My Weapon balance suggestions

What do you guys think about the weapon balance in Halo Infinite? Personally I think there are quite a few guns that need tweaking. Some of my thoughts, feel free to reply with you ideas.

Commando Rifle
The nerf from how the rifle worked in the flights is disappointing, taking one more shot to kill. The gun is just all around disappointing, it chews through ammo very fast, the reticle bloom/expansion is so high that you have to pulse the trigger very slowly for bullets to hit at mid range. I often lose to assault rifle and pistol even at mid range, where commando is supposed to excel.

Suggestions

  • Revert the previous one more bullet to kill nerf
  • Reduce reticle bloom speed when firing by 20%

Plasma Carbine
Perhaps the weakest gun in the game currently, the tracking on the projectiles is poor, the projectile movement speed is so slow that trying to hit anything out past a few meters requires excessive target lead. It’s basically only good at removing enough shield from somebody running at you head on so that you can one hit melee kill them when they get in range, and there are other guns that do that while also having other uses.

Suggestions

  • Increase plasma tracking capabilities by 20%
  • Increase plasma projectile movement speed by 40%

Mangler
The mangler isn’t too bad, but it is a bit on the weak side, as it fires somewhat slowly and requires 4 bodyshots to kill, and the slowish projectile speed and downward arc of the spikes make it hard to land hits at mid range or longer distances.

Suggestions

  • Increase fire rate by 20%
  • Increase projectile speed by 20%

Disruptor
Decent as it only takes 6 shots to kill, but requires very good aim due to it’s small magazine, and it’s reticle makes precise aim at anything past close-mid range a challenge.

Suggestions

  • Increase magazine size from 10 to 13

Bulldog
A bit underwhelming currently. Generally takes from 3 to 4 shots to kill depending on range to target, but the fire rate is kind of slow, which can lead to a simple Assault Rifle winning a firefight against a bulldog at times, even though Bulldog is a semi-power weapon while AR is a spawning weapon

Suggestion

  • Increase fire rate by 25%

Heatwave
Underwhelming currently. The bulldog tends to be the better shotgun in my experience. Much like the bulldog it generally kills in 3 shots at close/close-mid range, but unlike the bulldog it requires precise aiming in the vertical configuration to get that 3 shot kill, which can be difficult at close-mid range due to the projectile speed being a tad slow. Horizontal configuration is underwhelming at all but the closest of ranges, with at least 2 of your 5 projectiles usually missing and decreasing damage done.

Suggestions

  • Tighten the projectile pattern in horizontal mode by 20%
  • Increase projectile speed by 30%

Ravager
Pretty underwhelming currently, even if you are landing your shots right on an enemy, they will usually win with their standard stating Assault Rifle. The fully charged shot doesn’t do much damage and takes a long time to charge as well.

Suggestions

  • Revert the nerf from the technical flights to this open beta, requiring only 2 bursts to the body to kill instead of the current 3 bursts to the body.
  • Increase secondary fire charging speed by 20%

Hydra
Pretty underwhelming currently, taking 3 direct fire shots to kill and 4 homing fire shots to kill, with only 6 shots per magazine and a slow reload speed. The homing effect is also kind of poor currently, at some ranges enemies can just strafe to the side and it is impossible for homing hydra rockets to hit them. It is also difficult to curve hydra rockets into locked on enemies that are hiding behind cover like you could in Halo 5.

Suggestions

  • Increase damage from 3 direct fire shots to kill down to 2, and from 4 homing fire shots down to 3
  • Increase homing effect by 20%
  • Increase reload speed by 30%

Assault Rifle
The Assault Rifle is kind of overpowered currently, able to beat BR, Commando, and pistol at mid range, even though AR is supposed to be more of a close-mid range weapon.

Suggestions

  • Increase reticle bloom by 20%
  • Increase number of bullet hits required for a kill by 4

Sidekick Pistol
The Sidekick is a tad underwhelming coming from the amazing spawn pistol in Halo 5. The main issue is that bloom increase pretty quickly at higher fire rates, making it less accurate at mid-range than it probably should be, unless you pull the trigger pretty slowly.

Suggestions

  • Reduce reticle bloom speed by 20%

Commando Rifle
The nerf from how the rifle worked in the flights is disappointing, taking one more shot to kill. The gun is just all around disappointing, it chews through ammo very fast, the reticle bloom/expansion is so high that you have to pulse the trigger very slowly for bullets to hit at mid range. I often lose to assault rifle and pistol even at mid range, where commando is supposed to excel.
Suggestions

  • Revert the previous one more bullet to kill nerf
  • Reduce reticle bloom speed when firing by 20%

I think the 8-shot kill is fine, but another few bullets in the mag would be a better buff.
If the recoil is reduced, it will become unbalanced MnK-GamePad-Comarison wise.

Plasma Carbine
Perhaps the weakest gun in the game currently, the tracking on the projectiles is poor, the projectile movement speed is so slow that trying to hit anything out past a few meters requires excessive target lead. It’s basically only good at removing enough shield from somebody running at you head on so that you can one hit melee kill them when they get in range, and there are other guns that do that while also having other uses.
Suggestions

  • Increase plasma tracking capabilities by 20%
  • Increase plasma projectile movement speed by 40%

Tracking increase might be unnecessary once speed is increased - though 40% seems to much

Mangler
The mangler isn’t too bad, but it is a bit on the weak side, as it fires somewhat slowly and requires 4 bodyshots to kill, and the slowish projectile speed and downward arc of the spikes make it hard to land hits at mid range or longer distances.
Suggestions

  • Increase fire rate by 20%
  • Increase projectile speed by 20%

Mangler is well balanced, but the long-range-bullet-drop might be reduced a little bit

Disruptor
Decent as it only takes 6 shots to kill, but requires very good aim due to it’s small magazine, and it’s reticle makes precise aim at anything past close-mid range a challenge.
Suggestions

  • Increase magazine size from 10 to 13

Fine suggesstion

Bulldog

Bulldog is fine as it is.

Ravenger

Needs huge buffs

Hydra
Pretty underwhelming currently, taking 3 direct fire shots to kill and 4 homing fire shots to kill, with only 6 shots per magazine and a slow reload speed. The homing effect is also kind of poor currently, at some ranges enemies can just strafe to the side and it is impossible for homing hydra rockets to hit them. It is also difficult to curve hydra rockets into locked on enemies that are hiding behind cover like you could in Halo 5.
Suggestions
Increase damage from 3 direct fire shots to kill down to 2, and from 4 homing fire shots down to 3
Increase homing effect by 20%
Increase reload speed by 30%

Hydra is ment to be an anti-vehicle weapon and it fits that role perfectly. Absolutely no need to buff it for non-vehicle-PvP

Assault Rifle
The Assault Rifle is kind of overpowered currently, able to beat BR, Commando, and pistol at mid range, even though AR is supposed to be more of a close-mid range weapon.
Suggestions

  • Increase reticle bloom by 20%
  • Increase number of bullet hits required for a kill by 4

This sh*t-piece of a OP weapon needs a huge Nerf on bullet spread! On several occasions it outperformed in SniperRifle-AR duels.
Suggestions:

  • Bloom increase
  • MId- and long-range effectiveness
  • Cooldown for Bloom-reset

Sidekick Pistol
The Sidekick is a tad underwhelming coming from the amazing spawn pistol in Halo 5. The main issue is that bloom increase pretty quickly at higher fire rates, making it less accurate at mid-range than it probably should be, unless you pull the trigger pretty slowly.
Suggestions

  • Reduce reticle bloom speed by 20%

What role is this weapon supposed to fit in?
In concept: Its a close range weapon for fast dmg with a bloom effect to balance it
In reality:
Controller: it is just that.
MnK: Since you dont need the aim-assist to hit, like on controllers, it got no limit on effective range, therefore beeing a huge problem in social-playlists. Every MnK User got a BR substitution on start, with an immense damage/time ratio. Its just like it was never ment to be, a promary weapon.

Suggestion:
Limit its effective range to 25m - this will allow MnK to have a fair fight with Controllers and allows the weapon to maintain its role. Removing the mid and long-rande capability will prevent it from becoming a MnK-H5-Pistol / primary weapon for all purposes.

Last but not least:

Sniper Rifle

Why does it kill every none-tank-vehicle in 2-4 Shots? Even a little damaged vehicle dies instantly against snipers.
Suggestion: weakin its vehicle damage by at least 50%.

The other Snipes seem fine