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I already posted this on a topic in the Matchmaking forums, but seeing as 343 is more likely to see it here, I am posting it here as well.
I do not take into accout in this post whether or not it is actually possible to make certain changes.
A decrease in auto aim and bullet magnetism across the board is necessary.
Primary Automatics
Assault Rifle-Very slightly increase bloom, slightly decrease red reticle range
Storm Rifle-Decrease damage against unshielded enemies, Increase damage against shielded enemies
Supressor-Decrease bloom
Primary Precision Rifles
BR-Decrease auto aim especially here, plus slight RoF decrease
Lightrifle-Increase clip/total ammo
Secondary Weapons
Magnum-Decrease RoF greatly, but also decrease shots to kill, make more like previous halos where you have to aim rather than spam.
Plasma Pistol-Take out of loadouts
Boltshot-Take out of loadouts, or seriously nerf range, accuracy, or damage of shotgun effect
Sniper Weapons
Sniper Rifle-Decrease flinch, RoF, and recoil
Beam Rifle-Greater decrease of auto-aim
Binary Rifle-Should not be 1-shot kill anywhere
Shotgun/Melee Weapons
Shotgun-Increase waiting time between shots slightly, make it harder to get the kill if the first shot isn't at a close enough range to 1-hit
Gravity Hammer-Increase area of effect, make it appear for once outside of grifball
Scattershot-Increase consistency, don't randomize the damage/range relationship
Power Automatics
SAW-Decrease RoF to pre-weapon tuning, if not slower; also decrease ammo
Needler-Decrease the "following effect" (is there any official name for this?), decease RoF
Explosive Weapons
Railgun-Make a sound to alert nearby players when fully charged
Sticky Detonator-Add a very short wait time before the projectile can be detonated
Concussion Rifle-Decrease stun effect, increase splash damage
Fuel Rod Cannon-Decrease ammo by 1 clip
Incineration Cannon-Should kill only if player is caught in splash damage of initial AND secondary impacts
Grenades
Frag Grenade-Slightly increase amount of time before it explodes (Very slightly)
Plasma Grenade-Decrease Magnetism (Pathetic that I have to say this about a GRENADE) and take out of loadouts (at most give 1 instead of 2)
Pulse Grenade-Give 2 in loadouts instead of 1
Turrets
UNSC Turret-Take out of positions where one can see a lot without pulling off of stand (ie. 2nd floors of bases on Exile)
Plasma Cannon-Is this even on any maps?
Vehicles
Mantis-Decrease radar range for players in the Mantis
Scorpion-Put this on a map somewhere, then I may be able to find a complaint
Shade Turret-Again, why is this even in the game if it's not on any maps?
Ghost-Slightly decrease damage of cannons
Primary Automatics
Assault Rifle-Very slightly increase bloom, slightly decrease red reticle range not really needed.
Storm Rifle-Decrease damage against unshielded enemies, Increase damage against shielded enemies so you want it to only pop shields then do no damage to health?
Supressor-Decrease bloom yes.
Secondary Weapons
Magnum-Decrease RoF greatly, but also decrease shots to kill, make more like previous halos where you have to aim rather than spam. meh
Plasma Pistol-Take out of loadouts maybe... yeah
Boltshot-Take out of loadouts, or seriously nerf range, accuracy, or damage of shotgun effect I think remove from loadout and then return original charge shot and buff single fire.
Sniper Weapons
Sniper Rifle-Decrease flinch, RoF, and recoil reduce rate of fire and the others will be fine.
Beam Rifle-Greater decrease of auto-aim yes, yes, yes, a million times yes.
Binary Rifle-Should not be 1-shot kill anywhere it's fine just the way it is. low ammo count even with ammo mod, low RoF, no aim assist at all, and giant laser pointer that says shoot here even when invise.
Shotgun/Melee Weapons
Shotgun-Increase waiting time between shots slightly, make it harder to get the kill if the first shot isn't at a close enough range to 1-hit meh
Gravity Hammer-Increase area of effect, make it appear for once outside of grifball yes
Scattershot-Increase consistency, don't randomize the damage/range relationship I agree, make it more predicable.
Power Automatics
SAW-Decrease RoF to pre-weapon tuning, if not slower; also decrease ammo preTU yes
Needler-Decrease the "following effect" (is there any official name for this?), decease RoF it's referred to as "Tracking" and leave as is and yes reduce RoF.
Explosive Weapons
Railgun-Make a sound to alert nearby players when fully charged yes
Sticky Detonator-Add a very short wait time before the projectile can be detonated already there.
Concussion Rifle-Decrease stun effect, increase splash damage yes
Fuel Rod Cannon-Decrease ammo by 1 clip yes
Incineration Cannon-Should kill only if player is caught in splash damage of initial AND secondary impacts no
Grenades
Frag Grenade-Slightly increase amount of time before it explodes (Very slightly) agreed
Plasma Grenade-Decrease Magnetism (Pathetic that I have to say this about a GRENADE) and take out of loadouts (at most give 1 instead of 2) I have the opposite problem. many times when I use plasmas I watch them go right through an enemy like they weren't there. and yeah reduce to 1.
Pulse Grenade-Give 2 in loadouts instead of 1 agreed
Turrets
UNSC Turret-Take out of positions where one can see a lot without pulling off of stand (ie. 2nd floors of bases on Exile) meh, remember, if you can see your enemy, your enemy can see you.
Plasma Cannon-Is this even on any maps? don't think it is
Vehicles
Mantis-Decrease radar range for players in the Mantis maybe
Scorpion-Put this on a map somewhere, then I may be able to find a complaint wonky controls when trying to rotate camera and drive in the same previous direction.
Shade Turret-Again, why is this even in the game if it's not on any maps? use in forge
Ghost-Slightly decrease damage of cannons for once I can agree with a opinion on the ghost... this must be my lucky day.