CONTINUED FROM COMMENT ABOVE
Equipment/Grenade:
> ⦁ The distance you can grapplehook from should be increased, or make it so the grapplehook doesn’t shoot out at all if it’s going to fail anyways. Too many times something seemed like it should be within range and the grapple failed.
>
> ⦁ While the Dropwall is notably better then in the first flight, it is still not quite useful enough. Very slightly increase the amount of damage the Drop Wall’s panels can take.
>
> ⦁ The Threat Sensor is totally useless. Not sure how to really fix this, especially given the radar changes so now even walking shows up on radar anyways. Maybe make it show a second radar on screen with a real time display of the area it covers?
>
> ⦁ Change the Repulsor so it can give you a large vertical lift without needing to look as much straight down. Currently if you aren’t looking almost straight down, it just stalls you in midair, and looking down then back up on most sensitivities is very slow on controller
>
> Additionally, increase the damage repulsing an enemy into a wall does, it does so little that it’s impossible to predict/tell when it will actually cause a kill, since even with no shields it requires the player to be heavily damaged/3-4 repulse splats.
>
> ⦁ The Spike Grenade isn’t consistent enough: It is intended to be thrown at a wall in an enclosed space so the spikes bounce and then angle themselves towards enemies. However, even in enclosed spaces, spikes often do not hit nearby enemies. Make the homing/tracking stronger, or have them release more needles.
And now for weapon feedback. I have decided to split it up per weapon.
Assault Rifle:
> I like that the AR is powerful and decently versatile, and I disagree with removing the headshot multiplier or straight damage/accuracy nerfs as some have proposed. That being said, I do think unskilled “Spray & Pray” fire with it is too good especially at range for how easy that can be.
>
> However, any nerfs the AR gets should specifically ONLY reduce it’s effectiveness when used unskillfully for fully holding the trigger down and spraying, NOT to weaken accurate burst fire. Skilled usage should should not be punished nor should mechanical depth be removed from the weapon.
>
> 2 primary changes that could facilitate this are
>
> - 1. Make the headshot multiplier value decrease as reticule bloom/spread increase or the longer the trigger is held: the more bloom/spread is active when a shot is fired, the lower any headshot multiplier yielded will be. Alternatively, if this is not possible, making it take 3 or 4 rather then 2 headshots to kill
>
> - 2. Decreasing precision for extended spraying, without reducing or even increasing precision for the first few shots of a burst/a trigger pull, such as by:
> 2A: Increasing the maximum firing cone size/amount of bloom/spread
> 2B: Making spread/bloom build up more per shot/faster after the first 3-4 shots in successon
> 2C: Decreasing the amount of spread/bloom and recoil for the first 3-4 shots in a burst
> 2D: Allowing spread/bloom to dissapate faster.
> .
> This will make more shots miss when the player is simply holding the trigger down, especially at long engagements, without making short bursts any less effective.
Sidekick Pistol:
> I feel like the Sidekick needs to be made more consistent, especially at range. I realize that the Sidekick is not intended to be like past magnums as very effective mid-range utility weapons, and I like it takes skill to land shots with it, but even as a pretty experienced Halo player, I was missing the majority of my shots and I was useless with it past a few meters, It can afford to be better for how steep the skillgap is, and it certainly shouldn’t be worse at mid range then the AR like how it is now. Some ideas:
>
> - 1. Increase the mag count by 1 bullet, from 12 to 13 rounds. This gives player 1 more shot to finish off the enemy if they missed prior shots, without actively buffing aim assist or enabling more perfect kills per mag, and the player with better aim will still kill first
>
> - 2. Increase the weapon’s red reticule range or give it a higher zoom/scope magnification. As stated it is borderline useless in mid range and beyond as is, It doesn’t need to be as good as the BR or Commando mid range, but it should be able to land shots at mid range (or at least further out then the AR) without it being a crapshoot.
>
> - 3. Reduce the amount of random bloom. There’s too much currently.
Needler:
> ⦁ While the Needler is powerful and useful, and perhaps may not be worth changing at this point as a result, The Needler feels far less unique compared to other weapons then in past games, in terms of both audio, visuals, and gameplay. In Infinite, compared to past titles, it takes a significantly more needles to supercombine; it fires and needles fly faster; needles track worse past close range/it is much more effective at very close range, among other things, which combine to make it feel more like any other spraying automatic weapon, rather then the “all or nothing” where you fire a specific amount of needles to kill from a specific sweet spot range
>
> To solve this, you 1. Reduce the amount of needles needed to supercombine, and decrease the fire rate (maybe the ROF starts slowe then speeds up as in past titles) to compensate; and 2. to have weaker tracking up close/when intially fired but stronger tracking downrange would help alleviate this… but this may be how the devs want the Needler to be balanced as a close up “SMG”, and it is admittedly effective in that role.
>
> Additionally, in terms of Audio, While the new firing sound is an improvement, the “crystalline” aspects of the new audio is muddled up by other audio layers. and more severely, the new Supercombine explosion sound is totally inaudible if you aren’t right next to the explosion.
>
> Lastly, the needles themselves don’t glow enough in flight, it is hard to distinguish needle projectiles from other bullet tracers and difficult to track how many needles you stuck/got stuck with/by.
Pulse Carbine:
> The Pulse Carbine still feels too inconsistent, even in it’s intended mid-long range niche. Too many times the shots don’t track enough to hit, even when the shots land, feels like it takes more shots then it should. Perhaps increase the tracking strength at a long distance, and/or make the projectiles travel faster?
>
> Also, having the red reticule show you next to your target rather then on them directly to encourage leading shots is unintuitive, use something like Reach’s “tracking” reticule Elites get in Invasion with the Needler, Plasma Repeater, etc
Skewer:
> The Skewer should “carry” the bodies of players it kills and pin them to walls, and should be able to pierce multiple enemies in one shot. Even if pinning against walls isn’t possible, at least have it send ragdolls/bodies flying as if they got carried with the bolt, like how vehicles get pushed by it.4
>
> Also, as with the pulse carbine, having the red reticule show you next to your target rather then on them to encourage leading shots is uninutitive, use something like Reach’s “tracking” reticule Elites get in Invasion with the Needler, Plasma Repeater, etc
RAN OUT OF SPACE, CONTINUED BELOW