A Few Sandbox Thoughts

1. Halo 5’s approach to making more weapons viable was admirable, but it came at the cost of uniqueness since they were largely focused on killing. Giving more weapons “utility” functions like the stun of CE’s Plasma Rifle would do well to add variety without making each gun a killing machine. Automatics in general could do with more support-oriented roles rather than fast TTK’s. While Classic Halo was guilty of homogenizing weapons to a degree, you still had that sense that each was good for a different purpose (aside from meme-tier weapons like the H3 Magnum or Spiker). Recently, they’ve gotten much more samey, such as having five precision weapons that only do slight variations of the same thing. The Carbine, Magnum, BR, DMR and Light Rifle don’t all need to be here, if they’re going to have such similar roles. Giving one or two of them more unique mechanics and reducing killtimes would go a long way. Halo 5’s Plasma Caster is actually a pretty decent example of this; while it can definitely kill, it’s geared towards holding down a certain space and denying the enemy from entering an area. That’s a pretty unique function, and it reminds me of how games like TF2 distinguish individual roles. More of that is great!

2. Possibly controversial, but Power Weapons can shift the focus from “half-mechanical skill, half-positioning”, to almost entirely positioning, since they are easy to use and have little counterplay. Often, the only reliable strategy against someone with a Rocket Launcher, Sniper, Shotgun, etc. is to avoid interacting with them. The game can become much more slow and defensive when someone has a Power Wep, which is odd as they’re placed on maps specifically to force player interaction. It creates a weird “speed up/slow down” gameplay loop where everyone fights tooth and nail for the big weapons, but then stops in their tracks because their opponent got a weapon you can’t safely challenge, so players don’t. This isn’t inherently bad, but it de-emphasizes individual skill in favor of cautious map movement and team-shotting.

It would be nice if there were modes without them, to offer a more fast paced and mechanics-focused playstyle. Even if it’s playing with half a sandbox, I think it’d be refreshing to see Halo emphasize the skill of the individual a bit more. Halo 5 actually did do this to a degree; as lame as advanced mobility was, it at least gave players some leeway in challenging someone with a Rocket or Sword. Also, 343’s Power Weapons like the automatic SAW, the charge-up Railgun, and area-denying Plasma Caster can be played around more consistently, since they don’t kill you instantly (unless someone pre-charged a Railgun as you’re rounding a corner). Overall, I believe Power Weapons limit player interaction, lower the skill requirement, and quash the ability of an individual to affect the match. I’d very much like to see what Halo can do in a setting without them. Curious what people think about this one, since they’ve been a staple since, uh, forever.

3. The trend of making Forerunner and Covenant weapons alien versions of Human ones is lame. This need for each faction to have counterparts of each-others’ weapons is largely responsible for the sameness I talked about in point 1. It’s not even like Reach, where Invasion necessitated some degree of equal footing, or Halo 4 where loadouts demanded a number of similar options. Halo 5 has no loadouts or classes, so there’s no excuse for a myserious alien civilization to have a glowing orange version of a double-barrel shotgun. Unless they’re meant to be similar because of Warzone–an idea I find pretty silly as the concept of REQ packs kinda throws balance out the window to begin with, doesn’t it? I really hope Infinite makes weapons more distinct, in terms of both aesthetics and gameplay, as the existence of alien weapons allows for much crazier possibilities than “Sniper but it glows”.

What do y’all think of these points? What do you want to see in Infinite’s sandbox?

1.) I don’t think weapons have become more samey so much as there are just more of them. Its been a problem since Halo 2 and things haven’t improved much since then. The difference between H2 and H4/H5 is that in H2 some weapons were both redundant reskins and were bad weapons to boot, whereas in H4/H5 still have a problem with redundant weapons, but at least most of them are lethal again. Making everything lethal again is a start, but it isn’t enough on its own. Like you said the sandbox needs some real variety of mechanics to ensure each weapon is a worthwhile part of the sandbox. While I don’t think every weapon needs to be equally lethal, I do think that every weapon should be lethal enough to be given respect when you come up against it.

2.) The concept of power weapons isn’t really the problem, once again it is the sandbox that is the problem. For the most part the gap between “power” weapons and “normal” weapons has been growing with each installment while the strength of the individual has been removed. CE could have some sniper rifles on 30s timers because we had a strong sandbox(sans Needler) and the sniper itself was significantly harder to use than most snipers post CE. The only two game changing items at any given time are the rockets and camo whereas most of everything else is nice to have but are not nearly as essential.

Getting back to that CE level where the divide between what is a normal/power weapon doesn’t require us to drastically limit the sandbox, the sandbox just needs to be given the strength and the utility that gives people more options to counter the power weapons.

That all being said sometimes the biggest issue is that some power weapons just don’t belong on certain maps. If a single power weapon can shut down movement without recourse, than it should probably be removed from the map and replaced with something else. Again 1 or 2 maps that focus more on objectives and positioning can be a nice change of pace, Midship is popular for a reason.

3.) 100% agree. though again I would point out this has been an issue since H2. If we are not going to leverage our fantastic sci-fi setting and let the alien weapon go wild than what is the point. One of my big frustrations with the REQ system is that 343 clearly has the ability to design unique weapons, but they were gated off behind P2W mechanics and campaign easter eggs. I look at so many of the REQ weapons and think “Wow, this would have been really cool if the standard variant of this weapon had these mechanics.” Between past Halo games, the REQ weapons, and even community mods, there are enough unique weapons to fill out a large sandbox, we just need someone at 343 to actually do it. A rich sandbox would go a long way towards solving many of Halo’s long standing issues.

I agree completely with all points. We need more weapons like Halo 3’s Brute Shot & Mauler, Halo CE’s Plasma Rifle and the Plasma Caster. Though if the movement is less crazy than it was in H5, I hope the Plasma Caster is weaker. xD God help us if not.

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> 2.) The concept of power weapons isn’t really the problem, once again it is the sandbox that is the problem. For the most part the gap between “power” weapons and “normal” weapons has been growing with each installment while the strength of the individual has been removed. CE could have some sniper rifles on 30s timers because we had a strong sandbox(sans Needler) and the sniper itself was significantly harder to use than most snipers post CE. The only two game changing items at any given time are the rockets and camo whereas most of everything else is nice to have but are not nearly as essential.
>
> Getting back to that CE level where the divide between what is a normal/power weapon doesn’t require us to drastically limit the sandbox, the sandbox just needs to be given the strength and the utility that gives people more options to counter the power weapons.
>
> That all being said sometimes the biggest issue is that some power weapons just don’t belong on certain maps. If a single power weapon can shut down movement without recourse, than it should probably be removed from the map and replaced with something else. Again 1 or 2 maps that focus more on objectives and positioning can be a nice change of pace, Midship is popular for a reason.
>
> 3.) 100% agree. though again I would point out this has been an issue since H2. If we are not going to leverage our fantastic sci-fi setting and let the alien weapon go wild than what is the point. One of my big frustrations with the REQ system is that 343 clearly has the ability to design unique weapons, but they were gated off behind P2W mechanics and campaign easter eggs. I look at so many of the REQ weapons and think “Wow, this would have been really cool if the standard variant of this weapon had these mechanics.” Between past Halo games, the REQ weapons, and even community mods, there are enough unique weapons to fill out a large sandbox, we just need someone at 343 to actually do it. A rich sandbox would go a long way towards solving many of Halo’s long standing issues.

I think you’ve got a good point about how the sandbox and map design can themselves narrow the gap between power and non-power weapons. The CE Magnum is likely so beloved precisely because it’s so formidable in any situation, allowing for a bit more leeway for the individual. My viewpoint likely stems from my higher playtime in the more recent titles, which as you said were the ones that exacerbated these issues. As long as we avoid any “Sniper on Blood Gulch” type issues, which can really lock down enemy movement as you described, the game generally does flow well. I suppose Power Weps could likely fit more organically in the sandbox if they, Rocket aside, came to resemble CE more.

I also love that you mentioned how unique certain REQ weapons could be if the standard version carried over their mechanics. For instance, I’ve thought before how interesting the Spartan Laser could be if the target laser did damage like Selene’s Lance. They could build it so that it’s a high-skill tracking weapon that finishes with the powerful laser burst, so it would sort of mix a tracking and single-shot aiming style. It would be a skillful weapon for the person using it, while allowing ample opportunity for the opponent to outplay them. Out of curiosity, which weapons have you thought this about? I’m curious to hear your thoughts.

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> I think you’ve got a good point about how the sandbox and map design can themselves narrow the gap between power and non-power weapons. The CE Magnum is likely so beloved precisely because it’s so formidable in any situation, allowing for a bit more leeway for the individual. My viewpoint likely stems from my higher playtime in the more recent titles, which as you said were the ones that exacerbated these issues. As long as we avoid any “Sniper on Blood Gulch” type issues, which can really lock down enemy movement as you described, the game generally does flow well. I suppose Power Weps could likely fit more organically in the sandbox if they, Rocket aside, came to resemble CE more.

Snipers becoming powerful on the largest of BTB maps is always going to be a concern why good map design and that is one reason why I have fallen out of love with Blood Gulch but I digress. That is also why having variety in the sandbox is important imagine instead of just trying to ward off a sniper with your 2X scope spawn weapon you could grab a DMR with a 5X scope that really put out some damage at range or a Focus Rifle that can suppress said opposing sniper. The more ways we can attack a sniper(or any other weapon) the less comfortable the sniper player can be with their position.

> I also love that you mentioned how unique certain REQ weapons could be if the standard version carried over their mechanics. For instance, I’ve thought before how interesting the Spartan Laser could be if the target laser did damage like Selene’s Lance. They could build it so that it’s a high-skill tracking weapon that finishes with the powerful laser burst, so it would sort of mix a tracking and single-shot aiming style. It would be a skillful weapon for the person using it, while allowing ample opportunity for the opponent to outplay them. Out of curiosity, which weapons have you thought this about? I’m curious to hear your thoughts.

A lot of the time I just want to take the mechanics of the REQ weapons and apply them to parts of the sandbox that are lacking. To use a few examples.
*Take the “wire guided” tracking of Ad Victoriam and give that to the Incineration Cannon to turn it into a Forerunner SRAW to differentiate it from the dumbfire human rockets.
*Take either the Mechanics of the Blood of Suban or Dying Star and apply them to a Needle Rifle that would replace the Carbine.
*A Fuel Rod Cannon that takes the lock on(when scoped) and lower damage of the Light of Urs with the area denial of the Pool of Radiance.
*Take the cluster muntions from the SPNKR EX and apply it to the Plasma Caster overcharge.

Some other weapons I that I think are interesting but don’t have a use for yet.
*The Gravity vortex with Void’s Tear, Grinder, and Beam Rifle Delta.
*The gravity wave of Tartarus’ Gavel
*The arcing trajectory and knockback of Blissful Slumber. Just to name a few.

I think expanding on the “good against shields vs good against health” mechanic should be expanded, though I’m not sure how. I think that would be the best way to add gun play depth, but not mess with player expectations for weapons operations too much.

I like this idea, and H5 does capture that uniqueness of weapon functionality at times, like the tier 3 Hydra which only EMP’s targets. But the CE Plasma Rifle is a great example of a cool and practical weapon.