- Kyle112
- |
- Exalted Heroic Member
Poll: Should Dual Wielding Work this Way? [closed]
| No (Explain in reply):
39%
|
|
(7 Votes)
|
| Other (Explain in reply):
17%
|
|
(3 Votes)
|
Total Votes: 18
+Use this thread to post your own ideas on how dual wielding should be implemented!
All weapons do slightly more damage shot for shot while on their own (like in Halo 3).
SMG - Silencer allows you to covertly take out enemies without alerting near by enemies or showing up on motion sensor while firing. Motion sensor effect and silence ineffective when firing two at once or within close timing of each other.
Plasma Rifle - Hand on the front allows wielder to access the slow down effect button. This makes single wield shots cause the slow down effect of Halo 1 (if you recall, in Halo 1 it was slightly harder to turn the more you were hit with plasma based weaponry), but use up slightly more charge.
Pistol - Silenced, does not alert enemy to presence or motion sensor. When single wielded it gets a 2x scope, when dual wielded it is still silenced, but has no scope.
Needler - I don't think it should be dual wielded, it worked fine in Halo 1&3, if it's not dual wieldable it should still have some sort of crystal smack melee. Here's how it would work if it did become a dual wieldable in Reach: Single wield allows for far superior crystal tracking (two firing at once confuse the homing fields), and also allows for a nasty melee attack where you bash the clip into a foe and they get a large amount of crystals stuck in them (resulting in enough explosive power to kill some one at half shields).
Plasma Pistol - Superior tracking when single wielded, after firing an overcharge you need to spend time to shake your hand from the heat, not allowing you to switch within seconds to your BR. On the up side, it's single shot should be relatively effective against health, like it was in Halo CE, but not as effective as the Plasma Rifle. (Also, the slow down effect while single wielding can also be done here).
Spiker - Like SMG, except unsilenced and can ricochet off objects and has a melee that does far more damage than normal melees due to blade.
Mauler - Alone, it is like a shotgun that can't do any spread damage from distances. It should have a shorter kill distance than the shotgun. However, dual wielded, it becomes the ultimate close range combo, even tromping swords and shotguns at close range if you have the reflexes. This is a good trade off for the sacrifice of not being able to melee or throw grenades, but doesn't leave the mauler ineffective on it's own.
Sword - I am not too sure about this one, so don't consider this as actually part of the poll. I just had an idea: Sword dual wielded would lose it's lock on (lunge) ability, but maintain it's swipe and parrying abilities. This would make dual wielding with a sword a good close range back up decision, but not something overpowering.
All of this is an attempt to get rid of the "half weapons" we got in Halo 2 and somewhat in Halo 3. I am hoping this will give all these weapons a purpose or niche as a stand alone weapon, in a way that doesn't detract from their use as dual wielded weapons. This adds more variety to the game and to gameplay, and gives unique (even if small) niches to single wielding these weapons without making dual wielding too weak or too powerful. I have also tried to give reasonable in universe explanations for why these things work this way, that way story and realism aren't sacrificed.
If you disagree with any or all of it please respond as to why, I would like all comments and feedback. If you agree, comment to keep this idea up!
I almost regret posting this, because it feels like Bungie may read it and not do it because it was not their original idea. In that light I give up all creative rights to Bungie.
[Edited on 10.08.2009 12:45 AM PDT]