Halo 5 weapon sandbox was amazing and fun to use.
Halo Infinite weapon sandbox is just Human Warfare. Which is boring and inconsistent for damage and kills.
Include Halo 4’s sandbox into the mix of Human, Covenant, and Promethean weapons and it’s absolutely amazing how versatile the weapon sandbox was compared to Infinite.
Adding the adjusted DMR will be a nice touch, but I want to be pwning people with the Carbine or the Spartan Laser already. Shoot, add back the Beam Rifle.
A year ago I would have said I prefer most things in Infinite over H5, including the weapon sandbox balance.
Today, it’s hard for me to say Infinite does anything better than H5 did besides the art style, sound, and campaign.
Half of Infinite’s weapons are more niche useful than anything H5 did with weapon distinctions. This is well demonstrated by how many weapons people just don’t pick up.
Plasma pistol’s only place in the sandbox is to strip OS. Other than that it’s so difficult to land shots that people just passed by it most times.
Plasma carbine is only worth using in the most specific map areas and position setups. It’s terrible tracking and Infinite’s high movement speed make the bolts actively curve in ways that avoid targets you would have hit with old Plasma Rifles.
The Ravager doesn’t know if it’s a replacement for the brute shot or plasma caster. It’s just a terrible iteration that’s worse than either of those at being an explosive launcher.
The disrupter is so buggy it can’t effectively disable vehicles or land kills with any consistency during real world MP matches.
The S7 actively works against your aiming making most players prefer the shock rifle over it.
The mangler has very little distinction to the bulldog in regards to where and when it’s effective.
The commando is like the assault rifle and BR had a baby, but usually just loses to either of those in most situations.
H5’s sandbox was large yet weapons purposes were well defined. I can’t think of any weapon in H5 that was usually just completely ignored during an entire match, and yet I see that with almost a majority of Infinite’s sandbox every single game.
Halo 5 hands down. The amount of versatility in H5’s sandbox is insane and I love it. Most of Infinite’s sandbox feels like dysfunctional KND weaponry.
You just perfectly described Infinite’s Sandbox.
Guess that explains why I can’t tell the difference between the Commando and Battle Rifle.
Or Disruptor & Sidekick.
One does damage over time and can be used against multiple opponents or to disable vehicles where as the other is a fast paced sidearm.
Or Ravager & Hydra.
One has area denial, fires multiple bursts - kills a player in 2 full shots. The other has a lock on feature, deals higher damage in manual. Kills in 3 on manual.
Or Heatwave & Bulldog.
Bulldog is rapid fire, and has a smaller range and tighter spread. The heatwave has much greater range, it’s shots ricochet and had two firing directions and does damage to vehicles.
Or Pulse Carbine & Assault Rifle.
Do I even need to explain how these are different?
Oh! Wait!
They’ve massively different tools within similar categories with their own identity!
By comparison to say any of these in Halo 5.
Scattershot & Shotgun
One is yellow.
Suppressor & AR
One is yellow.
Battle Rifle/DMR/Carbine
This category fairs better. But not nearly enough.
Sniper & Bean Rifle
One is purple, the other does vehicular damage.
SMG & Plasma Rifle.
One is red.
Oh wait, they’re all basically the same thing as the other. I shouldn’t even have to explain how much better Infinites sandbox is in terms of versatility and individuality for weapons.
Ridiculous.
H5, Because it didn’t have crap like the pulse carbine, and the shock EMP class is FUBAR.
However, Infinite has better equipment options (5’s thrusters were better though).
It’s not trying to replace either one. Frankly, we need both the Brute Shot and the Plasma Caster back. Incredible guns.
It’s the game’s version of a grenade launcher, which is the same sandbox role the brute shot and plasma caster both fit. (Remember the Reach grenade launcher wasn’t in at launch, so the plasma caster was our nade launcher in launch H5.)
And it’s charge shot is a less effective area denial attack than the plasma casters charge shot, which was a very lethal area denial attack.
It very clearly is an iteration of the bounce grenade/ area denial sandbox role. It’s just also the worst version of that sandbox role we’ve ever had
I wish Infinite had the variety H5 had, but I vastly prefer Infinite’s because of how well balanced it is.
It’s like I’m playing a successful modernization of the Halo series. I feel bits of each Halo game while I’m playing and it feels spectacular.
I don’t know. Some people dislike Infinite’s sandbox but dislike Halo 5’s for the sake of it being “Halo 5”. Its kind of weird.
Its a social perspective, this gives the player the ability to play with anything and still have fun. While in Infinite, I had a constant feeling if I didn’t have a reliable precision weapon with me, winning a fight would have to be very situational in my favor. Though, this also didn’t break its competitive aspect as well.
Also, have you ever played Super fiesta in Halo 5? No matter what weapon you had, you’d have fun. Compared to Infinite, Fiesta is still a constant complain about the game being one-sided by having the best RNG with rocket launches or instakill weapons.
Are you being ignorant on purpose? the scatter shot had increased range and ricochet too, although it’s ricochet shots had the ability to track targets. Seriously, the suppressor is just yellow? How about it’s ability to track and increase fire rate over time. You also forgot the light rifle which has a fast hip RoF but increased damaged when scoped.
The snipers do feel the same except one is battery powered which i think makes all the difference. there’s also the binary rifle which is strong but fires a beam that requires you to stay on target. The battery comes into play with the BPR (brute plasma rifle), while it has better damage and range than the smg, that battery can make or break it as it overheats quickly but is capable of killing right before it does. the smg has a little more room for mistakes with its pretty big magazine but personally i wouldn’t use it at all, it just feels like the weakest weapon in the game.
my greif with infinites sandbox is its definitely smaller but a lot of weapons feel like older ones that are less effective than in previous games and with more gimmicks, and not the fun kind.
I don’t think either of these sandboxes are as different as some claim, but I still have to say Halo 5 on account of at least having a proper utility Magnum off spawn, fewer bloom heavy precision weapons(the fact the Sniper has bloom in Infinite is a joke), and correct me if I’m wrong but I thought every weapon could be descoped in Halo 5 even ones without any proper scope, unlike Infinite.
Otherwise they share a lot of the same flaws whether its redundancy, excessive aim assist, etc.
Does this mean you had this problem in your head with Halo’s sandbox for over the past 10 years? Or did the weapon sandbox in Halo Infinite looped through that part where you just suddenly hate what Halo has been doing in every previous Halo game before Infinite?
Older Halo’s had one or two copy guns. Halo 5 is endlessly full of them. But yes, I do think Halo Infinite is a step in the right direction.
It follows the inspiration of older games splendidly. Unlike Halo 4 & 5.
Literally the only problem with Infinite is bugs and balancing. Not it’s sandbox.
Scattershot: Can bounce of walls and around corners, very useful for CQC
Shotgun: It’s a shotgun, buckshot is all you need.
Suppressor: Starts with a slow rate of fire and gets progressively faster the longer you hold the trigger, also has lock on.
AR: Rapid fire just like the good old days, no lock on.
Battle Rifle/DMR/Carbine
BR: 3 round burst ranged rifle typically a 3 to 5 headshot kill
DMR: Single burst range rifle that is a 4 headshot kill.
Carbine: Covenant ranged rifle, single burst but can be rapid fired if you press the trigger fast enough making it semi-auto.
Sniper: Has a 4 round clip limit then reload.
Beam Rifle: Has an energy capacity but does not need to reload.
SMG: Tears down health real fast but isn’t great for shields.
Plasma Rifle: Tears down shields real fast but isn’t great for health.
No they aren’t the same thing as the other, and if you’d actually paid any kind of attention when playing Halo 5 you would know that. I also find it laughable how you leave out the variants because you know the variants completely destroy your entire argument, and yes they ARE part of the sandbox.
Feels like their teams were all over the place. Like they didn’t have a team for campaign, multiplayer, forge, weapons, ect. Feel like that’s why there are so few weapons. I miss the Covenant Carbine, Beam Rifle and the Reach Grenade Launcher.
Even with all your notes, it’s still not comparable. For all the attempts at being different they basically all played the same.
I did pay attention in Halo 5. I was an onyx in every playlist constantly.
And no, the variants don’t count. The sandbox is what is in all game modes. Not just one.
One functions and the other doesn’t?