First off this game already has a pretty balanced sanbox but I think it could use the following tweaks:
- Dynamo Grenades
- direct contact with vehicles is necessary to stun them
- grenade destroyed upon contact with vehicle
Or - turn into equipment
- quantity goes down to 1 for pickups
- Vehicles [general]
- increase health
- lower vehicle weapon damage
- Wraith
- slow mortar projectile drastically
- increase gravity drop of mortar drastically
- increase size/blast radius of mortar drastically
- Skewer
- slow projectile dramatically
- increase gravity drop of projectile
- increase physical knockback of projectile
- increase lever pull distance on reload animation
- Grapple
- add possible counter to grapple-jack
Suggestions 1-5 would make vehicles stronger at crossing maps while preventing them from giving easy kill streaks to those piloting them.
The Dynamo grenades are too easy of a vehicle counter so having to land a direct in combo with the grenade’s destruction upon vehicle contact makes them take more skill to stun then also prevent the long continuous stuns that occurs now. If they were an equipment like Halo 3’s Power Drain it could still be strong but the lower abundance would prevent them from being overly strong like they are now. No other Halo has had so many easy anti vehicle counters and the dynamo is currently the biggest offender until changes are made.
The Wraith seems to be tuned to be a direct competitor to the Scorpion and thats not the function it used to serve. I think a rework back to a more indirect mortar and a large blast radius would give it a unique position in the sanbox.
The Skewer is just too easy to land shots at a distance. Also seeing a giant spike flying with little drop just doesn’t make too much sense. Not to analyze a game too much but clearly the Skewer doesn’t use gun powder or plasma to launch itself. It seems to have a firing mechanism closer to a crossbow and the lever you pull on top is pulling the launch cable back. The reload animation is just too short of a reset for the cable to be pulled back far enough to physically launch a spike at that velocity. To top it off I would like to see the knockback the Skewer had in the trailer for Infinite in the scene where it throws a warthog into the air. The Rocket can be for direct damage to a vehicle, allow the Skewer to be a physical hazard to them instead.
The grapple-jack is simply too easy of a counter to vehicle’s so it needs a nerf. Titanfall gave Titans limited quantity shock smoke to deal with hijacks so something in that vein would be nice.
- BR
- add bloom to hip fire
- Commando
- remove bloom
This would allow the commando to be better because its still trash compared to all the other range weapons and then the BR would be pushed into the longer range roll right above the Commando’s effective range. The BR has been too versatile for too long and this change would make it easier to see its intended use case and prevent it from being so effective outside of that intended usecase.
This way people would actually have to use close range map weapons to help defend themselves with BR spawns.
The ranged weapons would then all have a unique weakness.
- Sniper = slow firing
- Stalker Rifle = overheats quicky if spam fired
- Commando = heavy recoil
- BR = bloom when
The close range weapons already have weaknesses so they are fairly balanced already.
- Maps
- add more open maps like Blood Gulch, Valhalla, and Sandtrap for BTB
All BTB maps pretty much prevent good vehicle play. The only viable strategies are to fly by the enemies in a capture the flag mode and hope you don’t get blown up or to sit in the back and try to plink people off. Changes 1-5 would help make vehicles fair but there are still no maps for them to shine.
Not every map needs every type of weapon either. I know people say Blood Gulch isn’t fun because its just open field and then getting lasered by BRs. Maybe don’t have the BR on that map then and add more vehicles and more anti vehicle weapons so that vehicle play and counter-play is the main focus of some of these maps. That is something i have missed since Halo 3.
- Pulse Rifle
- increase damage drastically
- slow projectile speed drastically
or - swap burst fire function for full auto and basically have another plasma rifle
The pulse rifle was definitely designed for the campaign to allow players the ability to dodge bursts and weave in the space in-between them. This is fine for PvE but in multiplayer the weapon is just plain bad. What they could have done is have a Plasma Rifle then just have the campaing enemies burst fire it so that we could have the full auto function in PvP because the burst is just too easy to dodge in PvP.
- Plasma Pistol
- add lingering burn effect to charged shot
This gives the plasma pistol a bit more utility.
- Ravager
- increase alt fire shot duration significantly
- lower alt fire shot damage
This allows the Ravager to perform area denial better.
- Hydra
- lower damage
- increase fire rate
- make it full auto
or - semi auto is homing
- alt fire is dumb missles but full auto
in both cases - add a mag reload
As it sits the Hydra is just boring as heck to use. Something more akin to Doom micromissles or Titanfall Sidewinder would be way more fun to use.