Can we start talking about possible balance changes?

I’ve got a few things that I feel should get tweaked before launch. Hopefully some of you have some ideas you’d like to share.

  1. The commando needs a buff. A slight recoil decrease and maybe some increase in body damage could help. As of right now the gun has zero place in the sandbox. It gets beat out by the sidekick and ar up close. It loses terribly to the br at long to mid range.

  2. Maybe increase ravager damage against vehicles? Right now there aren’t a lot of options against vehicles. We have the sniper, skewer, rockets, and maybe the hydra. The tanks in this game aren’t really effected by non explosive ordinance like in other Halo titles. It sucks that we seem to have lost the spartan laser, but it was too strong. However, they didn’t give it a suitable replacement. As cool as the skewer is, it can’t do much against the wasp.

  3. Decrease in wasp health would be great. It was too strong in Halo 5, and it’s too strong now. I don’t know why it needs rockets. The hornet in Halo had rockets because the guns were weak, but the wasps guns tear you to pieces. It lasts too long on the field, and like I said earlier, not a lot of anti vehicle play like in Halo 5. I know we have the grapple hook and the arch grenades, but they don’t matter if they can’t get close to the target. Just making it so the wasp doesn’t single handedly win games would be nice.

  4. It would be nice to see a mauler buff. The mauler in this entry is Halo’s first true revolver. However, once shields drop the gun can only reliably kill with a headshot. It has a similar problem to the commando in terms of place in the sand box. What’s it’s role? Yeah it drops shields fast, but so does the AR while being able to finish the kill. If it just meant to drop shields, the plasma pistol exist. If you’re supposed to use it like a sidearm, the sidekick beats it 9/10. Maybe it’s balanced that way for campaign? But as is it doesn’t have a role in the sandbox that other guns don’t already fill. Maybe a decrease in shield damage and increase in unshielded damage could benefit it. Or a simpler increase fire rate.

  5. The plasma carbine…is a strange weapon. It suffers from a lot of the issues that other guns in this game suffer from. Drops shields no problem, but can’t secure the kill. For a rifle, it gets beat out by the assault rifle a lot from range. The tracking isn’t aggressive enough to warrant it like the needler. It takes more than one burst to kill a deshielded opponent, which makes it’s ttk too slow. Maybe I just haven’t learned how to use it yet, but I can’t find a way to make this gun work. Some changes that could make it work could be either an increase in fire rate or increase in damage. Increase tracking might make it too strong from range.

  6. The shotguns in this game are sad. This is the only Halo game where the shotguns can’t one shot you. The shotguns at the range they are supposed to kill from are no better than a double mele. I know the melee tracking in this game was decreased, but the shotguns have such a slow fire rate that I’ve been killed by a double melee before I could get the second shot offon the bulldog. Just making it so the shotguns have an effective one shot kill range would do wonders for them. And decreasing their ammo could balance them out in a game with such small maps.

  7. The respawn time in this game is brutal. 10 seconds in a non objective game mode is ludicrous. CTF is one of the only game mode that I can see 10 seconds being justified. The respawn timer causes teams to get steamrolled. I can’t tell you how many stronghold games I’ve won by getting just 1 team wipe. You can cap all three zones before the enemy team has a chance to respond. And with the assault rifle being as good as it is, people are gonna die a lot. There’s gonna be a lot of people quitting mid game because of the respawn timer alone. A return to 5 seconds would do wonders for the flow of the game.

These are the things that just stuck out to me the most.