343 said they dont want the classic magnum and shotgun, i DISAGREE. If 343 doesnt want it for standard multiplayer then thats fine, honestly itll prolly end up being more balanced, but for things like infection and customs, they should be there in the game as an option. Honestly I dont wanna imagine infection that doesnt play like reach infection
Classic Magnum? I think of the CE Pistol, not the pistol from Reach lol
Also, some weapons can dissapear, like Nornfang etc… just stupid OP
We are getting the “classic” look of the rocket launcher and the sniper rifle, so I don’t doubt that other classic looks will make their way into the game eventually.
I think the magnum of the H5 should be in infinite
I disagree. All of the special microtransaction variants of weapons need to go. When someone says “the sniper” I don’t want to have to bring up a spreadsheet of every variant with their stats and have to figure out what one it is. As such I would appreciate if there also weren’t similar guns from different games. Halo CE and the Halo 2 Sidekick pistols inhabiting the same place, for example. Both are a pistol but both work in entirely different ways and inhabit two totally different roles, one being a primary weapon and the other being a backup for when your primary can’t be used.
With that brings up the question, “Well if given the option between new and old versions of weapons, which one would you choose?” My answer to that 9 times out of 10 is the newer versions. The pistol in Halo 2 is like a breath of fresh air compared to the Halo 1 pistol. It functions like how I’d expect a smaller caliber sidearm to function against super soldiers. The Halo 4/5 shotgun compared to the Halo 3 and Reach shotgun actually has range and functions closer to how shotguns actually function.
Now I guess as nonstandard options for custom games and all sure they can exist but I’d prefer if I only really had to account for one variant of a gun.
I don’t want every gun ever to be in Halo Infinite. I believe less is more and instead of having heaps of weapons, they should make sure that every single one of them feels unique and viable at least in some situations.
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> I don’t want every gun ever to be in Halo Infinite. I believe less is more and instead of having heaps of weapons, they should make sure that every single one of them feels unique and viable at least in some situations.
Yes, thank you! CE has previously been used as an example of how to do a weapon sandbox correctly. You have a very limited amount of player-accessible weapons that all perform unique tasks that make them individually viable depending on the situation.
CE’s weapon sandbox consisted of eight usable weapons in total:
- Magnum - AR - Shotgun - Rocket launcher - Sniper rifle - Plasma pistol - Plasma rifle - NeedlerThat’s it! And it’s considered to be a ground breaking FPS game that set the standard for an entire industry. I realize that CE is considered groundbreaking for far more reasons than just the sandbox. I’m just pointing out that simplicity can be a strength, not a hindrance.
I agree but it should be done in a way that weapons which are literally the same like the two beam rifles or the two battle rifles, or all the AR models, are just skins that can also be swapped in forge instead of being a seperate weapon. Weapons that have different appearences but function differently, or can be made to function differently can be seperate, like the two rocket launchers of Halo 5. Also let us, the community, modify weapon functions and properties, essentially make modding a feature so players can modify weapon strengths and recreate past games.
In multiplayer the weapon skins will just be skins, or model swaps, so when everyone spawns with the Magnum it will function the same for everyone but visually someone could have the H2 magnum and someone else have the Reach magnum. This could also allow returns of weapons like the CE magnum, modifying the magnum to function like it originally did, setting its skin to the the classic model and placing it as a prefab on the map as a power weapon.
An example of making the rocket launchers function a little differently could be the SPNKR having slightly slower rockets, bigger blast radius and can lock onto vehicles, whereas the Pilum launcher could be faster, smaller blast radius, can be laser guided (like Ad victorium minus having three rockets) and air bursts.
Imagine if you wanted to make the spart pistol from Titanfall, just go into forge, spawn a magnum, go to functions, change porjectile speed, set weapon to lock capable and change fire rate. Want the BR to go full auto? Change the functions. Want the plasma pistol to fire tank rounds at 10centimetres per second. Why not. Let us get creative. Remake super mario using tanks to fire giant, slow rockets like bullet bills. Let us have fun and give us as much as we can get (models of weapons/vehicles etc) to play around with abnd build prefebs of insanity.
When did they say they don’t want the classic magnum/shotgun? I’m pretty sure the sidekick and bulldog are separate entities, not the “new versions” of older weapons. Considering how long of a lifetime they’re planning for Infinite I can easily see them slowly trickle in old weapons coming back like they did in H5. They’re doing the same with armour.
weapons changing doesnt change how infection works. They can make the sidekick 1 shot hs and the bulldog 1 shot kill in close range. Its just damage tweaking (which we dont even know their actual damage ranges cause we havent used them yet)
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> weapons changing doesnt change how infection works. They can make the sidekick 1 shot hs and the bulldog 1 shot kill in close range. Its just damage tweaking (which we dont even know their actual damage ranges cause we havent used them yet)
but the reload for the bulldog ruins the tension of infection as reloading is no longer a tactical choice
> 2533274873409464;5:
> I disagree. All of the special microtransaction variants of weapons need to go. When someone says “the sniper” I don’t want to have to bring up a spreadsheet of every variant with their stats and have to figure out what one it is. As such I would appreciate if there also weren’t similar guns from different games. Halo CE and the Halo 2 Sidekick pistols inhabiting the same place, for example. Both are a pistol but both work in entirely different ways and inhabit two totally different roles, one being a primary weapon and the other being a backup for when your primary can’t be used.
>
> With that brings up the question, “Well if given the option between new and old versions of weapons, which one would you choose?” My answer to that 9 times out of 10 is the newer versions. The pistol in Halo 2 is like a breath of fresh air compared to the Halo 1 pistol. It functions like how I’d expect a smaller caliber sidearm to function against super soldiers. The Halo 4/5 shotgun compared to the Halo 3 and Reach shotgun actually has range and functions closer to how shotguns actually function.
>
> Now I guess as nonstandard options for custom games and all sure they can exist but I’d prefer if I only really had to account for one variant of a gun.
The Halo 2 pistol is a breath of fresh air? by being completely useless in the sandbox? and your complaint for the CE-Reach shotgun having no range is nonsense, just get better at the game and stop relying on a cheesy weapon in 4 and 5 to get kills
I think they’ll add everything eventually
I am just praying that we dont get any more weapons that sucked like forerunner weapons. Minus the incineration cannon.
> 2535458188883243;12:
> > 2533274873409464;5:
> > I disagree. All of the special microtransaction variants of weapons need to go. When someone says “the sniper” I don’t want to have to bring up a spreadsheet of every variant with their stats and have to figure out what one it is. As such I would appreciate if there also weren’t similar guns from different games. Halo CE and the Halo 2 Sidekick pistols inhabiting the same place, for example. Both are a pistol but both work in entirely different ways and inhabit two totally different roles, one being a primary weapon and the other being a backup for when your primary can’t be used.
> >
> > With that brings up the question, “Well if given the option between new and old versions of weapons, which one would you choose?” My answer to that 9 times out of 10 is the newer versions. The pistol in Halo 2 is like a breath of fresh air compared to the Halo 1 pistol. It functions like how I’d expect a smaller caliber sidearm to function against super soldiers. The Halo 4/5 shotgun compared to the Halo 3 and Reach shotgun actually has range and functions closer to how shotguns actually function.
> >
> > Now I guess as nonstandard options for custom games and all sure they can exist but I’d prefer if I only really had to account for one variant of a gun.
>
> The Halo 2 pistol is a breath of fresh air? by being completely useless in the sandbox? and your complaint for the CE-Reach shotgun having no range is nonsense, just get better at the game and stop relying on a cheesy weapon in 4 and 5 to get kills
“Just get better” is a non-argument. I AM good with the short ranged shotgun, just because I take issue with how it functions doesn’t mean I can’t use it. As for Halo 4-5’s shotgun, I don’t see where you’re getting cheesy from. Your classic Halo elitism is showing. It’s a better power weapon and is more comfortable to use. Nothing wrong with that.
your complaint for the Halo 2 pistol being useless is nonsense, just get better at the game and stop relying on a cheesy weapon in Halo CE to get kills