What kind of new weapons could there be?

What weapons could there be that are completely new?

I want to say something kind of like an RPG that has less splash are than the normal rocket launcher but does more damage and the rocket is faster so it is more anti-vehicle. But even then I don’t know if this is considered a reskin or not.

Ideas?

Gravity Bow

-charge then fire single shot
-fast projectile speed
-not headshot capable
-no scope
-battery
-1 bodyshot kill
-zero bloom, zero spread, zero recoil
-charge up period of approximately 0.50 seconds
-no cooldown period after firing
-must be fully charged before firing
-forced fire after a moment of being fully charged
-movable objects, like crates, players, or vehicles, are pushed back upon impact
-a fully shielded player can be killed with one direct impact shot
-no splash damage
-players can be splattered by pushed objects like crates
-light and medium vehicles can be pushed over

> Gravity Bow
>
> -charge then fire single shot
> -fast projectile speed
> -not headshot capable
> -no scope
> -battery
> -1 bodyshot kill
> -zero bloom, zero spread, zero recoil
> -charge up period of approximately 0.50 seconds
> -no cooldown period after firing
> -must be fully charged before firing
> -forced fire after a moment of being fully charged
> -movable objects, like crates, players, or vehicles, are pushed back upon impact
> -a fully shielded player can be killed with one direct impact shot
> -no splash damage
> -players can be splattered by pushed objects like crates
> -light and medium vehicles can be pushed over

Plasma Repeater

-automatic
-medium projectile speed
-not headshot capable
-no scope
-battery
-zero bloom, zero spread, zero recoil
-weapon gradually overheats from sustained fire
-overheat time is 150% of the time it would take the weapon to cooldown normally from 100% to 0%
-if the weapon’s heat level is above 90%, the user can manually vent the heat by reloading
-upon manual venting, the forward facing Thermo Nozzle releases a short range blast of superheated gases
-a thermal attack to the head will kill a player with less than half his shields
-thermal attack strips 0.5 shield layers but is capable of delivering a bleed through headshot
-thermal attack has a very small area of effect
-11 shot kill
-5 shot plus beatdown kill
-8 shots pop shields
-3 shots kill a shieldless player

> Plasma Repeater
>
> -automatic
> -medium projectile speed
> -not headshot capable
> -no scope
> -battery
> -zero bloom, zero spread, zero recoil
> -weapon gradually overheats from sustained fire
> -overheat time is 150% of the time it would take the weapon to cooldown normally from 100% to 0%
> -if the weapon’s heat level is above 90%, the user can manually vent the heat by reloading
> -upon manual venting, the forward facing Thermo Nozzle releases a short range blast of superheated gases
> -a thermal attack to the head will kill a player with less than half his shields
> -thermal attack strips 0.5 shield layers but is capable of delivering a bleed through headshot
> -thermal attack has a very small area of effect
> -11 shot kill
> -5 shot plus beatdown kill
> -8 shots pop shields
> -3 shots kill a shieldless player

Really, why don’t you just suggest a -Yoinking!- nuke at this rate?

ZEμS (Z-type Electron Micro Striker)

-vertical strike semi auto
-hitscan
-not headshot capable
-no scope
-battery
-2 strike kill
-1 strike strips one shield layer
-strikes do not bleed through shields
-zero bloom, zero spread, zero recoil
-equipping weapon creates a 3D targeting reticle on the user’s HUD
-3D reticle slides over horizontal surfaces like the ground or building rooftops
-tap fire to cause an individual lightning bolt to strike down vertically from the sky to the ground
-no splash damage
-weapon overheats if fired too rapidly

> Gravity Bow

my responce to ^ is -_- (yes im using an emoticon here)

THINGS WE HAVE YET TO SEE IN HALO:

-headshot capable automatic
-short fused proximity mines
-automatic midrange/long rifle (a buffed odst smg)
-a 2sk weapon
-player controlled homing missle (please never)
-player ability disabling weapon (prevents from jumping or moving,ect)
-ally boosting weapon
-a weapon incapable of bleedthrough
-a duel wieldable shield
-a charge up to fire primary
-splash damage capable sniper

The list goes on some are good others are horrible but the point is theres plenty left. Not to mention duel funtion weapons.

Hardlight Daggers

-dual wield semi auto
-medium lunge speed
-not headshot capable
-no scope
-dual batteries
-user holds a one hit kill dagger in each hand
-user can lunge at proximate enemies with either dagger
-the Fire button lunges with the right dagger and the Melee button lunges with the left dagger
-lunging with one dagger resets the lunge cooldown period on the other dagger so, if the user alternates daggers, he can lunge directly from one enemy to the next if they are within range of each other
-enemies quickly disintegrate on impact
-batteries cannot share ammo with each other
-daggers are mounted to the user’s backhand allowing him to throw grenades and deploy equipment while both daggers are equipped, unlike any other dual wield weapon
-instant weapon switch-to speed

Fabricator

Contextually dependent function, 1 shot per clip with 2 clips in reserve (3 max)

-Pointed at enemy at short range, creates an explosive charge after a 1 second charge up. 2 second detonation: instant kill against infantry, substantial damage against vehicles.

-Pointed at ground/wall, creates a small EMP turret, weak but noticeable damage against shields, slows vehicles.

-Pointed in air (default), creates a small sentinel which seeks and harasses enemy players with a very weak beam attack.

-Pointed at friendly player, creates a small sentinel which remains in the vicinity of that player.

-Pointed at friendly vehicle, creates a small turret which attaches to that vehicle. 1 per vehicle maximum.

> > Gravity Bow
>
> my responce to ^ is -_- (yes im using an emoticon here)
>
> THINGS WE HAVE YET TO SEE IN HALO:
>
> -headshot capable automatic
> -short fused proximity mines
> -automatic midrange/long rifle (a buffed odst smg)
> -a 2sk weapon
> -player controlled homing missle (please never)
> -player ability disabling weapon (prevents from jumping or moving,ect)
> -ally boosting weapon
> -a weapon incapable of bleedthrough
> -a duel wieldable shield
> -a charge up to fire primary
> -splash damage capable sniper
>
> The list goes on some are good others are horrible but the point is theres plenty left. Not to mention duel funtion weapons.

This is very good list

Gravity Grenade

[/li]- Detonates after contact with surface a la regular frag grenades, producing a field of reversed gravity

  • Any players/objects/vehicles inside the field are thrown upwards
  • Field is spherical in shape, meaning the closer you are to the grenade, the longer you remain in the field and the more powerfully you are thrown
  • Field lasts for a second or two before dissipating
  • Players take splatter damage, meaning it can kill you if it detonates under your feet while you’re inside
  • As grenade reverses gravity, weight is irrelevant, and heavy objects such as tanks will be thrown up just as easily as everything else

Aside from the Gravity Grenade, these ideas are actually scaring me.

I fear for Halo 5 sometimes.

How about weapons that are in the books that haven’t seen the light of day yet?

Idk many, but I’m sure y’all do

> Gravity Bow
>
> -charge then fire single shot
> -fast projectile speed
> -not headshot capable
> -no scope
> -battery
> -1 bodyshot kill
> -zero bloom, zero spread, zero recoil
> -charge up period of approximately 0.50 seconds
> -no cooldown period after firing
> -must be fully charged before firing
> -forced fire after a moment of being fully charged
> -movable objects, like crates, players, or vehicles, are pushed back upon impact
> -a fully shielded player can be killed with one direct impact shot
> -no splash damage
> -players can be splattered by pushed objects like crates
> -light and medium vehicles can be pushed over

I remember a thread about this a while back. And the general consensus was a big fat NO. Bringing it up here won’t change that.

> ZEμS (Z-type Electron Micro Striker)
>
> -vertical strike semi auto
> -hitscan
> -not headshot capable
> -no scope
> -battery
> -2 strike kill
> -1 strike strips one shield layer
> -strikes do not bleed through shields
> -zero bloom, zero spread, zero recoil
> -equipping weapon creates a 3D targeting reticle on the user’s HUD
> -3D reticle slides over horizontal surfaces like the ground or building rooftops
> -tap fire to cause an individual lightning bolt to strike down vertically from the sky to the ground
> -no splash damage
> -weapon overheats if fired too rapidly

Same with this thing…

> Hardlight Daggers
>
> -dual wield semi auto
> -medium lunge speed
> -not headshot capable
> -no scope
> -dual batteries
> -user holds a one hit kill dagger in each hand
> -user can lunge at proximate enemies with either dagger
> -the Fire button lunges with the right dagger and the Melee button lunges with the left dagger
> -lunging with one dagger resets the lunge cooldown period on the other dagger so, if the user alternates daggers, he can lunge directly from one enemy to the next if they are within range of each other
> -enemies quickly disintegrate on impact
> -batteries cannot share ammo with each other
> -daggers are mounted to the user’s backhand allowing him to throw grenades and deploy equipment while both daggers are equipped, unlike any other dual wield weapon
> -instant weapon switch-to speed

This is just a sword reskin, but now you’re dual wielding them. Talk about OP and unnecessary.

Why don’t people think simply. Something like a medium power Automatic weapon. That being more powerful than the AR, but less powerful than the SAW. This would solve the constant whining of “My AR doesn’t do anything and I’m going to constantly complain because I can’t use a precision weapon” that constantly plagues the Halo scene.

So Move the precision weapons to the spawn weapon, then put the more powerful automatics on the maps as pickups. So to give specs like everyone else about these new automatic weapons…

UNSC mid-power Automatic:

[/li]- Bullet damage - deals more damage than plasma for efficient kills. Deals pure Damage

  • Range - equal to todays CQC for red reticle range
  • Bloom - it’s the devil, so no bloom on any weapon
  • Headshot - No multiplier
  • Scope - No it’s meant to be for closer engagements, no need for a scope.

Covenant mid-power Automatic:

[/li]- Plasma Damage - Powerful vs shields, stuns/slows players on impact, minor EMP blasts to vehicles. Does less overall damage

  • Headshot - Has a slight flash/blinding effect on contact with the head.
  • Range, Bloom, Scope… all same as above weapon.

No Promethian mid power weapon because Promethians are supposed to be a vastly superior race with greater technology, so I feel all Promethian weapons should be Power Weapons.

So…
Promethian Power Automatic

[/li]- Beam Damage - Similar to Reach’s Focus Rifle and the Sentinel Beam, Solid beam of light for 3 seconds before overheating. Then cooldown in 1.75 seconds, 1.0 second kill time with constant beam since a power weapon. Beam can ricochet off one surface at a less than 45 degree angle.

  • Range - accurate at mid-range, but beam travels indefinitely across the map. Similar to most power weapons
  • Bloom - since it’s a stream of light, none.
  • Headshot - no need, but if it hits the head, it causes a flash/blinding effect while in contact
  • Scope - 1.5x scope for fun since it’s supposed to be better than the other automatics

Those are 3 different guns, they all fit into the lore/story of the game, they aren’t completely crazy and ridiculous, but very effective, and even though they are technically reskins, they each have their own particular uses. Something that H4 lacked… uniqueness. All of these are very easy to pick up and understand what they do. No tricky schemes or gimmicks with crazy dual fire modes or anything dumb like that. Strait forward guns, each with different abilities and they all fit their relative niches for their faction.

I can’t tell if randy is trolling or not
I feel like a Halo ring on 25 kills is another of his ideas

Plasma Whip

-semi auto
-hitscan
-not headshot capable
-no scope
-battery
-2 hit kill
-one hit drains one shield layer
-zero bloom, zero spread, zero recoil
-tap fire to perform a longer range, overhand whip strike with a very small area of effect
-tap melee to perform a shorter range, sidearm whip swipe with a wide area of effect
-whip strikes transfer 50% of the target’s shields into the user’s shields
-shield vampirism can only charge the user to a full default shield layer, not into Overshield layers

> Gravity Bow
>
> -charge then fire single shot
> -fast projectile speed
> -not headshot capable
> -no scope
> -battery
> -1 bodyshot kill
> -zero bloom, zero spread, zero recoil
> -charge up period of approximately 0.50 seconds
> -no cooldown period after firing
> -must be fully charged before firing
> -forced fire after a moment of being fully charged
> -movable objects, like crates, players, or vehicles, are pushed back upon impact
> -a fully shielded player can be killed with one direct impact shot
> -no splash damage
> -players can be splattered by pushed objects like crates
> -light and medium vehicles can be pushed over

Don’t we have essentially this with the rail gun?

> Don’t we have essentially this with the rail gun?

The Gravity Bow is the successor to the Railgun. It functions in a similar fashion but with the added ability to push moveable objects and no cooldown period after firing (the Railgun has to perform a reload animation after firing). It also has a battery instead of traditional ammo so you can’t pick up more ammo for it.

Basically, these are things that I think would improve the Railgun.

For the record we have seen an automatic head shot capable weapon with the needle rifle in reach. That being said a new one would be pretty cool, somewhat less accurate than precision weapons with slow rate of fire and shallow mag cap. Could be cool.

> > Don’t we have essentially this with the rail gun?
>
> The Gravity Bow is the successor to the Railgun. It functions in a similar fashion but with the added ability to push moveable objects and no cooldown period after firing (the Railgun has to perform a reload animation after firing). It also has a battery instead of traditional ammo so you can’t pick up more ammo for it.
>
> Basically, these are things that I think would improve the Railgun.

Pushing the vehicles sounds pretty cool, but I feel like having no animation for reload would be kinda unbalanced… The battery thing to me is essentially give or take only because u can simply toss ur weapon for a fresh one which is not unlike picking up ammo.