An Expanded and Reimagined Halo Infinite Weapon Sandbox

This is an introduction thread for a series of threads I’m going to be doing hopefully over the next few weeks. With new content coming (eventually) I think it would be fun to discuss the weapon sandbox as a whole. Something that has always separated Halo from other games (in my eyes at least) has been it’s weapons. Not many games have such a cool and diverse cast of weapons, Halo can really get as creative as possible being in the sci-fi genre featuring alien warfare.

First of all, I want to say I was happy at first that the Sandbox was stripped back for originality and functionality, it really was getting cluttered. That said, we have a game based on intergalactic war with several different factions (3) and combat types (10), yet we only have 22 weapons? I think it goes without saying, Halo Infinite needs more weapons… even if not every weapon is totally unique we at least need some more variety.

So this is a thread to post any ideas you have for new (or old) weapons to be added to Halo Infinite as well as suggestions for changes to existing weapons already within the game. I already have somewhat of a vision for how I would like an expanded weapon sandbox to look, but I’m interested in suggestions and feedback from everyone else so let’s hear some ideas.

The plan is to make a new thread for every pair of weapons every other day starting with Tier 1 as outlined below in the first post. I will edit the post with a link whenever a new thread drops for quick reference. Ideally this will allow whoever is interested to discuss the details of a specific type of weapon, while keeping this thread open for a broad discussion with regards to the entire sandbox.

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A weapon sandbox outline for quick reference.

  1. WEAPON SANDBOX: T1 ASSAULT RIFLES
  • MA40 AR
  • Plasma Repeater
    https://forums.halowaypoint.com/t/weapon-sandbox-1-tier-1-assault-rifles/540193
  1. WEAPON SANDBOX: T1 TACTICAL RIFLES
  • BR75
  • Carbine
    https://forums.halowaypoint.com/t/weapon-sandbox-2-tier-1-tactical-rifles/540819
  1. WEAPON SANDBOX: T1 SMG’S
  • M7S SMG
  • Plasma Rifle
    https://forums.halowaypoint.com/t/weapon-sandbox-3-tier-1-smg-s/542597
  1. WEAPON SANDBOX: T1 SIDEARMS (1/3)
  • Disruptor
  • Plasma Pistol
    https://forums.halowaypoint.com/t/weapon-sandbox-4-tier-1-sidearms-1-3/543404
  1. WEAPON SANDBOX: T1 SIDEARMS (2/3)
  • M6 Magnum
  • Mangler
    https://forums.halowaypoint.com/t/weapon-sandbox-5-tier-1-sidearms-2-3/543872
  1. WEAPON SANDBOX: T1 SIDEARMS (3/3)
  • MK50 Sidekick
  • Refractor
    https://forums.halowaypoint.com/t/weapon-sandbox-6-tier-1-sidearms-3-3/544237
  1. WEAPON SANDBOX: T2 ASSAULT RIFLES

  2. WEAPON SANDBOX: T2 TACTICAL RIFLES

  3. WEAPON SANDBOX: T2 SMG’S

  4. WEAPON SANDBOX: T2 SHOTGUNS

  5. WEAPON SANDBOX: T2 LAUNCHERS

  6. WEAPON SANDBOX: T2 UTILITY

  7. WEAPON SANDBOX: T3 LMG’S

  8. WEAPON SANDBOX: T3 SNIPER RIFLES

  9. WEAPON SANDBOX: T3 SEIGE SNIPERS

  10. WEAPON SANDBOX: T3 LAUNCHERS (1/2)

  11. WEAPON SANDBOX: T3 LAUNCHERS (2/2)

  12. WEAPON SANDBOX: T3 MELEE

  13. WEAPON SANDBOX: DETACHABLE TURRETS

  14. WEAPON SANDBOX: HEAVY WEAPONS

  15. WEAPON SANDBOX: GRENADES (1/2)

  16. WEAPON SANDBOX: GRENADES (2/2)

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I realize this thread doesn’t have a lot of context or substance, but that is by design so everyone can share there thoughts and ideas. I’ve got over 50 weapons (not including variants) I’d like to discuss and figured this was the only way to avoid a TL;DR post. That said, I’ll share a list of weapons without context that can be discussed in the thread (example would you like to see the Plasma Rifle added to Halo Infinite, if so how would you like it to be implemented in Halo Infinite)? So here’s my list:

  1. MA40 AR
  2. Plasma Repeater
  3. BR75
  4. Carbine
  5. M7S SMG
  6. Plasma Rifle
  7. Disruptor
  8. M6 Magnum
  9. Mangler
  10. MK50 Sidekick
  11. Refractor (AKA Light Rifle but a Sidearm)
  12. Plasma Pistol
  13. Pulse Rifle
  14. Brute Spiker
  15. Stalker Rifle
  16. VK78 Commando
  17. Needler
  18. Sentinel Beam
  19. Heatwave
  20. M45 Shotgun
  21. MLRS-2 Hydra
  22. Ravager
  23. ENG-R (Regeneration / Repair tool)
  24. M319 Grenade Launcher
  25. Cyclone (AKA Suppressor but a LMG)
  26. M739 SAW
  27. S7 Sniper
  28. Shock Rifle
  29. Skewer
  30. Spartan Laser
  31. Cindershot
  32. Plasma Caster
  33. Fuel Rod Gun
  34. M41 SPNKR
  35. Energy Sword
  36. Gravity Hammer
  37. Blamite Blaster
  38. Chaingun
  39. Death Lobber (AKA Brute Shot)
  40. Hunter Arm
  41. M7057 Flamethrower
  42. Missile Pod
  43. Plasma Cannon
  44. Sentinel Ray
  45. Dynamos
  46. Fire Bomb
  47. Frag Grenade
  48. Methane Canister
  49. Needle Nade
  50. Plasma Grenade
  51. Spike Grenade
  52. Void’s Tear (Grenade)

If you see something you like on the list and want to talk about it, go for it. If something is missing and you want to advocate for it’s place in Halo Infinite make your case. Nothing is off the table, there should be lots to discuss.

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I miss the fuel rod cannon. Five blasts that could be spammed into one location. Also, I felt like the plasma rifle would be a solid weapon in this game in the sense just like the pulse carbine of being a great shield breaker.

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I think with a tweak to the Cindershot and a fun twist on the Fuel Rod Gun (Dead Man’s switch - credit @Windjammer19) it would absolutely have a place in Halo Infinite.

The Plasma Rifle should definitely be in Halo Infinite, I almost find it a bit of a crime that it wasn’t included in launch.

Those are both iconic Halo weapons that should be a staple in a Halo game IMO.

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I would love to have a M32 Rotary Grenade Launcher. I’ve fired on in real life and its an absolute power house of a weapon system. Because F-you and everything around you lol :stuck_out_tongue: Most of the weapons you mentioned in your post I’d love to have. It makes me sad that the UNSC only has 8 weapons to choose from. The ones I miss the most though are the M7S SMG from Halo 2 and ODST and the DMR from Reach. Also, there should be more customization for these guns. Why is it the AR, Sidekick and BR are the only guns to have mods? Where’s the silencers? Where’s the muzzle breaks/Flash hiders? Change it up a bit. Different scopes, different stocks. Add a rail system where I could have a laser and a red dot on something. I mean c’mon, its ther year 2559 in Infiniite. You’re telling me the humans of this universe dont have things like that? Same goes for the Banished and the Covenant. The mods dont have to change anything about the weapons damage or firepower, but make it so its our own personal touch to the weapons. Just my thoughts on the weapons we have and should have.

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Delete Dynamos. Horrible weapon in the sandbox. Trivializes Campaign AIs, trivializes vehicles in multiplayer, trivializes proper grenade control since it’s a lingering AoE of damage much like the Power Drain was except it also does health damage which makes it more lethal than Power Drain and to make things worse, it spawns every 30s with 2 stocks.

Dynamos need to be removed from the game, period. Or make it a 1 stock Equipment with more drain and less health damage.

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You are wrong Dynamo Grenades should stay in the game love these Grenades

You may love it but it’s too powerful and ruins sandbox balance. Sure it’s nice to use but considering how many aspects of the current game it affects, it needs to be tone downed or removed.

So you are one of those people if it is even just a little to powerful you want it to be nerf making the weapon a complete piece of junk just like they did to the pistol between Halo CE and Halo 2

I’m in the middle of both of you.

@Sodium_Bath raises some good points… the Dynamos are absolutely OP.

But I also agree with @X11_XOMAN, the Dynamos are great and should stay in the game.

I can see two potential solutions:

  1. Treat the Dynamos like a power grenade with a longer spawn time and better spawn locations. This way the Dynamos can remain as strong as they are.
  2. Nerf the Dynamos so they only drain shields, requiring players to finish enemies off with their weapons (which is still very useful while also being a unique grenade type).
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Just to clarify things I’m talking about the campaign the other guy may have been talking about multiplayer or both

I am talking about both.

Dynamo chucked into a pack of enemies does trivialize them, unless changes are made to curb this power. In Campaign it straight up stuns any enemy which isn’t a Chieftain, which includes Elite Ultras and Marshals too. This is absolutely busted and every Banished outpost has bunches of them lying around.

And not only do they stun alot of enemies in the game, they also set off Fusion coils, raising their lethality by a huge margin. If we’re talking about Campaign balancing, a good balance is to simply limit how many units it can chain to or to stop it from also stunning Elite Ultras and Marshals.

As for MP, Dynamo needs to be limited in spawning or effectiveness, it ruins too much fun for it to spawn every 30s.

Well I don’t feel like getting into a an unending argument so whatever for God’s sake seems like everyone wants to make all the weapons but ******* useless

One reason I don’t want it to be debuffed is because it’s one of the things that makes it remotely possible for me to beat the game in legendary without that I’d be royally screwed

Honestly, I just want every gun back. Even just the base variants, but all of them would make the sandbox a lot more fun. Heck, I’d even take guns from SPV3 for being unique.
MK50 Sidekick - M6G Magnum - M6D Magnum - M7 SMG - MA40 AR - VK78 CR - BR75 - M392 DMR - M90 Shoty - M739 SAW - SRS99 SR (model for S7 Sniper) - M363 Sticky Det. - M319 Nade Launcher - ARC-920 Railgun - M6 Splaser - M9 Frag. - M7057 Flamethrower - M247H HMG - M555 Gauss Turret - LAU-65D Missile Pod

Basically making the UNSC armory complete again. Bonus for the M6D’s appearance because Infinite is Halo’s 20th Anniversary Celebration. It should have the “Gun of God” as part of the package (even Destiny 2 did this by adding in Forerunner just a few months before Halo’s anniversary). I could’ve added more, but I don’t wanna make too big of a list, especially since we’re missing the alien(s) sandboxes.

Type-1 Energy Sword - Type-54 Plasma Pistol - Type-56D Needler* - Pulse Carbine - Type-57 Covenant Carbine - Type-50 Beam Rifle - Type-53 Plasma Caster - Type-33 Fuel Rod Gun - Type-2 Plasma Nade - Type-4 Gravity Grenade** - Type-58 Plasma Cannon - Hunter Cannons

*I’m aware Infinite has an unique model of the Needler, but I refuse to write that convoluted and complicated name. So I used the designation of my favorite Needler model in the series (H5).
** From SPV3. Basically Void’s Tear charged shot made into a grenade. It’s crazy good and fun in SPV3 and it could be outstanding in Infinite.
The Covenant arsenal in a game with no Covenant. We, at least, need these base guns for variety, not just in gameplay but also visually, throwing in some purple in mostly grey and red environments.

Type-2 Gravity Hammer - Disruptor - Type-52 Mauler - Mangler - Type-25 Shredder** - Type-25 Brute Plasma Rifle - Ravager - Stalker Rifle - Shock Rifle - Type-25 Spiker - Type-25 Brute Shot - Skewer - Type-2 Spike Grenade - Type-3 Firebomb Grenade - Dynamo Grenade - Scrap Cannon

**From SPV3. Basically the Brute Needler. Needles travel much faster, fires slower, accuracy is a bit wild (not innacurate), and the Needles lach onto the target for shorter periods of time unless you’re able to keep firing on them until they explode.
The Brute arsenal. While the Brute weaponry is generally classed as Covenant equipment, I made a separate section due to how different the Brute weapons generally are to the Covenant in style and some times function. A Javelin launcher is something the Covenant would never use. What’s more, for a game focused on Brutes, the lack of a Brute Shot is criminal. It’s the weapon I 100% expected to appear and I was disappointed when I learned it wasn’t in the game at all.

Sentinel Beam - Heatwave - Cindershot - Z-750 Binary Rifle - Z-250 Suppressor - Z-400 Splinter Grenade - Z-520 Splinter Turret

With the Created poorly written out of the game in the background, so did their equipment. While it makes sense, sometimes it’s not the best idea to sacrifice fun for the sake of story. For that reason, at least the Binary Rifle, Suppressor, Splinter Grenade and Splinter Turret as they appear in H5 (for the most part) should’ve appeared.

In regards to the anti-vehicle options, I’d introduce a new “stunned” state to them all. When affected by electric type of damage (disruptor, shock rifle, dynamo), it won’t shut down, but it’ll become weird to use, such as decreased throttle speed, inconsistent weapon usage (not firing or misfiring), Banshee tricks causing slight loss of control, etc. There’s a lot you can do without making the player a sitting duck all the time. I could go on with all the weapons I’d actually want to see, but this comment is already long as it is.

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As sidearms are coming up, so is the MK50 Sidekick… I’m wondering what would people prefer:

  1. The current sidekick
    High Damage but inconsistent with heavy bloom.

  2. Modified Sidekick
    Lower Damage but more consistent with less bloom.

Basically, do you like the Sidekick with a fast TTK but inconsistent nature or would you prefer if it was more consistent but with a lower TTK?

  • Original Sidekick
  • Modified Sidekick

0 voters