Being forced to use certain weapons in Fiesta when you spawn with them really shows you that some of the guns in this game are pretty low tier and could really use buffs in the near future.
Plasma Pistol- It was bad enough they took the vehicle disabling away from the overcharged shot, but the overcharged shot isn’t even good for the noob combo anymore, you can easily strafe to avoid the homing on the charged shot now. Could really use a homing magnetism buff.
Plasma Carbine- I see potential for this gun to be great, afterall it kills in just 3 bursts to the head, faster than a BR can, and can home on the head if you aim just above an enemy head. The issue is the plasma moves too slowly to hit much of anything without the homing, and the homing magnetism is so weak that you can avoid alot of the damage by simply side strafing and all of the damage by sprinting away at an angle.
Could really use faster plasma bolt velocity and slightly better homing magnetism.
Ravager- The nerf this gun took since the alpha flights has moved it squarely into the bottom tier. Now requiring 3 bursts of 3 shots or 9 shots total to get a kill, the TTK on this gun is atrocious now compared to pretty much any other gun in the game. The charged shot meanwhile can drop an enemies’ shields at least, but it takes awhile to charge and loses battery very quickly while you hold the charge, and you won’t get a kill from the charged shot unless you switch to a secondary or the enemy stays in the plasma pool on the ground for quite awhile. This gun needs to kill in 6 shots again, and it could use either slightly faster charging or less battery drain while holding charge.
Disruptor- This weapon is by no means bottom tier like those above, but it is in the lower half of all weapons currently. While it can kill with just 6 shots, that kill only happens after several seconds from the DoT effect, you need to land 7 shots for a fast kill, and you only have a 10 round mag, meaning you can only miss 3 shots in order to get that fast kill 7 shots before a reload. Additionally, the fire rate is a tad on the slow side compared to other close-mid range weapons which often means a loss in terms of pure TTK. Could really use slightly faster fire rate and slightly larger magazine.
Hydra- Disappointing for sure, especially after the God tier Hydra in Halo 5. This gun takes 3 direct fire body hit rockets or 4 body hit homing rockets to kill, with a mag of just 6 shots. The homing effect is pretty meh, and the slow reload speed is awful. This gun could use a damage buff on both body hits and splash damage, as well better homing magnetism and faster reloads.
Heatwave- While it does pretty good damage in vertical mode at closer ranges, the horizontal fire has way too loose of a pattern. Could really use a tighter horizontal pattern.
Bulldog- Generally taking anywhere from 2-4 shots to kill depending on range to the enemy and having a pretty low fire rate, this gun is kind of underwhelming, especially at close-mid range, where a good AR player can often win a fight, especially if they start shooting first. Could really use a slight rate of fire buff.
Mangler- It’s certainly not a bad weapon, but I feel like it is overall below average currently. It takes 4 body shots to kill usually, and due to the slow projectile speed and downwards arc it can be hard to land headshots at close-mid range, and even body shots at longer ranges. On the plus side all it takes is a single spike plus a melee to kill at very close range, making it one of the best close range weapons in the game (arguably even better than heatwave and Bulldog). I just wish it’s close-mid and mid range performance was a bit better, all it would take to improve it’s distance is a slight projectile velocity increase and a slight arc angle decrease.
Needler- Underwhelming for sure, we have had better needler’s in certain past Halo games. The homing magnetism isn’t great allowing it’s homing to be easily sidestrafed, the needle movement speed is a tad slow, and it usually takes most of a magazine to get a single kill. Could really use a slight homing magnetism and needle velocity improvement.
The amount of times I was given a plasma pistol and mauler and most of the enemy team has rocket launchers, swords, and gravity hammers just shows you how one sided a match could be within the first 2-minutes. Especially, when you would continue to spawn with those same weapons the next two or three times you died.
Finally a weapons dedicated thread ibas getting tired of al the season pass ones and I want to write about weapons but my English is not so good I have a thoughts about the weapons and hope whoever read this can understand my opinion for me most of the weapons need some adjustments I’m not an expert but I’ve played all Halos games:
Sock weapons: in general not a big fan of these,the sock rifle just not for me in long range is a good weapon but for some reason when I’m sure I hit a headshot the enemy don’t die I don’t like either the shot cadence. Disruptor for me is useless TTK too long.
Shotguns: Bulldog and Heatwave have a very very long range damage for a shotgun, example if you play in Aquarium you can be easily damaged from base to top mid that doesn’t make sense for me.
Mangler should be a short range weapon but you can use on mid range this one for me should be like the Mauler from Halo 3.
Ravager is also useless for me barely kill anyone with these weapon.
The weapons that I really enjoy is the Stalker Rifle an Battle Riflle the only problem with the BR is the low body TTK
Whenever I spawn with the plasma pistol in fiesta I just drop it, no point in having it waste a slot.
How can they think a weapon used singularly as a utility weapon having its anti vehicle utility and its homing removed would make it a worthwhile pick?
Honestly with how fragile the vehicles are I guess reducing the amount of weapons that can hard counter them was required but then they added the repulsar meaning that was not the intent it really is a mind boggling decision.
I have no idea how the ravanger was pre nerf but all I know is I will always leave it on a wall if I see one AR and Sidekick as superior in all situations.
I had the opposite reaction. Fiesta highlighted, for me, the diversity of the sandbox and everything’s place in it. Tbh, I’m satisfied with the sandbox; I’ll pickup and use anything.
Agree with everything except Disrupter, Heatwave, Bulldog and Mangler.
Disrupter
Small ‘mag’ but that thing can shred. You know its full auto? Hold that -Yoink!- down it’s like H5s version of the CE pistol.
Heatwave
At first I agreed thinking it was supposed to be like the scattershot. No, it can bank but not track. Use it in vertical to get good but aimed and direct shots with good range or use horizontally for say, finishing off a one shot at distance when don’t want/need to be as accurate or blind banking. If it was tight in horizontal, it’d be another Blaze of Glory.
Remember there is variations (seen aozolai’s vids?). The variation of this does track massively!
Bulldog
At least this shotty knows it’s a 2 shot. The amount of times I hit someone full on, close range with a shotty and saw them run away in previous halos was huuuuge. The range of this thing makes up for being a 2 shot. The only downside is a sword coming around the corner, you’ve got no chance. That’s why I hope another shotty like previous halos comes back to join this one rather than replace it.
Mangler
If you get in a rhythm with this, it’s fine, don’t spam it and get in a rhythm with the recoil and the one shot melee is OP if anything
I pretty much only agree with the first 3 entries. All the other weapons are very good in my opinion - although the hydra is more situational and although the disruptor can kind of hold its own in a 1v1,it shreds in team fights due to it’s chain lightning damage.
Heatwave has a very fast 2 shot ttk and can even be used in long range encounters as a support. For example, just yesterday, across bazaar I used it in the horizontal orientation to harass (and suppress) 2 people in library (that corner room the is sort of above camo) from relative safety while my team mates could go in and cleanup with grenades and BR.
Bulldog - has some serious range and can still have a fast 2shot ttk or reasonable 3 shot ttk at slightly farther range. Vs sword, unless they get the jump on you fr around a corner, you should easily be able to take them out with it. With its ROF and mild spread, you can do some decent area denial.
Mangler. 1shot +melee kill. 3shot kill gives it a really good TTK. It’s only downside is that it is less reliable than say a BR because of the slower bullet velocity and the slight drop. It takes a lot more skill but you can out gun a BR no problem. This one I really think is more of a case of having a really high skill floor to be viable, but that doesn’t make it bad.
Needler is very good if you get the drop on someone. You probably don’t want to 1v1 a skilled player with it. I think it’s definitely one of those weapons that probably has a low skill floor and skill ceiling so I imagine it would be really effective in low rank games and less effective in high rank games.
I had a very similar situation where I was spawning with the stalker rifle and the S7 sniper rifle meanwhile the other team was getting hammers grappling hooks and every sort of power weapon they could possibly want while I was being stuck spawning with the sniper rifles over and over again I spawned with the stalker rifle and the S7 three times in a row and I only got a power weapon towards the end of the match I was just waiting for my team to kill someone carrying a hammer so I could pick the hammer up
The rate that the weapons switch out should be looked at. You shouldn’t be spawning with the same weapons over and over again when the whole purpose of the game mode is to spawn in with random weapons. You’re pretty much playing a crappy version of Slayer while everyone else is playing the Fiesta at that point.
I dunno if Fiesta is the right mode to judge weapon balance. In other situations (BTB, Obj. games) some of those weapons turn right around to being extremely powerful. Except Ravager, def weak in the areas I assume it’s supposed to be used.
The Plasma Carbine is very strong at shredding shields in two bursts and swap to any ballistic weapon to just win. It’s a perfect compliment to Commando, BR, and Pistol.
Noob Combo works fine for me. But sure the PP could use better tracking.
Only buff I want for Hydra is faster lock-on. If it gets a dmg buff vehicles will have a hard time in a game that introduced a whole new dmg class that’s hell for vehicles. The only reason vehicles ride around longer than a minute is because most the community simply don’t know where the SR, Disruptor Pistol, and Dynamos are. Once people get accustomed to those with Hydra not having power weapon rarity, BTB is going to change quick.
Halo is a two weapon + grenade game. I see it as one could ‘have’ a power weapon, or with a specific combination of special weapons - ‘be’ the power weapon. You shouldn’t look at weapons as single primaries meant to do all the work on their own. And I’m not even mentioning the abilities.
Don’t forget the abysmal splash damage of the Rocket Launcher ( or should I say lack there of). I don’t know how many times I have had people close enough to kiss me with that thing and fire and all it does is take down their shields while killing me. The rocket really needs a buff, and so does most of the vehicles, the Barrage function for the Rocket Hog needs to return, the Cannons on the Chopper needs to be buffed, and it needs to be able to splatter vehicles again. The Wraiths mortor, not only needs a buff, but the effect needs to be bigger, I don’t like it looking like I am firing a Plasma Rifle every time I fire the Wraith.
The rockets blast radius definitely needs to be increased and the damage it does needs to be increased as well but also I’ve noticed that the rockets projectile seem significantly smaller than other Halo games
The Ravager is the most useless gun in the game and may possibly be the most wimpy damage to visual ratio of any gun I’ve ever used in an FPS game. The thing looks absolutely badass and I love the feel and plasma ammo, but I might as well be throwing teddy bears at the enemy. It’s the most oxymoronic gun in Halo history. That has to be at the top of the buff list.
Plasma pistol is the weakest in the series’ history. Tracking needs a major buff. Only use is it can be a pretty badass close range melee weapon if you’re that desperate/bored.
Needler is very similar to the CE version. I don’t mind it as a switch up but I would like to see the tracking upped just a tad.
Commando also needs some work with either bloom, number of rounds, or damage/bullet.
One or two more bullets in the Disrupter would be magic.
Something feels a little off with the sniper for me. I’ve always been a fairly dominant sniper player in Halo games but I haven’t find the stroke yet with this one.
Everything else is pretty much perfect. Other than the Ravager, the others I’ve mentioned are like 95% perfect. This is the best out of the gate gunplay in a halo game I can ever recall. I hope no changes are made to AR/BR/sidekick.