DUAL WEILDING

Will dual wielding be in halo infinite?

I sure hope so.

I think they should even make it so that when you melee with dual weilding, you get new melee animations too, unique to the dual wielded weaps.

that would be super cool.

and also they can just say forget about dual weilding being unbalanced. make the smgs at 75% of their power instead of 50% of their power
Then chalk the fact that dual weilding smgs gives you 150% of damage output to the fact that you cant use grenades anyway.

dual weilding is awesome and more fun,
and its better.

look at this video


you should get one and a half cookies for using dual weilding in campaign and matchmaking, and not being able to use grenades is the disadvantage you get for being juggernaut with dual weilding.

its supposed to be OP

IF just like the battle rifle and dmr are OP for people who play halo professionally,
THEN dual weilding is supposed to be OP for people who play halo unprofessionally.

and the trade off is if you are berserker dual weilder, you cant use grenades unless u free up your other hand

and also, you cant use powerups if you’re dual weilding, or else to use a flare, power drain or bubble shield, you automatically drop your 2h weapon

there should be dual weilding, and also it should have unique melee animations for dual weilding anyway because halo series always goes over the top, is pushing the limits of what it is to play video games, and always puts in an awesome unexpected mechanic like ground pound and spartan slam and all that wicked cool stuff that makes halo, well… halo.

As per previous discussion.

Cool mechanic - but wrecks the weapon sandbox (ie. weapons have to be nerfed significantly to make them dual weilders - which makes them useless to use one handed).

Campaign maybe?

Multiplayer - Hell no.

Make it so u can turn it on or off as a setting in multiplayer

like i just realized its such a simple solution: just make a setting in custom games to turn dual wielding on or off

I don’t see dual wielding coming with the base game at all. If they were going to bring it back, I feel like they would have shown that already. If the game is to be around for 10 years, maybe they could add an option for dual wielding and give it it’s own playlist. It’s a super fun mechanic, but it harms the sandbox.

I hope that the campaign has it. I miss it too.

I’m not really sold on dual wielding but it would be cool to see new melee animations

Dual wielding similar to the previous incarnations (Halo 2 & 3) should likely not return at least not in multiplayer due to hurting the sandbox.

But if Dual wielding is improved on and balanced correctly it could work not just in campaign but in multiplayer too. A less intriguing but simple solution is to make dual wielding a power weapon pickup while still having constraints such as long reload speeds and unable to sprint.

> 2533274812808111;3:
> Make it so u can turn it on or off as a setting in multiplayer
>
> like i just realized its such a simple solution: just make a setting in custom games to turn dual wielding on or off

That’s not a simple solution, that’s not a solution at all, it’s just plain stupid.
It seems you underestimate the fundamental flaws which inherently come with the implemantation of DW.

You can’t just turn a mechanic, which needs to be balanced with the whole sandbox turn off like a skin, which is purely comestic.

> 2533274886490718;8:
> > 2533274812808111;3:
> > Make it so u can turn it on or off as a setting in multiplayer
> >
> > like i just realized its such a simple solution: just make a setting in custom games to turn dual wielding on or off
>
> That’s not a simple solution, that’s not a solution at all, it’s just plain stupid.
> It seems you underestimate the fundamental flaws which inherently come with the implemantation of DW.
>
> You can’t just turn a mechanic, which needs to be balanced with the whole sandbox turn off like a skin, which is purely comestic.

I guess you have some control over the sandbox in customs… so you can do some balancing of your own.

You can control what weapons you start with. You can set shields, health, and damage output. You can even re-forge the map if needed.

It wouldn’t be that hard to get some DW action up and running.

Wether it would be worth 343’s time to implement is another story…

I too hope for Dual Wielding to return, it is really quite fun and that is what is important. However, if it is absolutely certain that it won’t return, then they should at the very least do what Reach did, and have enemies dual wield in the campaign. Hmm, now that I think about it, dual wielding Elites in Reach were very rare. I can only recall three encounters with them.

About dual-wielding:

I love the comments when people complain about sandbox weapon meta or something like that - but to be honest:

Halo, for me, must not be a 100% balanced game cause I just play it for fun. Those e-sport players are just a joke compared to the numbers of casual Halo fans.

There is such a thing as over balancing I’d say, sometimes unbalanced is more fun.
Sometimes in Halo balancing multiplayer has been bad for the campaign. Dual wielding should be 200% damage in campaign but slightly harder to control. If that doesn’t work for MP they should either have 2 separate balances or just not have dual wielding in mp. In my opinion campaign should always be first priority. But that’s me. And I’m not saying they can’t do well on both.

Maybe have weapons that are ONLY able to be used as 2 weapons and not have the option to dual wield whatever you can find.
An example of this is in call of duty advanced warfare. There was a weapon called the xmg which could only be used in akimbo. A system like this for certain weapons could possibly make the weapon balance executed well.

As for traditional halo dual wielding? Its a no from me.

> 2585548714655118;2:
> As per previous discussion.
>
> Cool mechanic - but wrecks the weapon sandbox (ie. weapons have to be nerfed significantly to make them dual weilders - which makes them useless to use one handed).
>
> Campaign maybe?
>
> Multiplayer - Hell no.

It only wrecks the sandbox if the developers are bad at weapon balancing. It was tried 16 years ago by a different studio once and then copied and pasted without attempting to be fixed for the direct sequel. This isn’t something like a grappling hook where it could fundamentally change the core design of the game and the mechanics by adding a new element to the sandbox; this is like saying we can’t have any pistol in Infinite because the CE pistol was overpowered. OK, well if it wasn’t properly balanced the first time, go back and try again.

There’s no reason it is impossible to have an SMG that has a certain DPS with range and dual wielding them increases the DPS but lowers the effective range so that it plays closer to a shotgun rather than a mini assault rifle like a single-weld SMG. Arguing otherwise is just making excuses for poor game design.

> 2533274793006817;14:
> > 2585548714655118;2:
> > As per previous discussion.
> >
> > Cool mechanic - but wrecks the weapon sandbox (ie. weapons have to be nerfed significantly to make them dual weilders - which makes them useless to use one handed).
> >
> > Campaign maybe?
> >
> > Multiplayer - Hell no.
>
> It only wrecks the sandbox if the developers are bad at weapon balancing. It was tried 16 years ago by a different studio once and then copied and pasted without attempting to be fixed for the direct sequel. This isn’t something like a grappling hook where it could fundamentally change the core design of the game and the mechanics by adding a new element to the sandbox; this is like saying we can’t have any pistol in Infinite because the CE pistol was overpowered. OK, well if it wasn’t properly balanced the first time, go back and try again.
>
> There’s no reason it is impossible to have an SMG that has a certain DPS with range and dual wielding them increases the DPS but lowers the effective range so that it plays closer to a shotgun rather than a mini assault rifle like a single-weld SMG. Arguing otherwise is just making excuses for poor game design.

Arguing otherwise is simply the common sense knowing the limitations of a healthy sandbox.
Why should 343i invest time and ressources in such a gimmick which doesn’t anything of value to said weapon sandbox?
Why should 343i invest time and ressources in such a gimmick which creates more issues while simultanously doesn’t offer any benefits?
Dual weilding isn’t simply worth the effort. It doesn’t add enough while harming it too much.
H5G (at least in Arena) is the proof that a healthy weapon sandbox doesn’t need dual weildable weapons and works just as fine without.
So why the hassle? Just to make some players “feel cool” or let them (ab)use the noob combo with PP+Mag?
Sorry, but arguing in favor of dual weilding is arguing against an already working weapon sandbox.

> 2533274886490718;15:
> > 2533274793006817;14:
> > > 2585548714655118;2:
> > > As per previous discussion.
> > >
> > > Cool mechanic - but wrecks the weapon sandbox (ie. weapons have to be nerfed significantly to make them dual weilders - which makes them useless to use one handed).
> > >
> > > Campaign maybe?
> > >
> > > Multiplayer - Hell no.
> >
> > It only wrecks the sandbox if the developers are bad at weapon balancing. It was tried 16 years ago by a different studio once and then copied and pasted without attempting to be fixed for the direct sequel. This isn’t something like a grappling hook where it could fundamentally change the core design of the game and the mechanics by adding a new element to the sandbox; this is like saying we can’t have any pistol in Infinite because the CE pistol was overpowered. OK, well if it wasn’t properly balanced the first time, go back and try again.
> >
> > There’s no reason it is impossible to have an SMG that has a certain DPS with range and dual wielding them increases the DPS but lowers the effective range so that it plays closer to a shotgun rather than a mini assault rifle like a single-weld SMG. Arguing otherwise is just making excuses for poor game design.
>
> Arguing otherwise is simply the common sense knowing the limitations of a healthy sandbox.
> Why should 343i invest time and ressources in such a gimmick which doesn’t anything of value to said weapon sandbox?
> Why should 343i invest time and ressources in such a gimmick which creates more issues while simultanously doesn’t offer any benefits?
> Dual weilding isn’t simply worth the effort. It doesn’t add enough while harming it too much.
> H5G (at least in Arena) is the proof that a healthy weapon sandbox doesn’t need dual weildable weapons and works just as fine without.
> So why the hassle? Just to make some players “feel cool” or let them (ab)use the noob combo with PP+Mag?
> Sorry, but arguing in favor of dual weilding is arguing against an already working weapon sandbox.

  • *Arguing otherwise is simply the common sense knowing the limitations of a healthy sandbox.*The only limitation on a healthy sandbox is the expertise of the development studio. - *“Why should 343i invest time and ressources in such a gimmick which doesn’t anything of value to said weapon sandbox?”*You mean like Forge? - *Why should 343i invest time and ressources in such a gimmick which creates more issues while simultanously doesn’t offer any benefits?*You mean the Xbox One version? - Sorry, but arguing in favor of dual weilding is arguing against an already working weapon sandbox.
    If the sandbox can’t incorporate dual wielding, then the sandbox isn’t actually working.Everything you just argued is based on the assumption 343i is too dumb and lazy to properly balance dual wielding. The fact is with proper dual wielding you vastly expand the sandbox using mostly art assets that already exist.

PS. Those squiggly lines under all the words in your post that are three syllables or more are not pats on the back for trying, they’re marks to let you know you probably shouldn’t use those words until you know how to spell them.

Yes, dual-wielding should return for Halo: Infinite. This ability adds a lot of fun and depth to the sandbox. Mixing and matching each comes with certain advantages and disadvantages. Great post! :+1:

If dual wielding was going to be in the game we would have seen it in the July demo, especially given the number of two handed weapons we have seen in the past year.

That being said, as much as I think the Halo 2 and 3 implementations of dual wielding suck, I don’t think the concept is impossible to implement in a way that doesn’t damage the sandbox. It wouldn’t be easy mind you, the mechanic would have to significantly change compared to its original incarnation and the balance would still be tricky under the best of circumstances, but I do think it is possible. Sadly it is all academic unless 343 releases some mod tools for Infinite.

I’m sure plenty of clever people have tried to make it work.

Bottom line is that DW shreds your opponents in CQC. It was like having a power weapon… all the time.

How do you balance that?

Bottom line is you can’t. And it doesn’t matter how long it’s been… or how condescending the tone of a post… DW doesn’t work in a game that revolves around skill gapping a longer TTK.

If DW was to return it needs to be an entirely new mechanic. Personally I would put a weapon on each stick. Allow you to aim each independently (with a temporary FOV closer to 180 degrees). Movement would be sacrificed - and it would be a very difficult skill to pull off - but you could at least have some truly Johnny Woo moments.

> 2533274886490718;15:
> > 2533274793006817;14:
> > > 2585548714655118;2:
> > >
>
> Arguing otherwise is simply the common sense knowing the limitations of a healthy sandbox.
> Why should 343i invest time and ressources in such a gimmick which doesn’t anything of value to said weapon sandbox?
> Why should 343i invest time and ressources in such a gimmick which creates more issues while simultanously doesn’t offer any benefits?
> Dual weilding isn’t simply worth the effort. It doesn’t add enough while harming it too much.
> H5G (at least in Arena) is the proof that a healthy weapon sandbox doesn’t need dual weildable weapons and works just as fine without.
> So why the hassle? Just to make some players “feel cool” or let them (ab)use the noob combo with PP+Mag?
> Sorry, but arguing in favor of dual weilding is arguing against an already working weapon sandbox.

Because what it does add is an extra fun factor, and isn’t that what is most important? Isn’t that the entire reason games were concieved in the first place? For fun?