INFINITE TECH PREVIEW - WEAPONS/EQUIPMENT FEEDBACK

Unfortunately I did not see a thread specifically for feedback on this and the other feedback thread’s have been locked so I created this one.

Overall the weapons in the sandbox felt great, they all sounded really punchy and have great positive feedback when using them. Below are my thoughts and comments I had after playing all weekend. (Set-up used: Xbox Series X, Xbox wireless controller, LG CX 4K HDR, Dolby Atmos, Halo video-settings set to Performance.)

  • VK78 Commando this thing looks sick, and sounds sick, fire rate is unexpectedly fast, but… I felt like it has too much recoil. Whether fired in bursts or full auto, the recoil when trying to aim controlled shots makes it really difficult to be accurate with. Scoping seemed to make this worse due to differences in look sensitivity. As a result, I was absolute garbage with this weapon and avoided using it. This was a bummer for me because I was really excited to finally try it out and even after repeated practice drills and forcing myself to use it, I saw no improvement. I hope either the recoil is reduced or they provide tips on how to be better with it in the Academy weapon drills.
  • Skewer Looks angry and dangerous in the best way possible, sounds awesome too. However, I think it needs to have some bullet magnetism (not Halo 5 sniper rifle level) but some. You can miss shots when the reticle is red if the target is not perfectly aimed. A good example of this is in the weapon drill, aiming at a bot’s head and missing by a literal hair while the reticle is red and the bot is not moving. This weapon seems like it would only be useful when aiming at vehicles. For as awesome as it looks and sounds, I would get happy when it was in the hands of an enemy player because I knew they had no chance of hitting me with it.
  • Plasma pistol - just kind of felt a little lame, like kind of weak to use. I felt like weapon pads on Baazar could be better used than to have 2 plasma pistols
  • Needler - this weapon is absolutely perfect! Please, don’t change anything. Perfectly balanced in the sandbox, its kind-of a power weapon but can also be played against if you see an enemy has it, just perfect.
  • Gravity hammer – looks, sounds, and is really powerful. I felt like the hit speed was a little too slow though. I had multiple times when I try to use grapple to slam a bot with it, and they’d bring down my shields on the way to them and melee me mid-swing. Maybe that’s just what balances it from being too OP, but it’d be nice if when holding it, it acted as a barrier between the player and incoming fire (i.e., shooting hammer does not damage player), or something along those lines.
  • Drop wall - takes a little too long to activate once thrown down. You kind of have to guess that someone will be coming towards you to effectively to block stuff with it. This was especially noticeable in bot slayer with their grenades. Example: (Bot throws grenade, I deploy drop wall, grenade hits me in face, drop wall appears, I die and drop wall breaks). I was actually kind of disappointed when I realized the drop wall changed from the one in the campaign gameplay demo/reveal from last year. While I thought that one would be kind-of OP for multiplayer and would be tuned down, I didn’t really expect for it to be completely replaced with what took its spot.