I’d like to preface this by saying I’m fully aware that my “Ideal” sandbox for a halo game is based off of making the game both a highly competitive arena shooter, and a fun experience for casual players as well.
To begin, I believe that promethean weapons could be “soft retconned” out of the game. If prometheans are to be included, I would want them to have their weapon systems built in to their design, so as to not muddle the sandbox more than it needs to be.
I’m also making this list with classic movement + thrusters in mind for how the game should play in my opinion. That being said the list should work without thrusters being integrated.
Moving forward:
Magnum- Half the effective range out of scope from Halo 5, same effective range while scoping
Assault Rifle- The same range as the scoped in magnum without using scope, with no benefits while scoping. Does a good amount less damage than the magnum but is useful at mid range for descoping
SMG- Similar to the Halo 5 Beta SMG, where the weapon asbolutely dominates at extremely close ranges and is second only to the power weapons
Battle Rifle- 1.5x the range of the magnum. Essentially just the better utility weapon
DMR- Acts as a mini sniper rifle, long range weapon with lower aim assist while not scoped
SPNKR and Sniper stay the same
Shotgun- A liiiittle bit longer range with a faster rate of fire. I believe the shotguns in 4 and 5 are outshined by basically every other human power weapon
SAW- Mid Range weapon with a slower rate of fire but more damage per shot
Spartan Laser- 5 shot capacity
Grenade Launcher- Dual firing mode stays, but the EMP effect is removed from the secondary
Sticky Detonator- Faster projectile, acts as an area of effect EMP. Activates based on proximity, not a second trigger pull. Essentially an entry denial weapon that cannot kill on its own. Prevents the weapon from feeling frustrating to go against, and adds a level of strategy without impacting the core gameplay that much. Also adds another tool to anti-vehicle gameplay
Carbine, Plasma Rifle, Gravity Hammer, Beam Rifle, Energy Sword and Plasma Pistol remain largely unchanged from Halo 5
Needler- Slower moving projectiles, acts as an anti-vehicle power weapon
Fuel Rod- Slow moving projectiles with nearly automatic rate of fire. Has a lasting area of effect damage
Plasma Caster- Merge the two firing modes, only 2 shots per magazine
I think that making these changes would create a niche for every weapon, while still having them work well together both competitively and in casual game modes like BTB.
I’d love to know how you all feel about this list, and what changes you would make for an ideal sandbox in Halo Infinite!