Halo Infinite's Viewmodels

This is a bit of a niche topic, I admit, but I hope some of the weapons have their positions on screen adjusted before release. After re-watching the gameplay demos from a month ago I was struck by just how much space the Ravager and Shotgun took up on screen, especially when reloading and mantling. Weapons like the assault rifle sat beautifully on the screen, nice and low allowing a much clearer line of sight to things to the left of the player and I just hope all weapons get a similar treatment. I hope they end up someone closer to the way Halo 2A’s and 3’s weapons sit when playing with the centered crosshair, giving all the necessary information to the player while staying out of the way.
It’s a nitpick to be sure, but larger weapons like the recently shown Hydra look great but given it’s size I’d probably think twice before carrying it around for extended periods of time. Same with the aforementioned Ravager and Bulldog. That may sound drastic and I’m more than willing to admit that I probably sound crazy to some but after playing TF2 with the minimized viewmodels for so many years and seeing how great the MCC handled adjusting the way guns sat on screen really got me thinking about this.

Any thoughts would be appreciated!

(Edit): After reading a few of the comments I just wanted to say that I agree that shoulder mounted weapons are an exception to this idea, and I wouldn’t want this to come at the cost of being able to clearly see the models. These designers work far too hard on them for us not to. Also I should have included CE in my examples of good viewmodel placement.

No I agree the view models seemed a little big, hopefully it gets adjusted. Aside from the over the shoulder weapons there really isn’t any good reason for these weapons to take up so much real estate on screen.

I also appreciated the viewmodel changes for centered crosshairs and CE was pretty good for the most part about keeping a minimal profile for many weapons.

It could be a sandbox balance matter. For instance, a powerful rocket launcher comes at the cost of limited visibility (weapon obstructing view).

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> It could be a sandbox balance matter. For instance, a powerful rocket launcher comes at the cost of limited visibility (weapon obstructing view).

Thats bad balancing.
In no way that would decrease your aim from 5m away.
Wouldnt call that aiming anyway.

Its either by scale of the weapon and stays like intended or gets reduced for aesthetic reasons.

I think that’s a fair complaint but at the same time I think some weapons should take up more space than others like the spnker for example. I’m gonna go rewatch the demo and really pay attention to that and see what I think.

EDIT: I just rewatched the demo and honestly I think all the weapons shown looked fine, none if them bothered me. Maybe the Ravager could be a little bit lowered? I dunno I still want to be able to see the features of the weapons too.