Another reason to lower the rate of fire on the sidekick. They just keep piling up.
I’ve only used it a handful of times but I think it needs a slight ROF buff, it gets minced even at medium range - medium-long range by the AR
Couldn’t agree more.
Got into a DMR duel for the first time since Halo 4, and it was the first time since Reach I actually enjoyed it (Ironically the Infinite BR feels more like the DMR did in Halo 4 now that I’m thinking about it).
Its also nicer to play against than the sidekick due to its lower RoF.
Im feeling like the nerfed the commando because of it filling the same type of role as the Bandit is now honestly
From an aesthetic standpoint, I feel the M392 Bandit would have functioned perfectly as an M6 Magnum, which is really my only feedback about this weapon.
Looking at the bigger picture, it took 1 year and 3 months for Halo Infinite to get a new weapon added to the game and on its own it really doesn’t move the needle.
The bandit should have just been a commando revamp.
I really like the bandit. It sounds super nice too.
I feel like the way it fires is basically the Halo 5 magnum.
Long time, no see.
I like it. Feels like a better Commando. But it’s hardly a remarkable weapon in the grand scheme of things.
Only thought is it should be in the campaign. You know, where human weapons belong, killing the covenant.
I’d rather use Pulse Carbine TBH.
I was hesitant at first but getting it off the wall, I love this gun, it feels perfect to use
Wish it was 4sk or had a slightly faster rate of fire. Could also use just a little bit more range.
The bandit rifle is amazing on paper, but when put into practice, I’m struggling to like it.
The bandit rifle feels fairly difficult to aim with compared to other precision kinetic weapons like the BR and commando normally, which I’m fine with (practice makes perfect), but as soon as my opponents shields break, it becomes virtually impossible to aim with it. It’s like the aim assist just stops working completely and the bullet magnetism disappears with it too. Makes it really jarring and discourages me from using it in a fight, even with me spending a solid hour with it in the unlimited drill in training mode.
Playing on PC with a controller, just in case it’s and input based issue
I’m a big fan.
(plus 20)
I’m warming to it. I’ve only used it in anger a couple of time so far… but I can see the appeal.
They could’ve put this gun with a magnum skin in the game at launch instead of the sidekick…
Wish the scope went a bit farther but I like the way it handles. One of the few times in Infinite where aiming a weapon didn’t feel weird to me.
Thats exactly what i was hoping. It would be good to add more weapons to the campaign. I was also hoping that they would replace the thruster with the repulsor.
Messing with the bandit in weapons drills led me to realize something. Slightly off topic but the range and scale in this game is so completely off it’s not even funny. So basically the weapons range at the acedemy goes out to 30m (30 yards) and at that range the Spartans are absolutely minuscule. Now realize most of us can throw a baseball 30m without a whole lot of effort yet here we are having to zoom in a sniper scope at that range and aim at a Spartans head the size of a tic tac. at that range if you even tried to use a scope with any sort of zoom you’d be looking at a area so small you wouldn’t be able to tell where on the spartan you were even looking at. This never dawned on me until recently that the scale is completely insane. Either they don’t know what a meter is or spartans are actually the size of a house cat. If they made this correct aiming would be a lot easier becuse everyone would have to be bigger at the ranges they’re indicating we’re playing at
I like it more than I thought I would. The biggest issue by far however is the rate of fire. It is far too slow to the point where it just becomes a risk to use in a lot of situations. You’re going to end up with a lot of kill steals using it that’s for sure.