- MLG Cheehwawa
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- Fabled Mythic Member
===Rifles===
MA5B Assault Rifle
* increase damage done in H:CE slightly
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There are two other Rifles, so the AR doesn't need to be accurate.
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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.
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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..
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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.
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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)
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=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.
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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.
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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.
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Reasons to have this: Decreases camping greatly, varies up the
gameplay while keeping it balanced+more skillful, and it's more realistic.
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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)
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---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