Dedicated Suggestions Thread: Weapons
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Dedicated Suggestions Thread: Weapons
Weapons come in all shapes, sizes, functionality, and even designs! Halo's core gameplay is very heavily reliant on these cool, unique, and sometimes ridiculous weapons. Here's a small guide for how to write a suggestion for a weapon, which you can make by posting a reply here!
Name: [This is the Name of the weapon, can be placeholder]
Faction:* [Which Faction in the halo universe does this weapon belong to? This generally should help dictate what it shoots and how!]
Weapon Class:* [What kind of weapon is this? Is it a support item like a turret, a small arm like the pistol, a rifle like the carbine, or a heavy like the rocket launcher?]
Projectile:* [What does this gun shoot?]
Projectile Speed: [How fast does this projectile travel?]
Fire Rate: [How Fast does this weapon fire?]
Niche:* [Where does this weapon excel? Short Range, Long Range, Extremely Close Range?]
Description:* [Describe your weapon as best you can!]
Extra: [Anything else you wish to include with your suggestion. Be warned that all images MUST be included as spoilers!]
*required
Remember, these weapons are meant to be in the halo universe, so generally try to take inspiration from what could feasibly exist. As another note, please do not make suggestions for weapon variants, as we will most likely not be including them in our game. Try to also remember that everything must be balanced for multiplayer, so try not to make a weapon that's overpowered.
Name: [This is the Name of the weapon, can be placeholder]
Faction:* [Which Faction in the halo universe does this weapon belong to? This generally should help dictate what it shoots and how!]
Weapon Class:* [What kind of weapon is this? Is it a support item like a turret, a small arm like the pistol, a rifle like the carbine, or a heavy like the rocket launcher?]
Projectile:* [What does this gun shoot?]
Projectile Speed: [How fast does this projectile travel?]
Fire Rate: [How Fast does this weapon fire?]
Niche:* [Where does this weapon excel? Short Range, Long Range, Extremely Close Range?]
Description:* [Describe your weapon as best you can!]
Extra: [Anything else you wish to include with your suggestion. Be warned that all images MUST be included as spoilers!]
*required
Remember, these weapons are meant to be in the halo universe, so generally try to take inspiration from what could feasibly exist. As another note, please do not make suggestions for weapon variants, as we will most likely not be including them in our game. Try to also remember that everything must be balanced for multiplayer, so try not to make a weapon that's overpowered.
R93_Sniper- Administrator
Re: Dedicated Suggestions Thread: Weapons
- Code:
[u]Name:[/u]
[u]Faction:[/u]
[u]Weapon Class:[/u]
[u]Projectile:[/u]
[u]Projectile Speed:[/u]
[u]Fire Rate:[/u]
[u]Niche:[/u]
[u]Description:[/u]
[u]Extras:[/u] [spoiler][url]URL[img]host link[/img][/url][/spoiler]
Template. Ctrl+C // Ctrl+V, you know the drill. Happy suggesting!
Jaing
Re: Dedicated Suggestions Thread: Weapons
Name: Needle Pistol
Faction: Covenant
Weapon Class: Sidearm
Projectile: Needler needles
Projectile Speed: Fast (not hitscan)
Fire Rate: Medium/fast (semi-auto)
Niche: Close-mid range
Description: Pretty much inspired by SPV3's Shredder, the Needle Pistol would act like a less accurate, closer ranged version of the needle rifle. Noticeably less tracking compared to the standard needler, but the fact that the projectiles travel a little faster than the needler's will make up for this. Headshot capable, supercombine can trigger before shields are down if enough needles impale the target, much like how the regular needler's supercombine works. No scope, and significant spread/no tracking when reticule isn't red.
Extra: Found a fan-made concept art of what a needle pistol could look like:
Faction: Covenant
Weapon Class: Sidearm
Projectile: Needler needles
Projectile Speed: Fast (not hitscan)
Fire Rate: Medium/fast (semi-auto)
Niche: Close-mid range
Description: Pretty much inspired by SPV3's Shredder, the Needle Pistol would act like a less accurate, closer ranged version of the needle rifle. Noticeably less tracking compared to the standard needler, but the fact that the projectiles travel a little faster than the needler's will make up for this. Headshot capable, supercombine can trigger before shields are down if enough needles impale the target, much like how the regular needler's supercombine works. No scope, and significant spread/no tracking when reticule isn't red.
Extra: Found a fan-made concept art of what a needle pistol could look like:
- Spoiler:
SilentGamer64
Re: Dedicated Suggestions Thread: Weapons
Will contingency have Dominion? If so, I think that when players fortify a base, these should be made available to be mounted.
If not, then some maps should possibly come with these.
If not, then some maps should possibly come with these.
- Halo 3 ODST Sationary Guns:
I think these should come in Machine Gun, Gauss Cannon, Rocket Launcher, and Greandier Turret variations. The Grenadier Turret would operate much like the Grenade Launcher Turret on the Falcon from Halo Reach : semi-auto, rapid fire, hold the trigger for remote detonation and emp bonus to the blast.
DreuxPhoenix
Re: Dedicated Suggestions Thread: Weapons
Hate to shoot stuff down but stationary turrets almost never work in fps games period, because the turret is either super powerful and unfightable or the player on it is too vulnerable and is easily picked off.
I think Halo 3 did a pretty good job with the turrets but if you got attacked by two people at once and could only shoot one the other would easily kill you while you mowed down their buddy.
I think Halo 3 did a pretty good job with the turrets but if you got attacked by two people at once and could only shoot one the other would easily kill you while you mowed down their buddy.
Heatguts
Re: Dedicated Suggestions Thread: Weapons
Name: Gauss Sniper
Faction: Human
Weapon Class: Sniper Rifle
Projectile: Tungsten Pinhead Rounds
Projectile Speed: Practically Hitscan
Fire Rate: 4.20 second intervals between shots
Niche: Spartan 1sk, Vehicle shredder
Description: Essentially a long-range Railgun
Damage is proportional to charge duration. Hold LMB to charge up to ~1.2 seconds, with 1.2 seconds being a 1-sk. Automatically fires at end of charging cycle. Can quickly power cycle accelerators to insta fire w/o charge for normal sniper damage. (pop shields.) 3 second reload. 1 shot per cycle. Uses energy as well to fire (it is a coil gun after all). Energy recharges with time. Can consecutively shoot 5 times before having to recharge. Starting ammo 1/9. Maximum of 1/19.
~3 shots to destroy Ghost
~5 shots to destroy Warthog
~7 shots to destroy Banshee
[spoiler][url=URL[/url]
will update with drawing i did years ago
Faction: Human
Weapon Class: Sniper Rifle
Projectile: Tungsten Pinhead Rounds
Projectile Speed: Practically Hitscan
Fire Rate: 4.20 second intervals between shots
Niche: Spartan 1sk, Vehicle shredder
Description: Essentially a long-range Railgun
Damage is proportional to charge duration. Hold LMB to charge up to ~1.2 seconds, with 1.2 seconds being a 1-sk. Automatically fires at end of charging cycle. Can quickly power cycle accelerators to insta fire w/o charge for normal sniper damage. (pop shields.) 3 second reload. 1 shot per cycle. Uses energy as well to fire (it is a coil gun after all). Energy recharges with time. Can consecutively shoot 5 times before having to recharge. Starting ammo 1/9. Maximum of 1/19.
~3 shots to destroy Ghost
~5 shots to destroy Warthog
~7 shots to destroy Banshee
[spoiler][url=URL[/url]
will update with drawing i did years ago
Jaing
Re: Dedicated Suggestions Thread: Weapons
Can consecutively shoot 5 times before having to recharge. Starting ammo 1/9. Maximum of 1/19
As something that theoretically would one shot anybody, that sounds broken af.
Neesy
Re: Dedicated Suggestions Thread: Weapons
Heatguts wrote:Hate to shoot stuff down but stationary turrets almost never work in fps games period, because the turret is either super powerful and unfightable or the player on it is too vulnerable and is easily picked off.
I think Halo 3 did a pretty good job with the turrets but if you got attacked by two people at once and could only shoot one the other would easily kill you while you mowed down their buddy.
Shade turrets have always been especially useless in multiplayer. Halo 3's turned too slow, Reach's turned and fired too slow, and Halo 4's had decent turning and projectile speed and accuracy, but was so weak that enough small arms fire could trash it in less than 10 seconds, assuming your completely exposed body wasn't picked off first. Honestly I could see human stationary turrets doing a lot better compared to shades. Although considering we could have the tripod turrets that you can also unmount and carry around, I don't really see a need for them.
Neesy wrote:Needle pistol = MW2 Glock-20 just not OP? :>
> Semi-auto
If it was full auto it would basically be a needler with slightly different mechanics, which would be kind of redundant.
SilentGamer64
Re: Dedicated Suggestions Thread: Weapons
Jaing wrote:Name: Gauss Sniper
Faction: Human
Weapon Class: Sniper Rifle
Projectile: Tungsten Pinhead Rounds
Projectile Speed: Practically Hitscan
Fire Rate: 4.20 second intervals between shots
Niche: Spartan 1sk, Vehicle shredder
Description: Essentially a long-range Railgun
Damage is proportional to charge duration. Hold LMB to charge up to ~1.2 seconds, with 1.2 seconds being a 1-sk. Automatically fires at end of charging cycle. Can quickly power cycle accelerators to insta fire w/o charge for normal sniper damage. (pop shields.) 3 second reload. 1 shot per cycle. Uses energy as well to fire (it is a coil gun after all). Energy recharges with time. Can consecutively shoot 5 times before having to recharge. Starting ammo 1/9. Maximum of 1/19.
~3 shots to destroy Ghost
~5 shots to destroy Warthog
~7 shots to destroy Banshee
[spoiler][url=URL[/url]
will update with drawing i did years ago
Sounds like a weaker sibling to this weapon from the Fallout Series
- The Gauss Rifle:
DreuxPhoenix
Re: Dedicated Suggestions Thread: Weapons
I was wondering how long it would be before someone posted that Gauss Sniper. Love that gun, especially the aesthetics of it.
10/10 for the sax playing splaser tho.
10/10 for the sax playing splaser tho.
Stevedoggen
Re: Dedicated Suggestions Thread: Weapons
Fun fact, broke gave us permission to use that rifle in the game if we chose to do so.
R93_Sniper- Administrator
Re: Dedicated Suggestions Thread: Weapons
Yeah I was kind of talking about the tripod turrets. I didn't even realize Halo 3 had shade turrets lol.SilentGamer64 wrote:Heatguts wrote:Hate to shoot stuff down but stationary turrets almost never work in fps games period, because the turret is either super powerful and unfightable or the player on it is too vulnerable and is easily picked off.
I think Halo 3 did a pretty good job with the turrets but if you got attacked by two people at once and could only shoot one the other would easily kill you while you mowed down their buddy.
Shade turrets have always been especially useless in multiplayer. Halo 3's turned too slow, Reach's turned and fired too slow, and Halo 4's had decent turning and projectile speed and accuracy, but was so weak that enough small arms fire could trash it in less than 10 seconds, assuming your completely exposed body wasn't picked off first. Honestly I could see human stationary turrets doing a lot better compared to shades. Although considering we could have the tripod turrets that you can also unmount and carry around, I don't really see a need for them.
Halo CE's were funny because you could put one on one side of blood gulch and then shoot at the other and laugh at the absolutely massive spread.
Heatguts
Re: Dedicated Suggestions Thread: Weapons
Heatguts wrote:Yeah I was kind of talking about the tripod turrets. I didn't even realize Halo 3 had shade turrets lol.SilentGamer64 wrote:Heatguts wrote:Hate to shoot stuff down but stationary turrets almost never work in fps games period, because the turret is either super powerful and unfightable or the player on it is too vulnerable and is easily picked off.
I think Halo 3 did a pretty good job with the turrets but if you got attacked by two people at once and could only shoot one the other would easily kill you while you mowed down their buddy.
Shade turrets have always been especially useless in multiplayer. Halo 3's turned too slow, Reach's turned and fired too slow, and Halo 4's had decent turning and projectile speed and accuracy, but was so weak that enough small arms fire could trash it in less than 10 seconds, assuming your completely exposed body wasn't picked off first. Honestly I could see human stationary turrets doing a lot better compared to shades. Although considering we could have the tripod turrets that you can also unmount and carry around, I don't really see a need for them.
Halo CE's were funny because you could put one on one side of blood gulch and then shoot at the other and laugh at the absolutely massive spread.
They actually weren't in Halo 3 MM, but I was messing around with them in Halo Online forge and realized how slow they turn.
Yeah CE's shades were inaccurate but the triple shots were at least good for suppression.
SilentGamer64
Re: Dedicated Suggestions Thread: Weapons
In the end, suppression is really all stationary turrets are about. Well, not exactly, specifically they're about area denial. The strength comes from the fact that they're hard to take out, the weakness comes from the fact that the can't move. So you have to make it engaging for players to actively play with them, because good players realize that they aren't supposed to be in that area and so if you're playing with good players you either get picked off because the turret doesn't offer enough protection or nobody goes near you and it's the most boring thing ever.SilentGamer64 wrote:Heatguts wrote:Yeah I was kind of talking about the tripod turrets. I didn't even realize Halo 3 had shade turrets lol.
Halo CE's were funny because you could put one on one side of blood gulch and then shoot at the other and laugh at the absolutely massive spread.
They actually weren't in Halo 3 MM, but I was messing around with them in Halo Online forge and realized how slow they turn.
Yeah CE's shades were inaccurate but the triple shots were at least good for suppression.
Heatguts
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