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Subject: My ideas on the Halo: Reach weaponry
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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.

  • 06.23.2009 11:00 AM PDT
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*Nibbles on Waffle*

(>^#^<)
(>^-^<)

I like the Gauss Rifle. =D

  • 06.23.2009 11:05 AM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Thats it i wanna play it now :D

  • 06.23.2009 11:08 AM PDT
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  • last post: 01.01.0001 12:00 AM PDT

i really do like your idea there

  • 06.23.2009 12:30 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Gauss sounds like a missle pod, but on your shoulder.

  • 06.23.2009 1:02 PM PDT
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Bungie.net member Since 2001

"A hero need not speak. When he is gone, the world will speak for him"
"You are the last of your kind: bred for combat, built for war. You're the master of any weapon, pilot of any vehicle, and fear no enemy"

Nice thread ! Really like the idea.

  • 06.23.2009 1:16 PM PDT

sounds like you thought hard about the balance, but maybe there will be new weapons to enjoy whic could negate some of Halo 3's (slight) imbalances.

  • 06.23.2009 1:17 PM PDT

Nothing to see here, move along.

I like it, some really good ideas. I do hope they bring back the Halo CE plasma rifle, it was a beast.

  • 06.23.2009 4:05 PM PDT

Ugh...

First on a BWU.. yeah, I'm cool.

ODST;MYTHIC Screenshot winner! One of the first to get their hands on the mythic map pack.

BR needs to stay. Atleast a version of it. A burst fire mid-long range weapon has to be in the game.

  • 06.23.2009 4:08 PM PDT

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The Halo REACH Script (post thoughts in thread)

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I agree with some, but I dislike the H3 version of most of the weapons.

  • 06.23.2009 4:14 PM PDT

Mythical Group

There is no greater catharsis than arguing on the Flood.

I like what you've done to what we already have. But I would also adore some other new weapons. Great job anyways, I really like this.

  • 06.23.2009 4:15 PM PDT

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The Halo REACH Script (post thoughts in thread)

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The GR should have the same power as the laser, just you'd need to lead it so that it actually would take skill.

  • 06.23.2009 4:28 PM PDT

Register at your local Vault Tec office today! The world might not be there tomorrow...

Well, seeing as how the Gauss Rifle is a very powerful weapon in Halo MP...

I would imagine there would be one hell of a kick from that thing firing without a Warthog to stabilize it. It would almost be safe to say that it could damage your shields by using it!

Also, with there not being a 'hog to provide juice to the cannon, I would again imagine that with every consecutive shot you would have to lead it farther and farther to make up for travel time of the slug to the target. After all, I doubt that thing was made to hold much in the way of power reserves.

How's that for balancing?

  • 06.23.2009 4:50 PM PDT
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The Halo CE shotgun needs to return. The Halo 3 version is -blam!-.

  • 06.23.2009 4:51 PM PDT

Well Let's Do It

Rocket Launcher
The Halo 3 version works fine, no need to improve it.

No need to improve it? ok rocket launcher from halo 2 has a tracking device and i know halo 3 has missile pod but commong wen u pick up another weapon u drop it missile pod not portable and slows ur speed making u vulnerable

  • 06.23.2009 5:23 PM PDT

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The Halo REACH Script (post thoughts in thread)

Writing Lead of Whisper Studios. Check out Heron!

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Posted by: Father Wolf IV
Rocket Launcher
The Halo 3 version works fine, no need to improve it.

No need to improve it? ok rocket launcher from halo 2 has a tracking device and i know halo 3 has missile pod but commong wen u pick up another weapon u drop it missile pod not portable and slows ur speed making u vulnerable
Tracking Rockets removed the amount of skill needed to take out a vehicle. Press a button, get the kill, like with the laser (and missile pod). I say bring back the Halo 2 Rockets, just with no tracking and absolutely no aim assist. The Rocket in H3 moved way too slow and it did as much damage as the Boomshot from Gears of War.

  • 06.23.2009 5:25 PM PDT

Well Let's Do It

agree with H3 rocket was too slow but wen u use it on close range or mid its damm more powerfull its blast is bigger than the rocket on H2 but who the hell would use rocket to kill in close range matches only noobs (H3 matchmaking) and besidies the name speaks for it self "Rocket Launcher" rocket is use agains vehicles

  • 06.23.2009 5:36 PM PDT

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The Halo REACH Script (post thoughts in thread)

Writing Lead of Whisper Studios. Check out Heron!

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The H1 rocket had the largest splash damage, then H2, with H3 being the lowest... Missiles and Rockets are used against vehicles, but Missiles can be heat seaking, while rockets are smaller and are "dumb-firing" (no tracking)

[Edited on 06.23.2009 5:44 PM PDT]

  • 06.23.2009 5:43 PM PDT

The only thing I would change is to make the plasma pistol a bit stronger, so it can actually kill... And, and needler have a slower rate of fire, seeing as how immensely powerful it is.

Nice job. Let's see how close you get! :P

  • 06.23.2009 5:51 PM PDT

- Hey mars, can you smell that?
- Smell what??
- Uranus.
[Insert troll face here]

i like your ideas man

  • 06.23.2009 5:53 PM PDT
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Heaven Won't Take Us and Hell Is Afraid We'll Take Over -USMC

i like the Jackal Shield idea but the spiker should stick convent to walls and stuff

  • 06.23.2009 5:58 PM PDT

Well Let's Do It

remove the Spartan Laser? wat the hell is wrong with u and wat the hell is with u with the "guess rifle" nice and kool idea but spartan laser is one badass weapon

  • 06.23.2009 6:02 PM PDT

Well Let's Do It

if ur thinking guess rifle as the equipment it will slow ur speed down i think? ( H3 ODST excluded)

[Edited on 06.23.2009 6:03 PM PDT]

  • 06.23.2009 6:03 PM PDT

NIERDRAIG!!!

they should take the plasma pisto back from ce, it does better damage

  • 06.23.2009 6:10 PM PDT
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No dual wielding any weapons.

UNSC
BR55
Remove the spread, make the bullets remain very accurate even at long distances and make it a five or maybe even six hit kill(headshot). This would keep it a viable choice for long range combat but useless in CQC.

M7
Higher magazine capacity then AR and better in CQC because of its greater rate-of-fire. Less range than AR.

MA5K
Should be more accurate and good for medium or close range encounters.

M6D
Should be a five hit kill(headshot) but not able to perform at long range like the BR.

M90
Should have the Halo CE range but only hold six shells.

Sniper
Should have the Halo 3 rate-of-fire.

Rockets
Should be faster than in Halo 3 but the splash damage is ok.

Spartan Laser
No auto-aim, smaller laser radius making things harder to hit.

M99 Gauss Rifle
Requires a quick charge up before each shot, requires leading to hit target, doesn't kill vehicles with 1 hit. Holds multiple shots.

Support Weapons
Missile Pod
Same but requires the crosshair to be near the vehicle for the lock on to continue.

Flamethrower
Maybe a little more range. Make the fire look better.

Machine Gun Turret
Modeled after the Halo 2 M247, faster rate of fire than in Halo 3 but with the ability to overheat, more range.

  • 06.23.2009 6:33 PM PDT

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