Halo Infinite Weapon Balance Poll

Sidekick: Feels too good a for what it is sometimes, but in the grand scheme it’s probably better for everyone, except the person with the power-weapon.

Ravager: Strikes me as an overweight plasma pistol. Feels under-powered, I need to try it out some more.

Hydra: As someone who didn’t play Halo 5 it feels fine. Biggest issue is that the reload is to slow for how much damage it does. Otherwise I find it useful as a medium tier AOE and Anti-vehicle weapon.

Disruptor: Often feels bugged, when it does work it feels fine.

The Commando: Feels slightly under-powered, to many drawbacks (Recoil, Bloom, ADS throttling) for not enough benefit, especially compared to the consistancy of the BR.

Bulldog: Feels fine, but I’m bad with it, feels like the Heatwave is a straight upgrade at times.

Plasma Pistol: I’m one of the few who doesn’t want the Emp back. One of the downsides of reach was the near constant EMPs flying everywhere. I just want to drive the warthog, this game has three different sources of EMP that I can remember to Reach’s two and it still more toned down than Reach.

Heatwave: Feels like a small upgrade from the bulldog except it’s projectile instead of hit-scan. alt-fire mode extends the range you can two shot people.

Assault Rifle: Didn’t play Halo 5 so this is the first game I’ve played since CE that’s had a AR that wasn’t designed to be garbage, Halo 3’s was bugged apparently. So I like it. However if it were up to me I’d reduce the starting ammo, to encourage people to pick up other weapons, or increase the ammo in some of the other guns spawning in the lockers, cause some non-power weapons spawn with relatively less ammo (BR,Commando), and I’d like to not be punished for swapping weapons.

Pulse Carbine: Inconsistent, it Perfects in two bursts (10 projectiles), melee kills in 4 out of 5 projectiles in a single burst, but it is incredibly easy to miss significantly increasing average time to kill. The projectiles appear to start slow and speed up the farther they go, something that I haven’t noticed any previous gun doing, makes the leading the target slightly un-intuitive at first. I’ve had fun with it.

need an option for “weapon mechanics should be changed” , I don’t want the commando to be nerfed or buffed but changed instead since the concept of the weapon itself sucks.

Yeah it’s weird, most of the base tracking weapons, their tracking just doesn’t work. The Needler and the Pulse Carbine are two of the biggest offenders of this. It’s near impossible to get the 3 star for their challenges in the shooting range because they have such a hard time working as intended against the long range targets. Even when your reticle is red, the projectiles just fly off in a straight line and don’t even bother.

The AR kills from insane ranges. I don’t know what game you are playing. At higher level of play it is used over most weapons in the game right now. It has way too much range. I can actually go full auto from mid map and kill someone all the way on the other side with no need to tap fire.

A buff to the Ravager is necessary IMO.

I would increase its damage to 3 bursts to kill, and make a direct hit of the charged shot a OHK. Something else that could be interesting is adding some impulse to its shots similar to Reach’s concussion rifle.