> > We can have both, except one will be a single shot Pistol and the other will be a burst fire rifle, with the rifle having a longer scope and both are 4 shot.
>
> I agree, to an extent. I like how Reach tried to split the ranges of the BR into two separate weapons: the DMR and the Pistol. Still, the DMR was way too powerful due to its poor bloom.
>
> So, to expand on your idea, why not have the rifle be single-shot as well. Both weapons will have a 2x scope, but the rifle will have far less spread. However, the pistol will have a faster RoF. This way, the pistol’s more dominant at close range, but the rifle’s more efficient at long range. Both have relatively equal chances at defeating the other at mid range.
Here’s how it should work when it comes to combat effectivenes (up until they say “We’re keeping that 3rd precision weapon for Halo 4”, in which case I have a different balancing formula for that).
With two precision/utilitarian weapons, they should balance out via strengths and weaknesses of ranges.
So, the best way for two of them would be:
> Shorter Range: Pistol>Rifle
> Mid Range: Pistol=Rifle
> Longer Range: Rifle>Pistol
However, I find it likely that a 3rd precision/utilitarian weapon (we’ll call it a Carbine for the hell of it) will return, and we’ll have a triangle.
So, the formula for that would be:
> Shorter Range: Pistol>Rifle>Carbine
> Mid Range: Carbine>Pistol>Rifle
> Longer Range: Rifle>Carbine>Pistol
This way, it will always be that of options for picking one or the other(s) up instead of always having a mainstream weapon to use (this system also promotes AR/Pistol starts).
So the way I figure it, the Carbine can be burst and the Rifle and Pistol can be single shot.
All are four shot (to reduce confusion and promote team shooting) but base reticules, ammo supply and capacity, and scopes can best limit these weapons to the formula, while they also configure the other weapons in the sandbox to work around these precision weapons to ensure a sandbox balance and a difference of niches instead of a level of effectiveness (level of effectiveness ultimately makes for weapons that are bad rather than weapons that simply work in different situations).
(Did I just digress so much as to explain good sandbox balance again?)