I am not a game design expert by any means but I feel like something isn’t adding up here. The gun preforms worse at its role as a shield -Yoink!- than the starting pistol which confuses me greatly. I thought the point of plasma weapons was that it was better at breaking shields than ballistic weapons?
I can understand the idea of wanting to encourage people to overcharge for the instant shield break but that is more of a pre-emptive attack plan.
Now for the other more vocal problem with the plasma pistol. The fact that it doesn’t emp vehicles anymore is a strange decision, but if they want to give that role to the electric weapons than so be it I guess.
Hopefully this is all just a mistake and this is for some reason the campaign version of the plasma pistol in the mp because they said they are balancing the two game modes differently, otherwise this is a really puzzling decision for the weapon.
Plasma to strip shields has been the advertising for years but never quite did what it promised. Totally agree on the plasma pistol. Could be interesting if an overcharged shot could kill a non shielded player. Making it a two shot kill if you overcharged both shots.
Yea I’m not sure what it’s role is now. Can’t stop vehicles, 7 shots to break shield doesn’t really matter when AR and side kick and other weapons have very low kill times. Can still noob combo, but given the long sight lines on the maps so far - the pp tracking isn’t as effective as the side kick or ARs range lol. Can still pp + beat down I suppose but again, ar - beat down is likely just as fast.
yeh PP now is kinda crap. The lock on for the charge against spartans isn’t too great either. having it take shields out after 7 shots is stupid, it means you just dont do that ever, which means primary fire is garbage, and over charge is only used for taking down spartan shields. It will just never be used now tbh.
The changes needed if they dont want it to take shields down fast is to do what the old plasma rifle use to do in halo ce. Have single shot slow the target down alot, and have overcharge slow down vehicles at the very least.
They’ll put back in the EMP for vehicles. It’s massively fundamental to Halo - removing it would be like making Plasma nades no longer stick to people.
Plasma pistol seems to be bugged a bit anyway. During last weekend I repeatedly got no assists, despite me EMPing an enemy with a teammate getting the kill.
> 2567453894718125;5:
> They’ll put back in the EMP for vehicles. It’s massively fundamental to Halo - removing it would be like making Plasma nades no longer stick to people.
>
> They HAVE to put it back in right?..RIGHT?!?
To be fair CE didn’t have it EMP vehicles, unlike plasma’s always sticking.
I wouldn’t have a problem with it not EMPing vehicles if they made the normal shots decent. Jackals on legendary in CE didn’t need no EMP to be scary with it.
343i doesn’t understand the sandbox for their own game. The PP is a useless pickup in Infinite. It doesn’t track EMP well and doesn’t shred shields. May as well use the sidekick you spawn with.
Yeah the PP used to be a BIG part of my gameplay but now the PP is shrinking in terms of how often I’m using it. Functionally it doesn’t have much use any longer, only as a pretty soft handgun. The shape of it isn’t my favorite either, but I guess people like how 343i changed the PP aesthetics.
> 2533274964189700;7:
> > 2567453894718125;5:
> > They’ll put back in the EMP for vehicles. It’s massively fundamental to Halo - removing it would be like making Plasma nades no longer stick to people.
> >
> > They HAVE to put it back in right?..RIGHT?!?
>
> To be fair CE didn’t have it EMP vehicles, unlike plasma’s always sticking.
>
> I wouldn’t have a problem with it not EMPing vehicles if they made the normal shots decent. Jackals on legendary in CE didn’t need no EMP to be scary with it.
Funnily enough I was playing Legendary CE last night and the PP was a big feature
Yeah, I know about the lack of EMP in CE but the game was still a fledgling at that time and since then (7 games), EMP has been there. It’s my go to weapon for flag defence…
> 2533274932540518;1:
> I am not a game design expert by any means but I feel like something isn’t adding up here. The gun preforms worse at its role as a shield -Yoink!- than the starting pistol which confuses me greatly. I thought the point of plasma weapons was that it was better at breaking shields than ballistic weapons?
>
> I can understand the idea of wanting to encourage people to overcharge for the instant shield break but that is more of a pre-emptive attack plan.
>
> Now for the other more vocal problem with the plasma pistol. The fact that it doesn’t emp vehicles anymore is a strange decision, but if they want to give that role to the electric weapons than so be it I guess.
>
> Hopefully this is all just a mistake and this is for some reason the campaign version of the plasma pistol in the mp because they said they are balancing the two game modes differently, otherwise this is a really puzzling decision for the weapon.
Apparently, the sidekick strips shields faster, which is -Yoink- backwards. I’ve heard it is a bit too powerful in general, so it seems to me that the sidekick needs a nerf and the plasma pistol needs a boost. Besides that, I’d like to see it have its emp effect back, which was not present in the previous flight. Idk about the current one, I’m gonna play it soon. Someone lmk if it has been changed
> 2533274964189700;7:
> > 2567453894718125;5:
> > They’ll put back in the EMP for vehicles. It’s massively fundamental to Halo - removing it would be like making Plasma nades no longer stick to people.
> >
> > They HAVE to put it back in right?..RIGHT?!?
>
> To be fair CE didn’t have it EMP vehicles, unlike plasma’s always sticking.
>
> I wouldn’t have a problem with it not EMPing vehicles if they made the normal shots decent. Jackals on legendary in CE didn’t need no EMP to be scary with it.
And with the electric current now stunning vehicles It’s a logical route to take the EMP away from the PP.
However I would still like to return that a full charge rips all shields and not one layer (in the case of an overshield).
I’m perfectly okay with the PP not EMP’ing vehicles anymore, but it’s single shot should be buffed. If I remember correctly the Reach PP could strip shields in 3 shots. I don’t know if it needs to be that strong in Infinite, but a buff to 4 or even 5 shots would be an improvement.
> 2533274833164531;13:
> I’m perfectly okay with the PP not EMP’ing vehicles anymore, but it’s single shot should be buffed. If I remember correctly the Reach PP could strip shields in 3 shots. I don’t know if it needs to be that strong in Infinite, but a buff to 4 or even 5 shots would be an improvement.
Yes I was thinking it should break shields in 3-4 shots, if they add the emp back I won’t mind and would personally prefer it but I understand that its a game design decision. The fact that it also sucks at its other major role is the part that really concerns me.
> 2533274864008327;8:
> 343i doesn’t understand the sandbox for their own game. The PP is a useless pickup in Infinite. It doesn’t track EMP well and doesn’t shred shields. May as well use the sidekick you spawn with.
I mean in regards to the PP yeah, its pointless but I would argue the games weapons are pretty well balanced otherwise from my experience.
> 2533274843659398;6:
> Plasma pistol seems to be bugged a bit anyway. During last weekend I repeatedly got no assists, despite me EMPing an enemy with a teammate getting the kill.
Yeah it could be this, This is what I was assuming because of this no assist thing and the fact it doesn’t emp. It’s making me hope the PP is just horribly bugged and its actually going to be find on release. The plasma pistol and the ar are the only real issues I have with this game so far in terms of balance so if these two can get ironed out then that would be great.
> 2533274833311664;3:
> Yea I’m not sure what it’s role is now. Can’t stop vehicles, 7 shots to break shield doesn’t really matter when AR and side kick and other weapons have very low kill times. Can still noob combo, but given the long sight lines on the maps so far - the pp tracking isn’t as effective as the side kick or ARs range lol. Can still pp + beat down I suppose but again, ar - beat down is likely just as fast.
Yes its very confusing and makes the PP useless. I really don’t understand the thought process but this is why its in beta people so that we can test it. Gotta keep being vocal and respectful about it.