Gunplay In Infinite

A lot of people talk about what they want to see in halo, playable elites, open world, more vehicles, classical designs, etc.
But one thing I don’t see people talking about are the future games gun play, it’s a very important part of halo that I feel halo five flew past and didn’t really give it what it really deserved in a halo game. Halo five’s gun play is all about killing, any gun can do it, plasma pistol, pistol, assault rifles, ect. But for me, thats not the point of most of the guns, and really makes the game feel like i’m playing modern warfare.
For me the gun play in halo is supposed to support each gun, the plasma pistol isn’t used to kill, its used to take down the shield, the assault rifle is used to damage not annihilate them from the inside out, small things like that, because that’s how halo used to differentiate in a big way between many different fps games at the time; but like stated before, it really changed to an all out murder death match and the only guns that are useful are the ones that can kill fast.
What do you think.
(Posted unfinished accidental, edited to finish)

True, that’s why I didn’t play halo 5 after playing it at my friends house for 20 minutes.

I think we can have weapons that are both lethal and have unique mechanics that add depth to the sandbox. I don’t think all weapons need to be equally lethal, but at the same time I do believe that each weapon should be lethal enough that you respect the player wielding it outside of just its secondary abilities like the Plasma Pistol’s EMP.

Generally speaking I want the game balanced around a single versatile precision weapon with a suitably high skill gap with map weapons being potent niche weapons. Picking up niche weapons(outside of power weapons) should be about specialization rather than simply looking for upgraded versions of existing weapons. Picking up weapons should be about real choice and not a desperate rush to replace subpar starting weapons. I also want to see the return of mechanics like quick camo to give other weapons utility outside of raw DPS.

More broadly speaking I would want the following
*Almost all weapons should be projectile rather than histcan.
*Lower aim assist and magnetism.
*No Smart Scope, only certain weapons should have the ability to scope.
*A powerful utility weapon off spawn tempered by a high skillgap supported by a pickup sandbox of potent niche weapons with a diverse set of mechanics.
*Remove melee lunge and reintroduce a system where each weapon has a unique melee range, speed, and damage(in the case of Brute bayonets)
*Bleedthrough on both weapons and melee, damage should not be shrugged of by a single point of shield HP.
*Grenades and explosives should all knock around weapons on map CE style

A crisp responsive strafe is also important in order to facilitate good gunplay.

Exactly, thats it.

To round it up, I think that the Gunplay was supposed to be similiar to play something like chess. Each weapon had its strengths & weaknesses, but as you said, especially in the last few games, more and more pointless weapons werde introduced, some of them have basicially no downside. But that doesn’t mean that everything was “perfect” back then.

Apparently 343 is taking notes from the weapon tuning Thread (H5 Suborum) and I honestly hope that they stop doing that, because most people were complaining that the “bad” weapons were to weak, rather than complaining that most of the stuff is just way too powerful.

The issue that I have with the plasma pistol has already been mentioned.

Another example would be the Hydra. It can track Vehicles, as well as other players. You wont be slowed down.
In H3, you also had a weapon that was capable of tracking vehicles - called the missile pod. But you couldnt track other players with it. Additionally to that, you would lose some speed.

> 2535433721770439;4:
> Another example would be the Hydra. It can track Vehicles, as well as other players. You wont be slowed down.
> In H3, you also had a weapon that was capable of tracking vehicles - called the missile pod. But you couldnt track other players with it. Additionally to that, you would lose some speed.

Yeah a lot of guns in halo 5 were very overpowered, especially the hydra.
But there were also alot of useless guns because they just didnt have the killing power of other guns, like the storm rifle, the plasma rifle, the smg, etc.
And they werent used because there was no point in using a different weapon with it because by the time you switched you would be dead from an op gun.

> 2535428089141116;5:
> > 2535433721770439;4:
> > Another example would be the Hydra. It can track Vehicles, as well as other players. You wont be slowed down.
> > In H3, you also had a weapon that was capable of tracking vehicles - called the missile pod. But you couldnt track other players with it. Additionally to that, you would lose some speed.
>
> Yeah a lot of guns in halo 5 were very overpowered, especially the hydra.
> But there were also alot of useless guns because they just didnt have the killing power of other guns, like the storm rifle, the plasma rifle, the smg, etc.
> And they werent used because there was no point in using a different weapon with it because by the time you switched you would be dead from an op gun

The storm rifles introduction to this Franchise was pointless right from the beginning.
For Infinite, I’d remove the storm rifle entirely and give the plasma rifle the utility that it once had in CE (to stun any other Player / AI) and build up on this. I haven’t played CE or a while, but if I remember correctly, the plasma rifle was not able to stun vehicles > so, to make it more useful, give it also the function to stun vehicles, but make it pretty weak on it’s own.

If Dual Wielding returns, this would add even more depth into the sandbox.
@WerepyreND also made a good point with the melee combat system, it would open up new possibilities and especially the Brute Weapon Sandbox would shine with some unique features.

Classic halo struggled with diversity and weapon balance. Halo 3 was a pretty okay balance. But most guns were rendered useless by the mere dominance of one weapon in the sandbox.

I like the battle rifle but good god was it annoying when you would lose to a battle rifle at point blank when you landed every assault rifle shot.

Halo 5 on the other hand has very specialized weapons. An smg will outgun an assault rifle point blank. An AR will out go an smg close/mid. And AR can hold against a br in closer ranges. I think halo 5 nailed the weapon balance among classic starting weapons. Now every other weapon besides those basic weapons is almost like a power weapon or completely useless. Suppressors actually murder, bolt shots are useless, carbines can’t win unless it’s an upgraded variant. Storm rifle in bursts is powerful af.

after sum fine tuning of specific weapons in H:I , I think it’ll be good. Halo 5 weapon DPS is a good place to start

> 2535428089141116;1:
> A lot of people talk about what they want to see in halo, playable elites, open world, more vehicles, classical designs, etc.
> But one thing I don’t see people talking about are the future games gun play, it’s a very important part of halo that I feel halo five flew past and didn’t really give it what it really deserved in a halo game. Halo five’s gun play is all about killing, any gun can do it, plasma pistol, pistol, assault rifles, ect. But for me, thats not the point of most of the guns, and really makes the game feel like i’m playing modern warfare.
> For me the gun play in halo is supposed to support each gun, the plasma pistol isn’t used to kill, its used to take down the shield, the assault rifle is used to damage not annihilate them from the inside out, small things like that, because that’s how halo used to differentiate in a big way between many different fps games at the time; but like stated before, it really changed to an all out murder death match and the only guns that are useful are the ones that can kill fast.
> What do you think.
> (Posted unfinished accidental, edited to finish)

Hi its Illi,

I don’t think this is a mind boggling concept and it shouldn’t require a lot of thought. I think it should just be based on the reality of physics. The reality is that your body is in a Spartan suit. Hence, you get some aim assist and no drift but recoil.

Gunplay as well. Any round anywhere takes shields power cells down and then head shot to finish or a bunch of body shots. As for the human guns, different rounds do different damages… Magnum does more than AR but AR fires faster.

In short, I would just design rounds and fire speeds and guns to go with them.

As far as alien weapons, same basic principles apply. Instead of metal use xyz material and logically give it pros and cons.

The real mastery is in workable combinations.

Basically, bullets cannot go around corners but through thinner walls. But some alien weapons use energy that is attracted to the energy of spartan shields (boltshot) so it could be used kind of like a hydra launcher.

In short, stick to the basics of physics and you got great gunplay.

As a side note–I hate to put 343 weapon designers out of work but I’d love a weapon Smith to design my own weapons with (barrel length, round size, scope/reticle) for my load out with statistics on range and power and recoil. Not really looking for elaborate attachments or nothing like cod… Just simple and sweet.

Kind Regards,
Illi

How’s this sound?

  • A similar BR to Halo 2, but with slightly nerfed range
  • Halo 5’s Magnum but with a slightly nerfed fire rate and smaller magazine capacity (and beefier sound, like from Halo Reach)
  • CE’s Assault Rifle but nerfed in damage, buffed in accuracy and hit-scan. Might not be as powerful as precision weapons, but has the ability to suppress a Spartan’s movement speed (looks like Reach’s MA37, because that’s what we saw in the trailers)
  • Halo 4’s DMR
  • Halo CE’s plasma rifle, left exactly as it is
  • H3/Reach’s plasma pistol
  • Halo 3’s Sniper rifle but hit registration made more consistent
  • Halo 4’s Carbine (but with H2/3’s sound)
  • Forerunner weapons should have simpler and more iconic designs, and should have the same design language as the monitors and sentinels hybridised with H5’s prometheans

All weapon sounds must be made beefier than they currently are in 5. Of course, changes must be made to fit into the sandbox alongside each other, whether it’s to damage values or bullet magnetism, etc… but I’m merely saying that these weapons should function similarly to the games I recommended.