Damage types in Halo Infinite were revealed as a means of expanding on the classic “Bullets are strong against health, Plasma is strong against shields” trademark of Halo CE that went on to be pretty widely adopted across sci-fi shooters ever since. And in theory it was a really cool idea, that in practice seems to exist purely to make shock as “new” and “different” as possible. Because outside of shock weapons, the other damage types all feel really half baked. Far as I can tell these are the common traits of all of them:
Kinetic - Can mean a lot of things. It can be bullets, or spikes, or blamite, or even missiles. It can be hitscan, or it can be a projectile, or it can have tracking. But generally it just means stuff that does more damage to health than shields.
Plasma - Always fires as a projectile, sometimes has tracking, and tends to do less damage to health than shields on body shots, but is more neutral damage to both on headshots.
Shock - Always basically hitscan, similar to plasma does more damage to shields than health, but is closer to neutral on headshots. Has an effect that arcs between targets, can also arc when shooting certain objects, builds up a damage over time on targets, that buildup also EMPs vehicles.
Hardlight - Like Kinetic damage it does more damage to health than shields, and comes in two forms, from a laser beam to bouncy projectiles. The only functional difference between it and Kinetic against infantry is the visual disintigration effect on death. But it does do bonus damage on vehicles, but some kinetic weapons also do bonus damage on vehicles so… It’s just Kinetic with particle effects? Oh they overpenetrate too, almost forgot about that. That’s kind of their only unique trait.
Power - The most unnecessary, and varied damage type. What it does completely varies from weapon to weapon, and every weapon could easily be considered part of another damage type but isn’t, and the only reason it isn’t is to limit ammo in campaign.
I think this system should be expanded on way more.
For starters: Power weapons should be properly categorized by damage type. So going forward I’ll be listing power weapons within appropriate damage types.
Kinetic damage should be replaced by Ballistics, Explosives, and Blamite. With “spikes” being considered Ballistics.
Ballistics - Should be the simplest damage type. Nothing special, just the usual strong against health, weak against shields, weak against vehicles (with the noted exception of the Skewer, but NOT the Sniper). Weapons include the AR, Sidekick, Commando, BR, Bulldog, Sniper, Mangler, Skewer, and Spike Grenade.
Explosives - Should basically just be kinetic explosive weapons, and include the Hydra, Gravity Hammer, Rocket Launcher, and Frag Grenade. These weapons would be considered strong against all targets: shields, health, and vehicles. What sets them apart is mostly having a blast radius, but also not being capable of bonus headshot damage, and their ability to push stuff around with their explosive force.
Blamite - I’m going to put more effort into explaining this one, because I have an idea in my head for how it should work and it will take some explaining. Right now it would just be the Needler, but the Needle Rifle should be added to the game to justify it’s existence. Blamite does very low damage to shields and health, and is practically useless against vehicles, but will supercombine when a universal number of shots have hit the target, pick a number from 6-8 and ALL blamite weapons will supercombine in that exact number of shots, even if their shields aren’t down. And those shards can come from multiple sources, so one player with a Needler, and one with a Needle Rifle, only need to put 3-4 shots each into a target to score a supercombine together. This completely removes the need for a headshot from blamite weapons in duels, but they can still headshot if the enemy’s shield have been lowered by another weapon before the supercombine shot requirement is met. But these weapons will almost never break the shield before supercombining, which makes them tricky because they can put you in a situation where you don’t realize you’re about to die in time to disengage. Because it doesn’t rely on precision, blamite weapons going forward will rely on some form of inconsistency, like the needler’s tracking, or having a very short range (A needle shotgun would be a sweet replacement for the classic point blank one-shot kill shotgun not gonna lie), or have a slower optimal ttk than other weapons like would need to be the case for the Needle Rifle in this form. Just as a closer, a Needle grenade would be pretty cool, maybe it could be some kind of tripmine? You stick it to a wall with a 10-20 second fuse, and if a player walks in front of it they get showered with needles, but it has a visible pink laser sight and disables if it is shot.
Alright, now that Kinetic has been split up, for the remaining damage types I’m just going to point out how they can be adjusted to be more unique than they are right now:
Plasma - The damage model is fine as is, but it’s the only thing plasma has. So I think the best thing they could do is re-introduce plasma stun from Halo CE. Sustained fire slows the target down, making follow up shots easier to land. This alone would make the Pulse Carbine, Ravager, and Plasma Pistol so much better, and considering it needs to stack from multiple hits to reach it’s full effect, it won’t be an enormous buff to the Stalker, but just enough to make it feel a bit more consistent for the average player. Direct impacts from fully charged shots from chargeable weapons should immediately grant full stun, which isn’t a full stop of movement, but a significant enough slow that it feels about as debilitating as it did in CE, comparatively with Infinite’s faster movement. They could also experiment with it affecting vehicle movement speed as well, to replace Plasma Pistol EMP, with a universal effect that plasma slows vehicles down temporarily instead of disabling them. Plasma includes all the current plasma weapons plus the Energy Sword.
Shock - Unchanged. It does plenty as it stands. And there are no shock based power weapons so the list of weapons is unchanged.
Hard Light - I don’t really know what can be done to make Hard Light any more unique. Maybe it should just be treated as sort of a wild card damage type? Like it can do a bunch of unique and interesting things other damage types don’t do? I’d say right now all 3 weapons fit that bill nicely, since they are an overpenetrating laser, a bouncy grenade shotgun, and the implosive, fly-by-wire Cindershot. I hope future hardlight weapons continue to be really weird and unique compared to the rest of the cast.
I also have ideas for potential future (returning) damage types. Particularly Fire, for the flamethrower and incendiary grenade, and Radiation for the Carbine and Fuel Rod Cannon. But aside from having a damage over time, or area of denial effects, which are already in the game, it’s hard not to just want to categorize the Carbine and Fuel Rod in particular as explosives instead. It would be cool having an explosive payload on a standard precision rifle though, so that could work out.