- MLG Cheehwawa
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- Fabled Mythic Member
I believe that Halo REACH should bring back a lot of older weapons. Halo 3 has a fair amount of guns, but I feel like some of them were implemented incorrectly and should be tweaked if they return in Halo REACH. In the below weapons, note that none of them have a lunge feature (except for the Sword), and dual wielding has been removed.
Though dual wielding has been removed in my proposal, variety is still present. DW offers some variety, but at the same time, it also makes all dual wieldable weapons have extremely short range, and half the power they could have if they were single wieldable (so that they won't be overpowered when you pick two up).
If bungie could find a way to keep all weapons unique and versatile on their own, and still allow us to dual wield (maybe if you pick up two, they get a little weaker, and their acuracy is cut down to extreme-close range. I would be fine with DW returning then.
(( This thread spawned Vehicles I'd like to see in Halo REACH thread. ))
As long as all weapons are unique, versatile, and useful on their own.
UNSCStandard.
M99 Stanchion Gauss Rifle: replaces the Spartan Laser. Though the SL offered a great new spin on the anti-vehicle niche, I felt that it was too easy to use because it was virtually hit-scan since the laser fires at lightspeed. The Gauss Rifle would have a 5x and 15x scope, the same power as the Spartan Laser, but you would need to lead with it, requiring a new type of skill to take out vehicles, rather than just point and click.
SRS99C-S2AM Sniper Rifle: the Sniper Rifle should operate very similarly to the one in Halo: Combat Evolved. It would fire quicker than in Halo 3, and would be overall more consistent. It should also have the LCD screen from Halo 2's Sniper, as well as a nightvision mode available in both Campaign and Multiplayer. It will have a 2x and 10x scope, and the same amount of ammo as in Halo 2 and 3.
MA5K Assault Rifle: the bread-and-butter of the UNSC forces. A stripped-down version of the MA5B Assault Rifle, the MA5K has a smaller magazine (45 rounds), but much more range. It should shoot 3-4x farther than the MA5C when pulsed, but when fired in full auto, would have about the same range as the MA5B. Should have a 2x scope added to allow for medium range combat (like the SMG has gained in Halo 3: ODST). It's as powerful as the MA5B when landing bodyshots, but headshots should be twice as strong, granting users with more accuracy a quicker kill, and adding more depth to midrange combat to the AR, making it a much more versatile weapon. Sounds like the MA5B.
M6D Pistol: a "scaled up" (117%) Magnum sidearm modified specifically for Spartan use. It would have a 2x scope like the M6D from Halo: Combat Evolved and the M6C/SOCOM from Halo 3: ODST, and it effectively replaces the BR, which would not show up in this game. In MP, it would kill a fully shielded opponent in 5 headshots (or 10 bodyshots), but it would fire much faster than Halo 3's M6G, at 3 rounds/second. Should have 10-12 rounds/magazine. It would have very low aim assist, but it would still be a very useful weapon in the right hands.
M19SSM Rocket Launcher: the Rocket launcher in Halo 3 was by far the least effective of all Rockets from the Halo trilogy. The Rockers in REACH should shoot as quickly as they did in Halo 1, but they should have no aim assist whatsoever. The power should be between Halo 2's and Halo 3's RL. Still 2 rounds/magazine; and Rocket ammo should spawn on certain maps again like in Halo 2.
M90 Shotgun: the Shotguns in Halo are very inconsistent in terms of power. In Halo 1, it was a beast. In Halo 2, it was a joke. In Halo 3, it was very effective at melee range. In Halo REACH, I think that the Shotgun should get the power and range it had in Halo 1 back. But at a price: only 6 rounds/magazine (as opposed to the original 12), and the firing speed should be lowered as it was in Halo 2.
Fragmentation Grenade: the grenades should be somewhere in between Halo 2 and 3's in terms of power and fuse time. You should be able to throw grenades further than in 2 and 3, closer to the Halo 1 level, allowing them to be more versatile (provided you can aim them at longrange).
Support.
LAU-65D/SGM-151 Missile Pod: the Missile Pod in Halo 3 was fine, it was just too simple to use. In order to track a target, you should need to either paint your reticle over the vehicle for 3 second before firing a locked round, or you would be able to fire a locked round immediately, but would need to keep the vehicle in your crosshairs in order for the missile(s) to stay on track. Something interesting here could be the missile follows your crosshair, making this weapon more unique, and you could effectively guide your missiles into anything - vehicle, infantry, fusion coil - if you have good aim.
M68 Gauss Cannon: essentially a portable version of the Gauss Cannon from the Warthog. It would be very effective at midrange, but has very limited ammunition.
AIE-486H Heavy Machine Gun: works fine the way it is in Halo 3; bring it back relatively the same. Make the spin-up time longer, and add a unique spinning sound (like you may see on real life gatling guns) to it before the bullets begin firing.
MF87 FlaK Gun: FlaK Cannons were essentially giant shotguns used to damage airplanes in World War II. You can mount one to your mechs in the game Lost Planet, and I think that a FlaK (giant shotgun) turret would be great on the back of a warthog, support turret for the Scorpion, or even a good support gun used by players. Very limited ammunition, highly effective at close-midrange.
M7057 Flamethrower: works fine in Halo 3, maybe give it a little more range. And please, make the flames look more ralistic (check out COD5 or GOW2 for an example of a good looking flamethrower).
[Edited on 06.28.2009 10:30 AM PDT]