Over a year dince release, how are the weapons received now?

Just mot as much as I would like too

AR - TTK should be nerfed .2-.3 seconds. Remove headshot multiplier. The new effective range is good.
BR - Not consistently 4 shot at any appreciable range, damage should be buffed to 10 bullets to kill.
Sniper - Rate of fire is too slow.
Sidekick - Bloom is still -Yoink!-, needs removed. Aim assist should be lowered, mag size increased to 16.
Commando - Redundant sandbox item, should not be on maps at the same time as the BR. Bloom should be removed, damage falloff added.
Bulldog - Should OHK for headshots at close range, good otherwise.
Heatwave - Should be buffed to be more consistently 2SK.
Pulse Carbine - This thing is complete garbage.
Grav Hammer - Feels horrible compared to older games.
Mangler - Rate of fire could be buffed slightly.
Stalker Rifle - Rate of fire could be buffed slightly.
Shock Rifle - Too easy to aim. Body shots are worthless. Compared to the beam rifle this is kind of corny.
Ravager - After the buffs it’s ok I guess, not very fun to use.
Skewer - I suck with this thing but people rail me with it left and right. Seems fine. Missed opportunity not having it pin bodies to walls
Sentinel Beam - It shreds, hard to control. I like it.
Cindershot - Best new weapon in the game. :+1: :+1: :+1:
Shock nades - These are overpowered as hell, damage radius should be nerfed 40%.

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NVM
Whyyyyyyyyyyyyyy

Exactly. So then why did you say:

To

That. The BR easily outranges most weapons

The whole post above is a can of lies. Total bait.

Oh. That guy must have been low shields or something. I might have to try that out.

I’m back for winter contingency, and my first thought after playing a game was that they still haven’t nerfed the AR. It’s crazy. An automatic doesn’t play well to Halos dance. It never has. And this AR being the strongest in the series makes that extremely apparent. Gun fights with it feel terrible. Dying to it feels worse. IMO, AR needs a complete rebuild. So much about it is bad for the game.

Overall I’m pretty happy with the weapon sandbox

AR - Remove the headshot multiplier and it’d be fine

BR - It’s fine

Commando+Sidekick - These two definitely need something to make them feel more consistent, and then some damage changes as needed

Bulldog - It’s fine, I think the power of the AR and Sidekick are what makes it feel a touch weak

Hydra - Fine, if anything the free fire mode could even take one more rocket to put a Warthog into doomsday mode, but I don’t think that’d be a popular change

Sniper - Seems to be a bit unforgiving at times but I also have terrible aim

Rockets - They’re fine

Frags - Add friendly fire and grenade spam will be far less of a problem

Plasma Pistol - The new tracking is crazy strong, otherwise it could use the ability to emp back

Pulse Carbine - I thought it was pretty alright before the buff, and it is certainly powerful now

Needler - Don’t see a problem with it

Mangler - Once the weapon drop mechanic gets slowed to be the same speed as switching, maybe it could use a slight slight increase to its firerate. I really like its function as a heavy projectile pistol

Ravager - The damage does still seem a bit low but the gun is way better than it used to be. I think bringing it even a bit closer to the flight version would be great, though it doesn’t need to kill in a single burst like it could back then

Stalker rifle - Perfectly fine, this is the “skill issue” gun

Sword - Very strong without the melee trade, the regular melee swing should be faster with zero lunge like how it was in previous games

Hammer - The slower swing and massive area of effect makes it more unique from the energy sword, but that’s going to really screw with grifball

Skewer - I like it

Spike grenade - Haven’t noticed a problem with them, but I also stick to BTB where there are less hallways for them to be a pain in

Shock weapons in general - I feel like they shouldn’t EMP, and instead their usefulness vs vehicles should be revolved around the ability to damage the driver and any passengers/gunners without damaging the vehicle

Disruptor - The fix helped this thing out a ton

Shock Rifle - Either it needs a damage nerf or to be graduated to being a proper power weapon. This thing has the killing potential of the sniper with more generous aim assist and four extra shots, all while spawning in less contested areas and as far as I can tell with faster respawn rates

Dynamo grenades - Should be rarer, and maybe even have them spawn only once at a time

All three forerunner weapons - Perfect

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He wasn’t. I went back into theater to check.

I assume that not including the flood has been a trend towards earning T ratings instead of M, a move which I thought microsoft made to appeal to a broader/younger audience.

I would also love to see a double barrel banished shotgun, but not at the cost of the M90 :stuck_out_tongue:

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Nah. I think it’s because The Flood’s story finished 14 years ago.

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Not true the Flood are still around. Halo wars 2 has tham in it and that came out in 2017.

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I don’t care what anyone says, the ar has been quietly nerfed big time, it’s utterly useless.

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No the ar should’ve been left alone

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Your scores don’t matter, sentinel beam is garbage

You’re trolling or you aren’t good.
https: //youtu. be/GZxMbhKzlrg
Remove the spaces.

I know that. It ended again after that.

The Flood’s story is over.

It was literally Halloween DLC. Yeah, I know it’s still canon but they killed the emerging Gravemind.

Please don’t assume I don’t know something.

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The Flood is still around, its just more or less like a Metroid situation in that they aren’t the main cosmic threat it used to be.

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I still really enjoy the cindershot. It’s a nice crossover from the brute shot via Halo 2 with a bigger stronger impact on matches.

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Can we at least hope its gonna come back? I got my fingers crossed!

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Stories should be allowed to end.

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I think the weapons are generally fine. There are only a few things that immediately come to mind

The Ravager is still not performing its intended role very well. I think its area denial secondary fire mode should still hurt Spartans jumping above the plasma pool.

The shock weapons filling the anti-vehicle role need a significant rework. This whole corner of the sandbox just feels unnecessary if I’m being honest. I was 50/50 with this opinion throughout all last year, and I’ve recently landed in the “why?” camp.

The hammer and sword will never be balanced for competitive play as long as grapple shots or thrusters also spawn on the map. We’ll see if legacy or net new sandbox items will solve this problem, but it feels beyond just damage changes being the solution.

People who think the AR is OP are crazy imo. It’s capable of trading a 1-1 against any tier 1 or 2 weapon on its own, but you’ll never get multi kills while using it unless you don’t also have nades/melee mixed in too. It’s the perfect noob trap weapon, where players feel fine enough with it not to hate it, but it will never entirely flip how a round goes on it’s own.

Nade magnetism needs to be entirely removed. It’s so unnecessary. It should stay on spike grenade skewers only because it makes that nade usable (might need slight nerfed) , but it should be removed from all the other nades.

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