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Submachine gun class


Victory Element

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I know there have been other threads about bringing back the classic SMG becuase its such a fun weapon to use. The problem with just bringing that gun back would be that the other factions would need to have their equivelents too. This class of submachine guns would include the SMG, plasma rifle, a foreunner weapon, and/or the spiker.

 

The main issue with having submachine guns would be their position in custom loadouts or ordinance drops. They are a bit too strong to be a normal secondary weapon, but dont have the strength to be considered an ordinance weapon either. I have 2 different ideas that could be implemented to allow these weapon to be a part of the gameplay. I'm not sure how much they would affect gameplay, so i was hoping to get some other opinions on my ideas

 

1) pairs of identical submachine guns are put as an option in odinance drops. Only when selecting these weapons, a player would be capable of duel weilding when using those weapons. A player could still carry both if they switch to the other weapon their are carrying. Meleeing would not force the player to drop one of the guns, but grenades can't be thrown. submachine guns can be swapped for others if they are found on the ground from fallen enemies

 

2) carrying a submachine gun becomes an armor ability. When this ability is in a loadout, a player can place an submachine gun of choice into a third weapon slot. So a player can have their primary and secondary weapons as well as a submachine gun. tapping the Y button would switch weapons normally, holding down the Y button will switch to the third weapon slot. Y button could be tapped again to revert to regular weapons. The third weapon slot can not be swapped for other weapons on the battlefield and can not be duel wielded. These guns would run at recharge rates instead of ammo, because other armor abilities are not limited to a certain amount of uses. 2 clips/plasma overheats can be fired off before ability must recharge

 

i just want to see if these ideas sound like they are balanced. I think it would be cool to have them in the game

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The Assault Rifles of each respective species are already SMG's/PDW's, especially the suppressor.

 

They just don't have the name.

 

i guess that makes sense. i've heard a lot of people say they want the SMGs back, so i just wanted to put it into perspective to be realistic

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I don't think it's necessarily a problem of power. Back in Halo 3, the SMG overpowered every other utility weapon at close range even when it wasn't dual wielded. If you wanted to beat it, you had to out-range it or find a close-range power weapon like the Shotgun or Gravity Hammer.

 

Now, theoretically even if it wasn't dual-wieldable it wouldn't necessarily be a problem to balance. You could make it sort of 'Pro' Assault Rifle: it has the advantages of a faster kill time and reload, but suffers from lower accuracy and much shorter range. But then it's basically just doing the same job as the Suppressor, and what's the point of that?

 

The other route would be to try and make it a sort of 'My First Assault Rifle' - give it ridiculous amounts of aim assist and bullet magnetism to go with the huge clip, so even though it would have a longer kill time it would be something that was very easy to use. But even that doesn't really work, because the Assault Rifle is already so easy to use that if someone is having difficulties hitting targets with it, they're going to struggle with any weapon.

 

I just don't really see how it could be balanced. If you want to make it a power weapon, then it's basically just a re-skinned SAW, doing the same job for the same race. If you want to balance it conventionally, then it's basically just trying to do the same job as the other three automatic weapon loadouts.

 

The only way I can really see it being introduced is as a secondary, something to give a bit of punch to someone who wants a close-range weapon to make up for their Lightrifle's weaknesses but who doesn't want to waste a tactical package on Firepower. And even then, it's basically just doing the same job as the Boltshot's secondary fire. Maybe the bloom and recoil could just be truly horrendous, so that way it really is something you'd want to use as a backup rather than a primary, or perhaps it could have little to no aim assist and a very low accuracy to begin with (imagine the Assault Rifle at maximum bloom, and bigger than the Suppressor when maxed).

 

Other than that, I can't really see it as a viable weapon. There isn't really any role that it could fill that isn't already being filled, and unfortunately there isn't the argument of race parity to excuse that.

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Yeah, I think that the SMG would have been great, but then again, it would be like having two assault riffles. Whatever, just had to make one cover more distance and accuracy, and the other one to hit harder. The other classes should also have gotta another similar weapon as well, with the same idea.

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  • 3 weeks later...

For Halo 5, they need more accurate Assault Rifles like the MA5C that was in Halo 3 (I don't know about a damage boost, for the BR has been reduced to a 5sk). Then they could have the SMG which would play like it did in Halo 3 or like the Halo 4 AR. The SMG would have less accuracy, range, and damage than the AR, but would make up for it with a much larger clip and faster rate of fire. I just miss the more accurate AR and the SMG, because we haven't seen them since Halo 3 :( . Also, maybe if we select "None" in the armor ability slot in the loadout, we are able to dual wield (dual wield wouldn't be an AA because it would be retarded if the meter runs out and we just drop our second weapon for no reason).

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