Halo Fans are Ruining Halo Infinite

if we are truly gonna nerf something, its gotta be utterly broken or straight up ruins the sandbox. example: the magnum, br, and dmr in previous games as they were the only guns used

tweaking them should be priority over straight nerfing, as that can be rolled back and or make improvements

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Nah it is now dude but in the flight it took 6 to crack and had less recoil so you were shredding everything with it! Beat the BR most the time.

it sucked in the flight and its worse now

Oh nah ha it was much better in the first flight, really good if you didn’t full auto it.

I come from the 1st day in Halo Infinite and I can affirm that the Commando Rifle always seemed useless to me, it needs a buff.

The Ravager and the Commando are my least favorite weapons by far.

The Ravager is a watered down incineration cannon that wouldn’t hurt a fly, and the Commando can’t hit anything unless you tap the trigger.

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I don’t remember anyone complaining that the commando was OP EVER.
It seemed to me that nerfing it was an internal decision from 343, seeing it out-perform other weapons outside of its role…
And now I don’t even know what its role is. I thought it was the cousin of the DMR but I’d take a BR over the Commando any day, and use it for the same thing.

As an old-time Halo fan, I dislike underpowered weapons.

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yeah this is def a highlight, these weapons should feel unique takes on stuff and not rehashed weapon types we’ve already seen do better

It doesn’t seem like most of these weapons had much punch to begin with. For my taste a few of them could get a serious buff but maybe that’s just me.

Seems hard to say what defines a Halo fan these days so I’m not sure who’s supposed to be ruining Halo. Plenty of people in here seemed to have enjoyed H5 and I couldn’t stand it.

I would say to 343 don’t be so afraid to give players something that works. I’m coming back to Halo after playing Elder Scrolls Online for seven years.

Great game but they really knew how to take the fun out of it by constantly nerfing everything.

I think weapons are perfect, to be really picky a slight buff to needler and spankr…

I just don’t want the game to be over run with cosmetics that don’t make sense! Like cat ears come on really…
I don’t want a cluttered inventory with rubbish that no one will ever use and looks unbelievably bad, I’d sell it for credits if I could happily

I don’t think it’s halo fans ruining infinite it’s 343. I’m not gonna be the guy to sit here and say bungee could do no wrong but look at them. They made 1-3 reach and odst and there weren’t glaring issues or balancing problems.

343 on the other had has made 2 attempts (3 if you count MCC) and they’ve dropped the ball every time in one way or another. I don’t think weapons are the problem, yes they do all suck, it’s the fact 343 has screwed around all this time and are scrambling. That’s why they made it f2p because they knew we’d actually riot if we paid $60 and got this.

I guess I’m a little weird because I do like how the overall TTK was made a bit longer than the tech test (where I felt like a perfect kill was surprisingly fast). However, I do think the Commando and Ravager have been nerfed too hard. The Commando feels weak in a 1v1 a lot of the time and the Ravager primary fire just sucks.

The Bulldog feels ok to me though since it is not necessarily a power weapon, but a wall pickup. I saw someone compare it with the SMG which kind of made it make a lot more sense, especially since the old pump-action one shot shotgun can still return as a power weapon.

Not sure bout the. Bulldog I easily get kills with it. It’s a three shot drop from mid range for me.

Average real world time to kill needed to be increased from how they were in the flights. However, I think 343 goofed up in a few areas and made some weapons feel disappointing. The Bulldog changes were good and should serve as an example to 343 on how to balance properly. The Assault Rifle and Commando changes were not so good. You shouldn’t have to magdump to kill a single opponent. This is what made Halo 3 and Reach automatics feel lackluster.

The Commando could have been fixed by lowering the rate of fire instead of decreasing damage per shot. The number of bullets required to kill would be the same, but the gun would simply be pumping out fewer rounds within any given timeframe. The ease of use would have gone up because bloom and recoil would be less intense, but you would still be required to expose yourself longer to get a kill. Good weapon balance requires a lot of abstract thinking like this

A similar change could have been done to the Assault Rifle. Damage changes are not the only way to balance weapons. Like accuracy, recoil, and bloom, rate of fire mustn’t be ignored when balancing weapons, especially since people won’t really notice a ~20 millisecond increase between shots in real gameplay. Reminder: 1 second is 1,000 milliseconds, not 100.

Well, if any weapon beats the BR at any range, it is obviously overpowered.

The worst part is that some people actually, truly believe that. I have thousands of hours in Halo 3 and have an alright rank. I can tell you that as soon as gameplay becomes even a little competitive, the entire game revolves around the utility weapon and power weapons regardless of other map pickups. The game becomes stale and repetitive at that point.

343 should try hard to make sure there is no utility weapon in Infinite. Weapons should have roles. If you want to get real nice and cozy, you have the Shotgun, Sword, and Hammer. If you want midrange combat, you have weapons like the Battle rifle and Carbine. Long range gives you the Sniper and Beam Rifle.

It’s alright to have crossover weapons, like the Assault Rifle covering close to medium range fairly well. The problem is when it’s so good within that niche it’s a good bet to never drop it. The BR in Halo 3 takes it to an extreme by really only losing out at extreme close and long ranges. Every weapon in between was overshadowed by the BR. Except maybe the Carbine, but the Carbine doesn’t do so well past medium range and is overall less forgiving than the BR by requiring you to connect more individual shots.

In the end, the current Assault Rifle In infinite is far less destructive to the Infinite sandbox, than the BR was to the Halo 3 sandbox. It does not have the reach that the Halo 3 BR has between medium and long range. And now you’re required to mag dump, making it feel a lot like the disappointing Halo 3 Assault Rifle if you don’t get headshots after the shields are down.

We aren’t dying to the Assault Rifle in Infinite all the time because it’s too good. We’re dying to it all the time because it’s a decent starting weapon, and people who have played a lot of Halo in the past aren’t very used to picking up weapons that aren’t power weapons.

Another important point to make is that, due to the fact this weapon sandbox has a lot of effective range, the Assault Rifle is all you really need on the smaller 4 v 4 maps most of the time. That’s more of an issue with the entire weapon sandbox being suited to the much larger campaign levels. That accuracy is needed there. You can’t just change the entire game for one small portion of the game. I was at one point very against this, but over the past few weeks I really started thinking about the scale of the campaign and the rest of multiplayer.

I really hope 343 is not only listening, but fully understanding where people are coming from and whether or not they’re bringing forth legitimate and well thought out arguments.

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Let me break down what’s needed:

  1. Commando damage per shot needs to return to where it was during the tech preview, 6 shield hits and a headshot, or 6 shield hits and 3 body shots. Maybe even a little more powerful than the BR with precise shots, since it’s so hard to aim in the first place (non-existent bullet magnetism, HEAVY recoil for such little damage per shot.) Anyone skilled enough to outplay other weapons with the Commando at close range deserves to win those engagements, don’t raise the skill ceiling AND the skill floor above all the other weapons in its class for no reason.

  2. Ravager needs a per-shot damage buff of about 10%. At the moment it’s only good as a charge shot to hold down doors and damage vehicles. Accuracy seems correct for how it feels like it should be played, but damage is shrugged off by individuals and the default loadout easily counters the ravager with consistent damage.

  3. Bulldog needs a big damage buff, It now shares the same space as the mauler in close-range supremacy, despite spawning less often and with less ammo. point blank shots to the head should insta-kill on full shields, body shot can simply break shield.
    Alternatively, the range could be increased a bit and enact physics impulse on a hit to slow down or push away charging enemies. This would give it unique utility without relying on repulsors all the time.
    Shotguns should be powerful, especially if you’re treating their spawns almost like power weapons.

  4. Tanks need to spawn in the first 3 minutes on BTB for both sides of the map. Like, that’s essential to BTB why hold back on the fun? I mean, I GUESS I could just go back to playing Halo 3 or Reach for BTB…

  5. Leave the AR and Sidekick alone. They are almost perfect. The AR is now a compliment to the BR instead of being a downgrade. And the Sidekick is great at being a fallback, with its headshot capability but low shield damage.

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I love the DMR. I would love to see it come back. I mainly play Halo for campaign and I doubt they really care about complaints coming from that side of the aisle.

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As a long-time Halo fan for more than half my life, I agree entirely. Balancing can sometimes result in a less satisfying experience. Some of the joy in an arena shooter is getting that advantage for playing the map and getting those powerful drops that exceed in some category. There are games out there with a more balanced over all sandbox, but Halo Infinite, in my opinion, ought not be one of those games.

Also, I think about this every now and again, especially with all the talk about the Commando: In auto slayer, in Halo 3 your standard BR goes from the default utility weapon to a mid-tier power weapon that you better keep track of the timers and respawn points for. I like to think of the Commando this same way. The fact that we pick it up off walls means there is some level of exclusivity over the right to use that weapon. If the performance is made to match the AR or BR then why would anyone focus on grabbing it? Why would anyone focus on controlling those routes? Just some food for thought.

I didn’t like that the DMR replaced the BR in Reach, however, I would happily get rid of the Commando for the DMR. I’d also like the SMG back, no idea why that is (and many others are) missing. Commando is so weird, it’s trying to be an AR/DMR hybrid but it sucks up close against an AR and it sucks long range against a BR. It also sucks in between.

I’m glad for some of the new toys added, it’s common for new stuff to be added in each Halo game. But the exclusion of old weapons in favor of these new ones is something I’m vehemently against. Plus, some of the new stuff is just not fun (The Ravager is a terrible replacement to a Brute Shot, the Pulse Carbine is a terrible replacement to the Plasma Rifle). Hopefully, when these weapons eventually come back (that’s the theory anyway), they can also be retroactively added to the campaign sandbox as well.