- Random Elite
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- Fabled Mythic Member
For every action, there is an equal and opposite airstrike.
Not reading the thread, and as much as I'm sure there are good ideas here, there is probably a lot of filler too.
However, taken from the OP
-Yes, more Carbines, less BRs, same number of midrifles. I would have thought they could have at least got it right on Assembly; 2 BRs by the rockets, 4 carbines on the 4 catwalks leading to the AC, but not so apperently.
-No, not that badly coded waste of data. The M6D was balanced well vs. Grunts, Elites and basic infantry, but against everything else it was very overpowered including multiplayer Spartans. It needs to be made slightly weaker than the M6G (Halo 3 pistol), but it'd make up for this with the x2 scope and the extended magazine. If the M6G takes 5 rounds (indling headshot), then the M6D would have to take 6 or 7 due to the weaker hammer.
How I wouuld go about solving the BR spam problem is thus: update the Assault Rifle and other automatics.
Assault Rifle - spread tightened to that of the Carbine on the first 3-5 rounds, after that its spread widens, promoting burst firing. It would keep the same damage and fire rate as that is quite respectable and has earnt me many kills at short range.
It would also have its spare ammo cut down by a lot. 7 clips included the loaded one would be enough for a prolonged firefight (assuming the BR does well off one full load itself). Ammo would not be a problem as you could find spare mags easily enough (10 second spawns, dead enemies). The AR does not need 12 magazines. Now, a crucial point, enable headshots.
SMG - decrease spread to that of the current Assault Rifle. As the SMG has quite a short barrel, lightweight casing and high ROF, it should still be fairly spammy and recoil-generating. It, however, still shoots bullets. I would also enable headshots on this, but require 3-5 rounds to impact the head. Current health status would determine the amount of bullets, and so could be lower. Due to sheer output yet a small round, this would be fine.
Plasma Rifle - much more damage to health than it does currently. It'll still be the best bet for cutting through shields, and still not be able to penetrate armour very well, but the gun is supposed firing superheated gas - that should be able to melt quite a bit. I'd also give it a bonus effect of hampering healt regeneration for a little while - and additional 5 seconds until health starts regenerating assuming the unshielded target was hit by at least 3 bolts.
Spiker - Upgun the damage a bit, enable headshots, requires 1 spike in the brain to kill. Considering the Brutes made it, it should be extremely powerful, not this meh alternative to the SMG. Melee damage would also rocket up due to the TWO FLIPPING SWORDS ON THE FRONT.
I'd go on further, but that's for another time.