The most jarring weapon tuning in Halo history. Especially Sword & Hammer

I dont know what person decided at 343 to make the hammer a slow executing horrible hitbox splash damage weapon but its really really just not the one.

The swords range is the most inconsistent thing i’ve seen in this game so far especially because of fiesta. Fiesta has been a great way to see the weapon sandbox tuning and the balance. Swords lunge range for everyone else is absolutely miles away from me yet when I get it I have to be within tickling distance to even lunge. What ever happened to being able to counter the sword in close quarters. Bulldog does nothing! they have no shields? a smack does nothing.

Grenades are literally nuclear bombs, If i kill my self after someones damaged me I dont expect that kill to be awarded to that person I expect to be penalised, that person shouldnt be rewarded a kill what so ever. Spawning with 1 grenade in ranked should be the norm.

Needler you may aswell stand still.

AR is an automatic BR.

Disruptor is perfect. Love this pistol alternative very much with the afterdamage effects and how that chains between their team mates if they get close together.

Shock Rifle fire rate is far to slow. Unless you get a headshot or hit someone without a shield its almost pointless.

Pulse rifle’s is almost unanimously voted on as being the worst gun in the whole sandbox and im positive outside of fiesta its the least used weapon.

Drop wall’s panels are pointless, bring back bubble shield mechanics but for the drop wall or keep the wall as is and bring back bubble shield and rotate the spawns.

Sidekick is decent - fast fire rate but bloom and recoil are a bit excessive.

Bulldog is fine, easy 3 shot, good fire rate. BUT it 100% should be able to counter a sword and be a one shot kill point blank to the face.

Stalker rifle could do with a buff.

sentinel beam is perfect for assisting and putting pressure on, especially in corridoors and hallway, tight spots as it penetrates multiple enemies.

Cindershot is good nice gravitational pull.

Heatwave is great when you land vertical shots, horizontal its absolutely weak as hell and i’ve rarely gotten a decent kill with it.

S7 snipe, works as it always has except it feels much slower compared to 3&reach’s snipe.

Mangler - I love it, like a long range precision bulldog

Commando - I love its concept but the bloom is a bit much. Decent TTK but it does make me miss the DMR :frowning:

SPNKR - Classic, looks beautiful. Damage distance and splash damages have been a little inconsistent for me, some people getting me when the rockets meters away from me but when i do the same it only takes down shields. Similar to hammer issues.

Ravager is hit and miss, concept is great. Overcharge shots are great for leaving a spash damage area to block entrys or damage oncoming enemies but should be a onehit kill overcharger if direct hit, or atleast have follow on damage burn effects. Burst mode seems to be great when I can land them but its seemingly impossible for me the land the bursts often

Hydra - direct mode works great for me. Lock on mode was once great in h5, now locking on is only beneficial against vehicles in my case, Perhaps intended that way? Solid 3 hit kill on spartans if all direct. Perhaps could do with a tiny splash damage buff.

Plasma pistol - Noob combo over charge works a charm with a BR. Regular fire I cant say i’ve ever gotten a kill with it like that so I’m not entirely sure on its use case when not over charged.

Skewer is amazing, I love its ability to take out vehicles while acting as a snipe, very satisfying to land kills with but I do think its a bit easy to use now that everyone has come to grips with the game and playing fiesta every day. I think longer distance needs more bullet drop.

Edits to come once I’ve gathered more experience with the rest.

3 Likes

The Stalker Rifle does NOT need a buff. This is my main reason for replying. It has the fastest kill time out of anything that isn’t a one shot. Its TTK is a whopping .95 seconds. It’s perfectly fine as is.

I actually prefer the new Hammer, it’s slow but it has much better range and is great for catching people by surprise around corners.

The sword does feel a little off.

Pretty sure this has always been the case with grenades. If you damage someone enough and they blow themselves up, you get the kill.

A strong Needler is good, but imo it takes too many needles to supercombine.

AR could use a slight range nerf.

The Disruptor is very underrated.

The Shock Rifle is easily my new favorite weapon. It’s basically a secondary Sniper, with the added benefit of being able to shut down vehicles.

Please Rifle is balls.

Drop wall needs a small damage buff.

Sidekick and Bulldog are alright.

Sentinel Beam and Cindershot are both great.

2 Likes

I’ve found decent success with the drop wall by deploying preemptively and using it as buffer when sniping down an open hall. The bubble shield was bs in H3, it completely stops gameplay and isn’t fun to play around. The drop shield can already completely negate any rocket or grenade. Please do not bring the bubble shield back.

True gameplay stopping one was armor lock lol. At least you could defeat a bubble shield by getting an explosive to detonate inside of it or Mint Blitz it with a grav lift.

The Ravager is useless, the Sidekick needs reduced recoil, Sentinel Beam feels awkward to use.

The Shock Rifle is basically a sniper rifle. You’re meant to use it at long range.

Using rockets in a bubble shield is a good way to kill/SD which results in a net 0 point gain, and the only 3 maps that feature a grav lift are Highground, last resort, and Sandtrap. The bubble shield isn’t as bad as armor lock, but it serves a very similar role.

The drop shield is has more counter play and uses.

1 Like

I quite like it for a few extra seconds of cover when using snipers or skewer. But the panes them selves are useless after one shot and the whole thing can be blown out with one shot to the module. Its just really weak and doesnt offer that much use other than maybe you get lucky and deploy it in time.

At least the bubble shield cant shoot from the inside outwards. I think the drop wall mechanics work better with a bubble shield, far more panels can be shot out but cant be instantly destroyed. When you look at how OP being literaly invisible is with camo, or a whole extra shield. I really cant see how this would be considered and OP move. If you can take out a panel on a bubble shield with drop wall mechanics and get a grenade in there then you deserve a medal haha!

Ive found the stalker rifle just inconsistent in my gameplay, sometimes i get 3 headshots and get the perfect, sometimes Im taking 2-3 shots after shields are down to get the kill, and its taking me like 4-6 shots to body them. It just doesnt seem to have a consistent use case for me.

I’m glad its working for you though! I wish I could get to grips with it haha!

Also they should add maybe a hammer variant of the original then, as griffball is going be pretty much ruined with this new hammer and that lack of gravitational recoil that the halo 3-reach hammer had

The grenade kill thing shouldnt be a thing. I cant recall it being that way but it feels like a cheap cop out and someone shouldnt be rewarded a kill for me killing my self. I’d happily take a 100 point loss on my own deaths. Just because they did a little damage to me? its mind boggling to get my heard around that one.