Hello people, it's Sgt D Grif and here's my first legitimate blog! (The last one being a call for immediate administrator assistance, but let's not worry about that :P) Anyways, I've payed close attention to the available weapons and grenades in Halo 4, and after giving each of them careful consideration and analysis, I have formed opinions and predictions on each weapon:
The UNSC weapons have been increased once again, providing a large arsenal of human weapons to choose from.
Honestly I've always found the Asault Rifle useless compared to the Battle Rifle, so now that the BR, DMR, Carbine, and LightRifle are all available as loadout weapons, I can't picture many people choosing it over those headshot weapons.
The BR has been a favorite of many players of Halo 2 and 3, and for good reason. I don't think that the fact that an additional burst is needed to kill an opponent will deter many people from choosing this weapon, though it has some competion for loadouts now.
I find the fact that both the BR and DMR will be included rather interesting. I have a feeling that it will be less popular than the BR, but the single-fire option may appeal more to some players. Also if both the BR and DMR will be in campaign, I have a feeling that may cause the ammo available on the field for each gun to be lower, since there are multiple rifles to provide for.
I tend to prefer Plasma Grenades over Fragmentation Grenades, and even though those two and the Pulse Grenade are available for loadouts, Frags seemed quite popular in gamplay videos so far, and seem to explode more quickly now. Now that you can't pick up fallen grenades without a perk (which I am not a fan of), they'll also be far more valuable.
The high-powered pistols continue! Personally, while I've enjoyed being able to massacre things with them in Halo games, having high-powered pistols have always seemed kind of strange to me. I'm seeing this weapon being more popular as a loadout choice than the Boltshot and Plasma Pistol, and since the time switching to a pistol was apparently shortened, it will probably prove more popular than taking the perk for a second primary loadout weapon. If I were designing the game, I might consider including two different UNSC pistols to match the two UNSC headshot-capable weapons and to increase the current number of only 3 secondary weapon loadout choices (without the Firepower perk): One with the scope and a small magazine but not quite as strong, and a slightly more powerful one with a larger magazine and damage, but no scope.
A mini Spartan Laser that appeared to be not as effective against vehicles? (that Warthog took a tumble but stayed in one piece) I'm seeing this being much more anti-infantry, and using it against a single player will feel much less wasteful. However, the fact that there's a small window of time to fire once charged instead of instantly firing once the charge is complete should make the weapon much easier to use.
The Rocket Launcher's rockets look and sound different than the past, but I'm figuring it should be more-or-less the Rocket Launcher we're used to. The fact that the rockets fly a little faster and the splash is a little larger should make it slightly more deadly and easier to use.
The SAW currently doesn't appear to be a loadout weapon, so I'm figuring it will act like a more portable version of the Machine Gun Turret. Since it's more portable, I'm figuring it won't be quite as strong a turret, but will certainly be fun mowing down people like an Assault Rifle on steroids.
While I slightly miss the old blue lights on the sight from the Halo CE/3 shotgun, I also question how valuable it will be in Multiplayer with the Scattershot available too as an Ordinance Drop. Since it's an ordinance drop, you won't pass it up, but will it make you wish it was a Scattershot instead? And will you want to swap it for a Scattershot in campaign?
I'm not too fond of the new design yet, and since I'm not exactly a good sniper, I'll probably not use it much. While it's firepower should be good enough for MP, and against Elites, the power of the Binary Rifle may be needed against high-ranking Knights, and snipers will also have the Beam Rifle at their disposal.
I'm sure the Spartan Laser will continue to be used in anti-vehicle attacks, and hold its own against the other new power weapons, such as the Incineration Cannon, Railgun, and Sticky Detonator. I assume keeping the four-shot capacity from Halo: Reach is to keep it balanced and make it less likely to be used against infantry. However, I do think that with the expanded arsenal and options available, it won't dominate the map as much as it used too, especially since it doesn't have a guaranteed spawn point anymore due to ordinance drop.
More weapons starting with S :P I'm guessing the Sticky Detonator is a new attempt to fill the role of the under-used Grenade Launcher. The fact that its "Sticky" should give players more reason to carry Frags over Plasma Grenades, since they have a comparable weapon with the Sticky Detonator. Though, calling Plasma Grenades "Stickies" may be awkward now with this.
Since they are no longer the main focus, the Covenant arsenal isn't quite as extensive as the UNSC's.
I'm glad this is coming back instead of the Focus Rifle, and it should work just the way it used to, though in the video I saw of it, the Beam Rifle seemed to have either less or no overheat, though it may have just been proper use of the weapon by the user. In either case, it should do nicely in Multiplayer when found, and should be a nice gun to have in Campaign, even though I'm not a good sniper. Though, I do hope that Jackals don't get too good with using them :P
I'm quite happy that one of my favorite guns has returned, and it's counterpart, the Needle Rifle appears to be a no-show. I am unsure how it will stand against the DMR, LightRifle, and BR in loadout choices, and if it will be as powerful and rapid-firing as in Halo 2 and 3. I do have a love for this gun, especially when it was one of the most useful weapons in ODST. The only thing I didn't love was how its shots were slightly off-center, which I hope was changed in Halo 4.
The Concussion Rifle appears to be returning, and if that's the case, I hope it isn't as disruptive as the Reach version, where you're knocked around all over the place. If it isn't toned down a little bit, I am not going to look forward to seeing this weapon.
Unless changes to the Sword's lunge were made, the Energy Sword should continue to behave like normal. Two major factors to it's usefulness will be if the Sword can be stopped with a melee again like in Reach, and how strong the Scattershot is in the final game.
Fuel Rod Gun
We've only seen poor quality images of it, but the Fuel Rod Gun should continue to be the beast that it is. The ROF, arcing, and explosion strength, and projectile speed will determine if it will be as beastly as it is in other Halo games though. Either way, I'm glad that it's included since it's been in every other game.
In the Grifball video, the shockwave didn't seem quite as pronounced as in earlier games, but it's also confirmed in at least one campaign mission. So either the Elites will start using it, or perhaps there will be some Brutes to carry them... As for Multiplayer, with the abundance of weaponry available, it may be slightly easier to kill an oncoming Spartan wielding one.
It has been shown to be a ordinance drop instead of a loadout weapon, suggesting that the Needler will be relatively powerful again. Perhaps it will have a high ROF, or good tracking abilities. However, since Grunts, Jackals, and perhaps Elites will be carring it and be using several against you at the same time, I can't picture it being terribly overpowered... though they rarely try to supercombine in the other games, which I'm assuming will be true in Halo 4 too.
Rather then being a rarity on the field, it's now a loadout option. However, Fragmentation Grenades have seemed to be more popular so far. Since you can't pick up more without a perk, making sure your Plasma Grenades actually stick is going to be much more vital. Sadly, this is the only Covenant grenade, as opposed to having three different kinds in Halo 3 and ODST.
Since it's now a loadout weapon, I assume that it's overcharge won't be quite as threatening as it was in some Halo games, but it's ability to stop vehicles should keep it as a popular choice for loadouts.
The Plasma Rifle was one of my favorite guns, but I have a feeling this weapon will be more Plasma Repeater-like, and therefore not quite as useful. If that's the case, I don't see it having a much higher amount of use than the Assault Rifle.
343 says that half a dozen Forerunner weapons were made, and while they're accounted for, I wouldn't be surprised if they have a little surprise somewhere.
I'm not the biggest fan of sniper rifles, and this one in particular was shown with having only two shots per clip. This gun will be best suited for players with excellent aim, as a miss would be more of a setback with this weapon, and the Return of the Forerunners video shows an Elite surviving a shot to the shoulder. There's a chance that players who aren't great snipers will prefer the UNSC's Sniper Rifle and even the Beam Rifle over this weapon, but since it's an ordinance drop, you get what you get sometimes.
The third and final secondary loadout option. It seems to have around the magnum's strength in regular fire mode, but the ablility to charge up to a shotgun-level blast seems quite appealing. I predict this weapon being more popular than the Plasma Pistol for loadouts, but still being behind the Magnum.
While we lack decent quality images, from what I saw, the Incineration Cannon looked deadly, but seemed to be more suited for closer ranges. While this may cause players to prefer the Rocket Launcher for its range, or the Fuel Rod Gun for its superior magazine size, but like with the Binary Rifle, I doubt anyone will walk past an Incinerator Cannon ordinance drop.
Part BR and part DMR, the LightRifle sounds quite useful. While fans of the BR may want to stick to it, I will certainly test out the LightRifle. It also seems promising for the campaign, and seems a much better choice for a loadout than the Assault Rifle.
The third and final grenade choice. It seems to be more of a power drain than a deadly weapon, so it seems to be more useful for team battles than free-for-all matches since it isn't a direct kill. Therefore, I'm expecting to see this in some team match loadouts to support teammates, but not much in free for all loadouts. And since some Knights can teleport around and avoid the grenade, and Watchers can throw grenades back at you, I'm not seeing this as very effective in some campaign scenarios.
So far this weapon seems very powerful, perhaps even a tad overpowered, and is able to decimate enemies with ease. If it remains this powerful, I'm going to prefer it over the Shotgun, though I probably won't prefer being shot at with it. It's definitely another gun I will test out.
Since this weapon fills the Assault Rifle role for the Prometheans, I don't see this weapon being as useful or popular. My biggest question is if it's more powerful against shields or armor. If it can cut through shields pretty good, it will probably be more popular than the AR. Otherwise, it will most likely be a gun I'm not going to use much.
Well those are my thoughts on the available weapons in Halo 4. (Getting the images to go in relatively the right spot and not glitch out took me way longer than I'd like to admit. Visual Editor literally gave up and started erasing pictures the moment I uploaded them :/) Feel free to comment with what you like, dislike, want, and what you'd do if you were in charge of Halo 4. I've also included some polls on loadouts, since they go along with weapons. (Loadout options are from the PAX build)