- bansheeownz
- |
- Exalted Mythic Member
And now, the balance system!
Keep in mind, these numbers hold very deep meaning. A weapon may be powerful, but will not be able to everything well.
M6C Magnum Sidearm (Magnum)
Changes: Faster Duel-wield Reload
Resistance: 2
Fatality: 3
Distance: 3
Difficulty: 2
Efficiency: 5
Melee: 3
Alternate: Duel-Wield
This is generally a very balanced weapon for duel-wield and has no extreme attributes but, I would like to point out that I would significantly increase the reload speed while duel-wielding and while crouching, your accuracy increases. These rules apply to the SMG as well.
Plasma Pistol
Changes: Eliminate Homing Ability With Charge, more powerful regular shots
Resistance: 5
Fatality: 2
Distance: 3
Difficulty: 3
Efficiency: 4
Melee: 1
Alternate: Duel-Wield
The one thing on everyone's mind is if the homing ability of charges are taken out. Don't worry, I don't want that either. Other than that, you probably don't have anything else to say. However, I couldn't put it up here for balance purposes but regular shots will be about a 3, increasing their original power in Halo 2, not that anyone would use it on live.
M7/Caseless (SMG)
Changes: Faster Duel-Wield Reload
Resistance: 1
Fatality: 2
Distance: 2
Difficulty: 5
Efficiency: 5
Melee: 3
Alternate: Duel-Wield
Same ol' SMG. I don't think I would make any extreme changes other than the duel-wield reload speed and the accuracy while crouching.
Plasma Rifle
Changes: Faster Projectile Speed
Resistance: 3
Fatality: 1
Distance: 3
Difficulty: 3
Efficiency: 5
Melee: 3
Alternate: Duel-Wield
As all the Elites do it, using one plasma rifle must be more reliable. I suggest increasing the projectile speed, but that's all. I've found that this does massive damage already but needs to be more accurate. Increasing the projectile speed would do just that.
Brute Plasma Rifle
Changes: None
Resistance: 5
Fatality: 1
Distance: 3
Difficulty: 3
Efficiency: 3
Melee: 3
Alternate: Duel-Wield
So there's no confusion, I would not increase the projectile speed for the Brute version. It is already way powerful enough as it is now yet still balanced.
Needler
Changes: Stronger Homing Ability
Resistance: 1
Fatality: 5
Distance: 4
Difficulty: 1
Efficiency: 3
Melee: 4
Alternate: Duel-Wield
Other then increasing the homing part about this weapon, I have no huge changes for this. The Plasma Pistol needs no homing and this needs more, interesting. Did you know, of all the weapons, this one is capable of the most damage? You'd never know it if you could actually get it to hit. If only a little, I suggest increasing the homing ability. Even though the stats say differently, an explosion of the needles would still kill instantly.
For the final touch, the charged melee attack on this gun would be awesome but not quite like the way Halo 1 did it. The character holds the gun straight down instead of sideways then lunges forward. The process would be slower then you might think. If the needles penetrate, your character then pulls the weapon out in an upward motion so the needles stick to the enemy. Of course, the catch to this is you take a little bit of damage from the explosion, but not much.
M90 (Shotgun)
Changes: Bigger, Louder, and Uncut!
Resistance: 5
Fatality: 3
Distance: 2
Difficulty: 2
Efficiency: 2
Melee: 4
Alternate: Bullet Spread
Resistance: 4
Fatality: 3
Distance: 3
Difficulty: 2
Efficiency: 2
Melee: 4
Now, this version of the Shotty would be as balanced as it is awesome. It would almost feel and look like it makes a greater impact with slower, more powerful animations for each shot. Meaning slower shots, pumps, etc.
This is a rule that should have already been applied to the Shotgun we have now. When you shoot your gun and instantly melee to finish your enemy off, your gun still needs to be pumped. This applies to reload or anything you can do to cut off 'pumping your gun' (I cannot say that without my mind drifting to something completely off-subject, and out-of-place). It applies to anything other then weapon switching since you bring your gun out pumping it.
You may notice only a very subtle difference between primary and secondary fire according to the statistics, but it won't feel like it when you use it. When close enough, you can pretty much blow your enemies away with primary. Secondary, not so much but still good.
Energy Sword
Changes: Eliminate Lunges, Increase Regular Melee Damage, Battery Powered in MP
Resistance: 5
Fatality: 1
Distance: 1
Difficulty: 1
Efficiency: 5
Melee: 5
Alternate: Duel-Wield
The dreaded lunges would be taken out and replaced with an instant kill up close. Duel-Melee (mentioned above) can also be used but would require you hit both swings. Course if you're duel-wielding, you probably already did some damage. Last but not least part of the balance, it would be battery powered in multiplayer. Since the battery would only degenerate if you kill someone, the Efficiency of this weapon goes straight to maximum.
This would make the sword much more difficult then before. If you're not duel-wielding, the sword moves with the movements you make with the right joystick. Swinging in the opposite direction your sword is on your hud will cause you to actually swing faster. Constantly do this and you may be less accurate and look like you're going berserk, but that's what you get for more swings.
Pressing B will make you do a jab attack. In order to do it accurately, you must keep the sword in the center of the screen using the right joystick.
Using charged melee (mentioned above) causes your character to do a large swing you can use all around you with the left joystick along with the attack. For example, do this while moving the left joystick down, and your character would spin around to hit someone behind him. This can be done left and right as well.
BR55 (Battle Rifle)
Changes: Slower Reload, Decreased Power
Resistance: 2
Fatality: 4
Distance: 4
Difficulty: 4
Efficiency: 2
Melee: 2
Alternate: Burst-Fire Mode
Resistance: 3
Fatality: 4
Distance: 3
Difficulty: 4
Efficiency: 2
Melee: 2
What I am suggesting, is a significant decrease in this weapons power on all levels, including damage and accuracy. Give each single bullet about the same power and accuracy as a magnum. Keep in mind this weapon is a rifle. It will still live up when it comes to delivering headshots, but will have a much tougher time taking down shields then before.
Burst-Fire Mode changes a single shot fire weapon, to the rifle we remember. Standard multiplayer Battle Rifles will start in single shot fire mode, which is better for longer range battles. In comparison to the magnum and burst-fire mode, the magnum will be able to shoot faster but this will shoot slightly more accurately.
Carbine
Changes: Decreased Power
Resistance: 3
Fatality: 4
Distance: 4
Difficulty: 3
Efficiency: 2
Melee: 2
Alternate: Plasma Charge
Resistance: 5
Fatality: 1
Distance: 4
Difficulty: 4
Efficiency: 2
Melee: 2
The same goes for this. Less power and accuracy but not quite as much. In this balance, the Carbine may be an even better choice then the Battle Rifle but shots are harder to make. Though the Carbine was more powerful in Halo 2, it wasn't as easy to use as the Battle Rifle since it didn't have an accurate burst.
This Plasma Charge is just like what we have in Halo 2, but it comes at a very steep price. The weapon takes two seconds to charge, uses an entire magazine and when it overheats from the shot, you must hold the gun in your hand, unable to switch to your secondary weapon. You can, however, throw grenades and melee when your overheated. Overall, this weapon is very easy to use only because it comes with full homing priviligies.
S2 AM (Sniper Rifle)
Changes: Remove 'No-scope' Crosshair
Resistance: 5
Fatality: 5
Distance: 5
Difficulty: 1
Efficiency: 1
Melee: 1
Alternate: Nightvision
Though it may have seemed balanced enough at first glance in Halo 2, through gameplay shows that this could use a little equilization. As it goes for every weapon, a little degrade with auto-aim is all it needs.
Nightvision is self explanatory and we've seen this used in Halo 1 so I don't feel much need to explain in detail what it is. It allows you to see in the dark but can be too bright in some situations.
Beam Rifle
Changes: Remove 'No-scope' Crosshair
Resistance: 5
Fatality: 5
Distance: 5
Difficulty: 1
Efficiency: 1
Melee: 1
Alternate: Jackal Vision
As it was in Halo 2, desiding between the Sniper and the Beam Rifle would all be determined by preference. The Sniper could get four shots in quick but required you to reload at least every four shots as well. The Beam Rifle can keep the shots coming for the consentrated player that doesn't panic in firefights.
This weapons alternate is implemented to help jackals target enemies easier but can also be used for you as well. While using it, everything in your scope would appears blue, but once there's an animate object appears in your scope, it's shown in white.