Practically Every Gun Has a Headshot Bonus

I’m sure many players have either figured this out by accident or on purpose by this point, but Infinite has a unique aspect where weapons have varying degrees of headshot multipliers.

Some have the obvious “if they have no shields they die in one shot” multiplier, but many also have a damage increase per shot that reduces their ttk.

Some of the more interesting examples are the HMG turret, the Ravager, the Sentinel Beam, the Disruptor, and the Plasma Pistol.

Oddly enough a charged plasma pistol headshot to an unshielded player actually gives you a headshot medal, and even the default fire does extra damage.

This information changes a lot about how to use certain weapons optimally

Looks like I’ve been using the ravager all wrong…

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There’s only a headshot bonus where the shields are knocked. With shields, it doesn’t matter landing headshots vs body shots. Hence the reason with the BR you can land 3 shots on the body and 1 shot on the head, 2 shots on the body 2 shots on the head, 1 shot on the body 3 shots on the head. Doesn’t matter as long as you finish the 4th shot on the head you get the kill.

So it’s not really a headshot bonus. If it was, then it would take 3 headshots to get a kill with the BR.

I know, I stated that it only matters when there are no shields. But a couple of weapons actually do have a shielded headshot bonus. The most notable is the shock rifle.

With the Infinite BR You should never aim at the head unless they’re already no shields.

The BR in this game has a very predictable and consistent vertical recoil that basically gives you a free kill for aiming at the chest.

This isn’t the first Halo to do this. A lot of people didn’t notice but in Halo 5 when you get a crit on someone the hit marker flashes red. Used the AR one day and saw a red hit marker pop up and I gunned the other guy down faster than he could me. This defeats the purpose of precision weapons. Wish they would take it out of the game.

It does mess with things in a lot of ways. For one, the balancing is thrown way off, because now instead of just balancing time to kill, they also have to take into account time to kill with the various headshot bonuses. Needless to say that’s nearly impossible without some very annoying consequences, like a clearly overpowered AR and inconsistent kill times with many weapons. Whereas the goal was probably to increase aim and skill, what actually happened was an increase in lucky kills and randomness. Throw in desync and it magnifies the problem.

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