Suggested Weapon Balance

So as it stands I am very much enjoying the gameplay of Halo Infinite. These are just some suggestions to help because some weapons need a little TLC. I will denote standard fire as SF and Alt Fire as AF when guns have an alt fire if said gun has multiple firing modes.

Ravager:
SF: buff damage slightly and add more knock back
AF: buff damage over time significantly

These allow the Ravager to successfully be an area denial tool because as it stands it is too weak to be used effectively this way.

Bulldog:
Change from pump action to full auto and small increase to the fire rate.

This would give us a close range bullet hose that the SMG used to be. This also allows the normal shotgun to return as the close range power house so with this change the normal pump shotgun has to return as it is better suited to rein in swords.

Shock Rifle:
AF: Add alt fire when zoomed that shoots a projectile (it would fly a bit faster than than the sticky detonator and have an arc to it) that sticks to targets. This would be an amplifier and this is what allows it to stun vehicles once the standard fire hits the target with the amplifier. If the amplifier is shot on the ground or a spartan it would arc electricity in an area around it when shot by the standard fire.
SF: only works when not zoomed due to new alt fire

This would allow the alt fire to still stun vehicles but makes it harder to do so. Currently it is too easy to just stun lock vehicles with the shock rifle. When the plasma pistol and grenade launcher used to be the EMP weapons they had either a charge up and travel time or charge up travel time and an arc. This allowed for skilled users to stun vehicles but usually prevented stun locking. The new amplifier alt fire would also give it a bit more utility other than just being anti vehicle.

Energy Sword:
slight increase to the range, remove the effect where when someone melees a deshielded sword user at the same time they are hit with a sword and the sword user doesn’t die

The sword range feels a bit too short and being able to survive melees from other Spartans while your shields are down reduces counter play against the sword

Hammer:
SF: just add more rag doll effects to dead Spartans
AF: add a an precise short mid range gravity beam that pulls a target towards the user (like Tarturus’ Hammer in H2). When activated the player tilts the Hammer down then the beam is shot out of the top of the hammer. This also uses the same amount of ammo as a swing.

The new alt fire would give the Hammer a bit more fun functionality for custom games and would be a cool mechanic in general. The reason it is precise is to stop easy multikills and have the added risk of missing. If the range of this alt fire is too short people won’t use it because why not just swing the Hammer then?

Commando:
Undo nerf from flights

Feels just slightly too weak and the commando felt perfect in the flights.

Hydra:
Lower the damage of individual rockets (should take 1 more direct hit to kill a Spartan than it currently does) and make hydra full auto and increase the fire rate

This makes the hydra more than a weak rocket in its standard fire and in alt fire would make it feel more like a volley of rockets coming towards you as a vehicle pilot so it’s not so easy to get behind cover once you realize you are being locked on to.

Plasma pistol:
Charged shots deal damage over time when they land on vehicles

This would be a “plasma burn” and make up for the lack of EMP

Pulse Carbine:
Here there are a few options and I am not sure which one is best. Each of the following is one option so no two would be selected as that might make the gun too strong.

  1. Make the gun full auto
  2. Buff damage significantly
  3. Increase the projectile speed

Currently the pulse carbine just does not feel fun to use as it misses often and when it does land all its shots it still doesn’t do enough shield damage to give the user ample time to switch to a precision weapon such as the sidekick to finish the foe off before the foe kills the user.

Skewer:
Damage increase but much slower projectile speed and increased drop over distance

Personally when I shoot a giant Spike out of the Skewer I expect it to go slower and deal more damage. My brain just says that a giant spike should not go that much faster than a rocket and that it should do more vehicle damage as it is a massive spike being impaled. The slower projectile speed and increased drop not only help offset the damage increase but allow me to enjoy watching the projectile travel. This also lowers its ease of use vs flying vehicles thus allowing the reworked Hydra to rein as the easy anti air weapon.

Mangler:
SF: slight decrease to bloom
AF: add an alt fire that is an extremely short ranged shotgun blast (similar to the mauler of old) that can only one shot a Spartan if you are actually touching them other wise it would take 2 or 3 if in range (which again is very short, shorter than a normal Halo shotgun). Also this would have small knock back.

This gives the mangler a fun to shotgun blast to help with closer combat and I miss the mauler.

SPNKR Rocket:
Slightly slower projectile but increased blast radius

The rocket seems to go much faster than previous Halos but the blast radius seems smaller. What used to kill Spartans now doesn’t so I would like it to have a slower projectile that gives you a fraction of a second more to react but it has a lethal blast radius more in line with previous titles.

Shock Grenades:
Must have a direct hit to stun vehicles

This is needed to limit how easy it is to stun vehicles because now there are more ways than ever to hijack and stun vehicles.

If I didn’t list a weapon that means I feel it is good as is.

Thank you 343 for giving me the multiplayer gameplay I have been waiting for since Halo 3.