My personal idea for hard light was to increase the ricochet and the longevity of the projectiles, then change Volatile Light so that the damage of each round is increased by about 1.2x damage for each surface it reflects off of. This would change up strategy with the weapon massively, and tbh wouldn't Firebase Delphi be fun if you could shoot at one of the walls down the corridors from B and fill the whole area with bouncing bullets?
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Once again, I feel that wouldn't do any good. Ricochet is good on power weapons, like... the Brute Shot, for example, in Halo 2. High-damage explosive rounds that could be bounced around corners to hit enemies in hiding. If some prick was crouching around a corner with a shotgun, that was great way to surprise him. But Hard Light is a very low-damage, high-RoF weapon, and even with your suggestion, it's unlikely that the ricochet effect would be useful in the slightest. Believe me when I say the ricochet on this [i]can't[/i] be fixed; better to just do away with it entirely, and give Hard Light something better.