Orbs move slower than bullet speed and deal inadequate damage when they do make contact. Pulse Carbine might qs well be a paddle with some nails sticking out of it. Might as well jump the edge of the map or let the enemy kill you while using this jello slinger.
You can use it on some of the bigger/more open maps and have some success. But if you’re going up against a BR forget it. And it’s almost impossible to use on all the other maps because they’re so tight and chaotic, you would be better off with a paddle and nails.
Pulse Carbine is money in the Ranked Playlist when you don’t know where the shots are coming from. It’s such a sneaky weapon to use against your opponents.
I went back to playing Halo CE and the Original Plasma Rifle is such a joy to use compared to the pulse Carbine.
The Pulse Carbine is ineffective because the Red Reticle Range is horrible, especially in larger maps and the speed at which the plasma blasts travel is too slow to make it a Viable weapon outside of close to low-medium range.
It’s a poorly tuned weapon. Great at melting shields if you get the jump on another player, but more often than not, you’ll die quicker using it rather than using almost any other weapon.
- A well placed grenade + AR is almost always better.
- 5 Disruptor shots with an AR or Sidekick finish is better
- Battle Rifle is obviously better
- AR + Sidekick combo is better
- Stalker Rifle is better
- Hydra is better
- Plasma Pistol Burst plus Kinetic weapon is better
Literally almost any other weapon combination is stronger or more effective than the pulse Carbine, and there is literally no reason to use it in Big Team Battle unless you wanna get Melted.
If they increased the red Reticle Range by another 50-70 feet, increased plasma bolt speed, and decreased the damage to offset the bolt speed increase it would be properly balanced
when they show cased this weapon i thought it was going to be a melding of the storm rifle, H5 suppressor and carbine, but it turns out the suppressor from H4 is more lethal than this paper weight
I agree with you on this one. The weapon needs more work, or a change, or be deleted from the game because it doesn’t performed as well as practically anything in the game.
And BTW: the Plasma Pistol don’t EMP the vehicle!!! Give me a break!!! … That’s one thing among other things that this pistol needs changes.
Lucid proves this wrong. He shreds players with it
The Pulse Carbine is the only weapon in the entire game I’d rather keep my generally redundant AR than pick up.
Even other weaker, or flimsy sandbox weapons like the Disruptor, Plasma Pistol, Hydra, Sentinel Beam, and Ravager are at least good enough at their niches where I grab them in the event they could be useful.
The Pulse Carbine fails so utterly at what it is trying to do that it’s a liability. At least the AR can occasionally clean up for me when the Sidekick needs to reload.
And for the nay-sayers out there talking about how good it becomes when the enemy doesn’t see it coming. Literally every gun in the entire game is amazing when the enemy doesn’t see it coming. Getting the jump on someone, and having them not react fast enough to deal with you is a free win no matter what you use. But the Pulse Carbine will sure seem useless compared to whatever else you brought to the table when that player DOES react fast enough to you. Get out with that argument.
The best way to fix the Pulse Carbine, is to remove the tracking, and give it a projectile that flies slowly for a fraction of a second before taking off at blistering speeds. The “delayed shot” will make it still feel flimsy up close, but will give it very predictable shot-leading for medium and longer ranges, which will allow you to land those mid range shots with a little practice, and even stretch the weapon’s range out more and more the more comfortable you get with it. The result is a weapon with a reasonable skill floor, and an incredible skill ceiling. Instead of the “hope for the best” weapon in it is today.