Halo Halo 5 Ideas (take a look, need opinions!)

FloydRTC95

Adept
Jan 9, 2013
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Tucson, AZ
As per usual, when I have writer's block, I start thinking about Halo, and that lead me to thinking about Halo 5.
Not the kind of Halo 5 that's straight fan-service, I seriously sat down and contemplated what would be a good move for 343i in Halo 5, and I have a list of ideas now! Take a look!

Halo 5 brings back the Brutes as a sizable force, part of the new Covenant, and expands the Forerunners. Dual-Wielding returns too!

Precision Loadout Weapons:
Designated Marksman Rifle
Battle Rifle
Covenant Carbine
Light Rifle
Needle Rifle
Spike Rifle (Brute Precision Weapon, took the idea of the Halo: CE gravity rifle and applied it to Brutes)
Forerunner Rifle (pictures seen in Forerunner exoskeleton concept art)

Automatic Loadout Weapons:
Assault Rifle
Suppresor
Storm Rifle
Brute Storm Rifle (Red variant, fires faster and overheats quicker)
Heavy Spiker (Brute assault rifle, a more tactical, larger Spiker)
Silenced SMG (Semi-accurate at long range, short scope like before)
Pulse Rifle (Fast-firing Forerunner Anti-Infantry weapon, short scope)

Sidearms: All sidearms are DW besides the AutoMag
Boltshot
Bishop Beam (Forerunner Beam pistol, seen in Halo 4's code)
Burst Pistol (Forerunner SMG pistol, seen in Halo 4's code)
Magnum
AutoMag (Slightly less damage, more shots per clip and FPS, and longer range)
Plasma Pistol
Mauler
Carbine Pistol (Shoots Carbine-esque projectiles quickly, gives the Covenant an actually useful pistol)

Shields: Held in the off hand with a DW weapon, holding this up can stop damage, similar to a COD Riot shield, but not as OP)
Kig-Yar Point Defense Gauntlet
Brute Spike Shield
UNSC Spartan Battle Shield
Promethean Hardlight Gauntlet

Grenades:
Fragmentation Grenade
Smoke Grenade (generates smoke to make it harder to see)
Plasma Grenade
Pulse Grenade (gains a stick effect)
*Firebomb Grenade (Or human thermite/napalm grenade)
Spike Grenade
*Gravity Grenade (Brute grenade, sticks and detonates a gravity hammer-esque energy field)
Scatter Grenade (sticks to surfaces, launches scatter projectiles)
*Remote Detonator (throw at target, next trigger pull detonates it)
*Stasis Grenade (sticks targets and holds them in place, creates an AoE that slows enemies)
*Sonic Grenade (explosive sonic boom does damage, knocks them back, and creates a huge noise. Stick is an instant kill)

*Denotes 1 grenade only

Heavy Ordnance:
Plasma Launcher
Concussion Rifle
Brute Shot
Fuel Rod Cannon
Rocket Launcher
Grenade Launcher
Incineration Cannon
Enforcer Rockets (taken off Enforcers, indirect fire weapons)
Spartan Laser
EMP Cannon (fires a bolt of electricity that temporarily disables vehicles and brings down shields, 5 shots)
Stasis Gun (found in Halo 4's code)
Target Designator (can be used to call in a Mac strike from Orbit, Vulture strafe, or artillery barrage) (Covenant can have a similar one that fires a Cleansing Beam, Assault Phantom Strafe, of Wraith barrage)

CQC Ordnance:
Energy Sword
Gravity Hammer
Blade Arm (Promethean Blade Arm)
Machete (tempered to combat blade arms, energy swords, and cut through shielding)
Humbler Shock Stick (Based on Humbler Stun Baton, but lethal electrical damage)
Shotgun
Scattershot
Plasma Shotgun (Covenant plasma shotgun, does more damage to shields at greater range, but less damage altogether)
Brute Spike Cannon (Brute Spike shotgun, does more damage altogether, at much shorter range)

Standard Ordnance:
Plasma Rifle (DW)
Brute Plasma Rifle (DW)
SMG (DW)
Spiker (DW)
Lupara (sawed-off shotgun, DW)
Focus Rifle
Needler (DW)
Heavy Needler (Higher Power, no dual-wield)
Sentinel Beam
Heavy Sentinel Beam (Blue Beam, faster overheat, more damage)
Plasma Repeater (from Reach)
Sniper Rifle
Beam Rifle
Binary Rifle
Hard-Sound Rifle (single-shot bolt-action sonic sniper rifle, only 4 shots, mentioned in Halo comics/books. Scope can look through walls, instant kill through any object, 0 vehicle damage)
Sticky Detonator
Railgun
Pulse Beam (medium-range Forerunner anti-infantry weapon, idea from Enforcers, DW)

Turrets:
Machine Gun
Hunter LMG (30 Cal, like Jorge's from Reach, more ammo, fires faster, less damage)
Missile Pod
Gauss Turret (detachable, limited ammo)
Assault Cannon (like a Fuel Rod Cannon, only 5 shots, fires like original Hunter shots)
Heavy Assault Cannon (like a Fuel Rod Cannon, limited magazine, fires like later Hunter's weapon)
Plasma Cannon
Light Plasma Cannon (small Plasma Cannon carried by Grunts in Halo 2, more ammo, fires faster, less damage)
Plasma Torch (idea from Gravity Wrench design in Halo: CE, fires a stream of plasma that clings to surfaces and burns away shields)
Flamethrower

Armor Abilities:
Armor Lock (needs to come back)
Evade (the dodge ability is useful)
Hologram
Active Camouflage
Hardlight Shield
Auto-Turret
Promethean Vision
Jet Pack
Thruster Pack (still useful, even with Evade back)
Regeneration Field
Drop Shield (needs to come back)
Everyone can SPRINT
Spartans can use a VISR, Elites use a similar module, Prometheans have a similar ability, and Brutes use a thermal sensor)

Equipment: single-use equipment should come back
Energy Drain
Trip Mine
Stasis Mine (creates a stasis field if proximity is entered, lasts 10 seconds)
Flare
Radar Jammer (disables radar and VISR/VISR-like modules in an area)
Deployable Cover (the deployable shields can be useful for quick cover)
Drones (Deploys 2 Constructor Drones from Halo 2, hover around and fire Bishop Beams at enemies)
Bubble Shield (We have Drop Shields, but these retain their indestructible nature)
Regenerator (we have Regen Fields, but this would be a single use)
Autosentry (deploys an autosentry with a Heavy Sentinel Beam, hits enemies in a certain range)
Active Camouflage Module (single use)
Seeker (deploys 1 UNSC drone with an SMG, like a quadrotor)

Vehicles: UNSC
Warthog (Standard, Gauss, Missile, Troop)
Hornet
Falcon (Assault, Troop, Variable)
HAWK (replaces Hornet, or only optional on some maps)
Pelican (FLYABLE IN MULTIPLAYER and CAMPAIGN)
Vulture (see above)
MANTIS
Scorpion/Grizzly (either keep the Scorpion and use the Grizzly on certain maps and Campaign, or replace Scorpion with Grizzly)
Mongoose
Doozy (using Covenant tech, this 2-seater hovers, backseat has a machine gun turret)
Elephant (drivable in multiplayer and campaign)
Mammoth (bring back for campaign)
Broadsword/SABRE (space combat, if added)
Cyclops (like a Battlearmor from MA2, attack claw and machine gun, increased movement speed and jump jets)

Vehicles: Covenant
Shade (keep current version, and include an Assault Cannon variant)
Ghost
Spectre
Chopper (comes back with Brutes)
Prowler (see above)
Revenant
Wraith (Standard, AA, both version pilotable)
Spirit (pilotable, Anti-Troop and Concussion Cannon variants)
Phantom (Standard, Assault, Gunboat, all pilotable)
Banshee (Standard, Space, if space combat is added)
Locust (pilotable, campaign and multiplayer)
Gorgon (Covenant walker, design from Halo Wars)
Shadow (Pilotable, campaign and multiplayer)
Air Artillery (design from Halo Wars)
Scarab (back in Campaign)
Harvester (back in Campaign)
Vampire (from Halo Wars)
Lich (back in campaign)

Forerunner Vehicles (TBA)

Assassination Weapon Choice: At higher levels and through commendations, you can unlock different weapons to assassinate an enemy with, giving you new and interesting assassinations
Combat Knife
Brute Combat Knife
Energy Dagger (From reach)
Energy Cutlass (Handheld, a kig-yar melee weapon)
Curveblade (Elite short blade)
Kukri (Yes, like Emile's)
Hardlight Dagger (an extendable Hardlight short blade)
Hardlight Blade (a knife-like Hardlight blade)

Support Upgrades:
Dexterity
Sensor
Explosives
Stealth
Gunner
Drop Recon
Fast Track

Tactical Packages:
Mobility
Grenadier
Resupply
Requisition
Wheelman
AA Efficiency
Awareness

Assault Upgrades:
Firepower
Ammo
Nemesis
Shield
Stability
Augmented Strength (melee carries a knockback, punches do double damage to vehicles, instantly kill enemies during a jack)
Ordnance Priority

Loadout Choices:
Primary - Precision or Automatic
Secondary - Sidearm
Grenades
Armor Ability
Equipment
Tactical Package
Support Upgrade
Assault Package
Armor Setup (Race)
Customizable Class Name

Loadout Explanation:
Dual-Wielding can be with 2 of the same gun, 2 different types of guns, or with a gun and a "shield" device. The shield can be held up to block damage when activated, and gives a knockback when a melee attack is delivered. Armor Abilities are always on your Spartan, unless you pick another one up. Equipment is a single-use item that can give you an advantage in combat, such as activating your active camouflage module while your active camouflage armor ability cools down can keep you invisible for a little longer, which can be crucial. Equipment can be called down in ordnance or found on the map, as not all equipment comes standard on a Spartan in matchmaking. Tactical Packages and Support Upgrades return with some changes, but the new Assault Package will be more crucial, taking things like Ammo and putting them in a new category, lowering the number of abilities you have to choose from in each category, but giving you three separate categories. Armor Setup allows you to customize your Spartan to look like he fits each different class he uses, such as using Recon Armor for a Sniper or Warrior/Soldier armor for an Assault Trooper. You can also set a default Spartan, which will be the only one available in certain game modes, and you can set this as the armor for all classes, bypassing the customization if you don't want to do it. You can fully customize your class name, and can upload your setup to your file share for friends to see. Camouflage and armor designs can be purchased with a new in-game credit system, that gives you a certain amount of credits based on kills, deaths, and victory/defeat in online matches. Higher-level armors can also be purchased this way, as well as armors being unlocked by level. Weapons, tactical packages, support upgrades, assault packages, grenades, equipment, and more loadouts can be bought that way.

Maps:
New maps. Huge maps for more vehicular combat.
Remake all successful Halo maps: Blood Gulch, Exile, Waterworks, Narrows, Sword Base, etc.
Allow time controls and time passage. Time choices include Morning, Noon, Sunset, Evening, Midnight. Allows maps to take on a different atmosphere at different times of day. Matches can take place with a time passing mechanic, allowing the match to start in the morning, then keep going through midnight, and so on and so forth.

Forge:
Functioning pieces - control switches, activation buttons, etc.
Time Mechanic incorporated into Forge.
Allow grouping and saving of pieces.
More Forge areas, BIGGER Forge Areas. Desert, Arctic, Woodland, Grassland, Waterfront, on the water, Underwater, Space, Underground, Cliffside, Covenant Environments, Forerunner Environments, Flood Environments, Human Cities and Colonies, etc.
Allow NPC placement and customization for Firefights.
Allow forging of campaign-esque levels, giving objectives and battling NPC's, and allowing recording so the creator can also be a narrator and commander for the mission.
Massive non-usable (or usable) structures, such as a Tyrant AA Gun or MAC, turrets, shields, light bridges, etc.
Ability to place light bridges, gravity transporters (Halo 2), etc.
Flip, Reverse, and Undo features
Precision Editing
Custom Power-Ups
Editing Gravity Volumes, changing sizes, shapes, and amount of gravity
Smooth textures, re-coloring, capability to theme pieces.
Better effects.
Allowing placements of pre-made, large vehicles or structures, such as placing small Covenant Corvettes in the sky connected by gravity transporters with a dominion gametype, or placing 2 Mammoths that act as mobile command posts.
More objects in general.
Placing lights that effect the dynamic lighting of the map.
Natural objects increase. A variety of trees, bushes, strips of grass, rocks of various types and sizes, vines, moss coverings, etc.
Allow custom music choices to be uploaded.
Object despawning and spawning fixed.
Magnets fixed.
Fix explosives.

Customs:
Flood customization fixed
Traits fixed
All good gametypes return
Greater customization for all gametypes
Ability to make private customs matches public. Allows online connectivity for anyone to play custom games.

Progression System:
Player Rank - handled in 3 different ways: CSR, Specialization, and Standard Ranking.
Specialization is unlocked from the beginning, and allows you to unlock the Specialization Packages and upgrades, as well as the specialized armors and weapons. Specialization cuts Standard ranking leveling capability, halving your advancement while specializing.
CSR will be seen in each individual playlist based on your skill in that game mode, and unlocks new armors and weapon skins.
Standard ranking is the leveling system that unlocks most weapons and armors, gains experience points for purchasing more weapon skins and armors.
This allows players to advance in multiple ways.

Thank you for reading, please give me your input!
 
Jun 5, 2013
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Planet Reach
I like what you're going for, but here are some of my personal gripes with your decisions.
-I'm not digging the staggering amounts of weapons on this list. Halo is supposed to be an arena-esque shooter with semi-simple weapons available, not a shooter with loadouts and such (although loadouts were implemented in H4 sadly). I like weapons simple, straight to the point, and unique unlike the Promethean trash that 343 gave us. I think 20-25 weapons is the best for a Halo game.
-I really wish that ordinance wouldn't exist at all. It was engaging and skillful to learn the weapon locations and the time it took for weapons to spawn in a certain area. Personal loadouts/perks should also go, unless they are things such as grenades or armor abilities.
-Armor abilities can stay as pickups/power ups along with normal power ups and equipment, but perks are unnecessary.
-Like I said, loadouts should be an obvious no-no unless the loadouts allow only balanced automatics and a magnum.
-Dual Wielding isn't really necessary, mainly because it can tamper with weapon balancing.
-Exile and Sword Base should fall into the pits of hell and burn.
 
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NinetysBorn

Master
Jan 29, 2013
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Woah that's a long list, but you actually have some really good ideas. I'd recommend trying to shorten the post/list if possible. Not everyone is going to take the time to read all of that, unfortunately.
 
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FloydRTC95

Adept
Jan 9, 2013
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Woah that's a long list, but you actually have some really good ideas. I'd recommend trying to shorten the post/list if possible. Not everyone is going to take the time to read all of that, unfortunately.
Thanks, I just put this together over like one night so I figured it would be pretty comprehensive.

I like what you're going for, but here are some of my personal gripes with your decisions.
-I'm not digging the staggering amounts of weapons on this list. Halo is supposed to be an arena-esque shooter with semi-simple weapons available, not a shooter with loadouts and such (although loadouts were implemented in H4 sadly). I like weapons simple, straight to the point, and unique unlike the Promethean trash that 343 gave us. I think 20-25 weapons is the best for a Halo game.
-I really wish that ordinance wouldn't exist at all. It was engaging and skillful to learn the weapon locations and the time it took for weapons to spawn in a certain area. Personal loadouts/perks should also go, unless they are things such as grenades or armor abilities.
-Armor abilities can stay as pickups/power ups along with normal power ups and equipment, but perks are unnecessary.
-Like I said, loadouts should be an obvious no-no unless the loadouts allow only balanced automatics and a magnum.
-Dual Wielding isn't really necessary, mainly because it can tamper with weapon balancing.
-Exile and Sword Base should fall into the pits of hell and burn.

I get that they're your personal gripes, but:
-Exile is probably the best original Halo 4 map, and is one of the best of all time. Sword Base was one of the most played maps on Reach, it deserves the comeback. Like I said, successful maps.
-"Halo is supposed to be" is a phrase I hear way too much. Halo has grown from the arena roots and has changed. Maybe not to everyone's liking, but a lot of how it's changed is here to stay. Doesn't matter how much we all bitch about it...and we do. All of us. Even me, and I like the progress.
-I think ordnance was one of the only good things Halo 4 pulled off. Calling in Ordnance, awarding a player for playing well, is awesome. As for on-map ordnance...I could take it or leave it.
-Perks are from CoD, these are not perks...they're functionally similar, but meh, I kind of like them. With the customizable loadouts, perks are really handy, allowing you to specialize your play style.
-Loadouts are a yes now, sorry. Halo 5 would just become another Halo 3 or something without it, and we already have a Halo 3.
-Dual Wielding is AWESOME. Dual SMG's, the Noob Combo, these things were FUN, and Halo games are first and foremost FUN, not just a competitive shooter. We have CoD for that.
-Promethean trash? Come on, only the Suppressor and Pulse Grenade are rather meh, the rest is pretty awesome.
-The plethora of weapons is to create diversity. Only 4 precision loadout weapons and 3 automatics is bull. Most of the ordnance is kind of meh at this point, there's not enough diversity of choice. We need MOAR.
-Armor Abilities should stay with loadouts...the ability to go into battle with a specialized ability is pretty cool.

That's why this list is a list of my opinions, not necessarily what SHOULD be in there, but what I think would be best.
 
Jun 5, 2013
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Planet Reach
Thanks, I just put this together over like one night so I figured it would be pretty comprehensive.



I get that they're your personal gripes, but:
-Exile is probably the best original Halo 4 map, and is one of the best of all time. Sword Base was one of the most played maps on Reach, it deserves the comeback. Like I said, successful maps.
-"Halo is supposed to be" is a phrase I hear way too much. Halo has grown from the arena roots and has changed. Maybe not to everyone's liking, but a lot of how it's changed is here to stay. Doesn't matter how much we all bitch about it...and we do. All of us. Even me, and I like the progress.
-I think ordnance was one of the only good things Halo 4 pulled off. Calling in Ordnance, awarding a player for playing well, is awesome. As for on-map ordnance...I could take it or leave it.
-Perks are from CoD, these are not perks...they're functionally similar, but meh, I kind of like them. With the customizable loadouts, perks are really handy, allowing you to specialize your play style.
-Loadouts are a yes now, sorry. Halo 5 would just become another Halo 3 or something without it, and we already have a Halo 3.
-Dual Wielding is AWESOME. Dual SMG's, the Noob Combo, these things were FUN, and Halo games are first and foremost FUN, not just a competitive shooter. We have CoD for that.
-Promethean trash? Come on, only the Suppressor and Pulse Grenade are rather meh, the rest is pretty awesome.
-The plethora of weapons is to create diversity. Only 4 precision loadout weapons and 3 automatics is bull. Most of the ordnance is kind of meh at this point, there's not enough diversity of choice. We need MOAR.
-Armor Abilities should stay with loadouts...the ability to go into battle with a specialized ability is pretty cool.

That's why this list is a list of my opinions, not necessarily what SHOULD be in there, but what I think would be best.


I understand, its your list with your opinions, and I respect that, I don't mean to sound like a jerk :)
Promethean trash was too harsh I guess, I just didn't like how they didn't add diversity or uniqueness to their arsenal. The suppressor could have easily been replaced by a sentinel beam-esque weapon and they didn't really need the scattershot or the boltshot in one game (as they acted both as shotguns essentially).
 

FloydRTC95

Adept
Jan 9, 2013
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Tucson, AZ
I understand, its your list with your opinions, and I respect that, I don't mean to sound like a jerk :)
Promethean trash was too harsh I guess, I just didn't like how they didn't add diversity or uniqueness to their arsenal. The suppressor could have easily been replaced by a sentinel beam-esque weapon and they didn't really need the scattershot or the boltshot in one game (as they acted both as shotguns essentially).

Yeah, the Boltshot charge is a bit OP, and the Scattershot is a bit UP. And that's why I wanted the Pulse Beam and the Suppressor...The Suppressor is SHIT at anything other than close range, but the Pulse Beam would be a mid-range...like the automatics are supposed to be. xD
 
Feb 1, 2013
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i agree with most of what u said but how big do u think the multiplayer will be, i mean so many weapons and some of those vehicles are huge
and i think that some of your ideas are a bit over board for instance all the light and heavy versions of other weapons also i think that Armour lock explains itself
 

evergreen948

Master
Jan 9, 2013
1,104
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While I do like the sound of many of these ideas, I don't think it suits halo. Many of those weapons just sound unbalanced and unoriginal (no offence), and in my opinion loadouts should be taken out completely, not extended.
 
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Mr Rogers4

Master
Jan 21, 2013
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I would definitely would like to see the Hornet/Falcon from Halo 3/Reach come back. I loved the Falcon and I was sad the it was replaced by the Mantis. The Mantis is a good tank like vehicle, but the Falcon or something similar would be nice for a comeback in Halo 5.
 
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Jun 5, 2013
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Planet Reach
Yeah, the Boltshot charge is a bit OP, and the Scattershot is a bit UP. And that's why I wanted the Pulse Beam and the Suppressor...The Suppressor is SHIT at anything other than close range, but the Pulse Beam would be a mid-range...like the automatics are supposed to be. xD

The pulse rifle is actually a great idea, but I think it should be saved for the Sengheili army...hinthint
 
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SOLIDSNAKEee

Salad Snack
Jan 26, 2013
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While I do like the sound of many of these ideas, I don't think it suits halo. Many of those weapons just sound unbalanced and unoriginal (no offence), and in my opinion loadouts should be taken out completely, not extended.


If weapons were balanced to work effectively or certain elements were taken out ( like plasma pistols/grenades off spawn ) then I'd say it could work better. Aside from that I think we should have fixed loadouts were set in place for certain playlists like BTB or Dominion and the custom loadouts were saved for infantry based playlists like FFA or Infinity Slayer I'd say it could work alot better.

As for the ideas , someone already beat me to the punch .As fun as they sound , Halo is an arcadic shooter where there isn't 40-50+ weapons and that's what I enjoy ^.^ .
 

RogerDodger

Master
Jan 20, 2013
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As everyone seems to be adding their two cents to the piggy bank, might as well join in myself.

The point of weaponry in a game like Halo is to diversify gameplay on a balanced and efficient level. Not enough diversity means that each selection will dominate many scenarios, and make the game bland. Conversely, too many lead to redundancy or niche-roles that become marginalized over time to more utilitarian weapons. Obviously, these ideas fall under the latter.

It's great that you were creative in thinking up many options for Halo 5. That being said, one can't possibly expect most of these to be implemented. Taking this one step further, I would conceptualize the interactions between options in the same category, then each in the big picture. It will shorten your list and make things a lot more focus-driven.
 
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FloydRTC95

Adept
Jan 9, 2013
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Wow, didn't expect this many comments, usually I'm pretty much ignored.
Look, I get what everyone's saying, but this is an idea for a more expanded Halo 5. In my opinion, we can't keep hoping it will go back to the same arcade shooter it once was, because it most likely won't. That's a hope we have to kill early on. 343i has shown that they don't intend to keep Halo the same, the plan to take it in a slightly more CoD-esque direction, which isn't actually a bad idea. I've been playing a lot of MW3, and besides raging against every asshole using the XM-25 in hardcore mode, I've rather enjoyed it. The customizable classes make it to where you can play in the style you prefer, instead of one single set style. Halo is going in this direction, and while Halo 4 is known to piss me off with a lot of that, it has a lot of advantages. Creating a sniper/vehicle/explosive specialized class is a huge advantage, and it's an advantage you get over time, through playing and unlocking new abilities and specializations. The loadouts are a good thing, in my opinion.
That being said, the ability to play a "Halo Classic" mode (or modes, if you want to play all versions in a classic style) should definitely be available. I love that the guys over at THFE made some classic gametypes, it's something that should have come with the game. I have the first 3 games and played them all over and over because I enjoyed them so much.
But the point is, the game is expanding and changing, in a CoD-esque direction, but it can be SO much better than CoD will ever be. With all of these changes, it would be more like a Halo-Battlefield mix, which sounds AWESOME to me and all of my friends. I even have ideas for like 5 new gametypes in Halo 5 I didn't even include in here.
As for light/heavy versions, that I can understand too. The 2 kinds of Needlers is a bit over the top, but I just thought it would be cool. The Sentinel Beam/Heavy Sentinel Beam was actually something that already existed in Halo 2, and I thought it was pretty awesome.
The fact is, I included a LOT of older stuff and introduced a few new things that were just my ideas that I thought would improve the game. If I had to strip down this list, there would be a lot less new stuff.
But I thank everyone for their opinions and taking time to read this massive list xD
 

cam2602

Proficient
Apr 16, 2013
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29
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TOO MUCH STUFF.

point one, some amazing ideas, BUT this is a level of complexity that would work awesome in books or maybe cod, not the halo game.
this is approaching warhammer level of loadout variation and as an avid warhammer player I can tell you that it's way too much for a normal video game.

point two, armour abilities replaced equipment, having both makes no or little sense, I like all the ideas but they either all have to be aa's or equips,

point three, I love all the idea of a whole group of brute weapons rather than just random ones here and there, an organised balanced class would be cool,
but brutes aren't balanced or organised. the randomness and idiocy was what made them brute so even though I love the idea, 343 won't do it because brutes wouldn't build weapons that way, EG elites have a bad ass ninja sword, brutes want an equivalent "ME MAKE BIG HAMMER".
my ideal weapon system would go like this
4 classes
-UNSC
-elite
-brute
-promethean

each class would have loadout and non-loadout weapons as follows
LOADOUT
-1mid range rifle
-1mid range automatic
-1 pistol/sidearm
-1/2 grenades

NON-LOADOUT
-1 non projectile close combat weapon (sword/hammer/machete)
-1 close range power weapon (shotgun/scattershot)
-1 heavy automatic weapon (needler/SAW/SMG)
-1 long range rifle (snipers)
-1 heavy explosive device (rocket lancher/FRG/incineration cannon)
-1 special weapon (Spartan laser/plasma launcher/sticky detonator)

HOWEVER, its not going to happen because that would cause individual armies/classes to lose some of their individual character ie brutes are insane nutters who just want big guns that make lots of noise. And character is what distinguishes halo from just general jack of all trades FPS's
 

The7thSeal

Expert
Jan 12, 2013
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4 classes
-UNSC
-elite
-brute
-promethean

each class would have loadout and non-loadout weapons as follows
LOADOUT
-1mid range rifle
-1mid range automatic
-1 pistol/sidearm
-1/2 grenades

NON-LOADOUT
-1 non projectile close combat weapon (sword/hammer/machete)
-1 close range power weapon (shotgun/scattershot)
-1 heavy automatic weapon (needler/SAW/SMG)
-1 long range rifle (snipers)
-1 heavy explosive device (rocket lancher/FRG/incineration cannon)
-1 special weapon (Spartan laser/plasma launcher/sticky detonator)

HOWEVER, its not going to happen because that would cause individual armies/classes to lose some of their individual character ie brutes are insane nutters who just want big guns that make lots of noise. And character is what distinguishes halo from just general jack of all trades FPS's

A few things here:
  1. How is an SMG a heavy automatic weapon? If anything, the SMG could possibly be a loadout weapon, most likely a secondary weapon.
  2. A machete would be awful as a close combat weapon, especially when compared to the Energy Sword or Gravity Hammer. It would have a minuscule range compared to the other two, as Machetes are designed primarily for cutting, whereas you can lunge with the Sword and the Hammer has an energy pulse going for it.
  3. The Brute weapons in Halo 3 were the Spiker, the Mauler, the Spike Grenade, the Firebomb, the Brute Shot and the Gravity Hammer. I would say that only the Brute Shot and Gravity Hammer were the large and loud weapons, the rest were pretty tame.
  4. Also, the Brute weapons are technically Covenant weapons, so there really isn't any point splitting them up.
  5. Your idea would only add 1 weapon to the list (seeing as Halo 4 has 29 weapons), as well as removing a lot of the current weapons.
 
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The7thSeal

Expert
Jan 12, 2013
331
106
61
29
Lincolnshire, UK
Precision Loadout Weapons:
Designated Marksman Rifle
Battle Rifle
Covenant Carbine
Light Rifle
Needle Rifle
Spike Rifle (Brute Precision Weapon, took the idea of the Halo: CE gravity rifle and applied it to Brutes)
Forerunner Rifle (pictures seen in Forerunner exoskeleton concept art)

Automatic Loadout Weapons:
Assault Rifle
Suppresor
Storm Rifle
Brute Storm Rifle (Red variant, fires faster and overheats quicker)
Heavy Spiker (Brute assault rifle, a more tactical, larger Spiker)
Silenced SMG (Semi-accurate at long range, short scope like before)
Pulse Rifle (Fast-firing Forerunner Anti-Infantry weapon, short scope)

Shields: Held in the off hand with a DW weapon, holding this up can stop damage, similar to a COD Riot shield, but not as OP)
Kig-Yar Point Defense Gauntlet
Brute Spike Shield
UNSC Spartan Battle Shield
Promethean Hardlight Gauntlet

Grenades:
Fragmentation Grenade
Smoke Grenade (generates smoke to make it harder to see)
Plasma Grenade
Pulse Grenade (gains a stick effect)
*Firebomb Grenade (Or human thermite/napalm grenade)
Spike Grenade
*Gravity Grenade (Brute grenade, sticks and detonates a gravity hammer-esque energy field)
Scatter Grenade (sticks to surfaces, launches scatter projectiles)
*Remote Detonator (throw at target, next trigger pull detonates it)
*Stasis Grenade (sticks targets and holds them in place, creates an AoE that slows enemies)
*Sonic Grenade (explosive sonic boom does damage, knocks them back, and creates a huge noise. Stick is an instant kill)

*Denotes 1 grenade only

Heavy Ordnance:
Plasma Launcher
Concussion Rifle
Brute Shot
Fuel Rod Cannon
Rocket Launcher
Grenade Launcher
Incineration Cannon
Enforcer Rockets (taken off Enforcers, indirect fire weapons)
Spartan Laser
EMP Cannon (fires a bolt of electricity that temporarily disables vehicles and brings down shields, 5 shots)
Stasis Gun (found in Halo 4's code)
Target Designator (can be used to call in a Mac strike from Orbit, Vulture strafe, or artillery barrage) (Covenant can have a similar one that fires a Cleansing Beam, Assault Phantom Strafe, of Wraith barrage)

CQC Ordnance:
Energy Sword
Gravity Hammer
Blade Arm (Promethean Blade Arm)
Machete (tempered to combat blade arms, energy swords, and cut through shielding)
Humbler Shock Stick (Based on Humbler Stun Baton, but lethal electrical damage)
Shotgun
Scattershot
Plasma Shotgun (Covenant plasma shotgun, does more damage to shields at greater range, but less damage altogether)
Brute Spike Cannon (Brute Spike shotgun, does more damage altogether, at much shorter range)

Standard Ordnance:
Plasma Rifle (DW)
Brute Plasma Rifle (DW)
SMG (DW)
Spiker (DW)
Lupara (sawed-off shotgun, DW)
Focus Rifle
Needler (DW)
Heavy Needler (Higher Power, no dual-wield)
Sentinel Beam
Heavy Sentinel Beam (Blue Beam, faster overheat, more damage)
Plasma Repeater (from Reach)
Sniper Rifle
Beam Rifle
Binary Rifle
Hard-Sound Rifle (single-shot bolt-action sonic sniper rifle, only 4 shots, mentioned in Halo comics/books. Scope can look through walls, instant kill through any object, 0 vehicle damage)
Sticky Detonator
Railgun
Pulse Beam (medium-range Forerunner anti-infantry weapon, idea from Enforcers, DW)

Armor Abilities:
Armor Lock (needs to come back)
Evade (the dodge ability is useful)
Hologram
Active Camouflage
Hardlight Shield
Auto-Turret
Promethean Vision
Jet Pack
Thruster Pack (still useful, even with Evade back)
Regeneration Field
Drop Shield (needs to come back)
Everyone can SPRINT
Spartans can use a VISR, Elites use a similar module, Prometheans have a similar ability, and Brutes use a thermal sensor)


Assassination Weapon Choice: At higher levels and through commendations, you can unlock different weapons to assassinate an enemy with, giving you new and interesting assassinations
Combat Knife
Brute Combat Knife
Energy Dagger (From reach)
Energy Cutlass (Handheld, a kig-yar melee weapon)
Curveblade (Elite short blade)
Kukri (Yes, like Emile's)
Hardlight Dagger (an extendable Hardlight short blade)
Hardlight Blade (a knife-like Hardlight blade)
Let me talk you through what these colours mean:
Yellow: These are (or seem) like clone weapons. This means they do almost exactly the same as another weapon, or are just a reskinned version of one.

Cyan: Are weapons/abilities that are that remove the need for another weapon/ability, as they do the job better. The Heavy variants of the Spiker, Sentinel Beam and Needler would make the regular versions obsolete, the arm sheilds would defeat the need for the hardlight shield AA, etc.

Red: These are the weapons that seem broken or are almost useless in Halo. Take for example the Hard-sound Rifle, which basically sounds like a one hit kill from anywhere on the map. Or the selection of different Assassination weapons, which would do nothing but look pretty and kill in a slightly different way, which adds nothing to the game at all.
 
Jun 5, 2013
26
10
8
30
Planet Reach
A few things here:
  1. How is an SMG a heavy automatic weapon? If anything, the SMG could possibly be a loadout weapon, most likely a secondary weapon.
  2. A machete would be awful as a close combat weapon, especially when compared to the Energy Sword or Gravity Hammer. It would have a minuscule range compared to the other two, as Machetes are designed primarily for cutting, whereas you can lunge with the Sword and the Hammer has an energy pulse going for it.
  3. The Brute weapons in Halo 3 were the Spiker, the Mauler, the Spike Grenade, the Firebomb, the Brute Shot and the Gravity Hammer. I would say that only the Brute Shot and Gravity Hammer were the large and loud weapons, the rest were pretty tame.
  4. Also, the Brute weapons are technically Covenant weapons, so there really isn't any point splitting them up.
  5. Your idea would only add 1 weapon to the list (seeing as Halo 4 has 29 weapons), as well as removing a lot of the current weapons.

The Brute Shot couldn't even kill in 6 shots. Incredibly UP
 

FloydRTC95

Adept
Jan 9, 2013
178
49
43
30
Tucson, AZ
Let me talk you through what these colours mean:
Yellow: These are (or seem) like clone weapons. This means they do almost exactly the same as another weapon, or are just a reskinned version of one.

Cyan: Are weapons/abilities that are that remove the need for another weapon/ability, as they do the job better. The Heavy variants of the Spiker, Sentinel Beam and Needler would make the regular versions obsolete, the arm sheilds would defeat the need for the hardlight shield AA, etc.

Red: These are the weapons that seem broken or are almost useless in Halo. Take for example the Hard-sound Rifle, which basically sounds like a one hit kill from anywhere on the map. Or the selection of different Assassination weapons, which would do nothing but look pretty and kill in a slightly different way, which adds nothing to the game at all.

I'm sorry, but I'm not sorry for adding the assassination weapon choices. Who gives a single shit if they only look cool, THEY LOOK COOL. And it wouldn't be that hard to do or hinder game experience at all, so why is that an issue?
Before you say, "It's unnecessary" let me tell you it doesn't matter if it's unnecessary in advance. Seriously. It looks cool, gives another level of customization, and wouldn't be hard to implement.
Humbler Shock Stick/Promethean Blade Arm/Machete are all there to balance melee combat. The Machete and Shock Stick would be tempered to match the Energy Sword and Blade Arm, and would both get a lunge, as would the Blade Arm. Why would we add them? Because we were promised a fucking Machete and we never got it, the Shock Stick I could take or leave but it's cool, and the Blade Arm is IN THE FUCKING GAME ALREADY, and we don't get to use it.
As for the Weapons/Abilities that remove the need for another weapon/ability, who cares? It's about choice and functionality. I'd pick Dual Needlers over a Heavy Needler. The dual shotguns can probably be taken out, but it would be cool to use one of them with another weapon.
The Spike Rifle gives the Covenant a precision weapon that actually kills in a decent amount of time and does decent damage, not this high ROF Carbine crap. The Needle Rifle has it's gimmicky nature, but it is pretty awesome. The Silenced SMG gives some range to automatics, and that thing was a beast in ODST. The Brute Storm Rifle was the same draw as the Heavy Sentinel Beam - Higher Damage in a shorter amount of time, but overheats a lot faster. Brutes did that with the original Plasma Rifle because on their unfamiliarity with Plasma technology. The Heavy Spiker would be their more mid-range automatic weapon. The Shields were an idea I've had since we saw the original Kig-Yar Point Defense Gauntlet, and couldn't fucking use the thing. Then we got dual wielding, I thought we'd be able to use it, but NO, we couldn't. It wouldn't eliminate the need for Hardlight Shielding, Armor Lock, Drop Shields, or shielding equipment, because you wouldn't always want to be wearing a damn gauntlet, would you?
I thought the EMP Cannon would be a nice way to curtail the use of Plasma Pistols. By reducing the EMP time of Plasma Pistols, the EMP cannon would fill the anti-vehicle niche and cut down on the Plasma Pistol/Plasma Grenade problem that's plaguing BTB Matchmaking.
The Grenades were just cool ideas I had and thought would change gameplay a good bit. And the Target Designator was awesome, so why you have a problem with that confuses me. And the Hard Sound Rifle is supposed to have a small clip and be hard to aim, as well as doing no damage to vehicles, but it's 1 shot kill nature is no different from a Binary Rifle. It just seems OP because it fires through solid sufaces, but it really isn't. It would be unable to fire unless scoped (no snapshots) take time to zoom and fire, and have a long reload time, with 0 vehicle damage and a small clip.
HOW CAN YOU HAVE A PROBLEM WITH BRUTES USING A THERMAL SENSOR? I mean like a heat-signature detection device, so they have some form of nightvision, to make it fair. Oh, and the Spike Cannon would be like an instant kill at 10 feet, but after that it's range is way short, and the Plasma Shotgun would have a better range and be more damaging to shields and vehicles.