Halo infinite weapon and damage tuning

With the ending of the first flight for halo infinite, there are a few points I’d like to make about weapon balancing.

  1. the gravity hammer windup is too slow. Every game in the past has had a much faster windup speed. Even when playing against bots, the hammer feels like a liability more than an asset if you don’t have active camo. This does not bode well for the gravity hammer once pvp is enabled.

  2. target acquisition for the skewer could is a little skewed. Even when my shots are on target, they seem to miss quite frequently.

  3. Melee hit registration. The melee is something heavily relied upon when fighting a Spartan level bot one on one. Many times I have been killed by a bot because of a lack of melee registration. but this is more in the thick of 1v1 combat, as player models are constantly moving. I have only experienced this in 1v1 encounters.

please leave any feedback on my own feedback. I would like to hear if anyone has any points of their own to make.

I agree with a lot you said especially the gravity hammer wind up time. Playing on Xbox One S, every time I melee’ed I would clip into the bot. I should have taken pictures and recorded it but I wasn’t thinking about that at that time. I had a hard time hitting skewer shots but I chalked it up to bad aim.

When I played PVP the gravity hammer was well used, once you get the timing and distance down its just as deadly as the previous games. The melee distance during pvp needs to be adjusted. The distance reminded me of the sword distance in Halo 2. I was getting beat down at a ridiculous distances some times. I also had an issue with registration of melees durning the pvp preview. If I was to close to the target it seemed to miss even though they were right in front of me. I only used the skewer a few times and didn’t really like it as it had a slow reload time.

The BR should have a faster rate of fire to better compete with the AR and commando.