These New Weapons Are Wildn

Throughout the flight, I feel like 343 can’t get weapons right. Instead of improving or keeping the OG Halo weapons as they should be, they create new useless weapons that are a pain to fight against or use. Bulldog is like a nerfed H3 Mauler, Ravager is pointless, that richocheting shotgun is also pointless, Pulse Carbine is jus plain garbage, the Plasma Pistol is actual trash, and the AR is been recreated into the new precision weapon… I question 343 sometimes. Ofc they’re some of y’all that like these new weapons. That’s your opinion, but in my opinion 343 creates new, useless weapons and doesn’t focus on the OG ones that should be at least their OG use.

If they had another covenant weapon like a plasma rifle, simply brought back the mauler and gave us the classic shotgun, and slightly adjust the magnum and AR ttk I think it would become a lot better.

even if I pre charge the plasma pistol to do the epic combo I nearly fully die every time just because some people can spam them sidekick so much. I’ve literally been killed by that thing in 1.5 seconds

> 2535447887837444;2:
> If they had another covenant weapon like a plasma rifle, simply brought back the mauler and gave us the classic shotgun, and slightly adjust the magnum and AR ttk I think it would become a lot better.
>
> even if I pre charge the plasma pistol to do the epic combo I nearly fully die every time just because some people can spam them sidekick so much. I’ve literally been killed by that thing in 1.5 seconds

It’s more efficient to spam the plasma pistol at someone then pull out the sidekick than use a full on noob combo in infinite btw. Sad that it has to be this way.

I feel that instead of dissing new or modified weapons; perhaps a growth mindset can help. In Halo, the game is not about nostalgia; it’s about reclaiming. Halo: Infinite is a spiritual reboot, and no where did it say it was going to be H3-2.0. I understand your dislike for these new firearms, but you need to take into consideration the new playstyles that will be formed from it. Although some guns may seem useless, it may be just because you haven’t played with them hard enough. Halo: Infinite is however in its beta stage, so no gun is final. If you find any real issues with a weapon, you may want to file a ticket.

> 2535464567452645;4:
> I feel that instead of dissing new or modified weapons; perhaps a growth mindset can help. In Halo, the game is not about nostalgia; it’s about reclaiming. Halo: Infinite is a spiritual reboot, and no where did it say it was going to be H3-2.0. I understand your dislike for these new firearms, but you need to take into consideration the new playstyles that will be formed from it. Although some guns may seem useless, it may be just because you haven’t played with them hard enough. Halo: Infinite is however in its beta stage, so no gun is final. If you find any real issues with a weapon, you may want to file a ticket.

Of course it’s jus a beta. I used every gun equally, except the Sidekick. I used that gun the most. Of course they can be improved, but I feel like they’re disregarding the older weapons for new ones.

2 biggest gripes so far with halo infinite sandbox

1.) Tesla weapons the grenades specifically feel contrived compared to how plasma behaved previously even the AI bots abuse the tesla weapons

2.) controller support by 343 is terrible, coming from an paddle controller player the control settings we have been given are absolutely atrocious on console

> 2535436557871072;3:
> > 2535447887837444;2:
> > If they had another covenant weapon like a plasma rifle, simply brought back the mauler and gave us the classic shotgun, and slightly adjust the magnum and AR ttk I think it would become a lot better.
> >
> > even if I pre charge the plasma pistol to do the epic combo I nearly fully die every time just because some people can spam them sidekick so much. I’ve literally been killed by that thing in 1.5 seconds
>
> It’s more efficient to spam the plasma pistol at someone then pull out the sidekick than use a full on noob combo in infinite btw. Sad that it has to be this way.

Noob combo is still very efficient, but it’s range of effect is more like that of H2. The plasma pistol has seen a great amount of range increase and therefore has a much better time knocking shields out from far away; giving you plenty of time to begin firing at the too be shield-less Spartan. Closer range encounters may still have their chances with this age-old combo, but I think the trend has been simply rebirthed, not disposed of. Perhaps using the Heatwave on horizontal shot then pulling out the Sidekick? That has seemed to be quite the swap tactic for me.

As for the shotgun, magnum, and AR: In one of Halo: Infinite’s earlier blog posts, there was hinting at the same model of shotgun and magnum returning to Halo from HCE. This however is all speculation, but as in H5 – anything is possible. For the AR, Halo: Infinite is in beta and things are likely to change. The BR changed quite a lot from flight one to flight two; so who’s to say the AR might get shuffled a little bit to balance it.

> 2533274861316131;6:
> 2 biggest gripes so far with halo infinite sandbox
>
> 1.) Tesla weapons the grenades specifically feel contrived compared to how plasma behaved previously even the AI bots abuse the tesla weapons
>
> 2.) controller support by 343 is terrible, coming from an paddle controller player the control settings we have been given are absolutely atrocious on console

I have no idea what that new grenade is LOL. Like some shock nade. But yeah i agree with controller support. I’ve played Halo for years and years. I’ve gotten very good aim, but I sometimes struggled with the aim. Not that badly but not to my usual aim. It’s weird. The sniper is my biggest problem. It took me so long jus to get that down. I feel like they’ll def bump up the aim assist. One reason for that is because newer players will have the hardest time of all tryna get into Halo.

> 2535436557871072;5:
> > 2535464567452645;4:
> > I feel that instead of dissing new or modified weapons; perhaps a growth mindset can help. In Halo, the game is not about nostalgia; it’s about reclaiming. Halo: Infinite is a spiritual reboot, and no where did it say it was going to be H3-2.0. I understand your dislike for these new firearms, but you need to take into consideration the new playstyles that will be formed from it. Although some guns may seem useless, it may be just because you haven’t played with them hard enough. Halo: Infinite is however in its beta stage, so no gun is final. If you find any real issues with a weapon, you may want to file a ticket.
>
> Of course it’s jus a beta. I used every gun equally, except the Sidekick. I used that gun the most. Of course they can be improved, but I feel like they’re disregarding the older weapons for new ones.

They aren’t necessarily disregarding the old weapons. The reason the OG weapons aren’t in full at the moments is for unique content. 343i want Halo: Infinite to be a spiritual reboot for Halo purists, and also a new game for first time halo fans to pick up and enjoy without context. Currently the sandbox is very dry and spread out, but it is that way to show us the potential amount of items for us to play with. We have kinetic, explosive, gravity, plasma, cinder, dynamo, and energy. Although not every topic of weapons are fully fleshed out; there is a huge potential for the sandbox. Just remember that Forge will likely not be in the release package, so the sandbox will be focused on weapon and asset development rather than prop development, so I think the game’s weapons will be quite good on release. Original weapons are currently in sparse numbers so that new halo players AND old players have new toys to test rather than getting on a beta that feels like H5 on new maps. They did bring back must-haves like the AR, BR, S7, SPNKR, Plasma Pistol, Needler, and gravity hammer (along with the frags, plasma grenades, and spike grenades) for us original players, but the purpose of this beta is to stress the newer assets so we can report bugs to be fixed. It is unlikely that we will have problems with the Brute Spiker; since it will just be a re-sounded H3 Spiker, so why have it take up a slot in the sandbox when you could put a new weapon in to be tested?

> 2535436557871072;1:
> Throughout the flight, I feel like 343 can’t get weapons right. Instead of improving or keeping the OG Halo weapons as they should be, they create new useless weapons that are a pain to fight against or use. Bulldog is like a nerfed H3 Mauler, Ravager is pointless, that richocheting shotgun is also pointless, Pulse Carbine is jus plain garbage, the Plasma Pistol is actual trash, and the AR is been recreated into the new precision weapon… I question 343 sometimes. Ofc they’re some of y’all that like these new weapons. That’s your opinion, but in my opinion 343 creates new, useless weapons and doesn’t focus on the OG ones that should be at least their OG use.

bulldog feels like the halo CE shotgun and is way better than a mauler
ravager is better than the concussion rifle
heatwave is unique and fun to use but needs a buff
pulse carbine is essentially a better version of the plasma pistol
yea I agree the plasma pistol is hot garbage rn

also bungie’s games had a huge pool of useless weapons: the plasma rifle, spiker, SMG, mauler, h2/3 magnum, assault rifle, h2/3 shotgun, h2 needler, flamethrower…
there were about as many useful weapons as useless ones.

> 2535436557871072;8:
> > 2533274861316131;6:
> > 2 biggest gripes so far with halo infinite sandbox
> >
> > 1.) Tesla weapons the grenades specifically feel contrived compared to how plasma behaved previously even the AI bots abuse the tesla weapons
> >
> > 2.) controller support by 343 is terrible, coming from an paddle controller player the control settings we have been given are absolutely atrocious on console
>
> I have no idea what that new grenade is LOL. Like some shock nade. But yeah i agree with controller support. I’ve played Halo for years and years. I’ve gotten very good aim, but I sometimes struggled with the aim. Not that badly but not to my usual aim. It’s weird. The sniper is my biggest problem. It took me so long jus to get that down. I feel like they’ll def bump up the aim assist. One reason for that is because newer players will have the hardest time of all tryna get into Halo.

I feel like they’ll def bump up the aim assist…I wouldn’t trust 343 with aim assist after what they did in halo 5, noobs aim isn’t the problem, as a guy who extensively plays with console settings in many Ranked FPS titles I can blatantly see 343 developed Halo infinite with PC in mind and they tried porting PC controls to console which never works out.

343 should have focused on Controller support first and then moved to PC, 343 made this same mistake with Reach and how movement and ability’s behave very differently then on controller such as restricted turning while running on PC is 0 while on console its around 50%

343 is creating more problems if they just slap aim assist to solve their bad controller support

> 2535436557871072;8:
> > 2533274861316131;6:
> > 2 biggest gripes so far with halo infinite sandbox
> >
> > 1.) Tesla weapons the grenades specifically feel contrived compared to how plasma behaved previously even the AI bots abuse the tesla weapons
> >
> > 2.) controller support by 343 is terrible, coming from an paddle controller player the control settings we have been given are absolutely atrocious on console
>
> I have no idea what that new grenade is LOL. Like some shock nade. But yeah i agree with controller support. I’ve played Halo for years and years. I’ve gotten very good aim, but I sometimes struggled with the aim. Not that badly but not to my usual aim. It’s weird. The sniper is my biggest problem. It took me so long jus to get that down. I feel like they’ll def bump up the aim assist. One reason for that is because newer players will have the hardest time of all tryna get into Halo.

Currently; there is bullet magnetism, but no aim assist. There is a debate going on about whether or not they will have it in the game. Likelihood: yes they will add it to the final build, but it is always good to have an open mindset and be ready for even the most unexpected things.

As for the new dynamo equipment and assets; think of them as the H3 Power Drain throwable… It will repeatedly shock a player in its radius, crippling the shields, until doing slight damage to the player’s base health. Any vehicles in its radius will be disabled, and the grenade has also been able to detonate other grenades out of the air. The shock rifle is a new mid-long range rifle which shoots a burst of 5 sparks which do large amounts of shield and health damage and can also link sparks between a number of closer entities (players, grenades, floor weapons, vehicles, etc…). The disruptor is similar to that of the shock rifle, but in a faster, smaller, and less effective package.