Halo Infinite’s vehicles and weapons issues

After watching the 20th anniversary stream, and jumping straight into the Halo Infinite multiplayer from playing other Halo titles, I have noticed that the weapons and vehicles feel a bit… odd in this game.

The majority of the land vehicles that I have had the chance to try out, such as the Warthog, Ghost and Chopper feel a very clunky as far as the handling is concerned. In previous Halo games, and especially in Halo 5, turning the vehicles felt smooth and controllable, but here I find myself attempting to turn and then crashing into a wall, or flipping the vehicle over, because the vehicle I was driving refused to turn in the direction I wanted to go in.

This for me is very distracting from the gameplay, and is something that I really hope 343 fixes in a patch sometime soon.

As for the weapons, I have to say that the ‘’power weapons’’ don’t feel all that powerful in this game, and that many of the returning ones such as the sentinel beam and (bulldog) shotgun feel a lot weaker this time around.

If there is a legitimate reason for these changes then please feel free to enlighten me as to the logic behind it, but as things stand now, even putting the current state of the battle pass and XP progression system aside, I’m still very disappointed in the state of the game right now.

It’s hard to describe but when I had a chance to mess around with the Ghost it felt …heavy when piloting it, I’m not quite sure how to explain it, but it’s very different to what we’re used to for sure and it’ll take a bit to get used to.

That’s exactly how I felt, so I certainly know what you mean. I’m sure that I can get used to it, but it’s not a something that I enjoy personally, especially when compared to how much better the Ghosts handling was in past games.

The Sentinel Beam is much more powerful than it’s Halo 2/3 incarnation, but much weaker than it’s Halo 2 Anniversary one… And kind of on par with, but much harder to use overall than the Halo 5 one?.. It’s hard to describe. I have noticed that it, and all other forerunner weapons melt through vehicles like tissue paper though. That seems to be the “Hardlight” thing. I fundamentally disagree with vertical recoil in Halo in the first place and the Infinite beam is one of the two weapons that are hit the hardest by it (other being the Commando).

As for the Bulldog, it’s not meant to be a power weapon shotgun, but more of a mid-tier weapon one. It’s designed to take 2-3 hits to kill but is capable of doing that damage at an extremely respectable range. Once you get out of the “close range one-shot” mentality of the Shotgun’s from 3 and beyond and more into the “spam 2-3 shots quickly at closer mid ranges” one of the CE shotgun it starts to click how it can be used effectively… Until you realize the AR and Sidekick kill just as fast at those ranges anyway so it’s not worth the weapon slot.

Vehicles on the other hand… Yeah they feel super unpolished and awkward in a way that’s hard to describe. But the Chopper in particular is missing very key features, it’s shots don’t push other vehicles around and it doesn’t splatter vehicles anymore when you boost into them. Really disappointed about that.

1 Like

That was a very well thought through response.

Thank you for clarifying the shotguns functionality in Infinite, as honestly I’m so used to the Halo 3 and beyond shotguns that this one really threw me off. I guess it’s just nice to feel like a powerful Spartan when I play, you know?

As for your comments on the Chopper, I do think that those features should be added back to it, as they did make it stand out. Hopefully we will see some improvements for it in a patch somewhere down the line.

Pretty much the reason the reason they did it is because the Shotgun, Sword, Hammer, and later Scattershot all kind of felt the same as one another.

Get within range, point, press RT, get kill.

Since the Sword and Hammer are both coming back, they did everything they could to make them feel different. The hammer being much slower but having a huge AOE and the ability to get multiple kills in a single swing, vs the sword being much faster and feeling like an instant kill. The Shotgun still would have felt very much too similar to both weapons. The Bulldog on the other hand plays so differently from them that it has its own style. I appreciate the effort for sure.

1 Like

I definitely have to agree on the ground vehicles feeling uncontrollable, specifically the wheeled ones(warthog, mongoose, chopper, and razorback).

I think the issue has to do with how the physics for this game have been reworked. You notice it a lot with desync in BTB matches, even in custom games with no players or bots. I’ve literally had my vehicle pop from one area to another slightly out of nowhere.
The warthog specifically for me feels incredibly unwieldy. Like I’ve been testing the vehicle controls between the MCC games and Infinite and the Infinite warthog just feels like you’re riding on ice or some kind of muddy surface at all times. I will park my warthog at a slight slope in infinite and it will immediately slide about a meter or so without me touching the controls.

I don’t know exactly what needs to be fixed but it NEEDS to be fixed.

1 Like