The weapon sandbox is a step backwards from Halo 5

I missed the first flight so this was my first chance to get hands-on with the game. While there are many things I really enjoyed with the game, such as the removal of gimmicky movement options and the expansion of equipment pick-ups, the weapon sandbox feels like a large step back from Halo 5.

I’ve played the series since CE and delved pretty heavily into competitive play long ago, so that’s the perspective I’m coming at this from. But it seems to me that 5 had an almost universally appreciated sandbox; the AR was definitely strong, but the Magnum was a great utility weapon that rewarded skilled gunplay, promoted “the dance” that Halo is known for, yet left enough to be desired that you were encouraged to get map pick-ups. Both casual audiences and competitive crowds seemed to have more to enjoy with 5, and I feel like the sandbox of that game has rightfully been praised as being the high water mark of the series in terms of striking a balance for all players.

Infinite just doesn’t capture that, and I’m not really sure what they’re going for with the changes they’ve made. The AR feels basically like the Halo 5 AR pre-nerf, and the Sidekick just feels like it belongs in a different game. It’s spammy and not satisfying to use, even though it’s certainly decently effective enough. It feels preferable to the BR in most cases honestly, but then you have something like the Commando which just absolutely shreds so much more than either of them.

I feel like the simple fix here is to go back to something way closer to the Halo 5 sandbox. It worked for most everyone, it felt like Halo, and there was a clear logic to it. You started with a capable automatic weapon and a solid utility weapon that left just enough to be desired to make the map pick-ups highly attractive. If I could have Halo 5’s weapon sandbox with Halo Infinite movement and equipment, I think I’d be pretty much sold. As it stands now, I’m not really sure if this game will trump things like Battlefield or Splitgate for me because it just isn’t satisfying to play.

H5 is 90% pistol.

I really like the game, but that thing dominates most weapons at most ranges.

Feel like this is the most diversity the weapon Sandbox has had across every Halo game.

> 2693447455724344;1:
> I missed the first flight so this was my first chance to get hands-on with the game. While there are many things I really enjoyed with the game, such as the removal of gimmicky movement options and the expansion of equipment pick-ups, the weapon sandbox feels like a large step back from Halo 5.
>
> I’ve played the series since CE and delved pretty heavily into competitive play long ago, so that’s the perspective I’m coming at this from. But it seems to me that 5 had an almost universally appreciated sandbox; the AR was definitely strong, but the Magnum was a great utility weapon that rewarded skilled gunplay, promoted “the dance” that Halo is known for, yet left enough to be desired that you were encouraged to get map pick-ups. Both casual audiences and competitive crowds seemed to have more to enjoy with 5, and I feel like the sandbox of that game has rightfully been praised as being the high water mark of the series in terms of striking a balance for all players.
>
> Infinite just doesn’t capture that, and I’m not really sure what they’re going for with the changes they’ve made. The AR feels basically like the Halo 5 AR pre-nerf, and the Sidekick just feels like it belongs in a different game. It’s spammy and not satisfying to use, even though it’s certainly decently effective enough. It feels preferable to the BR in most cases honestly, but then you have something like the Commando which just absolutely shreds so much more than either of them.
>
> I feel like the simple fix here is to go back to something way closer to the Halo 5 sandbox. It worked for most everyone, it felt like Halo, and there was a clear logic to it. You started with a capable automatic weapon and a solid utility weapon that left just enough to be desired to make the map pick-ups highly attractive. If I could have Halo 5’s weapon sandbox with Halo Infinite movement and equipment, I think I’d be pretty much sold. As it stands now, I’m not really sure if this game will trump things like Battlefield or Splitgate for me because it just isn’t satisfying to play.

for the love of god, Halo 5 official multiplayer soundtrack is “pew pew pew” because everyone is just using the pistol, everywhere and all the time, and if you can’t use the pistol you are doomed. I can’t imagine nothng worse than get closer to Halo 5 sandbox. We already have the same aiming issues, copy than sandbox too and you can trash the whole game already.

The flight didn’t have all the weapons, so you can’t really compare the sandboxes.
and you didn’t really explain why other than saying the AR is strong, pistol is spammy and commando does too much damage, all of which can be tweaked pre launch.
The sandbox is more that just what you spawn with. don’t jump the gun

The Weapons sandbox of Halo 5 was only the magnum and sometime the BR that it !

The sandbox was outright unbalance ,
because of the spartans ability : we ended up having all the weapons of the game that kill too fast and that track worse than a missile then a mega nerf came and made all the bullet weapons crappy except the magnum that was already the best weapon of the game then it became THE META.

Infinite AR is a good starting weapon at medium range accompanied by sidekick which is good at medium/short range

Halo 3 + a Battle Rifle rate of fire nerf. No matter how much some people want the BR to dominate everything, this is closer to what balance looks like.

H5 Sandbox was basically Magnum + Power Weapons. The Magnum is so good that there’s almost no point in using the Assault Rifle (keyword almost), and you could keep the Magnum over the Battle Rifle, Carbine, Light Rifle, and DMR and still have a very potent precision weapon. It was very satisfying to use, yes, but it made half of the weapon sandbox obsolete.

I do think that Infinite’s sandbox still needs some adjustments. To be fair though, if the Magnum got a small nerf in Halo 5 I think the H5 sandbox would actually be one of the best weapon sandboxes (this is coming from someone who still consistently plays Halo 5 to this day)

Do you think they will add weapons like reqs and different varieties of classic weapons

> 2533274801036271;2:
> H5 is 90% pistol.
>
> I really like the game, but that thing dominates most weapons at most ranges.
>
> Feel like this is the most diversity the weapon Sandbox has had across every Halo game.

This.

It’s definately one of the least balanced sandboxes so far. But I hope the major problems will be fixed.
It’s definately a “fun” sandbox. Just insanely unbalanced.

> 2535444645906969;8:
> Do you think they will add weapons like reqs and different varieties of classic weapons

I’d really like to see this. I really loved the variety of Super Fiesta and hope we see it in Infinite.

Halo 5 does feel good, but outside of the Magnum all of the guns feel very same-y and do a lot of the same things. I feel like Infinite felt pretty good aside from the AR which has to be tuned down, but that is probably the most common feedback that I’ve seen so it’ll happen.

As for the sandbox as a whole I do find it disappointing for several reasons. Bloom is back for some reason(even on the bloody sniper), redundant weapons still seem to be a problem. Weapons that do have some unique features are often undermined by other aspects of the weapon. For example the heatwave’s bouncy projectiles are cool, but the base damage is so low that its hardly worth it to try bouncing around the corner unless they have a sliver of health. Or the shock rifles arcing shots which are so weak compared to just hitting targets directly. And these weapons are hardly alone.

The shorter theoretical killtimes are nice, but between the bloom and recoil they really don’t want anyone to be able to reach those short killtimes through skill, you just need to get lucky.

343 was talking a good game before the flights regarding the sandbox and saying all the right things, but its clear after playing it that nothings really changed. The capacity for creating viable weapons with unique mechanics was there in Halo 5 and its there now, but they don’t seem to have any idea of how to utilize what they build.

> 2533274801036271;2:
> H5 is 90% pistol.
>
> I really like the game, but that thing dominates most weapons at most ranges.
>
> Feel like this is the most diversity the weapon Sandbox has had across every Halo game.

Man people love saying nonsense like this as if there isn’t a bunch of weapons that could outperform it, especially pre-patch. The only meaningful differences post-patch was that the AR required more precision to get a faster TTK and the BR fell behind the rest of the precision pack. Halo 5 had a bunch a redundant weapons, the vast majority were still viable, it wasn’t as if the Magnum was somehow especially powerful.

> 2533274819446242;13:
> Man people love saying nonsense like this as if there isn’t a bunch of weapons that could outperform it, especially pre-patch. The only meaningful differences post-patch was that the AR required more precision to get a faster TTK and the BR fell behind the rest of the precision pack. Halo 5 had a bunch a redundant weapons, the vast majority were still viable, it wasn’t as if the Magnum was somehow especially powerful.

I mean, the magnum (was) especially powerful. It was a 5 shot perfect kill. I played a ton of Halo 5 and I love the multiplayer a lot but lets not pretend that Halo 5 didnt have a magnum problem. It was easily the most used and on average the most powerful weapon to use in the game due to it being a default loadout weapon in every match. Halo Infinite is trending in the right direction with the sandbox by trying to not have one weapon dominate the sandbox most of the time. It is a tough balance and it will probably never be perfect but I dont want what Halo 5 had as a sandbox in Halo Infinite imo

> 2533274819446242;13:
> Man people love saying nonsense like this as if there isn’t a bunch of weapons that could outperform it, especially pre-patch. The only meaningful differences post-patch was that the AR required more precision to get a faster TTK and the BR fell behind the rest of the precision pack. Halo 5 had a bunch a redundant weapons, the vast majority were still viable, it wasn’t as if the Magnum was somehow especially powerful.

C’mon man, now who is talking utter nonsense.

Last season I ranked Onyx in Team Slayer and 88.2% of my weapon kills were with the Pistol. That’s ludicrous.

The magnum is the ultimate weapon at pretty much all ranges. There’s almost no point in picking up anything else because that thing dominates everything in versatility. Other weapons may be better in very specific scenarios, but most battles just come down to the pistol because most battles fall into a range where the pistol wins that fight.

> 2693447455724344;1:
> 1.) the weapon sandbox feels like a large step back from Halo 5.
>
> 2.) I’ve played the series since CE and delved pretty heavily into competitive play long ago, so that’s the perspective I’m coming at this from. But it seems to me that 5 had an almost universally appreciated sandbox; the AR was definitely strong, but the Magnum was a great utility weapon that rewarded skilled gunplay, promoted “the dance” that Halo is known for, yet left enough to be desired that you were encouraged to get map pick-ups.
>
> 3.) Both casual audiences and competitive crowds seemed to have more to enjoy with 5, and I feel like the sandbox of that game has rightfully been praised as being the high water mark of the series in terms of striking a balance for all players.
>
> 4.) The AR feels basically like the Halo 5 AR pre-nerf, and the Sidekick just feels like it belongs in a different game. It’s spammy It feels preferable to the BR in most cases.
>
> 5.) Commando which just absolutely shreds so much more than either of them.
>
> 6.) I feel like the simple fix here is to go back to something way closer to the Halo 5 sandbox. It worked for most everyone, it felt like Halo, and there was a clear logic to it.

1.) We don’t have the whole sand box. That said i feel we already have something way better than at least since reach quite possibly the best in the franchise thus far.

2.) Halo 5 at least when I played it was M6H2s on every map all the time and it got boring fast imo.

3.) What do you mean by more? If you mean more as in redundancy then sure. We had the pistol, br, h2br, Lr, dmr and carbine all doing the same thing. The smg, shotty and SS were the same. It was a bloated sandbox. And from my understanding it was often called out in this by players.
Especially casual play where these weapons just made the sandbox less Interesting because the player was so buffed a pistol and the thrusters meant pick ups has little value at all.

4.) The AR is great just needs a little more bloom. It owns on smaller arenas sure but its niche makes it far less desirable on behemoth. That is a huge plus for me as it means the meta is map centric not utility based and always available at spawn.
As for the side kick, can you explain the spammy comment? Pacing shots is literally how it’s used best spamming maks it pretty useless and it hasn’t got the range of the prior power pistols in the series which is great for letting more weapons become viable.

5.) It shreds at range but is the best carbine ever imo. It has traits of the dmr carbine and auto rifle and smaller mag making it great at range for kills and suppression fire when descoped. Honestly one of the most intelligent additions I’ve seen to halos sandbox. It has a clear role and is countered by many other weapons so its pretty much perfect. Easily outplayed by a br at mid or the few AR bursts and a sidekick to the head up close. Has a skill gap and interesting scope properties but also a utility as an assist rifle for lower skill players so it still serves a purpose.

6.) I couldn’t be more opposed to this. That game had a bloated undefined and extremely uninteresting sandbox.
All the new weapons serve clear roles and support the halo dance especially now strafing and -Yoink- placement matters again.

Only gun I didn’t think was great as the bulldog. And I don’t hate it just unsure how useful it is especially with the HW getting a buff.

Why are so many people acting as if this is the final build of the game?!

> 2533274827321356;14:
> > 2533274819446242;13:
> > Man people love saying nonsense like this as if there isn’t a bunch of weapons that could outperform it, especially pre-patch. The only meaningful differences post-patch was that the AR required more precision to get a faster TTK and the BR fell behind the rest of the precision pack. Halo 5 had a bunch a redundant weapons, the vast majority were still viable, it wasn’t as if the Magnum was somehow especially powerful.
>
> I mean, the magnum (was) especially powerful. It was a 5 shot perfect kill. I played a ton of Halo 5 and I love the multiplayer a lot but lets not pretend that Halo 5 didnt have a magnum problem. It was easily the most used and on average the most powerful weapon to use in the game due to it being a default loadout weapon in every match. Halo Infinite is trending in the right direction with the sandbox by trying to not have one weapon dominate the sandbox most of the time. It is a tough balance and it will probably never be perfect but I dont want what Halo 5 had as a sandbox in Halo Infinite imo

The number of shots is irrelevant, The Carbine takes 7 shots and still kills faster than a Magnum. Utility weapons being used a lot is quite simply how Halo works.

> 2533274801036271;15:
> > 2533274819446242;13:
> > Man people love saying nonsense like this as if there isn’t a bunch of weapons that could outperform it, especially pre-patch. The only meaningful differences post-patch was that the AR required more precision to get a faster TTK and the BR fell behind the rest of the precision pack. Halo 5 had a bunch a redundant weapons, the vast majority were still viable, it wasn’t as if the Magnum was somehow especially powerful.
>
> C’mon man, now who is talking utter nonsense.
>
> Last season I ranked Onyx in Team Slayer and 88.2% of my weapon kills were with the Pistol. That’s ludicrous.
>
> The magnum is the ultimate weapon at pretty much all ranges. There’s almost no point in picking up anything else because that thing dominates everything in versatility. Other weapons may be better in very specific scenarios, but most battles just come down to the pistol because most battles fall into a range where the pistol wins that fight.

No, you had options and chose not to use them, the close range weapons do their jobs, long range weapons do theirs, so do power weapons. Aside from the BR post patch the Carbine and LR were both still superior to the Magnum.

The Magnum “dominates” nothing, its a versatile weapon like every other utility weapon that came before it. Halo players have always gravitated toward versatile weapons and they always will. People make use the same hyperbole when talking about BR’s of games past and the CE Pistol, and they were spouting ignorant nonsense before too. Only in Halo 5 virtually everything could compete with the main utility so its even more ridiculous to claim that the Magnum was especially powerful relative to the rest of the sandbox.

The main problem with Halo 5 being that your options didn’t really alter gameplay much even though they were perfectly viable weapons. You you had 4 bullet hoses, 5 utility weapons(among other things), and the main thing that changed between them was aesthetics. Niche weapons have niche uses, which means they are not going to be used as often and if you don’t spawn with it gets even less use, and if you stick your head in the sand and pretend the Magnum is the only viable option in order to suit your point your statistic isn’t that surprising.

> 2693447455724344;1:
> I missed the first flight so this was my first chance to get hands-on with the game. While there are many things I really enjoyed with the game, such as the removal of gimmicky movement options and the expansion of equipment pick-ups, the weapon sandbox feels like a large step back from Halo 5.
>
> I’ve played the series since CE and delved pretty heavily into competitive play long ago, so that’s the perspective I’m coming at this from. But it seems to me that 5 had an almost universally appreciated sandbox; the AR was definitely strong, but the Magnum was a great utility weapon that rewarded skilled gunplay, promoted “the dance” that Halo is known for, yet left enough to be desired that you were encouraged to get map pick-ups. Both casual audiences and competitive crowds seemed to have more to enjoy with 5, and I feel like the sandbox of that game has rightfully been praised as being the high water mark of the series in terms of striking a balance for all players.
>
> Infinite just doesn’t capture that, and I’m not really sure what they’re going for with the changes they’ve made. The AR feels basically like the Halo 5 AR pre-nerf, and the Sidekick just feels like it belongs in a different game. It’s spammy and not satisfying to use, even though it’s certainly decently effective enough. It feels preferable to the BR in most cases honestly, but then you have something like the Commando which just absolutely shreds so much more than either of them.
>
> I feel like the simple fix here is to go back to something way closer to the Halo 5 sandbox. It worked for most everyone, it felt like Halo, and there was a clear logic to it. You started with a capable automatic weapon and a solid utility weapon that left just enough to be desired to make the map pick-ups highly attractive. If I could have Halo 5’s weapon sandbox with Halo Infinite movement and equipment, I think I’d be pretty much sold. As it stands now, I’m not really sure if this game will trump things like Battlefield or Splitgate for me because it just isn’t satisfying to play.

Well, not all weapons have been revealed or used in wide scale yet, so I would hold off criticism. I have to get used to grenades again though, holy cow I was getting killed by them all the time. Halo 5 frags never felt very powerful. More like wet farts.

> 2533274819446242;18:
> > 2533274827321356;14:
> > > 2533274819446242;13:
> > > Man people love saying nonsense like this as if there isn’t a bunch of weapons that could outperform it, especially pre-patch. The only meaningful differences post-patch was that the AR required more precision to get a faster TTK and the BR fell behind the rest of the precision pack. Halo 5 had a bunch a redundant weapons, the vast majority were still viable, it wasn’t as if the Magnum was somehow especially powerful.
> >
> > I mean, the magnum (was) especially powerful. It was a 5 shot perfect kill. I played a ton of Halo 5 and I love the multiplayer a lot but lets not pretend that Halo 5 didnt have a magnum problem. It was easily the most used and on average the most powerful weapon to use in the game due to it being a default loadout weapon in every match. Halo Infinite is trending in the right direction with the sandbox by trying to not have one weapon dominate the sandbox most of the time. It is a tough balance and it will probably never be perfect but I dont want what Halo 5 had as a sandbox in Halo Infinite imo
>
> The number of shots is irrelevant, The Carbine takes 7 shots and still kills faster than a Magnum. Utility weapons being used a lot is quite simply how Halo works.
>
>
> > 2533274801036271;15:
> > > 2533274819446242;13:
> > > Man people love saying nonsense like this as if there isn’t a bunch of weapons that could outperform it, especially pre-patch. The only meaningful differences post-patch was that the AR required more precision to get a faster TTK and the BR fell behind the rest of the precision pack. Halo 5 had a bunch a redundant weapons, the vast majority were still viable, it wasn’t as if the Magnum was somehow especially powerful.
> >
> > C’mon man, now who is talking utter nonsense.
> >
> > Last season I ranked Onyx in Team Slayer and 88.2% of my weapon kills were with the Pistol. That’s ludicrous.
> >
> > The magnum is the ultimate weapon at pretty much all ranges. There’s almost no point in picking up anything else because that thing dominates everything in versatility. Other weapons may be better in very specific scenarios, but most battles just come down to the pistol because most battles fall into a range where the pistol wins that fight.
>
> No, you had options and chose not to use them, the close range weapons do their jobs, long range weapons do theirs, so do power weapons. Aside from the BR post patch the Carbine and LR were both still superior to the Magnum.
>
> The Magnum “dominates” nothing, its a versatile weapon like every other utility weapon that came before it. Halo players have always gravitated toward versatile weapons and they always will. People make use the same hyperbole when talking about BR’s of games past and the CE Pistol, and they were spouting ignorant nonsense before too. Only in Halo 5 virtually everything could compete with the main utility so its even more ridiculous to claim that the Magnum was especially powerful relative to the rest of the sandbox.
>
> The main problem with Halo 5 being that your options didn’t really alter gameplay much even though they were perfectly viable weapons. You you had 4 bullet hoses, 5 utility weapons(among other things), and the main thing that changed between them was aesthetics. Niche weapons have niche uses, which means they are not going to be used as often and if you don’t spawn with it gets even less use, and if you stick your head in the sand and pretend the Magnum is the only viable option in order to suit your point your statistic isn’t that surprising.

Wow.