Promethean weapons: Halo 4 or 5 mechanics?

In Halo 4 and Halo 5 we got the Promethean weaponry (boltshot, suppressor, lightrifle, binary rifle, scatter shot, incineration cannon). However, the 2 games have different mechanics (aside from scatter shot). Between the 2 games’ mechanics, which would you prefer to have the weapons function like in Halo Infinite?

A bit of both with some new stuff mixed in. I would like to see it so all Promethean weapons disintegrate. Its a good way to get across how advanced the weapons are without necessarily making them overpowered.

Splinter Turret: Fine as is. It behaves far differently the other turrets and fits in well as a result.

Splinter/Pulse Nade: Reduce the initial damage and add a short ‘arming’ time for the lingering splinters. It shouldn’t be an easy kill to throw one at someones feet, it should be primarily a zoning tool.

Boltshot: No more tracking, Halo 4 style projectiles fired in two round bursts. Overcharge is now a single bolt that is a OHK with a headshot. Effectively it would be a close-mid range skill cannon. Think railgun, but no splash and you have to hit a headshot or your toast.

Suppressor: Mix between both versions. Unscoped it fires like Halo 4, scoped it fires like Halo 5.

Light Rifle: Pretty good already, just make the unscoped shots burst fire again. Although I have my problems with redundancy, the LR needs the least adjustment of all possible utility/precision weapons.

Scattershot: Lower the base damage, increase rate of fire, increase magazine slightly, add minor explosive splash damage to each ‘pellet.’ The splash alone wouldn’t be enough to threaten the user at point blank if they are full health, but it would be something to consider if they are low health. The Scattershot would be the explosive auto shotty compared to the human shotgun’s pump-action boomstick. It doesn’t matter much to me whether it is circular spread pattern ala H4 or the geometric pattern of Halo 5 as long as impact damage for each pellet is consistent.

Binary Rifle: I could go either way on this honestly. If it is Halo 4 style than they should add a small delay between pulling the trigger and the weapon actually firing to give the target a better chance to escape. As for the scope I think there should be just one level in the 8-9x range so it lacks some of the mid range versatility of the sniper rifle.

Incinerator Cannon: Halo 4 style with lower base damage and lower splash damage, but the player can guide the projectile ala Ad Victoriam.

Sentinel Beam: Sentinel Beam can continue to do sentinel beam things.

I prefer H5 mechanics for the Forerunner weapons. Just needs more disintegration.

Why not both? Make alterations to some models to make them look as they feel.

For example the lightrifle. In halo 5 it looks as it functions with the two things that float by the barrel when scoped. The H4 version could have a wider, flatter barrel that has three holes, when scoped it opens into a singular wide barrel.

I have to say Halo 5 forerunner weapons are my favorite (because all you go up against are the forerunners in the campaign) they feel and play differently from its human counterpart.

Id be fine if they didn’t return. I wasn’t the biggest fan. Or maybe nerf the incin cannon.

I prefer 5’s versions. They’re more unique instead of just copies of existing weapons with promethean skins for the most part.