Can we please bring back dual Wielding in Infinite? Especially the fact the SMG IMHO is sub part in H5…
It was a cool concept, but it wasn’t realistic. They did have a OK explaination since they said Spartans and Sangheilis can maintain the level of accuracy needed to effectively dual wield, but regardless, it likely won’t return since it made it made it too easy to kill multiplayer opponents instantaneously (especially in Halo 2 with two needlers).
Please no. At least not in MP. Looked cool but had serious weapon balancing issues.
NO…just…no. Dual Wielding ruins weapon balance. It forces them to weaken weapon stats so that it is not OP. So if you can only get one of them, the weapon is useless. For example: The SMG was just an AR flexing Dual Wield, but without it is just a weak AR. So even though it’s really awesome, I still think that it should not be implemented.
> 2533274870308953;2:
> It was a cool concept, but it wasn’t realistic. They did have a OK explaination since they said Spartans and Sangheilis can maintain the level of accuracy needed to effectively dual wield, but regardless, it likely won’t return since it made it made it too easy to kill multiplayer opponents instantaneously (especially in Halo 2 with two needlers).
Are you joking? The needler was severely underpowered in halo 2… it was almost a joke weapon. and never did i play the game feeling like dual needlers were overpowered… further more… finding two needlers on a map to begin with is not neccesarily a duel weilding problem … its not a starting weapon… and you can certainly balance it with how many needlers exist on the map.
> 2535438636443468;4:
> NO…just…no. Dual Wielding ruins weapon balance. It forces them to weaken weapon stats so that it is not OP. So if you can only get one of them, the weapon is useless. For example: The SMG was just an AR flexing Dual Wield, but without it is just a weak AR. So even though it’s really awesome, I still think that it should not be implemented.
It does not force them to weaken weapons…
How about this idea, firing one of the duel weilded weapons alone has reduced accuracy. Firing both at the same time significantly reduces accuracy. Problem solved. The reason as stated in a halo vidoc… that halo 2 added duel weilding was to make the player play strategically… firing one weapon… and then firing the second weapon while the first weapon was relaoding… building into that gun always up mechanic… because face it… relaoding gets you stuck in an animation where you cant shoot. Its a great idea, it just has to be implemented in a good way. Good Innovation doesnt go about degrading other aspects of the sandbox to introduce a new one.
There are many many ways to implement duel weilding in ways which enhances gameplay, at the same time doesnt make the game broken. My suggestion was simply reduce accuracy in a way bloom kind of worked. That way if we have two CE pistols for example… Firing them simultaneously duel weilded wont be as effective from far range. But may be more effective at close range. And that is a fair trade off, range for damage. However… firing one and then firing the second while reloading is an advantage where you can be more combat ready while still maintaining that range the CE pistol is intended for.
The same can be said for other weapons but I used an extreme example to demonstrate how it could be implemented without nerfing and without breaking the game.
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> > 2533274870308953;2:
> > It was a cool concept, but it wasn’t realistic. They did have a OK explaination since they said Spartans and Sangheilis can maintain the level of accuracy needed to effectively dual wield, but regardless, it likely won’t return since it made it made it too easy to kill multiplayer opponents instantaneously (especially in Halo 2 with two needlers).
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> Are you joking? The needler was severely underpowered in halo 2… it was almost a joke weapon. and never did i play the game feeling like dual needlers were overpowered… further more… finding two needlers on a map to begin with is not neccesarily a duel weilding problem … its not a starting weapon… and you can certainly balance it with how many needlers exist on the map.
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> > 2535438636443468;4:
> > NO…just…no. Dual Wielding ruins weapon balance. It forces them to weaken weapon stats so that it is not OP. So if you can only get one of them, the weapon is useless. For example: The SMG was just an AR flexing Dual Wield, but without it is just a weak AR. So even though it’s really awesome, I still think that it should not be implemented.
>
> It does not force them to weaken weapons…
> How about this idea, firing one of the duel weilded weapons alone has reduced accuracy. Firing both at the same time significantly reduces accuracy. Problem solved. The reason as stated in a halo vidoc… that halo 2 added duel weilding was to make the player play strategically… firing one weapon… and then firing the second weapon while the first weapon was relaoding… building into that gun always up mechanic… because face it… relaoding gets you stuck in an animation where you cant shoot. Its a great idea, it just has to be implemented in a good way. Good Innovation doesnt go about degrading other aspects of the sandbox to introduce a new one.
>
> There are many many ways to implement duel weilding in ways which enhances gameplay, at the same time doesnt make the game broken. My suggestion was simply reduce accuracy in a way bloom kind of worked. That way if we have two CE pistols for example… Firing them simultaneously duel weilded wont be as effective from far range. But may be more effective at close range. And that is a fair trade off, range for damage. However… firing one and then firing the second while reloading is an advantage where you can be more combat ready while still maintaining that range the CE pistol is intended for.
>
> The same can be said for other weapons but I used an extreme example to demonstrate how it could be implemented without nerfing and without breaking the game.
I think that this could work because it would basically make any dual wield behave like a high Firerate Shotgun. While alone they have unique roles. Making Dual Wield practically simply a new weapon when you trigger it. This makes sense to me. However, Halo Infinite does not have much more time, if they will add this, they have to do it soon. I like the idea though. However, I think they could make it if they only added it in campaign. Edit: Because Dual Wielding is the coolest thing added since insta-kill Warthog physics.
Only way to do dual wielding without horrendous balancing issues would be to have locked pairs of weapons that you can pick up, so no mixing and matching, and for example a pair of SMGs is functionally one weapon, but it puts two guns on your screen that you can fire separately with the left and right triggers, and takes away your grenades and melee.
At which point, why not instead just have one weapon that’s as strong as that pair of them.
I totally agree that dual wielding is awesome. However, I do also have concerns about the weapon balancing that would come from this as well. Assuming they continue to add weapons variants to existing weapons in the game, this could cause some serious weapon balancing to be put in place. As much as I’d like to see it make a return, I just think the work that would come with it would be too much work.
A balancing nightmare that might have worked with a smaller weapons sandbox - if only barely - but just flat out wouldn’t work with today’s sandbox. Unless they go and nuke half or more of the weapons we currently have, which is possible I guess but unlikely to happen.
It was a neat novelty but only just that. Leave it in the past.
> 2533274819029930;7:
> Only way to do dual wielding without horrendous balancing issues would be to have locked pairs of weapons that you can pick up, so no mixing and matching, and for example a pair of SMGs is functionally one weapon, but it puts two guns on your screen that you can fire separately with the left and right triggers, and takes away your grenades and melee.
> At which point, why not instead just have one weapon that’s as strong as that pair of them.
because with two smg’s you can reload one while firing the other.
Personally, I’m an advocate for dual wielding. I feel like it’s a fun trade off and a chance to style on players. When people say it’s a balancing issue i disagree because , for one, when dual wielding you can’t throw grenades and there isn’t an explosive weapon as such.
The balancing is there in h2a and in some instances H Reach and H4 with the pistol having a damage increase in headshots but not playing a heavy utility roll and being as effective at long ranges. In contrast the battle rifle, DMR and other examples have can still win gunfights considering headshot accuracy and evasive strafeing or evening cover hopping.
Halo 5 balanced the SMG and the AR fairly well although dual wielding wasn’t an option, the ground work was laid out. (Minus the bullet magnetism)
I just feel 343 can do it for players that like to style on opponent and switch their play style.
SMG Pistol combo FTW
> 2533274891972127;11:
> When people say it’s a balancing issue i disagree because , for one, when dual wielding you can’t throw grenades and there isn’t an explosive weapon as such
There’s still going to be balancing issues if you can mix and match because you’re not just having to balance individual weapons, you’re having to try and balance every possible combination of them.
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> > 2533274891972127;11:
> > When people say it’s a balancing issue i disagree because , for one, when dual wielding you can’t throw grenades and there isn’t an explosive weapon as such
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> There’s still going to be balancing issues if you can mix and match because you’re not just having to balance individual weapons, you’re having to try and balance every possible combination of them.
If you focus on time to kill for balancing rather than utility of a weapon then yes there will be problems. Although H2A sorta rebuttals that.
I feel if 343 brings back dual wielding there may be some serious issues. For example if they let you use a plasma pistol and the Magnum you could probably get some serious streaks or multi kills. However it would also be cool to see this weapon mechanic return. Yeah it may cause problems in Multiplayer but you know if everyone has it and it’s broken 343 may just put in a patch or a small update to make it a little more balanced.
I know it’s way too late for 343 to change this sort of thing at this point in development, but I’ll say it anyway:
I think it should come back, but in a strange way. And it should only be for certain weapons. You would never find a standard SMG on its own, there would always be two, meaning it would be a dual wield weapon only. A silenced SMG could have greater accuracy, but you would only be able to hold one at a time to help make it feel like a different weapon (And to keep it as a throwback to ODST). In Campaign, AI would carry one of the weapons in their hands, and one would be on their side or on their back. Both would drop when they die, and you would pick them up like normal.
Or weapons could be less accurate when dual wielded. Not just recoil like in the past, but the bullet spread of the weapons could be increased to the point dual wielding is only a bit more effective at range, but deals great damage up close.