Just so that the fragging can continue, I am about to create a new thread which specifically talks about possible additions to the Covenant and return of the Flood.
That was basically what I was suggesting. Maybe I didn't word it correctly, but still.I am so sick of arguing this.
The Silenced SMG is supposed to be more mid range, it's short scope would help with that, even though it's still moderately inaccurate (as it is an SMG). As for the Audio Cue issue, wouldn't it be simpler to remove the silencer and just enhance the SMG in some other way (such as calling it a "Scoped" SMG) make more sense? It would be just as loud as other weapons, with some range.
What you suggested earlier was that the Needld Rifle should be changed to fit a similar role to the BR, not the DMR.Ridiculous? Nice opinion there. The Needle Rifle can kill an unshielded target in 3 shots (like a DMR) and it takes 6 to bring down shields. Lowering that number would put it on par with the other weapons, as well as making the ROF more like the DMR's (or more like the Light Rifle's, the new changes make that weapon pretty tough). It can be balanced with the other weapons and brought back.
The Needle Rifle has a higher fire rate than the DMR, thus making the shots to balanced, especially when you consider the supercobine effect....Needle Rifle would fill more of a BR-ish range and the supercombine after 5-6 shots would be it's outright advantage.
I never said that they were a pause button, though the Armour Lock basically was. I may not know the original intention for these Armour Abilities, by I know what they are/were used for. They give the player respite, time to think. The Hardlight Shield is something that doesn't have all encompassing protection. Splatters, grenades, assassinations, attacks from behind could render it useless. Shooting around a Jackal's shield held by a Spartan would be ridiculously easy. The Jackals are very small, so it basically covers their entire body.I'm pretty sure you weren't on the development teams that created the Hardlight Shield and Armor Lock (which was supposed to be overpowered, but a long cooldown could counteract that, as well as shortening the time you're in Armor Lock) so you definitely don't know what their original intentions were. I made the assumption that these abilities were for protection (which fits, seeing as they're both a form of advanced shielding in some way) to save someone in a critical moment. Saying that they're basically a pause button for the player is ridiculous. The Shield Gauntlets add another layer to combat, forcing you to break them or shoot around them like they're obstacles (jackals...) and the person holding it is forced to use a DW weapon, which has less pure damage potential than a normal weapon.
Even when the Plasma Pistol was first conceived, it was, or at least seemed to be, designed as a support weapon. It removed shields, making targets much more vulnerable to damage. The EMP was a natural progression, one which people have gotten used to.Exactly, making stickies pickups would "part way" alleviate the problem. Keeping stickies and adjusting the Plasma Pistol is a better idea because, frankly, the Plasma Pistol is a weak piece of crap in a straight-up fight, when it used to be pretty dangerous. Nerfing the overcharge allows vehicles more time to escape, because not everyone can stick that EMP'd Warthog in 2-3 seconds. The Plasma Pistol's damage is crap, but the EMP is overpowered. This would fix both issues, and not completely change the weapon. OH, and the EMP only showed up in, what, Halo 3? Halo: CE and 2 didn't even have an EMP effect.
The splash damage of the Incineration Cannon is ridiculous. All of the Launchers require you to lead the enemy.Cheap kills with no effort my ASS. To kill someone at something beyond 30 feet with the Incineration Cannon, you have to lead the target and predict the time it will take for the blast to hit the target. It's rather large AoE is a bit of an issue, but most of the time you'll end up killing yourself because of it. It is NOT easy to use. And I'm saying that as someone who isn't a Noob. The Target Designator creates a huge red outline of where it's going to hit, you can run away from it (unless you're in a vehicle, in which case, you're SO screwed) and remember, this would be a RARE ordnance drop, with maybe 1 shot in it. 1 time to rain hell, and you aren't guaranteed to kill a huge number of people, most teams stay spread out because of Rockets/Fuel Rods/Incineration Cannons making for easy multikills, and Snipers getting multiple kills with 2 shots at least.
For the last time, you aren't a game developer or on the development teams, and you probably don't work on video games either. If there's a function in a game, you can turn it off and on. So removing a hip-fire capability shouldn't be that difficult. Also, the weapon is OP, but it would be a bitch to use. It has a charge time, can only fire when scoped, and has a low clip size. That's maybe 2 guaranteed kills, MAYBE, and a Binary Rifle can assure 6 instant kills and can hip-fire. THAT is an OP weapon, with no charge time and a decent sized clip. Also, it would be another RARE ordnance drop.