Sorry for pastebin, can't format in reddit worth a damn.

just simple topic, after playing the game on legendary.

Lets start with the voids tear you can get from golden sword elites. This weapon is epic, though it is abit buggy, first of all the fact it pulls things to you when hit is well almost suicidal vs most targets but when used against ghosts, shades, and even banshees you can cause them to flip ejecting the driver and giving you a relatively undamaged vehicle. The secondary how ever is a beast of a weapon. As if you use the secondary sparingly you have an instant kill gun, one that for minimal effort can one shot hunters on any difficulty.

IT is an epic weapon and one that I love, just wish it had some set spawns and well a better primary.

re balance suggestion (not a completely serious suggestion)

voids tear

primary: fires a purple bolt of energy that deals bonus damage to shields and messes with vehicles controls, but deals less over all damage on fleshy targets. (hitting a ghost causes it to pitch into the ground for example)

charge: same as right now.

suggestion based on voids tear

void rifle

info: a heavy weapon used by spec ops jackels in late game, uses a ammo based mag and holds only 1 shot.

primary: fires a fast moving long range version of the voids tear charge.

scope: 3x, 8x.

focus rifle: ok this thing is a pain in the ass, as on high dificulties just getting hit by the edge of a beam means red health or death. mostly death. While yes it is also powerful in the hands of the player it is just to powerful over all, I have found myself defaulting to it and vortex grenades while ignoring all other weapons. (seriously I have now cleared all levels with mostly just this weapon, I even burned out a few wraiths with it). It needs to either be made rarer, or be made a none charge weapon.

re balance suggestion

focus rifle

change: replace battery charge with ammo cores, these would act similar to the flamethrower in use, having both ammo and an over heat. by default a core would have 60 ammo, and take 20 in a burst to overheat.

side suggetion: split its fire so that when unscoped the beam does not focus meaning you have to scope in to use it at long ranges.

AI: give AI a damage ramp, so that when they start to hit you the first 2 hits are like standing in a fire from the pillar of autumn, but the damage ramps up quickly this way we have warning and a chance to get out of the way instead of the current if on anything higher then heroic, focus rifle hit means death.

splinter grenades: these are epic in concept but in function, they only serve one use in my mind, and that would be clearing small groups, thing is it is rare to get a situation where this can be used where it isn't better to toss a plasma or better yet a vortex grenade. It is a good idea but personally think you guys should scrap it.

replacement suggestion

type-3 anti personnel grenades

info: these grenades would act like the brute plasma pistols charge shot, the difference being they can light targets a flame[if possible], and last longer, this would be used by brutes as an area denial grenade and when one throws one the rest in their pack are likely to throw theirs as well causing a pool of fire which will kill anything inside.

energy weapons in general: I always loved the temporary nature of energy weapons, you use them, once drained drop them and pick up another. And with the addition of rechargers it only made them more fun. the thing is several maps do nto have them and well the addition of them makes me wish I could recharge plasma weapons I have favored. they are a great addition, but make the player feel like saving a weapon they would other wise use just cause their is a recharger 2 rooms away(voids tear).

That said, I really do wish there was a more man portable recharger for them, something like an E to recharge item found in smaller covenent area's not quite the full recharge from the stations but more like a single use pack that you have to actively use, maybe a one use recharges 25% of battery thing.

concept

covenant energy cell

looks: small purple semi sphere with a square base, has a green glowing interior and is dropped by white armored grunts.

use: look at and press [use], doing so will add 25% charge to any energy weapon, if no energy weapon will load that into shields giving a slight overshield (a fraction of a red shield?)

note: would be uncommon at best, and player would have a choice do I charge up the plasma weapon I am using, or bump up my shield for a bit.

BRUTES

on the brutes: uh well they do not feel like brutes, they feel more like elites with out shields or in the case of the shielded brute and elite with a grenade launcher. Personally think the best way to fix this is to use some of the brutes lore to advantage, first off brutes have no qualms with using human weapons, secondly they tend to have a pack mentality one throws a grenade half the squad throws a grenade.

ideas.

1. pack mentality: make it so brutes always appear in groups of 4+ and that if half that group dies the other half goes into a rage. enraged brutes, will drop their weapon and rush in to melee doing damage which can kill a player in 3 hits. Another suggestion for pack mentality is that if one throws a grenade atleast 2 more will throw theirs aswell.