I think halo infinite should lose the thruster and bring back dual wielding
I think they should lose the ground pound and spartan charge, but keep the boost dodge and have duel weilding but no neddler weilding that is too op.
Keep the assassination i love that
I think they said after 3 they were dropping dual wielding altogether because of matchmaking balancing issues with how overpowered dual wielding ANY capable weapon can be. Honestly, I never cared much for dual wielding because it always presented me with the problem of ‘if I punch, I’m gonna have to pick the weapon back up’.
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> 2533274879757912;4:
> I think they said after 3 they were dropping dual wielding altogether because of matchmaking balancing issues with how overpowered dual wielding ANY capable weapon can be. Honestly, I never cared much for dual wielding because it always presented me with the problem of ‘if I punch, I’m gonna have to pick the weapon back up’.
For multiplayer, dual wielding was definitely an issue. But for campaign I loved it! I realize it would probably be too much to ask for dual wielding in campaign without a counterpart in multiplayer, but I definitely want dual wielding back.
From another thread regarding the same subject:
Probably said many time here, but meh.
The issue that was with dual wielding was the weapons themselves being bad on their own, for dual wielding to not be too powerful.
For dual wielding to actually work, the weapons would have to be usable on their own, while not being too powerful in combo with other weapons during dual wield, and for dual wielding to not be too powerful on its own.
What does a weapon mainly do? Deal damage, for Halo, there has been a difference, probably still is, between shield damage and health damage. In the end though it comes down to TTK. At this moment, there’s a reason we don’t carry a weapon dealing high health damage, and one weapon dealing a high shield damage. Because most weapons deal good damage to both, and precision weapons being instant kills on a shieldless opponent with a headshot.
So here’s how I see it:
First step: Larger difference between shield damage and shieldless damage for all weapons. To the point where you want a high shield damage weapon and a high health damage weapon to switch between as to reach an efficient kill time.
Second: Apply modifiers for single wields, the Plasma Rifle in Halo CE had a slow down effect. Even the ghost had it, making it a fierce opponent to a Scorpion. Other effects would have to be put on other single wields instead of just different DPS.
Third: Either upgrade headshot capable weapons to power weapon status, reserve headshot capability to specific power weapons or a combination of both. Headshot multipliers could be used for some weapons. This’d mean that a weapon like the BR could no longer kill with one bullet to the head, but could have increased damage to the head instead. While a sniper rifle could retain headshot capability.
That is basically the only way I see dual wielding returning as something actually viable. It’d however require a significant overhaul on how damage functions, and weapons behave and function. Which I’m fairly sure many wouldn’t aprove of.
I mean, if the BR would only have headshot multipliers, not actually headshot capability, there’d probably be quite the uproar.
On the other hand though, I don’t find the idea horrible. It’d be interesting to test having the game with weapons that have long kill times on their own, like 4 or 5 seconds. But combined with another, the kill time would be around what we have now. Dual wielded, or two different two handed non-power weapons. It’d probably bring a different outlook on power weapons. Having a sniper and a different non-power weapon would leave you vulnerable to others.
However I’d like to see dual wielding be so that grenades could be thrown and melee used without ditching the second weapon. Even switching to the other weapon would keep both dual wields in your posession. Allowing you to have up to four different weapons, both slots having two weapons each.
As it is now though, only form of dual wield I see is one weapon being modeled as a two single hand weapons.
Edit: Yes it was cool using two different weapons. I just don’t see that mechanic working as a customs option or banned to campaign alone. You have the control scheme to think about, and that the game has different rulesets between single and multiplayer. I’m not really a fan of the idea that different player mechanics get divided between different game modes.
Just to illustrate with an extreme case:
-Armor Abilities for Campaign
-Dual Wielding for Firefight
-Spartan abilities for Multiplayer
For campaign, sure
I think Halo Infinite should just drop Spartan abilities in general
> 2535428779736382;9:
> I think Halo Infinite should just drop Spartan abilities in general
It’s not very likely they will as the Spartan abilities have most likely been integrated into the engine’s mechanics. So, to ask them to remove a function that might be a part of their current engine, means either writing a new engine altogether, or stopping production to alter the engine in question. If this is NOT the case and the Spartan abilities are a standalone thing, I still don’t see the point in removing something you have a choice to not use. There are people out there who enjoy the SA’s just as there are people who don’t. This is why they’re not required in game play; you are given a choice.
> 2535428779736382;9:
> I think Halo Infinite should just drop Spartan abilities in general
I really wish for this to happen, and it would be a miracle if they did. I don’t have much faith in them to actually do this though.
But dual wielding? BRING IT BACK PLEASE.
I’d remove the abilities like charge, slide and ground pound. I could live with thruster pack but would prefer a return to armor abilities. Though leave sprint, it’s acceptable(add an option for no sprint in custom for those who don’t want to play with it).
As far as dual wielding, probably not. It was removed starting with reach for a reason. Don’t mind it being a cinematic element, it looks cool but it’s been impossible to balance properly in the past.
I never really cared for duel wielding, but if it does come back I wouldn’t mind.
The good old duel wield would be nice to have back.
DUAL WIELDING SPARTAN LASERS AHHHHHHHHHHHHHHHAHAAHHAHAHAHHAHAHAHAH!!! But in all (realistic) seriousness I believe dual wielding should be in Halo Infinite, even if it has been a while since it was implemented in a Halo game. I agree that some weapons could be super op when dual wielded and some could end up feeling like water guns but that is what balancing gun-play is all about, but balancing guns is easier said than done.
When it come to dual wielding I’m on the fence about it. However I like the idea of dual wielding more than I actually like to have it back. As many have already said it creates balance issues especially when using a weapon on it’s own vs having two or a combo of two weapons.
If somehow 343 cannhave dual wielding in campaign, Firefight and other AI battles only, that would be something I’ll get on board with. As far as multiplayer, thats a hard no from me.
Personally, I’ve enjoyed the absence of dual wielding. Sandbox balancing seems much more straightforward and simplistic.
If they can make duel wielding balanced and awesome, I think that would be a plus for Halo Infinite. But, one can only hope.
> 2533274951671497;1:
> I think halo infinite should lose the thruster and bring back dual wielding
I don’t miss dual welding, I was never a fan. I’m also not bothered if they remove thruster or not.
> 2533274836684762;12:
> I’d remove the abilities like charge, slide and ground pound. I could live with thruster pack but would prefer a return to armor abilities. Though leave sprint, it’s acceptable(add an option for no sprint in custom for those who don’t want to play with it).
>
> As far as dual wielding, probably not. It was removed starting with reach for a reason. Don’t mind it being a cinematic element, it looks cool but it’s been impossible to balance properly in the past.
Dual wielding was removed starting in ODST you melon.
also, dual wielding was pretty well balanced, considering you couldn’t use grenades, melee, or equipment, and the easiest counter to most dual wields (which only one was headshot capable), was just to have good aim with a headshot weapon. I feel like most people saying it’s unbalanced should acquire more game skill before they make that determination.
dual wielding was perfectly fine in H3 and H2. It wouldn’t be much of a problem if they brought it back, especially since dual wielding was mainly used in the lower levels of play in the games it appeared in anyway. I’d argue it was more broken against fighting brutes in campaign than fighting actual players who can easily outgun or outsmart you.