Primary Weapons
DMR: Slightly reduce rate of fire, increase kickback when shot when zoomed in, decrease bullet magnetism/aim assist, because it beats out other weapons in their intended range.
Covenant Carbine: Slightly increase max rate of fire at the cost of some accuracy when firing that fast, because it has the lowest killtime and feels to weak.
Suppressor: Decrease the time between bursts if you rapidly tap the trigger, because it is underpowered compared to the AR and storm rifle at all but very close ranges
Light rifle: Make it hitscan
Secondary Weapons
Plasma Pistol: Decrease battery cost by 25%, increase damage for normal shots, add more bullet magentism/aim assist to normal shots, decrease EMP strength for charge shots, because it’s nigh impossible to use for anything other than EMP, and EMP makes it too effective vs. vehicles.
Boltshot: Increase damage of normal shots, make charged mode damage scale with how much ammo is used, make how long trigger is held with how much ammo is used, because normal shots are too weak for normal use, and charged mode is aggravating and cheap.
Sniper Rifles
Beam rifle: Make it appear more commonly
Shotgun/Melee
Scattershot: Improve hit detection
Gravity hammer: Make it more common
Other
Railgun: Make it so if I release the trigger near the end of the charge, it actually cancels instead of firing anyways. Improve hit detection.
Sticky Detonator: Very slightly reduce blast radius
Needler: Buff needle tracking, or add more ammo to the total ammo when picked up
Spartan laser: Buff damage all around. Should always be a 1hk to spartans, and should be a 1hk on a direct, central hit to all vehicles other than the wraith and scorpion.
Concussion rifle: Make it more common
Fuel rod: Make it more common
SAW: Increase kickback when damaging other players that are scoped, increase movement slowdown when hitting other players, as I find it struggles vs groups of player, which is presumably the niche it holds.
Plasma grenades: Decrease damage towards vehicles, increase damage/blast radius towards infantry, because it is far too effective vs. warthogs, but too weak vs. infantry to the point where an unshielded spartan can live through a plasma less than 5 feet away. Do NOT reduce starting count.
Pulse grenades: increase starting capacity to two because they are more of an area of denial tool than a grenade.