- gamertag: Ceved
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Hi guys! I don't post much on these forums, but I feel the need to share some of my ideas regarding the weaponry in Halo: Reach. You should know that I haven't read the novels, so I have no idea if my ideas are canon or not. It should also be noted that I have taken the opinions of other forum members into consideration when developing my ideas.
I have made up a full list of the weapons that I would like to be implemented in Halo: Reach. You will see that there are no big surprises, only changes which I think will improve game play. Let's get started!
*Warning, long read*
UNSC weapons
Assault Rifle
The AR is basically going to be redone to make a good starting weapon. It would remain full-auto and have a longer effective range making it a decent mid-range rifle. When burst fired (by pulsing the trigger) the AR would have decent accuracy over mid-range, to balance it up the rate of fire would be slightly decreased. Adding a 2X scope would improve its performance, but the AR will be left without a head shot bonus. My idea is basically to make the AR decent at mid and short range, but not truly good at anything. Spraying with it will render it useless at mid-range, the slower rate of fire will tune it down at short-range and in CQB.
SMG
The short range beast of Halo: Reach. High rate of fire but very limited range, the SMG should be almost useless in anything but short range and CQ battle. The idea is that the SMG will out fire the AR at short range. To balance it up the SMG's aim will climb while firing forcing the player to constantly adjust it. It will remain dual-wieldable, but more on that mater later.
Battle Rifle
I have two options:
a) Slightly reduced damage, perhaps five or six bursts to kill a fully shielded enemy. A somewhat increased rate of fire to counter the AR. Of course it would have a longer effective range than the AR, acting as a mid to long range rifle.
b) Remove the Battle Rifle from Halo: Reach. Why? Read the Covenant Carbine "option b".
Pistol
Big clip, medium rate of fire (the faster you pull the trigger, the faster it shoots), low damage, decent accuracy and range. Basically a true sidearm, the secondary starting weapon of Halo: Reach.
Magnum
Slow rate of fire, high damage, good accuracy and range, small clip (6 rounds perhaps). This would be a true juggernaut of a gun at short range, killing a fully shielded enemy in four shots. But due to its great power the Magnum will climb after each shot and only a small amount of ammo will be available, just to balance it up.
Shotgun
The human CQB dominator. Stays the same as the Halo 3 version.
Rocket Launcher
The Halo 3 version works fine, no need to improve it.
Spartan Laser
Removed. Why? See "Gauss Rifle".
Sniper Rifle
The Halo 3 Sniper is pretty much perfect in my opinion, but maybe the aim should be removed when the scope is zoomed out?
Gauss Rifle *New*
A replacement to the Spartan Laser. A shoulder-held Gauss cannon firing tungsten-uranium anti-armor projectiles. Holds a single 10-shot clip which cannot be reloaded. The GR's projectiles travel at extreme speeds, so a skilled user can hit a moving vehicle at long rang; though the Gauss Rifle is intended to be mid-range. For balancing the GR needs a brief cool-down after each shot. It will also take two shots to take out a Warthog, Ghost or Banshee. A Tank needs to take four shots to be disabled. The GR's shots are not designed to penetrate the personal energy shields of a Spartan or Elite, so it takes two shots to kill a fully shielded enemy.
Covenant weapons
Plasma Rifle
The PR is brought back to its Halo: CE glory. No longer dual-wieldable, the PR will have regained its stun-effect. The Plasma Rifle will work decently at medium range and have improved accuracy combined with a good rate of fire. Overheating and depletion of the battery should be faster than in Halo 3 for balancing. As usual the PR will tear an energy shield down in a blink of an eye, but its soft damage will be low.
Plasma Pistol
Halo 3 one works fine, almost like a piece of semi-equipment.
Covenant Carbine
Once again, two options! I have big plans for this little marvel.
a) The Carbine stays basically the same, but is tuned down to match the "new" BR.
b) My preferred option: the Carbine is made the only mid to long range rifle in Halo: Reach, thus removing the BR. It remains single-shot semi-automatic with a decent rate of fire (like the Halo 3 Carbine). Damage per bullet is set so that the Carbine can kill a shielded enemy faster than the AR (when burst fired) at medium range. Head shot bonus to kill an enemy instantly when the shields are down. 2X scope and a slightly increased clip, it would also be more accurate than the Halo 3 Carbine (but of course not like a sniper at long range). In short range or CQ battle the Carbine will be inferior to both the AR and SMG for balancing.
Needler
Perfected in Halo 3 as far as I am concerned, no need to change it.
Energy Sword
Stays the same
Beam Rifle
Halo 3 version is just fine, no changes.
Fuel Rod
Maybe it should be adapted for Matchmaking? Performance is currently unknown.
Jackal Shield *new*
I have borrowed this idea from another forum member, because I think it's awesome. LT to raise Shield, an overheat function when enough damage is done to it. A raised Shield will protect the users upper body hand head, but leaves their legs exposed. When your Shield is raised your aim will be seen through the Shield itself, making it hard to see what you are aiming at. Only dual-wieldable weapons may be used combined with the Shield.
My addition to this idea is the "push LB to bash" function. The bash will do no damage, but it pushes an enemy a few feet backwards, giving the "shield bearer" some breathing room. The bash could save the bearer from an enemy melee and even block a sword lunge.
Brute weapons
In there are any Brutes in Reach...
Spiker
The spikes will fly a bit faster and a powerful melee-bonus will be added. The Spiker would become a powerful CQB weapon thanks to its beast melee; in melee vs melee it will overpower all other weapons except the Energy Sword. It would remain dual-wieldable, but dual-wield would mean that the powerful melee is lost.
Mauler
Removed in favor of the new Spiker. There is no need for two Brute CQB guns.
Brute Shot
Halo 3 version is good enough
Gravity Hammer
Removed, we only need one power-melee weapon (Sword).
Other improvements
I would love to see a melee system without lunge (except for the Sword, of course) or melee magnetism, like in Halo: CE. This would solve a lot of things I don't like about the Halo 3 MP (which I think is really good in general).
Dual-wield will greatly decrease the accuracy of mainly the Spiker and SMG, which will discourage the use of dual-wielding. The other dual-wields (Pistol, Plasma Pistol and perhaps Magnum) will not be as much affected, but there will be a considerable penalty. The only reason I want to keep dual-wield is to introduce the Jackal Shield
Hope you liked my ideas and thanks for reading! Feel free to comment, but leave the flames at the door.
P.S. Sorry for any grammar or spelling errors, but I am from Sweden.