The BR in Infinite felt absolutely incredible, and I think they nailed it’s balance for ranked and tournament settings as the starting weapon.
It’s killtime is the slowest in the game by a significant enough margin that the rest of the sandbox has room to breathe and fill their niche roles. Bulldog and Needler up close, sidekick and AR close-mid, Commando as a beefier utility you’d actually consider swapping your BR out for, and the plasma weapons for shield stripping during teamfights or peekshooting with cover. I think we can also safely guess that the Stalker Rifle will provide better consistent accuracy at extremely long ranges, allowing it to have the upper hand in cross-map btb duels.
The BR gives you a solid fighting chance regardless of your range, which is the one key factor a competitive spawn weapon needs and has always had in Halo, but for once it doesn’t continue to overpower the rest of the non-power sandbox, like the primary utility weapons of past games did.
It’s in a good place. And I hope little changes about it before release. Rather, the other weapons in the sandbox aught to be tuned a bit. The Pulse Carbine needs a bit of a rework, and the Commando’s TTK is too dominating. But other than those standouts the sandbox felt really solid and we’ll balanced in general.
Yeah I feel like the BR was reasonably tuned during the technical preview, felt really great to use, but with it being so refined it did show some of Infinite’s sandbox weaknesses, such as the needler being a little too over-tuned for a wall pickup & the carbine being underwhelming.
It’s pretty good. I didn’t get invited to the flight, but from what I’ve seen it doesn’t really dominate the sandbox. It can get kills, but other weapons can still match it, which is good. You don’t want one weapon controlling the sandbox.
I would love to have the opportunity to play in a flight to test some of the weapons. The new weapons look awesome from what I have seen. Either way I am genuinely excited to play Halo: Infinite.
I like it. If it’s truly going to be a starting weapon though for comp and such I’d prefer the bursts to be slightly sped up and for the red reticule range to be slightly nerfed. Don’t want to penalize movement from being too dominant from afar, but also want battles at mid to go a hair quicker, bringing it more towards H2.
I enjoyed it thoroughly. Hopefully it stays the way it is…ironically I saw some people saying they thought it was underpowered compared to the AR…but I felt like there was a good balance.