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Subject: Halo 3 Weaponry Debate!
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Okay, this is just a debate on what weapons should be placed in Halo 3, what should be taken out, what should be modified, and what should be branded "Instadeath to Receiver".

Most of you guys have been rambling about on subjects like the BR/SMG/AR debate and the Pistol/Magnum debate. Well, here, you can let it all out. Just give your opinions on the weapons. I'll start it off...

In my opinion, the pistol in Halo: CE was overpowered but it should be in Halo 3 over the Magnum because the pistol always came in handy when you need it against the little floods. The Magnum is useless except for when you play MP with no shields, then DW Magnum is murder.

And for the SMG/BR/AR debate, shut your mouths and tell Bungie to put them all in the game.

-- C4P

  • 06.29.2006 4:21 PM PDT

"Thoughts are the shadows of feelings; always darker, emptier, and simpler."

Halo: CE weapons:

Plasma Pistol: yes
Plasma Rifle: power yes, sound no
Assault Rifle: Hell yea!
Halo1 Pistol: yea
Sniper Rifle: yes (w' night vision)
Shotgun: no
Missle Launcher: no
Needler: yes

Halo 2 weapons:

Plasma Pistol: no
Plasma Rifle: sound yes, power no
Battlerifle: 50/50
SMG: yes
Magnum: maybe
Carbine: yes
Beam Rifle: yes
Sniper Rifle: no
Missle Launcher: yes
Shotgun: yes
Brute PR: yes
Brute Shot: yes
Energy Sword: HELL YEA!!!!!!!!
Sentinel Beam (o): no
Sentinel Beam (b): yes
Needler: no

Dual Weilding: YES!

  • 06.29.2006 4:30 PM PDT
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Don't forget the Fuel Rod Cannons...we have to keep those in H3, except I think they should be more frequent...or maybe we can steal them off of Hunters after we kill 'em.

Who thinks we should have an AR w/ a scope, just to settle the AR/BR dispute?

--C4P

  • 06.29.2006 4:38 PM PDT
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Halo 1 Pistol needs to be brought back

Make it weaker (5-6 shots for a kill), shorter range, keep the zoom, and make it duel-wieldable w/o zoom... that way they can toss the magnum away. It could be a totally new pistol as long as it has these features.

They should try to make all weapons duel-mode, especially the needler shotgun secondary mode.... you use up half a clip, but it instantly launches quater to half a clip at an enemy... at close proximity (5 feet), its deadly, just like a shotgun shell

also, dude who posted before me, its called a rocket launcher. They should add stinger missiles/bazooka to the weaponry though... smaller, do less damage, but you get more of em with a faster reload rate

  • 06.29.2006 4:40 PM PDT
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the new AR is going to be duel-mode man.... full auto w/o zoom, and semi-burst with zoom. It'll be out of control. I'm willing to bet thats what the bungie guys are all loving testing right now.

  • 06.29.2006 4:41 PM PDT
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Ya an overcharged plasma pistol should hirt you in H3 and the M6D Pistol should be in H3 just not duel weldable because it has a scope.

  • 06.29.2006 4:53 PM PDT
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Sounds good...

What about the Plasma Pistol? I think it should be made more powerful in SP, but less powerful in MP...this is to prevent the n00b combo...but seriously, there are times while I'm playing SPC, and all my battery and ammo has run out, and im surrounded by Plasma Pistols because I just defeated a wave of Jackals and Drones...all I pretty much can do is DW some plasma pistols...meanwhile..they're useless! They should be more powerful. It's hard for me to kill Grunts all the time...first I DUAL-WIELD CHARGE PLASMA PISTOL THE GRUNTS AND THEY DON'T DIE and that really frustrates me...then I try rapidly shooting at them and they still don't die...

Up the power on the plasma pistols, I say.

  • 06.29.2006 4:53 PM PDT
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bring back/take out

1:bring the m6d from halo 1, take out the magnum.
2:bring back tha AR w/ 5x zoom scope and dual-wield.
3:bring snipers night vision.
4:bring back Rocket launchers 10 missle clip & homing.

New stuff

ma52: like smg but it don't go up.(dual wield)

energy sword battery bigger and.....DUAL WIELD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! HELL YEA!!!!!

HUMAN GRENADE LAUNCHER!

any other ideas??
let me know.

also,dude before me....plasma pistols suck!!

(dumb ass)












[Edited on 6/29/2006]

  • 06.29.2006 5:05 PM PDT
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bring back/take out

1:bring the m6d from halo 1, take out the magnum.
2:bring back tha AR w/ 5x zoom scope and dual-wield.
3:bring snipers night vision.
4:bring back Rocket launchers 10 missle clip & homing.

New stuff

ma52: like smg but it don't go up.(dual wield)

energy sword battery bigger and.....DUAL WIELD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! HELL YEA!!!!!

HUMAN GRENADE LAUNCHER!

any other ideas??
let me know.


MA52: Yes, but it would probably replace the SMG.

AR w/ 5x zoom scope and Dual Wield: I'd have to say no because that is ITR (Instadeath to Receiver)...

Human Grenade Launcher: YESS IT'S ABOUT TIME WE HAVE ONE OF THOSE!

M6D Replacing Magnum: Yes, please and thank you.

Energy Sword w/ Bigger Battery & DW: Yes for Bigger Battery, No for dual wield. Bigger Battery is definetely what we need, but if one ES is a OHK, then there is no need for DWES.

Snipers w/ NV: Meh, sure, why not? Though in H2, there was only one occasion where we used the flashlight. So there was no use for the Flashlight or NIght Vision in H2. But yeah, we should be able to use NV in H3.

Rocket Launchers w/ Homing: Please, keep it.

  • 06.29.2006 5:18 PM PDT
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here's what i was thinking plasma pistol, after a full charge you can't switch weapons there in negating the nOOb combo. get rid of lock on for rockets at least on ground vehicles. three ppl get in a hog three ppl die. keep lock on for banshee. AR yes please keep BR but treat it like a special weapon only two on the map

  • 06.30.2006 11:58 AM PDT
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just keep the pistol out. and make the magnum stronger. cuz I believe that a pistol should never be used as a long range weapon. expecially on a freakin cyborg.

  • 06.30.2006 12:03 PM PDT
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they should allow u to put a silencer on the magnum cuz some lvl's the grunts r sleep in and u dont want to wake them up and get ambushed. also i hope they put in new veichels.

  • 06.30.2006 12:21 PM PDT

I'm here to kick ass and chew bubble gum...and I'm all out of bubble gum.

I don't see what the big deal is. Truthfully, BR = Halo 1 Pistol. If you're going to bring back anything, bring back the AR and take out those useless SMG's. Well, seems as if the AR is going to make a return anyways, so hooray beer.

  • 06.30.2006 12:24 PM PDT
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i agree with u it makes alot of sense.

  • 06.30.2006 12:28 PM PDT

Why is it the whole world is celebrating the release of Halo3 except Bungie's Halo 3 forums?

(im scared, a thread in the h3 topic that has all well thought out post and no ZOMG H1 PISTIL SCUKS!!111) sorry had to say it.

But i agree with most of the people here.
the Plasma pistol should deal damage like in H1. It was cool
The new AR is going to replace the BR and Smg i think.
And for the love of god make the sword less powerful.

  • 06.30.2006 12:28 PM PDT
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Keep alll the guns from all the Halo Games Halo 1 and 2. WHich means BR,SMG, and AR. The SMG could be your start out weapon and usualy traded away but it can be used for dual weapon combos. The assualt riffle on the other hand would bbe one handed but much more powerful than the smg and ammo harder to find so they can give more of a choice on which one the player can us. The battle rifle is a combination of both and is a ranged weapon but stays the same as in halo 2. The pistol should not have the sight because have you ever seen a standard issue pistol ith a sight? No. So just use a battle riffle or use your binocular things because its built in your helmet. Also the BR should have a switch mode like Semi auto or semi and if bungie decides not to put the AR back in they should just put the BR with an automatic attachment wich solves the problem of the assualt riffle and with its semi mode solves the issue of the Pistol so it an all purpose gun. Plus theyll add more weapons anyways to solve diffrent problems in battle gameplay.

  • 06.30.2006 12:29 PM PDT
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hmm...that sounds actually good but it would suck if they make a really crapy wep that u get stuck with on some lvl with flood.....

  • 06.30.2006 12:35 PM PDT

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The Halo REACH Script (post thoughts in thread)

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Here is the original Post, with these and much much more ideas..please post and try to keep it alive guys! It took me a really long time to get all those down, and in order..

---Dual Wielding

There is no doubt that dual wielding is a cool new feature to the Haloverse, but it is a seriously flawed system that Bungie can fix in Halo 3..

Every single weapon and Vehicle has been weakened due to the dual wielding feature that was introduced..why? I don't know, but there was an easier option.

All single-handed weapons should be stronger, so that they are useful on their own, and don't need a dual wield counterpart to be effective (compare the Halo plasma Rifle with the Halo 2 Plasma Rifle)

The way to fix this is to make dual wielded weapons less accurate (it makes sense - you are holding it with one hand instead of two now..and it has no stock extended) and make the player reload both weapons seperately, rather than at the same time...

(How do we rub our thighs with our SMG-Magnum combo, and it automatically reloads?)

This would make dual wielding take skill, be balanced, and everything won't need to be severely weakened to utilize this feature



===Rifles===

MA5B Assault Rifle
* decrease damage done in H:CE slightly

BR55 Battle Rifle
* x2 scope decrease Aim Assist dramatically
* Increase range slightly
* Maybe make it a 5-headshot-kill to even out the distance?
* Speed up the ROF slightly to make the weapon still retain it's ability to keep the gameplay fast paced, while making it more effective as a fall-back weapon.

These changes would make it more of a Halo Pistol, but instead of a 3sk, a 5sk (balance reasons)..that weapon ws great at most ranges too..we need something like this to get rid of Sniper campers..


Covenant Carbine
* Keep the same

Plasma Rifle
* Shoots slower, and does more damage.
* Less accurate when dual wielded

Brute Plasma Rifle
* Keep the same, but cannot be dual wielded.


===Sniping===

S2 AM Sniper RIfle
* x2, x10 scope
* Remove Aim Assist entirely
* Keep slight magnetism

Beam Rifle
* x2, x10 scope
* Remove Aim Assist entirely
* Keep slight magnetism


==Close Range==

M90 Shotgun
* fixed cone of fire=little to no Host Advantage

Needler Shotgun
* fixed cone of fire=little to no Host Advantage
* shoots cluster of needles into enemy. Same ROF as M90
* The needler shotty isn't meant to just be an counterpart to the shotgun, since we already have the Sword..but it could be a weapon used mainly on Covenant maps, or on Covenant vs. Human maps, just to add immersion..though the weapons are different enough to have different projectiles, and a different model.

Energy Sword
* Keep same
* (It won't be as "whoreable" if the weapons aren't weak like they were in Halo 2 duae to dual wielding)

Jackal Shield
* Not really a weapon here; it's a shield that can be held in your left or right hand, and a small weapon (normally dual wielded) can be dualed along with this, the same was a jackal does.

* When dualed, or used normally, you may melee, and it has a very strong melee (think brute shot) making up for it's inability to block the wielder from large weapons.

* It will have a charge, and needs to re-charge after an amount of time; isn't too strong; just gives the person an extra shield..think of it as an extra red shield (from an OS) but less effective..

* If it's shot, etc, the charge goes down quicker, till it finally depletes then you take all the rest of the bullets into your normal shield/armor. It would be able to be recharged, or takeen off your forearm and dropped.

* It will not be unusable after one person drops it (like the H:CE sword was) but it will be an infinite weapon (Like the H2 sword) but has a charge, needs to charge, and has a different use.

Flamethrower
* Continuous stream of ignited liquid napalm. ONLY highly effective
against an enemy with no shield
* This weapon works well against a shielded use, since High temperature seems to deplete shields quicker than projectiles..but unlike plasma, the flamethrower is also effective against an unshielded opponent.

Machete
* This weapon is a machete that is basically a last resort weapon, a Grunt killer (in campaign), or something that would kick ass for filming.
* Doesn't do too much against a Shielded opponent, but is highly effective against a non-shielded opponent
* The image of the machete that was going to be in Halo CE can be seen here.
-------------
NOT meant to be an equivalent to the sword, it's just a cool, unizue melee weapon that wouldn't really show up in Matchmaking, but could be put on the map fro Customs (and filming)
--------------

=Heavy Weapons=

SpnKr Rocket Launcher
* increase Rocket's speed, damage and blast radius
* Remove Aim Assist entirely
* Increase amt. of time between consecutive shots
* Increase reload time
* Increase time needed to lock on.

Brute shot
* Keep same, if we have dedicated servers, they will be useful

Fuel Rod Gun
* Holds (extra) 9 rounds + 3 in the barrel ready to fire upon picking it up for the first time
* Make it identical (sounds, look, arc, etc.) to the H:CE/H:PE FRG
* Damage done = Slightly less than a Rocket; more than a Brute shot's
* 3 round magazine.

Handheld Gauss Rail gun
* Same damage as a Warthog's Gauss gun.
* Limited ammo. 6 shots+4 in clip.
* Reload time = Rocket Reload time.
* Fairly accurate; no auto aim...think no scoping with a sniper.


==Smaller Arms=

Needler
* increase damage done slightly
* increase homing and range dramatically.

M6C Magnum
* 5 shot kill, less accurate, greater kick than in H2, same range.
* Recoil = .357 from Resident evil games.
* No scope on it.
* Only has 7 shots in the clip
* Dual Wield? No.

M6D Pistol
* 10 shot kill, more accurate than the one in H:CE. No scope.
* Dual Wield? Yes.

------
Why were the roles of Pistols and Magnums switched in the Halo Universe? in Halo 3, they should fix this.

The pistol is now a true siderm, but is still effective in the right hands.

The magnum now acts as a very powerful gun, like a magnum should. It has large slugs that it fires, so it's a 5sk..the increased round size has also limited the number of shots in the clip from 12 to 7. The recoil is also very high, reload times are longer, ROF is slower, and it is not dual wieldable.

------

Plasma Pistol
* Decrease homing dramatically, increase damage greatly,
as well as the speed of it's shots.
* It would be equivelant to the Plasma Pistol from H:CE
* Dual Wield? Yes.

Sentinal Beam
* Increase damage slightly, and add a bit more Aim Assist
* Give the Sentinal beam the "stun" (freeze) effect that the Plasma Weapons had in Halo CE..to make this gun useful for something and not just to fill up a space on the map.

==Grenades==

M9 HE-DP Fragmentation Grenade
* Double the amount of smoke let out from H2
* Same Damage, Blast radius, and Fuse time as in H2

Plasma Grenade
* Same Damage, Blast radius, and Fuse time as in H2
* Change the sound and look of the explosion so it will
be identical to H:CE's Plasma nades


==Hand-to-hand==

Fists
* Drop curent weapon with down on the D Pad
* Does same amount of damage as a small weapon's melee, but is faster

Melees
* Sword is the only weapon that has a lunge feature
* All other weapon's melees have greater range,
but there is no lunge, so the "X" cancel feature will ONLY work on the Energy Sword/Machete...no button combos.


=Specialty Weapons=

GTAM: Ground-to-Air-Missiles
* Can only lock onto a Dropship, due to it's large engine heat that is produced
* 1 per base.
* 3 shots kills a Dropship.

Artillery Strike

* Link up to the network via computer on one part of the map
Available at random times.
* Only in Team Slayer or Territory gametypes,
on the largest of maps (think Bridge too Far from Battle Field 2 Modern Combat)

* If it's activated by an Elite (Or Flood Elite), a Seraph will drop 5 Covenant Bombs.
* If it's activated by a Spartan, a Longsword will drop 5 Human Bombs.

------
Reasons to have this: Decreases camping greatly, varies up the
gameplay while keeping it balanced+more skillful, and it's more realistic.

------
This might seem unfair at first, but keep in mind that the bombs would not effect enemies who are in their base (or yours for that matter)..And they should be given a slight warning, seconds before the strike is to occur, so they could hop inside the base at any given time.

Also, an announcement, consisting of something along the lines of : "Air Strike is not within range, contact us if you still need it" would appear at the bottom of your HUD for a few seconds, so if you pay attention..




More Ideas to optimize fun with weapons
Slightly easier to 'lure' weapons to you using nades

Options
* Infinite Grenade Option like in H:CE
* All Plasma or Frag Frenades option
* HUD on/off option
* No Zooming Option (for Noscope gametypes)

[Edited on 6/30/2006]

  • 06.30.2006 12:36 PM PDT

(10:19:49 PM) Scruss: oh and pezza, i saw what you did to that cat
(10:20:17 PM) Pezza: You were the one with the video camera breathing heavily. Of course you saw.

-Weapons from the first Halo-

Plasma Pistol:Yes (Less tracking, a charged shot could actually kill you)

Plasma Rifle: Yes (The way it would stun a person was much more cool then just taking down some one's shields)

Needler:Yes (The needler in the first Halo for some reason seemed to track a great deal more, it was the only thing that would allow you to use to without getting killed)

Pistol: Yes (If they lessened the Pistol and disallowed you to duel wield it, it would give you an actual side arm that you could use against some one with a Battle Rifle)

Assault Rifle: Yes (The Assault Rifle was just hands down a great weapon at close range)

Shotgun: Yes (But only to a certain extent, they would need to lessen the range slightly, i remember playing and being able to take out an enemy a good 10 yarsds away from the red base on Blood Gulch)

Rocket Launcher: Yes and No ( The Reload time should be the same but it should allow you to track an enemy vehicle.)

Sniper Rifle: No (The only thing I could imagine being different about the original sniper and the Halo 2 sniper is the Night Vision, which was only good for one level during campaign, and the need to aim infront of your target. It was a good weapon but the Halo 2 sniper also causes you to aim in front of the person if they are far away, so that is why I go with No.)

-Weapons from Halo 2-

Plasma Pistol:No (The Halo 2 Plasma Pistol was really a noob weapon, not to offend anyone but even the least skilled players could pick it up and get a kill within a few seconds. The tracking was too great, and it only brought your shields down, it didn't even take away any health.)

Plasma Rifle: Yes and No (It should have the stun of the Halo 1 rifle, and the take down of shields like the Halo 2 rifle, both being lessened though so their is balance between the two.)

Needler:No (The Halo 2 Needler felt relatively weak compared to the one in Halo 1, the tracking on this weapon in Halo 2 is just awful, unless they are running straaight at you, you are most likely not going to hit them.)

Fuel Rod:Yes in Campaign, Yes in mutliplayer if they can make it work. (When i say if they can make it work i mean if they can make it so it isnt' a super weapon. Even the Fuel Rod in the PC version of Halo was just powerful, if they where skilled with it you were dead in seconds. If they can make it a feasable.)

Beam Rifle: Yes (This is a good alien sniper and it has its advantage of never having to reload over the reload of the Human Sniper, it compliments the other well just like the Alien does to the Human.)

Energy Sword: Yes (Something needs to be done to stop anyone from picking it up and getting a killtacular, maybe allowing you to run faster with it and take off the lunge feature.)

Magnum: No (To be honest i would rather have a single Halo 1 pistol then 2 of these, they are fun to mess around with in Campaign, but in multiplayer they are useless without being dual wielded with another weapon. Don't even think about wielding one with another magnum if you are playing with shields enabled.)

Battle Rifle: Yes (To be honest, I love this weapon, in Campaign and Multiplayer it is just an awesome weapon in general.)

SMG: Yes and No (In some ways I want it, but if the Assault Rifle is included this weapon would be useless without another weapon in the other hand. I guess it should be included so their is a dual wieldable,fully auto, human weapon.)

Rocket Launcher:Yes (For the most part i think it would be best if they Halo 3 rocket launcher should have a longer reload and firing time just liek the Halo 1 rocket launcher but with the same tracking as the Halo 2 Launcher.)

Shotgun: No (Fun to use in campaign, as is any weapon, but it is alwful in multiplayer. maybe if it felt like we were all host all the time.)

Sniper Rifle: Yes (This is most likely the best built weapon in Halo 2, it works how it should and i think it should stay for the most part the same.)


These are just my thoughts and opinions, I don't expect it to be almost any way the same in the game.


Seven is Darker.

  • 06.30.2006 12:39 PM PDT
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Nothing personal...

All of the old weapons, plus new ones packed into one game.

  • 06.30.2006 12:43 PM PDT
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The following are just my ideas. You do not have to agree.

Human Weapons

Magnum: Similar to the Magnum in Halo 2, but with a few changes. It will cause more damage, enabling you to kill more easily with it, and actually making it a useful weapon. It can still be dual wielded, too. It is less accurate than the old Magnum though.

Battle Rifle: Almost the same as the regular Halo 2 Battle Rifle. You can change between Semi-Automatic and Burst fire with the Directional Pad. Semi-Automatic MUST be used with the scope.

Shotgun: More like the Halo shotgun. The projectile cone is narrower, decreasing or even eliminating the host problem, and making the shotgun the great, powerful, and more importantly fun weapon that it used to be.

Assault Rifle: The usual, except it fires slightly slower than the original assault rifle and has more accuracy. Still ineffective at long range.

Sniper Rifle: The same as the Halo sniper. x2 and x10 scopes, and night vision.

Rocket Launcher: Still has the locking ability, but it takes longer to lock on to a vehicle.

Turrets: More like a REAL 30 cal turret. Fires faster and is more accurate, but is harder to control while firing (If they did it in COD2, they can do it here)

Covenant Weapons

Plasma Pistol: Closer to the Halo pp. Can fire faster, but the tracking on the overcharge is turned down a bit.

Plasma Rifle: Same rate of fire as Halo, but same power and accuracy as Halo 2. Is less accurate when being dual wielded.

Carbine: Same as Halo 2 for power and accuracy, but it fires slightly slower.

Brute Shot: Same as Halo 2, but melees slightly faster.

Plasma Sword: Same as Halo 2, but it can run out of energy in MultiPlayer and the lunge range is slightly shorter.

Beam Rifle: Can fire more shots before overheating, but it should not cool down unless you open the casing and let the barrel air out by pressing the Reload Button.

Turrets:
* Large Turret: Same as Halo 2, but the operator should not take damage if the shield is hit.
* Small Turret: Same as Halo 2.
* Shade: Same as Halo, but can be carried by Drop Ships if they are usable by the player.

Forerunner Weapons

Sentinel Beam: Same as Halo 2, but it should not overheat as quickly.

Sorry about the tag glitches. I can't fix them.

[Edited on 6/30/2006]

  • 06.30.2006 12:57 PM PDT
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I think the Battle Rifle should have 2 firing modes: Auto and Semi-Auto. Auto for close quarter combat; Semi-auto for sniping from afar.

  • 06.30.2006 1:33 PM PDT

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The Halo REACH Script (post thoughts in thread)

Writing Lead of Whisper Studios. Check out Heron!

Look... I'm on bungiepedia!

Posted by: Ajk141
The following are just my ideas. You do not have to agree.

Human Weapons

Magnum[/b]: Similar to the Magnum in Halo 2, but with a few changes. It will cause more damage, enabling you to kill more easily with it, and actually making it a useful weapon. It can still be dual wielded, too. It is less accurate than the old Magnum though.

[u]Battle Rifle
: Almost the same as the regular Halo 2 Battle Rifle. You can change between Semi-Automatic and Burst fire with the Directional Pad. Semi-Automatic MUST be used with the scope.

Shotgun: More like the Halo shotgun. The projectile cone is narrower, decreasing or even eliminating the host problem, and making the shotgun the great, powerful, and more importantly fun weapon that it used to be.

Assault Rifle: The usual, except it fires slightly slower than the original assault rifle and has more accuracy. Still ineffective at long range.

Sniper Rifle: The same as the Halo sniper. x2 and x10 scopes, and night vision.

Rocket Launcher: Still has the locking ability, but it takes longer to lock on to a vehicle.

Turrets: More like a REAL 30 cal turret. Fires faster and is more accurate, but is harder to control while firing (If they did it in COD2, they can do it here)

Covenant Weapons

Plasma Pistol: Closer to the Halo pp. Can fire faster, but the tracking on the overcharge is turned down a bit.

Plasma Rifle: Same rate of fire as Halo, but same power and accuracy as Halo 2. Is less accurate when being dual wielded.

Carbine: Same as Halo 2 for power and accuracy, but it fires slightly slower.

Brute Shot: Same as Halo 2, but melees slightly faster.

Plasma Sword: Same as Halo 2, but it can run out of energy in MultiPlayer and the lunge range is slightly shorter.

Beam Rifle: Can fire more shots before overheating, but it should not cool down unless you open the casing and let the barrel air out by pressing the Reload Button.

Turrets:
* Large Turret: Same as Halo 2, but the operator should not take damage if the shield is hit.
* Small Turret: Same as Halo 2.
* Shade: Same as Halo, but can be carried by Drop Ships if they are usable by the player.

Forerunner Weapons

Sentinel Beam: Same as Halo 2, but it should not overheat as quickly.

Sorry about the tag glitches. I can't fix them.

I like some of your ideas..and the way to fix your tags is to change the [/b] after Magnum to [/u]

  • 06.30.2006 1:42 PM PDT
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Well, for now, let's just all agree that the Plasma Pistol and Magnum are twenty times worse than their H: CE counterparts, and that they could've been better.

Please tell me if you agree with me that there are sometimes when you are fighting off some Covies and it appears that all your batteries are drained and you're out of ammo, meanwhile you murdered a wave of Jackals and Drones...you are literally surrounded with Plasma Pistols...so you think, "Hm, it can't be that bad if I duel-wield them"...meanwhile, you dual-wield them, and you face a wave of Hunters and Honor Guards...you end up getting pistol-whipped by a stray Grunt while trying to take out a Hunter.....that sadly has happened to me once (feel free to laugh), but now I know better than to use Plasma Pistols...they have to be better, because...and I think I speak for everyone...Plasma Pistols have no use in the game except for annoying the crap out of you when there are fifty million grunts and all you don't have any heavy firepower to kill them (i.e. you picked up a Beam Rifle from a Jackal...pretty useless in close range). You get really annoyed from all the green crap flying all over your screen. In my opinion, the Plasma Pistol is useless, and if Bungie wants to put it into Halo 3, they must make it STRONGER. Same thing with the Magnum..Single Wield Magnum has to at least have a scope, not Dual-Wield.

What are your opinions on Rechargable Energy Swords...like maybe there can be a Covenant station where you can stick your depleted ESs in and recharge them back to full power. But they're scarce throghout each level...


Also, my opinion on the Sentinel Beam/Energy Sword Battery Power...it has to stop depleting so damn fast...

  • 06.30.2006 3:27 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

The Energy sword should work like the PR, miss your target and the battery depletes none of this only if you hit something the battery depletes CRAP!

  • 06.30.2006 3:33 PM PDT

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