Thoughts in Commando

Commando has a nice kick when fired, but maybe tunning it a small bit will make it better. Though, I feel the weapon is pretty good, it just needs a little less recoil and I mean just that small adjustment.

I apologize for being late on this. I already love what you guys at 343 have done with Halo infinite. Thank you all for quite a fantastic multiplayer game.

I honestly argue that the Commando is made better by the heavy recoil. I’m paraphrasing Ascend Hyperion on this one, but the Commando is essentially an automatic precision weapon. The recoil is what is keeping it from being OP. If it’s turned down it’ll dominate the sandbox and lead to exactly the mistake(s) Halo 5 made in terms of viability post-balancing.

> 2535435296094431;1:
> Commando has a nice kick when fired, but maybe tunning it a small bit will make it better. Though, I feel the weapon is pretty good, it just needs a little less recoil and I mean just that small adjustment.
>
> I apologize for being late on this. I already love what you guys at 343 have done with Halo infinite. Thank you all for quite a fantastic multiplayer game.

IMO the commando feels great in mid-range engagements. the recoil is not at all too terrible, but I do understand what you mean. When holding down the trigger at mid to longer ranges scoped down it does get a tad bit out of hand.The tap firing at range for it though more than makes up for it.

I really don’t like how the Commando is right now. No matter how many times I use it I just can’t kill a single thing! And yes. Even with training I’m still bad at it. Some changes really need to be made to the recoil in my opinion.

I liked it on mouse and keyboard a lot but with controller it’s very fiddly to aim

it looked fun to use at first but i was kinda disappointed when i first used it

> 2533274837803271;2:
> I honestly argue that the Commando is made better by the heavy recoil. I’m paraphrasing Ascend Hyperion on this one, but the Commando is essentially an automatic precision weapon. The recoil is what is keeping it from being OP. If it’s turned down it’ll dominate the sandbox and lead to exactly the mistake(s) Halo 5 made in terms of viability post-balancing.

When it comes to games, there is no such thing as OP, there is only skill. And when it comes to balancing games, it usually just takes the fun out of it for some players and makes it fun for those who complain about balancing, I for one think the Commando needs a bit less recoil and a tad more damage per shot to the head. Also they need to remove all aim assist from MCC and Infinite so mouse and keyboard players won’t be constantly dominated by those with controller, now that is proper balancing.

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> > 2533274837803271;2:
> > I honestly argue that the Commando is made better by the heavy recoil. I’m paraphrasing Ascend Hyperion on this one, but the Commando is essentially an automatic precision weapon. The recoil is what is keeping it from being OP. If it’s turned down it’ll dominate the sandbox and lead to exactly the mistake(s) Halo 5 made in terms of viability post-balancing.
>
> When it comes to games, there is no such thing as OP, there is only skill. And when it comes to balancing games, it usually just takes the fun out of it for some players and makes it fun for those who complain about balancing, I for one think the Commando needs a bit less recoil and a tad more damage per shot to the head. Also they need to remove all aim assist from MCC and Infinite so mouse and keyboard players won’t be constantly dominated by those with controller, now that is proper balancing.

I don’t think you even deserve a response, but I think a half-baked one will suffice. Saying balancing issues (a weapon being OP) doesn’t exist but skill does is the most incorrect thing I’ve ever read. There are indeed balancing issues in many games. Look at Halo 5’s massive balancing patch. (Not only that, but it kinda discredited the second part of your argument there now didn’t it?)

Your opinion on the Commando is fair, to each their own. But the controller aim assist argument needs to stop. If you play on K&M and you genuinely lost to a controller player, you’re terrible at Infinite. Genuinely. You have every advantage with K&M. Both input devices have the same “aim assist” which leads K&M to dominate. Stop trolling.

Not a fan of the weapon (on controller).

I’m a big fan of the weapon (on controller).

Are you having thoughts about going “commando” or did I misinterpret the topic?

I couldn’t get the hang of it in the first Flight, bit second Flight I loved it.

Spam the trigger, don’t hold. Victory.

I want to like the Commando but it never seemed to work out for me. The recoil seems too much, especially with a controller. I imagine it feels much more controlled when used with a mouse.

At least through my experience using it, I feel either the recoil needs to be tuned down, or the rate-of-fire needs be decreased and the damage-per-shot increased. The latter would make it more effective at pecking targets at longer ranges as well.

> 2707521204561823;13:
> I want to like the Commando but it never seemed to work out for me. The recoil seems too much, especially with a controller. I imagine it feels much more controlled when used with a mouse.
>
> At least through my experience using it, I feel either the recoil needs to be tuned down, or the rate-of-fire needs be decreased and the damage-per-shot increased. The latter would make it more effective at pecking targets at longer ranges as well.

I’m not a fan of recoil or how was introduced on the Commando, but I do have a tip on using it. Only rapid fire 2-3 shots then let bloom reset; this allows you to pace your shots and have less aim chaos.

> 2533274837803271;2:
> I honestly argue that the Commando is made better by the heavy recoil. I’m paraphrasing Ascend Hyperion on this one, but the Commando is essentially an automatic precision weapon. The recoil is what is keeping it from being OP. If it’s turned down it’ll dominate the sandbox and lead to exactly the mistake(s) Halo 5 made in terms of viability post-balancing.

That all depends on how it’s tuned; a doubt a 5% recoil reduction, for example, will impact ttks/ game outcomes too heavily.

> 2533275062078847;7:
> > 2533274837803271;2:
> > I honestly argue that the Commando is made better by the heavy recoil. I’m paraphrasing Ascend Hyperion on this one, but the Commando is essentially an automatic precision weapon. The recoil is what is keeping it from being OP. If it’s turned down it’ll dominate the sandbox and lead to exactly the mistake(s) Halo 5 made in terms of viability post-balancing.
>
> When it comes to games, there is no such thing as OP, there is only skill. And when it comes to balancing games, it usually just takes the fun out of it for some players and makes it fun for those who complain about balancing, I for one think the Commando needs a bit less recoil and a tad more damage per shot to the head. Also they need to remove all aim assist from MCC and Infinite so mouse and keyboard players won’t be constantly dominated by those with controller, now that is proper balancing.

Hey guys, hear that? Let’s just put unlimited ammo rocket launchers in the game. While we are at it let’s make it so only M&K players spawn with them. It doesn’t need to be balanced because of skill. There’s no such thing as OP. Only skill.

When posting a topic I just wanted to express my opinion, on the matter of the commandos recoil and just how it plays. I felt the commando was a beautiful weapon, yet in certain circumstances. The weapons recoil can be just a bit out of wack, which is why I said lower the recoil just a small bit, NOT and I mean NOT a lot. Some one had confused what I meant and twisted it up. I don’t want another Halo 5 Fiasco with Precision weapons. I love the commandos kick, it just needs a small and I mean small recoil adjustment. As well. I do not like some of the disrespectful ways some people have replied to each others quotes. Everyone is allowed to state opinions, and deserves the chance to. I understand what some people mean by, not wanting a halo 5 situation. But I ask if you state opinions not force them, and hear what someone is saying fully, before coming to conclusions. I like your replies just keep it from being inconsiderate of others.

Definitely feel like the commando could use some work, I don’t know about yall but I found myself consistently going for the battle rifle over the commando in BTB if I could, eve though they technically fill the same role I feel like the battle rifle is just better at about all ranges. The commando seems only really effective at medium range, at long range the recoil is too much, and at close range you can be easily outclassed by the assault rifle. Besides the recoil itself a good remedy may be just increasing the magazine by five rounds or so, it would give you more time to compensate for the recoil while shooting and help in situations where you will often empty your magazine before your opponent. What about you guys? did you have similar experiences?

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> > 2535435296094431;1:
> > Commando has a nice kick when fired, but maybe tunning it a small bit will make it better. Though, I feel the weapon is pretty good, it just needs a little less recoil and I mean just that small adjustment.
> >
> > I apologize for being late on this. I already love what you guys at 343 have done with Halo infinite. Thank you all for quite a fantastic multiplayer game.
>
> IMO the commando feels great in mid-range engagements. the recoil is not at all too terrible, but I do understand what you mean. When holding down the trigger at mid to longer ranges scoped down it does get a tad bit out of hand.The tap firing at range for it though more than makes up for it.

Yeah the commando is decent at mid range and ok at close range because of the recoil. I wouldn’t change it tho. Tends to make people think twice before picking up a weapon that they know they can’t use effectively…

Firstly the commando absolutely does NOT need to deal more damage. This thing absolutely melts when you get used to it.

But I think the accusation that it only works well medium range is accurate. It definitely prefers to be hip fired. The recoil makes it hard to use up close and in scope.

It seems like a fundamental flaw with how the sandbox has been designed though. The UNSC weapons seem to function from close to far in the following order: sidekick>AR>commando>BR. And that seems by design.

This creates a sort of rock paper scissors type balance, where having the correct gun out at the correct time can often trump shooting skill. I think to the detriment of the game.

And the weapons that cover the most ranges (AR and BR) are the easiest to use, which further weakens the game from a skill perspective. It makes the easier guns the obvious choices because they have less drawbacks, instead of the ease of use being countered by drawbacks.

Personally, I think this is the wrong design philosophy for Halo. It makes more sense in a game like COD where players design their loadouts from the start, so players are essentially chosing what range to excel in and what the drawbacks of their build are. But in Halo: because everyone has potential access to all the guns on a map at once–especially uncontested power weapons–this rock paper scissors balance flattens the game.

My solution involves precision starts that are flexible in multiple ranges but more difficult to master, so a good player off spawn isn’t trumped by choosing the wrong weapon or being left out from competing in certain ranges. Rather they are capable of winning the engagement because of the jack of all trades weapon they spawn with. Obviously certain weapons will still have their niche, but at least the loadout weapon isn’t contained to a specific niche.

Ultimately that leaves the commando fine as is for a map pickup. The problem is the AR is too easy and effective, and the Sidekick is too difficult and restrictive. If the AR was slightly shorter range and did slightly less damage, and the Sidekick was less spammy and had a slightly deeper clip the combination would at least reflect some amount of a jack of all trades/master of none type utility.

In ranked or at least in HCS BR starts are likely but the weapon fires too slowly and is too easily master to properly fill the loadout role. So I would adjust accordingly.

Ultimately though I think the commando is in a pretty good place for how quickly it is capable of killing and the range it provides.