We are open to suggestion as at this point there is nothing definitive and we are looking to test and add. Some things to keep in mind when considering the sandbox...
- Redundancy(we don't want many weapons that do the same thing)
- Effectiveness(how effective will it be)
- Role(what purpose will it serve)
To expand on roles I'd like to discuss what roles there are to be filled.
1) Utility weapon - The primary weapon of the sandbox that serves as your "bread and butter" the weapon that you can counter any other weapon with provided a combination of skill and intelligence are applied. Currently the DMR fills this role and it is our hope that on 4sk it is good enough that weapons that have been traditionally to cheap for competitive play will be counterable and strategic. The CEA pistol will be looked at as a possible utility weapon(as well as other roles) when CEA drops.
2) Power Weapons - Timable and controllable weapons that give a definitive advantage in most situations. Ex. Rockets, Grenade Launcher, Sniper, Sword+Sprint. The purpose of power weapons is to promote map movement. Ex. Teams will often have to break a setup to control a power weapon and if not have there setup broken by the power weapon for not securing it.
3) Preferred Pickups - These are weapons that are situational and/or strategically advantageous over the utility weapon but outside of those situations have limited use. This is the primary area looking to be expanded upon. Some options.
- Concussion Rifle - Offers stun mechanic that leaves opponent in a bad position if caught off guard. Perfect shots are fast kill but splash damage is more practical and a slower kill. Applications could include tight areas, offensive pushes, defensive pushes, killing campers(w/splash damage), stopping flag carriers.
- Focus Rifle - Rips shields, good OS counter, teamshot weapon. Overall underpowered against 4sk no bloom DMR.
- Plasma Pistol - Shield ripper, beatdown weapon, charge blast(not practical in many situations). The PP has a unique use which is the charge shot, and the it is not automatic. The other three shield ripping candidates (plasma rifle, plasma repeater, spiker) are all automatic and do not have a charge shot function. Therefore it is likely that the PP, as well as one of the other three could be used.
- Shotgun - CQC weapon. Something that has been lacking in competitive Reach due to an underpowered utility weapon. Including CQC is exciting and promising.
- Sword - Same function as Shotgun but shotgun does it better. Sword is being looked at paired with a Sprint pickup on the map. The two put together are thought to possibly create a preferred power combo that could encourage map movement and strategy. Although it is proving hard to find a way to keep both pickups along side each other due to the unusual respawning mechanic of Armor Abilities.
Armor Abilities: Currently, Jetpacks are in as they add a unique dynamic to gameplay and are very balanced with the amount of noise they make, and how slowly they move in 200% gravity.
Sprint is being looked at at the moment as a replacement for evade. Sprint has been thoroughly tested as a pickup without a sword on the maps and was found to just not be significantly useful.
All other Armor Abilities are currently not being discussed as they have either been proven to not be competitive or serve no significant role. However, we are open to testing them if someone can make a compelling argument for there role in the sandbox.
These are some of the things being looked at. Feel free to discuss your own thoughts/opinions.