> 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.