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  • Subject: Weapons I'd like to see in Halo REACH
Subject: Weapons I'd like to see in Halo REACH

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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]

  • 06.21.2009 11:01 AM PDT

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The Halo REACH Script (post thoughts in thread)

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COVENANTStandard.
Beam Rifle: the Beam Rifle in Halo 3 has significantly less ammo than in Halo 2. In Halo REACH, the Beam Rifle should return with the same basic schematics as in Halo 3 -- except it should have as many shots as the human Sniper Rifle. In opposition to the Sniper's nightvision mode, the Beam Rifle could have a form of thermal vision mode, making it more unique.

Fuel Rod Gun: the Fuel Rod Gun has undergone many changes in the Halo trilogy. In Halo 1, it shot globules of arcing plasma which exploded violently on impact. In Halo 2, it shot applesauce. In Halo 3, it shot a more effective version of the previous applesauce. In Halo REACH, I think that the FRG should return, but powered like a battery as in Halo PC, instead of magazine-fed like in Halo 2 and 3. It should have the same range and power as in Halo 1, but a much higher overheat rate, as well as much less battery power, making it more equal to an indirect-fire Rocket Launcher.

Plasma Rifle: the Plasma Rifle in Halo 1 was an actual Rifle, but it was degraded into a human SMG with the introduction of dual wielding. With dual wielding removed in my proposal, the PR could be made into a powerhouse again. It should have as much range as in Halo 1; same firing rate, power, and projectile speed. There should be no spread on single shots, making it a more versatile weapon at range, but it would become inaccurate at full-auto. It could possibly have a 2x scope so that it is the Covenant answer to the MA5K. The plasma stun should return, but on headshots only: plasma stun in Halo 1 slightly slowed down your movement in Halo 1, for anyone who doesn't know what I mean by "stun." It should have a much more powerful, bassy sound, like in Halo 1.

Needler: the Needler's most powerful incarnation, by far, was in Halo 3. In Halo REACH, it should have similar range and power, but it should take an extra 4 rounds to cause an the insta-kill explosion. The Needles themselves should be made larger and darker, and thus more visible. More visible means it would be simpler to out-strafe the needles.

Plasma Pistol: the Plasma Pistol in Halo 1 was a powerful weapon on its own. In Halo 2, its sole purpose was to remove shields. In Halo 3, it's also good for stopping a vehicle, though its damage-level is still laughably worthless against infantry. The Halo REACH PP should be a hybrid of the H1 and H3 versions. It should have stun on headshots, like the PR. It should do the same damage as in H1. It should have the same projectile speed, sound, and tracking as in H1. Like the H3 version, a charged shot would stop a vehicle, and the battery should deteriorate if the charged shot is held down.

Energy Sword: the Sword works fine in H3, IMO. I do feel that if all of the weapons have upgraded power due to dual wielding being removed, the lunge should be somewhere between its H2 and H3 levels. It should be insta-kill on both the B and RT button swings. Holding the sword could also give a slight speed boost as opposed to holding a gun.

Plasma Grenade: like the Frag grenade, the Plasma Grenade should have a power between the H2 and H3 versions. I feel that the fuse time should be between the H1 and H3, making it even more unique as opposed to the Frag.


Jiralhanae.
Brute Shot: the Brute Shot was great in H3, when it worked. The H3 version should return, but the arc from Halo 2 should return, and the grenades should not explode mid-air, increasing its range. The Brute Shot should be as consistent as any other weapon, rather than having half the rounds not register as in H2 and H3. An up-close melee with this weapon could possibly be an insta-kill, though there would be no lunge on it, so it wouldn't be an effortless kill as it would be in H3.

Spiker: the Spiker could return without dual wielding. If you've seen Halo LANDFALL (5:47-5:56) you will have an idea of what I'm suggesting. The Spiker would appear larger (since the Brutes are so big), a size between the PR and MA5K. It would become a single-shot weapon, firing as quickly as you pull the trigger (as with the Carbine and Halo 2 Pistol). The range should be bewteen the PR and MA5K, making it a much more versatile weapon than it was in H3. It should be able to pin dead bodies to walls or the ground (and would be particularly fun in single player: nailing Grunts to walls). It would have a headshot bonus, so that maybe 3 headshots kill an unshielded opponent.

Mauler: the Mauler from Halo 3 should return almost identical -- only this version would be made fully automatic. This would make it more unique than the human Shotgun since it has much less range, but shoots a lot faster.


Support.
Hunter Cannon: the Hunters from Halo 3's campaign should return. In single player, we should be able to tear the gun-arm off of their lifeless body and carry it around as a support weapon, so we could wirld the power of a Hunter. They could be added into MP as well.

Needler Cannon: the Needler Cannon would be similar to the gun on top of the Scarab and Shadow in Halo 2. Orange-pink shots which track slightly. It would be a mounted turret, but the player can tear it up and wield it.

Plasma Cannon: like the Halo 3 version.

[Edited on 06.21.2009 11:27 AM PDT]

  • 06.21.2009 11:02 AM PDT
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Argumentum ad populum

Ah -blam!- it.

[Edited on 06.21.2009 11:07 AM PDT]

  • 06.21.2009 11:04 AM PDT

Without me, it's just "Aweso".

To add onto the Frag grenade needs, it would be nice if they could detonate in mid air.

  • 06.21.2009 11:08 AM PDT
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If we get the M99 and MA5K I will be more than happy.



[Edited on 06.21.2009 12:27 PM PDT]

  • 06.21.2009 11:19 AM PDT
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Don't click the above link. It's gross -blam!-.

  • 06.21.2009 11:27 AM PDT
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I like your weapon ideas. The Halo PC Fuel Rod gun was great but it needed to be toned down so I agree there. The thermal scope on the beam rifle sounds like a kick ass idea.

  • 06.21.2009 12:26 PM PDT
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I agree with you in most parts.
Its the first time in a while that I agree with something someone here said about weapons in MP. Even though your pistol should be a rifle, kinda like a br without burst, because a pistol that would be more powerful (in the right hands) than a rifle, we had that "problem" in halo:ce. But by doing so the pistol would be mainly useless like it is in h2/h3 so I could live with your solution.
The thing I don't agree with is the need of the so called support weapons, nice Idea and all but we got vehicels with simular guns, isn't that enough? Diversity is a good thing and all but you can over do it.

Do you care to make a thread about a melee system? Halo 3's is a joke (strength and double beatdown), but my english is to bad to explain it the way I want to (I'm from Germany), but I am sure you would write it the way I'd like it in Halo: Reach.

  • 06.21.2009 1:02 PM PDT
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You sonofa-blam!-.


Where's the MA5B? That was standard issue back then.

  • 06.21.2009 1:10 PM PDT
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Posted by: KittenMonger

Posted by: JetSpartan022
I know. It's one of the best Halo's to date.

Definitely, it's at least in the top 5.

Chronologically speaking, we should get the MA5B Assault Rifle and M6D Pistol, and hopefully the super-powered Frag Grenades from Halo: CE. With those 3 back i would be thrilled.

  • 06.21.2009 1:17 PM PDT

I love the Spatan Laser. Sorry!

  • 06.21.2009 1:18 PM PDT

"every time he kills me I have 5 seconds to think about how much I blaming hate him..."

-Phurion

this is a realy important thread if bungie sees this so:

I WANT AN ASSAULT RIFLE THAT ACTULLY IS USEFULL OR MAKE THE BATTLE RIFLE THE DEFAULT SPAWNING WEAPON PLEASE!!!!!!!!!!

im so sick of how many shots it takes to actully kill someone with an assasult rifle lol. 75% of the time when im not playing MLG im stuck with an Assault Rifle the entire game. I think that the Halo 3 "ultimate spawning weapon" is a joke lol. You cant even hit anybody past 2 feet away and killing somebody a range or without meleeing is virtully impossible. i would really like to see the MA5K with a scope and similiar range to the Battle Rifle except for fully automatic of coarse. i also think it should take 1/4 of the current amount of bullets that it takes to kill someone with full sheilds in halo 3.

  • 06.21.2009 1:20 PM PDT

I would agree with except on the Spartan Laser and Missile Pod.

Even though you don't have to lead with the Spartan Laser it is easy to dodge. It is balanced fine because even though it is easy to shoot the charge time allows enemies to easily find cover or exit a vehicle. Besides it is actually an underused weapon and does not show up much. On standard matchmaking the Spartan Laser in hardly ever used, unless your on Valhalla. I have never had a problem with it.

Missile Pod, so underused its not even funny. The missile in general aren't particularly powerful and won't give you a one shot kill. The tracking system is state of the art either. Half the time they hid other obstacles before they hit you target.

This goes for both, and the rocket launcher. The mentality of these weapons is that they are big and slow. They are usually used as a last ditch effort or are often forgot about. Usually a couple minutes into a game of Valhalla, people forget about the Laser and keep to traditional methods of killing. In my year of playing when Halo 3 first came out, neither of these weapons game me problems. Its usually people who are not as good players, or people who done pay attention much that complain about them. (I am in know way implying this is how you play).

  • 06.21.2009 1:24 PM PDT
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The MA5K is much better than the MA5B. Don't worry it would make a great starting weapon. I've used it in Halo PC and I like it better than the MA5B.Of course it might function differently than it did in the Halo PC, that's up to Bungie.

The Spartan Laser seems to have autoaim, at least against vehicles, remove that and it would be harder to use against them. To make it less effective against players on foot maybe the laser radius could be lowered. Between that and the charge up time the Spartan Laser would be fair.

[Edited on 06.21.2009 1:40 PM PDT]

  • 06.21.2009 1:33 PM PDT

I think most people (from new players over hardcore competitive players to long time halo fans) would be happy with MA5K, the way you described it,, as a starting weapon. Because headshots and bursts would kill the player who would rarely aim and just pull down the trigger. Combined with a melee system that does not take down your hole shields this would make both mid and short range combat pretty interesting and still give new players a fair chance to not get dominated by expirienced players. And for the hardcore playlists their would be the pistol which could be put into non hardcore matchmaking by gametypes like team pistols (similar to team brs).

  • 06.21.2009 1:38 PM PDT

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The Halo REACH Script (post thoughts in thread)

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Posted by: KittenMonger
Chronologically speaking, we should get the MA5B Assault Rifle and M6D Pistol, and hopefully the super-powered Frag Grenades from Halo: CE. With those 3 back i would be thrilled.
I think that the MA5B would be an even bigger "noob gun" than the MA5C, so I wouldn't like it to return just as it was in H1. I think that the AR needs to be a more accurate weapon if it's going to be the UNSC-standard...

  • 06.21.2009 1:42 PM PDT
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I really don't think a Flak gun is necessary, but a replacement for the spartan laser is.

  • 06.21.2009 1:44 PM PDT
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Why no carbine? The Humans have the pistol which is like the battle rifle. Besides in campaign Jackals using the carbine was great.

  • 06.21.2009 1:46 PM PDT

http ://howla443.mybrute.com

Live Or Die Trying.

I totaly think that a replacement for the Spartan laser is totaly needed.

  • 06.21.2009 1:55 PM PDT

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Posted by: Bullet _ Sponge
Why no carbine? The Humans have the pistol which is like the battle rifle. Besides in campaign Jackals using the carbine was great.
Maybe. I figured that the BR was split up between the AR and Pistol, and the Carbine was split up between the PR and Spiker (which would now shoot similarly to the Carbine, not automatic).

  • 06.21.2009 2:18 PM PDT
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listean i think all the weapons kick ass execpet for one and that is the plama pistol i mean really it is like a toy not something you use to kill someone all the others can do damage but come on da @@@@ it does not matter what guns they put in just as long as that is not in it ugh i cant even say its name it so bad.

  • 06.21.2009 2:26 PM PDT

NY Giants
Miami Heat

Some good ideas. Others would ruin the game for any casual player.

Over this thread has a lot of ups and downs. But the downs drag it down to much.

  • 06.21.2009 2:27 PM PDT

You have some good ideas here.

Weapons that don't register headshots should should still be more powerful when shot at the head. They should bring back plasma stun.

But I like the spartan laser. Its a beautiful weapon that fits right into the Halo atmosphere. Its not overly versatile, its pretty much a support weapon with limited ammo and a specific use. It is not a point and click kill. You have to charge it, and use peek shot techniques to maintain the element of surprise and be completely effective, otherwise, you will be descoped and killed. Think about the laser on construct, virtually no one picks it up or has it as a tool of destruction.

A Gauss rifle would be a point and click weapon. As soon as you hit the trigger you get a one shot kill. You can get a multiple multi kills with a Gauss, not so with the laser due to its charge time. A laser can easily be taken out by a good banshee pilot and infantry seeing as most people use the scope, blocking radar and allowing for easy flanks. People will usually get 2-3 frags with it on a regular map at most and its really not that high up there on anyone's TOD. I think I'm with the majority of Halo players when I say don't remove the laser. The only thing i would change about it is the laser [bullet?] radius, make it a little smaller. I have no problem with it being a hit scan weapon, charging up is just as difficult as leading your target, because it leaves you vulnerable to being descoped.



The missile pod was perfect on Halo 3. The missiles move slow enough so that it is pretty easy to evade yet the instant lock on time stops it from being useless . Creating a longer track on time would make it useless against maneuverable vehicles like the banshee. I like your idea about controlling the missile after it is fired. I would love to shoot it and switch to a first person view of the rocket with controls like a stinger missile. It would have to be able to only kill one infantry at time and need multiple hits to take down vehicles like the current version.

I for one do not want a removal of duel wielding. The ability of constant fire and enhanced power balances perfectly with the inability to throw grenades and decreased accuracy. Its fun and gives guns more versatility, like dual smgs vs banshees and ghosts. I think they nerfed duals a little too much in H3.

I would love to see a return of night vision and an addition of thermal. A simple motion tracker animation on the hud would be sweet, too. I haven't read the books but it just seems like something that would be built into the hud, really. This would also open up lighting effects on levels allowing sweet shadows like they have in Halo CE.


  • 06.21.2009 2:32 PM PDT
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Posted by: Wizzen james
Some good ideas. Others would ruin the game for any casual player.

Over this thread has a lot of ups and downs. But the downs drag it down to much.


Casual players have no rights and I mean that. They are a disease. Back in Halo 2 I was was terrible for almost the entire time I played it. But that was fair, I sucked and I didn't deserve to do good. The Halo 3 skill gap is much smaller and that is ridiculous. Good players should absolutely dominate, no exceptions.

  • 06.21.2009 2:33 PM PDT