There is another discussion on the forums about the Commando Rifle being a terrible weapon. But I disagree. It is a good weapon to use.
The only problem is that it is in the wrong place.
Currently, you spawn in with the Assault Rifle and Sidekick in most modes as your default weapons. In most Halo games, spawning with the AR and pistol was fine and balanced. But in Halo Infinite it is a problem for the Commando Rifle.
You see, the CR fills in two roles - a descent close-range weapon to deal damage and a precision weapon that is able to cover mid-range through ADS. And the problem lies with the fact that the Commando Rifle is a weapon-rack item that you have to pick up.
When you spawn with two weapons that can out-perform the Commando Rifle in close-quarters, you donât really find yourself picking up the CR off a rack unless you are trying to fill in a specific challenge or if you are low on ammo for either your AR or Sidekick.
To compound this issue, when you want to get a weapon that is great for mid-range to mid-long engagements you donât find people going to pick up the Commando Rifle unless they are in a pinch and it is their only option to gain a slight edge. Mainly because on most maps when the CR is available, so too is the Battle Rifle - a weapon that far out-performs it at ranged combat due to the 3-round burst and higher zoom scope. It has more TTK than the Commando Rifle in ranged firefights.
These factors have players considering the VK78 Commando to be a terrible weapon when really it isnât a bad gun, it is just in the wrong place within the sandbox.
I propose that the CR should be instead swap places with the MA40 Assault Rifle.
Let the Assault Rifle be a Weapon Rack pickup and the Commando Rifle be one of our default spawn weapons.
It has full-auto capabilities ideal for basic close-quarters engagements
It is a precision weapon that has a low-zoom and manageable recoil so it would allow for mid-range engagements
If you want to pick up a weapon with better close-quarters firepower, you will be incentivized to go for things such as the AR and Bulldog.
If you want better ranged applications, players would desire to swap the CR with either the Battle Rifle or Stalker Rifle.
By placing the Commando Rifle as a basic spawn-in weapon, you change its role from being a gun that players go âwhy bother picking this upâ to âThis is good, but it can be betterâ.
What do you guys think? CR as a default weapon and AR as a Weapon-Rack pickup or just keep it as is and let the CR continue to be considered one of the weakest Kinetic Weapons in the game?
The whole point of ar spawns is to force players to go out and fight for weapons that are actually good. The spawn weapon shouldnât be something highly desirable, the way it is now with this god tier ar, because that cheapens the rest of the sandbox.
Spawn with something that is never the best gun for the job, but performs tolerably enough to tide you over until you grab a real gun, then keep upgrading until you get the best (or just your favorite) guns.
Same issue with the current br; itâs too forgiving and easy to use, so it overshadows almost everything else in the sandbox out of sheer reliability, even though it has one of the worse perfect ttks. So in ranked, you pretty much never want to give up your spawn gun, so everyone is always using the same gun plus secondary/power.
Iâd argue that the AR is a pretty well-rounded weapon for players, as you can melt shields to a certain point with 1/4 the magazine and then beat them down for an easy kill; meaning if you are skilled/lucky enough; the AR can give you 4 kills in a single magazine. And when you ADS with the AR, you can still get some distance with the gunâs now tighter spread so it ends up out-damaging the Commando Rifle in Close-Mid engagements.
If the Assault Rifle and Battle Rifle are already better alternatives to the Commando Rifle, then shouldnât it be a default weapon to incentivize players in picking up the better weapons?
Naw, commando is extremely hard to use. When used correctly it out performs the loadout weapons, which is where pickup weapons should be. But because it is so unwieldy the average player would hate to have it all the time, including myself.
Did you know that it is a Rare Achievement to get a Perfect Kill with the Commando Rifle in Matchmaking?
I only found out because I got the jump on someone and managed to get a Perfect Kill award on them from behind.
And only ~5% of players have unlocked said achievement.
It goes to show that 343 Industries or Xbox Studios KNOWS that the weapon is underperforming.
Hell no. The AR is easily one of my strongest weapons, whereas the Commando is one of my worst. Also, the AR has always been the default except for in Halo 2 where it simply didnât exist.
Maximum kills per magazine isnât really that meaningful of a stat. But the ttk on the ar is insane for how easy it is to use, and on top of that itâs pretty nutty at what amounts to mid/long range on a lot of these maps. Itâs extremely oppressive and needs to be toned down. Ideally also it should become more skill based, with less bloom and more recoil, but thatâs something of a separate issue.
The commando is better than either for optimal ttk, people just donât use it because the bloom makes it feel way worse than it is. Making it a spawn weapon will only make the game feel even worse, as it doesnât feel fun to most people and itâs way too strong in the hands of a good player. Better for them to just tone down the ar and remove bloom from precision weapons (at the very least).
But it was always the dump weapon up until Halo Reach, where pretty much every weapon pickup in the sandbox out-performed it in terms of TTK.
Halo Reach made it actually a balanced option and didnât diminish any of the weapon picks of the sandbox in the game despite that fact.
Halo 4 and Halo 5 followed this up.
But Halo Infinite has plenty of new weapons that are ones you would trade the AR or Sidekick for in favor of a boost of damage output or range. And yet, the Ravager and Commando are the only guns that actually are classified as worse by those that play the game. The Ravager has its own issues that need to be addressed, but the fix to the Commando Rifle is obvious in my opinion. In order to make it an actually viable option instead of a waste of space, I propose that it has to replace one of your starter weapons in order to give the weapon some value.
We could test this out right now if we have players set-up some custom games and have it so our spawn weapons are CR instead of ARs. I am pretty sure players will notice the difference in how it fits in the weapons sandbox.
This is such a meme of an idea lol 95% of the remaining playerbase hates this weapon. I like how you brought up the achievement to get a perfect medal with this weapon and Iâve gotten of few of them with the commando but I still hate the gun
I remember watching a professional footballer try infiniite for the fiirst time. He aimed the commando like heâd just had 20 beers. Reminded me how awful it is aiming precision automatics in halo infinite. iâd rather delete the weapon than start with it.
How i would fix guns like that. I would activate classic aim assist when holding down the trigger on fast firing weapons. I dont thiink any game does this, but there is a ffirst for everything.
Nope. While I really like how it looks and sounds, the Commando is incredibly useless in its current form. The AR is just too good as a general purpose weapon and the BR shreds the Commando at range.
Hence why to make it not a waste in the sandbox, it should be swapped with the AR in my opinion. Your starter guns in Halo tend to be ones that are just a courtesy to make sure that you can get kills with effort, while the weapon pickups are what are desirable in order to boost your damage outputs and chances of victory.
The AR being an all-around slaughter tool has allowed it to outclass the CR in close quarters, while the BR outclasses it in ranged combat scenarios. Since it under-performs the two, most people donât even consider picking it up unless their weapon is low and ammo and they are in a pinch. In fact, most people are hesitant to drop their Sidekick in favor of this gun, even though it has more ranged accuracy than the SK.
Either the CR needs a buff, or it should be rotated in is place within the Sandbox.
And I urge players to test my proposal in custom games. Spawn with the CR and Sidekick and see how much better the game feels when you have to pick up an AR of a weapon-rack. I would imagine people would even start to consider Behemoth to be a more agreeable map choice with the CR as a starter weapon instead of the AR.
it would actually have people use the Commando⌠and given how good the AR is⌠itâl actually be a question of âshould i swap my commando or sidekick?â rather than âswap sidekickâ