Part 1 of My Halo 7 Pitch, General Mechanics and UNSC/Covenant Weapons

Discussion

This is my first post about my pitch for Halo 7. I've spent a lot of time thinking about what it should be like, and here I've tried to maintain a balance between what I personally want and what is actually feasible. I'd love to hear everyone's thoughts and any criticism or things I should remove, add, or refine. I'm definitely not as educated in some areas as I am in others, so some input would be greatly appreciated. Just keep in mind that this is all in good fun, and I don't necessarily need this all to be in Halo 7 for me to enjoy it. Thanks!

General Mechanics: Not all weapons can aim down sights. Sprinting and sliding are removed. Equipment is just like in Infinite's multiplayer but for the campaign as well this time (so, no constant grapple spam anymore unless you have the Bandana skull on). Manually switching seats in vehicles is still here. Playable Elites are back obviously and so are assassinations. Not all weapons have bonus headshot damage, just precision ones where it should matter. Health regenerates in multiplayer but in campaign it doesn't and there's health packs. Dual-wielding is also back. All weapons have unique melee damage measured by how lethal a melee from it would be.

Weapons: Assault Rifle: 36 rounds per mag. Works well as a utility weapon. Not as much range or damage to shields as in Infinite, but works well against health to encourage more diverse combos. Sports the MA5B design with some texture touch ups.

Magnum: Similar to the Halo 3 one but with slightly faster fire rate and a 2× scope. When dual-wielded, accuracy is somewhat reduced.

SMG: 60 rounds per mag. More damage but more spread than the Assault Rifle. Sensitive range, especially when dual-wielded.

Battle Rifle: As satisfying as the H2A Multiplayer one. Not too powerful though, just enough to warrant its use and be a little more accessible than Infinite. The first bullet in the burst goes exactly in the middle of the reticle whereas the other two branch out to the edges a bit.

DMR: Balanced TTK with the BR, sports a fine-tuned iteration of the Reach design to fit with the less hyper-realistic artstyle the other weapons will have.

Shotgun: 10 shells per cartridge. Instant kills at point blank. The blue lights are back.

Railgun: Essentially the Halo 4 one with three per mag instead of one.

Sniper Rifle: The Infinite one with a better design and added night vision to the scope.

Rocket Launcher: Basically the Reach one with more blast radius and slightly slower acceleration. Locks onto aircraft but not ground vehicles.

Stanchion: Less range than the sniper, slightly larger reticle, has 2 rounds per mag. Instant kills players on a body shot.

Spartan Laser: Instant kills almost everything, but takes a bit to charge up. I feel like they could get creative with the vfx for it too.

Frag Grenade: Quick detonation time, high blast radius, less bouncy.

Machine Gun Turret: More spread and less damage to shields than in Infinite. The bullets appear in trails and not the ugly little pellets anymore.

Flamethrower: 150 units of fuel per canister. Can also overheat after a while, and deals some flame damage to the user when it does. Flames deal high damage and go pretty far, making enemies in PvE panic when shields go down.

Plasma Pistol: Slower fire rate than Infinite, higher damage output, slower projectile speed and much less accurate than the Plasma Rifle. Overcharge actually tracks and EMPs.

Plasma Rifle: Kind of mid range almost, high projectile speed. Very accurate when tap fired, gets gradually less accurate the longer you hold the trigger.

Spiker (Spike Rifle): Very slow fire rate of two rounds every 1.5 seconds. Spikes do high damage on impact and damage over time. Each spike stays attached for a few seconds before disintegrating. Melee takes out shields due to the blades on the weapon.

Needler: High tracking. Slow fire rate to start and gradually gets faster as you hold the trigger. 34 rounds per mag and can be dual-wielded. Needles also do more damage to vehicles. Nothing crazy, but enough to warrant its use in a BTB pickle.

Carbine: 12 rounds per mag. Very accurate, but shots aren't quite as fast as UNSC weapons, meaning they must be led a bit when the target is moving quickly.

Brute Shot: Grenades are bouncy like in Halo 2 and the player can use them to get height. 6 grenades per mag. If a grenade bounces off of a 90° surface, it locks onto the nearest target (within a certain range) Melee takes slightly longer to land the blow but deals heavily increased damage and straight up impales Grunts and Jackals.

Beam Rifle: Similar to the sniper but you have to lead your shots more. Doesn't chip vehicle health but can do 3 shots in quick succession before overheating, with faster fire rate than the Sniper. Also obliterates shields no matter what, so it can be used to make a Wraith vulnerable to EMP for example. (Yeah, Wraiths have shields in this pitch. You'll learn more when I post about my ideas for vehicles.)

Ravager: Now a power weapon. Obliterates shields and halves health if all three burst shots hit directly. Deals flame damage on health. The charged shot has a more noticeable fire effect that forms a perfect circle and instant kills most things at a direct headshot, melting the head off of the enemy. The charged shot does deplete a noticeable amount of energy too though, so it should be used sparingly. Melee deals increased damage and has a cool unique assassination when used against Grunts.

Atomizer: Works similar to the Plasma Launcher but shoots more and more blamite shards until fully charged, delivering a single larger shard that instantly super combines the enemy and turns them into pink mist. Almost like the Banished equivalent of the Spartan Laser in a way. Has an alt-fire setting that shoots 3-round bursts of needles.

Fuel Rod Cannon: Angles downward and locks on to all vehicles, unlike the Rocket Launcher. Fast projectile speed and short damage overtime effect on vehicles.

Energy Sword: Better animations and better lunging. Can be countered by an efficient Shotgun user.

Gravity Hammer: No longer violates everything within a mile radius. Unique animations for base meleeing. Can pull enemies towards you ONLY at full energy (like how Tartarus uses that weird gravity tether in Halo 2). Clashing with other hammers is fine, but clashing with sword users will result in increased energy depletion.

Plasma Grenade: Takes a bit to detonate like in CE, but always takes out shields and of course sticks to enemies.

Spike Grenade: Spikes go in a set, predictable direction so that the grenade can be used more effectively and stand out. 8 spikes are emitted and they each essentially do as much damage as a Spiker round. When stuck to an enemy, the combined effect of the spikes will create a sort of large cavity in the enemy, killing them instantly.

Plasma Turret: Much more accurate and ranged than the HMG, but overheats decently fast and has 100 energy as opposed to the HMG's 200. Bolts decimate shields and have slight knockback but the bolts don't deal nearly as much to health.

Scrap Cannon: Kinda like the Plasma Turret but the rounds angle downward and obliterate health.

Hunter Cannon: Shoots essentially just bigger Fuel Rods that manipulate physics more. Has an alt-fire setting that shoots the more rapid-fire ones.

Prophet's Bane: (Arbiter's Blade) Stronger heat, allowing the player to deflect beams like and even melt light kinetic projectiles. This is done manually however and requires mastery of timing. The user can chain melee combos as well if the target doesn't die in a single hit, allowing you to win clashes more easily. (Obviously, this won't be a common power weapon in multiplayer, probably map-specific or maybe even something the Elite team leader gets in Invasion).

Chainbreaker Mace: (Atriox's Weapon) Works kinda like a mini Gravity Hammer with very quick hitting, even faster than an Energy Sword. You can chain melee combos with it for a finishing blow. Only weapon that can clash with the energy sword without repercussions, and sends the sword user back a bit further. Can pull enemies at full energy like the Gravity Hammer, but does so slower and automatically hits the target when pulled in.

Thanks for actually reading all that wow.

Posted Feb 19, 2026, 9:58 PM UTC

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