Speaking as someone whose finished the campaign on Heroic and is now starting a Legendary run. The hunters were a tad less fun than usual, but potentially interesting. I didn’t mind the hunter’s new Alt-fire mode, when the player can just choose to fly circles around them in a Wasp they can’t just keep using the big slow cannon. I have yet to face them on legendary so I can’t speak for that. My main gripe is with the hunter’s AI and how said machine gun mode is used, they don’t quite act like hunters. Part of the fun of Halo was manipulating the AI, the classic example being, kill the Elites the Grunts run away. Hunters were the pure distillation of using the AI of the enemy against themselves.
Fighting Classic Hunters was a multi-step process. Classic Hunters Hate friendly fire, you get between them or to close to their partner and they stop using their cannons as to avoid shooting each other. You get close and the Hunter stops shooting to avoid it’s own AOE damage. Instead a hunter would attempt to smash you with the Car door strapped to its arm. The point of getting close being to dodge the melee attack and shoot/punch the hunter in the back during it’s follow through. You back up when the other hunter also gets in close because dodging two hunters in close range was really difficult, even if it could be done.
None of this was risk free, getting hit by a hunter’s melee attack, if it didn’t kill you outright, would push you far enough away for them to start shooting at you again. At that point you’re choices would be to run for cover to get your shields back, or rush back to the nearest hunter and risk getting melee slammed to death before said shields recharged. Getting in between the hunters may stop the classical hunters of old from shooting you but it wouldn’t stop a Grunt, Jackal, Brute, or Elite, and it wouldn’t stop the Hunter’s from using the aforementioned car door.
Infinite’s Hunters do care about friendly fire but they don’t hate friendly fire. They wont try to shoot directly through each other, but I don’t remember it ever being so easy to get Hunters to shoot each other, and they don’t care about the crossfire, standing between them and jumping when they shoot their big shot can actually get them to hit each other on flat terrain. While Infinite’s Hunters will try to punch you if you get close it doesn’t stop them from shooting like it did in previous games. Infinite Hunters don’t care as much about their own AOE. The Machine gun is the big issue. The rest of the above changes could be exactly the same and hunters would make a fair if difficult fight. The Machine gun is the part that turns the Hunters sour.
The Machine gun makes getting close and getting away far more hazardous, as what used to be the far range of their melee lunges and the close range of their power shot, is now the range at which the machine gun will near guarantee kill you, and the machine gun will kill you, it has no wind up, no signaling whine of a charge shot about to be fired, it just shoots. Even if you are at full health Max shield upgrades on Heroic, if you are in the wrong spot when a hunter decides to use the machine gun, you are dead.
The Machine gun is a problem because unlike all of the Hunters other moves there is no wind up and it is effective at any range. The power shot has to charge, before it shoots, the machine gun doesn’t. The player doesn’t know that the machine gun is about to start shooting until after it shoots. My suggestion is to add some audio, and visual if possible, signal, distinct from the charge shot, to let the player know that the Hunter is about to lay down some suppressive fire. With the Drop-wall, Hook-shot, and Thruster pack. That’s all that would need to change to make this a fair, fun, but still difficult fight.