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> > > > 343 is taking a new weapon balance approach to ensure that there are no two weapons in the game that are so similar they become redundant.
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> > > > Unfortunately that means a lot of past weapons just won’t fit into the franchise too well. The Carbine and the BR have always played the exact same role, with a very similar playstyle, and the Plasma Rifle/Spiker/Storm Rifle are not only very similar to one another, but are also just Covenant SMGs/ARs in every game they’ve been in since CE.
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> > > > The Pulse Carbine on the other hand, is going to be a combination of mid-range support. And a utility weapon that shifts the playstyle from headshots, to leading shots. Which is very, very unique in the Halo sandbox. Where having one player with a BR, and another with a Carbine on the same team didn’t really accomplish anything in previous games that two players with a BR could; in Infinite one player with a BR, and another with a Pulse Carbine will be extra deadly working together, considering how fast the Pulse Carbine will strip shields, and how fast the BR will finish them off once the shield is down. One plays the slayer, the other plays support.
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> > > > It’s similar with the idea of replacing the Beam Rifle with the Stalker (Or Ravager Rifle, not really sure which is the Sniper and what the other will be). The Beam Rifle was never anything more than the Covenant’s easier-to-use Sniper. The Stalker Rifle will likely function in a very unique way compared to the Sniper, having a different playstyle than just popping heads at mid-long range.
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> > > > That’s why the weapons that are returning, the Plasma Pistol, Needler, and Sword, were chosen to return. They are all far more unique than the weapons that are being cut. Especially now that the Bulldog is replacing the Shotgun, in order to further distinguish it’s playstyle from the Sword by offering a non-power weapon CQC playstyle. It’s also why I don’t think we will be seeing the DMR, and the Magnum was changed to the Sidekick. The BR is already in the game and those weapons utilized the exact same playstyle to succeed with, the only non-cosmetic difference between them being their effective ranges.
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> > > Personally I really really dislike them going in this direction. I get the desire for unique weapons, but I’ve always felt that the variations between the weapons were sufficient to warrant their inclusion. Ultimately I think that a Halo game should prioritize having a variety of very cool weapons that are fun to use, making them perfectly balanced and distinct should be secondary to that. Are spikers, plasma rifles, and SMGs functionally similar? Sure. Does that mean I don’t personally appreciate all of them? Not at all. Does the classic shotgun get utilized as often as it could in multiplayer? I don’t know, and don’t care. I just want to blast flood with it. Disappointed that they would be prioritizing balance for e-sports over including fun and iconic weapons.
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> > It’s not about a focus on balance, it’s about a focus on variety. The goal isn’t to have less weapons, it’s to have just as many weapons but to make those weapons all have a unique role, playstyle, and skillset to other weapons in the sandbox. I praise the idea because that was one of Halo CE’s most celebrated aspects, a sandbox of completely diverse and unique weapons to use. If this concept was kept going forward, we still would have had room for a lot of weapons from later Halo games, the Sword, the Sentinel Beam, the machinegun turret, the Spartan Laser, Brute Shot, Grenade Launcher, Sticky Detonator, Hydra, Plasma Caster etc. Tons of very unique weapons exist in this franchise, I’d rather sacrifice the multitude of blatant AR and BR clones to have even more completely unique options available to me.
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> > The Pulse Carbine is really similar to an idea I came up with when I was pondering what the Storm Rifle really should have been over half a decade ago, when I was disappointed at yet another Plasma Rifle/BPR/Spiker/Repeater clone being added to the series. And it’s also very similar to the Ruby’s Remastered Reach Campaign version of the Plasma Repeater that released a couple of years ago. I’m excited for it because of how unique it is.
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> I see what you mean about CE, but other than removing the AR I felt Halo 2 added a lot of good stuff. Take the fuel rod cannon for example. It is essentially the same function as the SPNKR, but has a totally different feeling and place in the sandbox.
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> I imagine a big part of this is due to the decision not to include duel-wielding. Once again, a decision made based on “balance” issues at the cost of a fun feature. I know that dual wielding meant nerfing one handed weapons… but they’re one handed weapons… the idea that a handgun is not as powerful as a BR is pretty reasonable. Just my two cents!
The CE version of the FRG is the best version, because it acted more like a mortar cannon than a rocket launcher and had a completely unique playstyle that focused on using your radar aim your shots over map obstructions while staying completely obstructed from an enemy’s view. Since it’s spread and low damage/blast radius made winning 1v1s unlikely if the enemy could see you.
There has literally never been another weapon like it in the rest of the franchise, and that’s a huge shame. The closest has been the grenade launcher, since you can bounce it around corners but it’s a very different playstyle overall. I think having more guns like this, and less guns that are just “the Covenant _______” makes for better gameplay.