Sniper. It’s a must especially for larger maps which I anticipate Infinite will feature.

Along the same lines, I’d also push for the AR & BR to have similar range (with the BR being slightly longer) since they’re both technically assault rifles - the main difference between the two being function of the gun in automatic vs. burst fire.

The standard issue Mangum needs a range nerf from Halo 5. It’s nonsense that it outclasses the BR currently. It should be proficient at close range - outside of that the BR and DMR should take over.

> 2533274808548953;3:
> Commenting on the UNSC weapons; I think the DMR has to stay. It fits its niche well, situated as a marksman rifle with a range between the BR and Sniper. It’s a must especially for larger maps which I anticipate Infinite will feature.
>
> Along the same lines, I’d also push for the AR & BR to have similar range (with the BR being slightly longer) since they’re both technically assault rifles - the main difference between the two being function of the gun in automatic vs. burst fire.
>
> The standard issue Mangum needs a range nerf from Halo 5. It’s nonsense that it outclasses the BR currently. It should be proficient at close range - outside of that the BR and DMR should take over.

Are we spawning with the BR then? Fair enough if you want the Magnum to be a more close range oriented weapon compared to rifles, but that means the Magnum can’t be a spawning weapon(at least not on its own).

Halo plays better with a versatile headshot weapon off spawn whether it looks like a Rifle or a Pistol, so if the Magnum isn’t going to fill that role then the BR or some other weapon needs to step up to fill that slot.

> 2533274819446242;4:
> > 2533274808548953;3:
> > Commenting on the UNSC weapons; I think the DMR has to stay. It fits its niche well, situated as a marksman rifle with a range between the BR and Sniper. It’s a must especially for larger maps which I anticipate Infinite will feature.
> >
> > Along the same lines, I’d also push for the AR & BR to have similar range (with the BR being slightly longer) since they’re both technically assault rifles - the main difference between the two being function of the gun in automatic vs. burst fire.
> >
> > The standard issue Mangum needs a range nerf from Halo 5. It’s nonsense that it outclasses the BR currently. It should be proficient at close range - outside of that the BR and DMR should take over.
>
> Halo plays better with a versatile headshot weapon off spawn

I disagree. Halo 3 AR starts are my golden standard for Halo. This is what keeps Halo accessible and casual friendly. Starting with a utility weapon is only standard for BTB and for Slayer BRs or Hardcore.

Halo went wrong (i.e. fully competitive) by giving every average Joe/Jane a headshot weapon or utility weapon at spawn.

> 2533274823699327;5:
> > 2533274819446242;4:
> > > 2533274808548953;3:
> > > Commenting on the UNSC weapons; I think the DMR has to stay. It fits its niche well, situated as a marksman rifle with a range between the BR and Sniper. It’s a must especially for larger maps which I anticipate Infinite will feature.
> > >
> > > Along the same lines, I’d also push for the AR & BR to have similar range (with the BR being slightly longer) since they’re both technically assault rifles - the main difference between the two being function of the gun in automatic vs. burst fire.
> > >
> > > The standard issue Mangum needs a range nerf from Halo 5. It’s nonsense that it outclasses the BR currently. It should be proficient at close range - outside of that the BR and DMR should take over.
> >
> > Halo plays better with a versatile headshot weapon off spawn
>
> I disagree. Halo 3 AR starts are my golden standard for Halo. This is what keeps Halo accessible and casual friendly. Starting with a utility weapon is only standard for BTB and for Slayer BRs or Hardcore.
>
> Halo went wrong (i.e. fully competitive) by giving every average Joe/Jane a headshot weapon or utility weapon at spawn.

Precision weapon starts has always been casual friendly and a part of Halo from day one, it is literally the first weapon ever given to the player and AR/Pistol was the de facto setting for CE multi so I guess Halo “went wrong” day 1 and literally never stopped from then on. Regardless of what the default settings were, Halo has always gravitated towards spawning with versatile headshot weapons, regardless of how good the bullet hoses were, its not about making the game especially competitive, its about ensuring matches don’t end snowballing blowouts. Auto starts don’t protect casual play, they just ensure even more one-sided beat downs.

If you want to keep MM games of any skill level casual friendly that is what skill based MM for.

I hope some of the req variants return as their own, new weapon. Obviously some re-balancing is required, but keeping the “main gimmick” could make for some fun additions.
Take the Ad Victoriam for example. (If you forgot what it is: it is a rocket launcher that fires three rockets at a time and its rockets are laser-guided that travel to wherever the player is aiming.) Create a new weapon that fires laser-guided rockets. That is the “main gimmick.” However, re-balance it so it is not objectivly better than the regular rockets. Remove the other two rockets that fire at once. Maybe decrease the splash damage and increase the direct-impact damage to further reward precise aiming, possibly decrease the ammo count to one rocket, and boom!; you have a spiritual successor to a fun req weapon returning as its own unique weapon.

> 2533274814550076;7:
> I hope some of the req variants return as their own, new weapon. Obviously some re-balancing is required, but keeping the “main gimmick” could make for some fun additions.
> Take the Ad Victoriam for example. (If you forgot what it is: it is a rocket launcher that fires three rockets at a time and its rockets are laser-guided that travel to wherever the player is aiming.) Create a new weapon that fires laser-guided rockets. That is the “main gimmick.” However, re-balance it and remove the other two rockets that fire at once. Maybe decrease the splash damage and increase the direct-impact damage to further reward precise aiming, possibly decrease the ammo count to one rocket, and boom!; you have a spiritual successor to a fun req weapon returning as its own unique weapon.

I don’t even think we necessarily need to even create new weapons(though that is certainly an option), we could just apply some of those gimmicks to the “standard” weapons sandbox to spice up some of the less interesting weapons.

To use your Ad Victoriam example, I’ve always thought it would be interesting to give that “laser guided” mechanic to say the default Incineration Cannon to more heavily differentiate it from the “dumbfire” human Rockets.

Regardless I think we both agree that many of the REQ weapons are too fun and unique to be stuck behind the req system and campaign easter eggs. :slight_smile:

> 2533274819446242;8:
> > 2533274814550076;7:
> > I hope some of the req variants return as their own, new weapon. Obviously some re-balancing is required, but keeping the “main gimmick” could make for some fun additions.
> > Take the Ad Victoriam for example. (If you forgot what it is: it is a rocket launcher that fires three rockets at a time and its rockets are laser-guided that travel to wherever the player is aiming.) Create a new weapon that fires laser-guided rockets. That is the “main gimmick.” However, re-balance it and remove the other two rockets that fire at once. Maybe decrease the splash damage and increase the direct-impact damage to further reward precise aiming, possibly decrease the ammo count to one rocket, and boom!; you have a spiritual successor to a fun req weapon returning as its own unique weapon.
>
> I don’t even think we necessarily need to even create new weapons(though that is certainly an option), we could just apply some of those gimmicks to the “standard” weapons sandbox to spice up some of the less interesting weapons.
>
> To use your Ad Victoriam example, I’ve always thought it would be interesting to give that “laser guided” mechanic to say the default Incineration Cannon to more heavily differentiate it from the “dumbfire” human Rockets.
>
> Regardless I think we both agree that many of the REQ weapons are too fun and unique to be stuck behind the req system and campaign easter eggs. :slight_smile:

I like it! The Forerunner weapons in particular were definitely stale in sandbox. I think they improved from Halo 4, but only marginally.

I would like to see the Brute Shot return as well as new weapons to learn and play with.

i’d like for the old rock-paper -scissor + wacky extra system to return. not a simple weapons tier list.

i’d also like to see dual wielding return: the dual wieldable weapons have an extra utility when dual wielded:

  • plasma pistol tracking and emp duration reduced when dual weld

  • plasma rifle stun

  • needler tracking and supercombine strength reduced when dual weld

  • smg quick reload

  • gunfighter magnum quickdraw

  • mauler knockback

  • spiker bleeding damage

  • h5 boltpistol reduced tracking and projectile speed when dual weld

  • supressor reduced tracking when dual weld

  • dual wieldable swords (for the lulz): gives a slight shield boost, but reduces lunge range and slightly the swinging speed

Human Weapons: First and foremost, remove bullet magnetism and make all weapons( where possible i.e. Needler, Hydra, and plasma pistol are exceptions) projectile based.

  1. Magnum needs to be tweaked. High accuracy, high rate of fire, but lower damage and low recoil. Less utility, more real world application.
  2. SMG feels fine, but maybe have more spread at medium to long range.
  3. The Assault rifle needs to fit better at close and med range. I feel like it needs a higher rate of fire, with more spread at range. That way it will force users to burst fire the weapon if they want long range damage capabilities.
  4. The Battle Rifle feels ok, just needs less time between bursts and remove bullet magnetism. Needs to feel more precise while still maintaining some utility.
  5. DMR needs to do more damage at range and have more RoF-rate of fire.
  6. Shotgun needs more power, needs to really do damage as close range and needs a wider spread.
  7. The Hydra, and Grenade launcher should fill a support role, with minimal ammo, high damage, but limited use. Kinda like an equippable power weapon, with a timer countdown before use. Once the ammo is spent, the timer restarts.
  8. Sniper rifle needs to be harder to use effectively, with greater zoom capabilities, bullet drop and zero magnetism. Make it something that requires alot more skill to use and feels like a great accomplishment when used properly.

> 2533274815543309;12:
> Human Weapons: First and foremost, remove bullet magnetism and make all weapons( where possible i.e. Needler, Hydra, and plasma pistol are exceptions) projectile based.
> 1. Magnum needs to be tweaked. High accuracy, high rate of fire, but lower damage and low recoil. Less utility, more real world application.
> 2. SMG feels fine, but maybe have more spread at medium to long range.
> 3. The Assault rifle needs to fit better at close and med range. I feel like it needs a higher rate of fire, with more spread at range. That way it will force users to burst fire the weapon if they want long range damage capabilities.
> 4. The Battle Rifle feels ok, just needs less time between bursts and remove bullet magnetism. Needs to feel more precise while still maintaining some utility.
> 5. DMR needs to do more damage at range and have more RoF-rate of fire.
> 6. Shotgun needs more power, needs to really do damage as close range and needs a wider spread.
> 7. The Hydra, and Grenade launcher should fill a support role, with minimal ammo, high damage, but limited use. Kinda like an equippable power weapon, with a timer countdown before use. Once the ammo is spent, the timer restarts.
> 8. Sniper rifle needs to be harder to use effectively, with greater zoom capabilities, bullet drop and zero magnetism. Make it something that requires alot more skill to use and feels like a great accomplishment when used properly.

You can’t just remove all bullet magnetism, especially on console. Every halo game has had some form of bullet magnetism, if it were removed nobody would be able to hit anything.

> 2533274815543309;12:
> 8. Sniper rifle needs to be harder to use effectively, with greater zoom capabilities, bullet drop and zero magnetism. Make it something that requires alot more skill to use and feels like a great accomplishment when used properly.

No definitely no drop on snipers. i agree maybe a bit harder to use but halos had no drop on snipers for 19 years. The speed at which the sniper fires bullets so ffast the bullet drop would only be noticed from long ranges.