NOTE: This is a continuation of a series of sandbox discussion threads that user @Shanesaw9 has been leading. He wanted other user to make their own discussions as well, so I’m taking him up on it.
The purpose of these discussions (according to Shanesaw) is to examine Halo: Infinite’s weapons, determine their role, and suggest lore-friendly adjustments that could be beneficial to the game in either a competitive or social setting.
I’ve decided to focus on the Needler and it’s unique ammo type.
Needler
The Needler has been around since players first crashed onto the surface of Installation 04, however, it has remained mostly untouched in terms of its function an identity. The Needler has always be defined by a few key traits:
- Automatic fire mode
- Slow-moving, homing projectiles
- “Supercombine”
- Weird reload/Ammo on top of the gun
- Pink
Variants and alterations to the Needler have usually messed with ammo (H2’s dual-wielding), fire rate (H5’s Hailstorm variant), and tracking strength (across all games). The change I’m proposing is a combination of melee, supercombine and ammo.
Keeping in line with Halo Infinite’s more intricate melee system, I wanted to take advantage of the Needler’s unintentional bayonets, the crystals on the top. The Needlers melee animation show the spartan hitting the enemy with all of those needles and I think that should matter.
The Supercombine Melee!
When a needler has full ammo, and punches will strike with the top of the gun, resulting in a supercombine explosion, killing the enemy. This also expends all of the ammo in the gun forcing a reload after. This is good for balancing for a few reasons:
- It can only be done with a full magazine. This means you must have at least 26 rounds left as well as have them loaded to attempt this.
- The ammo expenditure is greater than just shooting them. The Needler only needs 13 rounds to supercombine, but this melee buff requires all 26.
- Using all of the ammo forces a reload, so it can’t be used for cheap multi-kills etc.
- The melee would obviously still loses to swords and hammers.
- *Possibly give the supercombine minor splash damage that can hurt the user.
Does adding the supercombine melee make the gun more interesting?
- I’d say yes.
Does this ad more depth to the Needlers gameplay?
- Yes, in CQC and when trying to manage ammo.
Does this break gameplay balance?
- No, See above.
Does this fit the lore/theme of the weapon?
- The lore seems to suggest that the Subanese crystals undergo a chemical change before being fired. However, I believe a variant of the Needler could be made that uses unstable crystals for this purpose. As for the theme of the gun? It’s ammo that explodes, so yes.
Thoughts?
Also what are your thoughts on a needle-based grenade? We need more blamite weapons and equipment.