This topic has the purpose of sharing the opinions of a new player (myself) about the weapos in the beta, as well as what I think should change in each one of them.
The Sidekick: honestly, nothing to complain about. It’s a powerful pistol, yet not an OP weapon that outperforms every other weapon in the game.
Assault Rifle: Very good at close/mid range gunfights. Not that good for long range though, but I’m pretty sure the devs wanted it to be that way. I just think they should decrease it’s HS multiplier, but that’s all.
Battle Rifle: little to no recoil, and a nice range. you know those shots I said the AR could not land? This weapon does. I just think it’s to ggod, even in close ranges, so maybe keepan eye on that.
Cindershot: I don’t like using this weapon, but I actually don’t think there is much to change in it. It’s just not my cup of tea.
Bulldog: There are some inconsistencies in it’s fire rate (probably a bug), and sometimes the shots just don’t register. Aside from that, maybe give 2/3 more bullets per mag, and that’s all.
Disruptor: I think this is the worst weapon in the game, by far, it’s HitReg is weird, the fire rate is slow, the clip is small, not to mention the fact that, out of the 10 bullets in it, you need to hit 8 to get a kill. And I know it is useful to deal damage to groups of enemies, but even that damage is so small, it is just not worth using it.
Energy Sword: I just think there should be a smaller delay between the moment you pull it out until you can hit the enemy with it. Also, I think the lunge is too long on it, so maybe make it a little bit shorter?(again, I’m new to Halo MP, so be patient with me) That being said, It’s the nergy sword, you know what’s the deal.
Gravity Hammer: I don’t have much of an issue, except for the blast radius, make it smaller, maybe? Nothing else.
Heat Wave: I like it, nothing to buff or nerf.
Hydra:I didn’t use it that much, so I don’t have much to say about it. Up close is basically a shotgun which shots go KABOOM!!. At long range, it is a Sniper, with bullet travel, with shots that go BOOM!!.
SPNKr: Normal rocket launcher, nothing special, just make the blast radius a bit smaller.
Mangler: Kind of looks like a revolver and feels pretty good actually. It takes 4 body shots to kill, or 2 followed by 1 HS, maybe turn it into a 3 BS if you don’t hit the head.
Needler: It is viable in MP, which I heard it wasn’t in previous games, but I didn’t play that much with it, so I can’t confirm nor deny it.
Plasma Pistol: It ONLY takes 22 uncharged shots to get a kill. Just that. Also the charged shot is really slow, same for the shots in the pulse carbine. This weapon needs to be buffed ASAP!
Pulse Carbine: I tried using it a couple times, but since the projectiles are so slow, I could get even a single kill.
Ravager: It takes to long for the shot to get charged, maybe if it was 60 - 75% of what it is now, it would be perfect.
S7 Sniper: (g)old
Sentinel beam: good for destroying enemy shields but it feels weird, probably the aim assist doesn’t affect it, or something, but it’s still a good one
Shock rifle: Sniper version of the disruptor. Didin’t use it a lot, but it felt meh the times i did.
Skewer: Projectile sniper rifle with a single shot per mag and a reload time so long that I could finish every campaign in MCC LASO until it’s over, but it does kill in a single hit anywhere it hits, so nothing to change here.
Stalker: Don’t remember using it, so comment what you think they should do about it.
Commando: Much more recoil than the other weapons, it does kill faster than the AR, but the recoil, increased bloom and the fact that getting hit makes you lose ADS makes it just a worse version of the BR.
Overall, Infinite is actually a pretty balanced game when it comes to weapons, with just some of them having small issues that should be fixed (except for the disruptor and the PP that are just hot garbage), at the end I would give this game a 9/10.
What do you guys think of the game’s weapon balance?