Time to Kill

Time to Kill seems wayyy too fast. Almost every weapon is too overtuned. It feels like I take 3 bullets from an AR and I can be meleed to death. Shields drop instantly from a short burst with very little time to react. I think a lot of work needs to be done on the weapons. Feels too much like COD in getting bursted instantly.

Shields in Infinite are made of wet tissue, health got a tad beefier.
I sincerely hope 343 beefs up the shields for launch because as it stands at the moment, the Shields being fragile is what makes Infinite’s TTK ridiculously low.

The Ghost Turret, something that traditionally never ripped through player shields, now breaks shields with just a couple of shots.
The AR now breaks shields so fast it’s actually better to just spray across the map to weaken shields, then swap to Pistol and spam fire to break and kill.
Pulse Carbine strips shields in 2 bursts and 1 more burst to kill. If not for the fact it’s a wonky projectile homing weapon, this weapon may actually be broken.
Shock Rifle or whatever pops Shields in 1 shot iirc.

Agreed. I wouldn’t mind seeing an increase in TTK.

There’s really no point of using a plasma weapon to try and melt shields quick because it honestly takes just as long for a kinetic weapon to do the same thing.

Plasma pistol and pulse carbine are absolutely useless.

I honestly feel like the TTK is really slow, unless youre using the good weapons that just completely outclass everything else. (rpg,needler,commando) the difference between basic weapons and pickupable weapons are just insanely different. the pistols one of the best weapons, if you can hit everyshot. Which is the way it should be (just like halo 1)
but as of now, pretty much any other weapon will just outclass you besides the energy weapons.
Like also granted im Very good at fps games so im not just talking out my -Yoink-. but halos always been where spawn weapons were practically the best. not literally, cause drop weapons were always better but they had their specific purposes. Now its just, well the commando is a fully automatic dmr that has a .53 seconds TTk so i win. Also the melee bug/feature? is dumb as well. while the ar is 1.15 TTK almost just over 2x slower. the pistol is 1.06 exactly 2x slower. Granted the Needler has a slower ttk that all of these the tracking bullets is what makes it op.
this is also with all headshots and no misses. So practically wall weapons are infinitely (joke intended) better than spawn weapons|
This is just from my experience this weekend which i played about 12ish hours.
Its like they made it a lot more like call of duty and other fps where certain weapons will always just destroy no matter what.
hopefully they balance and make spawn weapons stronger or/ nerf wall and special weapons. i know its just a beta but its like they didnt even try.

TTK is really HIGH takes way too many headshots to kill enemies.

TTK should be long enough to where a Plasma Rifle would actually fit in the sandbox. As of right now AR and Sidekick drain shields so fast its almost not worth picking up the Plasma Pistol.

> 2535451919709443;4:
> I honestly feel like the TTK is really slow,
>
> hopefully they balance and make spawn weapons stronger or/ nerf wall and special weapons. i know its just a beta but its like they didnt even try.

This might just be the stupidest take I’ve ever seen.

There are certain weapons that will delete players in record time.

I’ve summed up how I feel about the TTK in the following topic

> 2533274949369837;7:
> > 2535451919709443;4:
> > I honestly feel like the TTK is really slow,
> >
> > hopefully they balance and make spawn weapons stronger or/ nerf wall and special weapons. i know its just a beta but its like they didnt even try.
>
> This might just be the stupidest take I’ve ever seen.

Your opinion, A lot of people are saying the same thing about how the spawn weapons just dont feel powerful enough.
like quite literally 75% of other weapons are easier to use and have a faster ttk than the spawn weapons. if you look at the actual perfect ttk theyre pretty close to the other weapons but in actual gameplay where you will miss unless youre just super good theyre immediately worse.
in first flight the ar and sidekick were way too good and got nerfed a bit too hard. while the commando is still a .56 ttk which is nuts.
its not a dumb take its personal experience where i literally die 2x faster or immediately because they have a better weapon.
to be fair i mostly play swat/comp modes in halo so i dont have to deal with dumb power weapons.
theres a lot of things that make this feel a bit too much. the melee glitch. spam grenades. i have quite literally thrown 8 grenades in like 4 seconds. commando ttk. melees randomly not connecting. all of this makes it feel really bad.
Im not trying to fight just trying to have an actual conversation cause imo they do feel really bad and literally 90% of other halos the basic weapons were just about if not the best weapons

> 2535439803298950;2:
> Shields in Infinite are made of wet tissue, health got a tad beefier.
> I sincerely hope 343 beefs up the shields for launch because as it stands at the moment, the Shields being fragile is what makes Infinite’s TTK ridiculously low.

Shields can stay as they are because some weapons actually have normal TTK (like the BR). Its just some weapons need to either have reduced damage output or fire rate (Looking at Commando).

> 2535439803298950;2:
> The Ghost Turret, something that traditionally never ripped through player shields, now breaks shields with just a couple of shots.
> The AR now breaks shields so fast it’s actually better to just spray across the map to weaken shields, then swap to Pistol and spam fire to break and kill.
> Pulse Carbine strips shields in 2 bursts and 1 more burst to kill. If not for the fact it’s a wonky projectile homing weapon, this weapon may actually be broken.
> Shock Rifle or whatever pops Shields in 1 shot iirc.

I’m OK with the ghost being a bit more powerful in this. I feel like this is the “Brute ghost” (remember red plasma rifles from Halo 2?), Also the ghost seems to overheat and explode too, but I haven’t had the opportunity to figure out the mechanics of that.

Carbine is a 2-burst kill by the way, and fully automatic sort-of.

I’ve said it before but people are sleeping on the lethality of the Shock Rifle atm. In addition to being a one shot headshot kill, it can do damage over time, EMP spartans and vehicles(2 shot) and arc damage to nearby enemies. It’s like an amped up sniper rifle for free.

> 2535438388661507;10:
> > 2535439803298950;2:
> > Shields in Infinite are made of wet tissue, health got a tad beefier.
> > I sincerely hope 343 beefs up the shields for launch because as it stands at the moment, the Shields being fragile is what makes Infinite’s TTK ridiculously low.
>
> Shields can stay as they are because some weapons actually have normal TTK (like the BR). Its just some weapons need to either have reduced damage output or fire rate (Looking at Commando).
>
>
>
>
> > 2535439803298950;2:
> > The Ghost Turret, something that traditionally never ripped through player shields, now breaks shields with just a couple of shots.
> > The AR now breaks shields so fast it’s actually better to just spray across the map to weaken shields, then swap to Pistol and spam fire to break and kill.
> > Pulse Carbine strips shields in 2 bursts and 1 more burst to kill. If not for the fact it’s a wonky projectile homing weapon, this weapon may actually be broken.
> > Shock Rifle or whatever pops Shields in 1 shot iirc.
>
> I’m OK with the ghost being a bit more powerful in this. I feel like this is the “Brute ghost” (remember red plasma rifles from Halo 2?), Also the ghost seems to overheat and explode too, but I haven’t had the opportunity to figure out the mechanics of that.
>
> Carbine is a 2-burst kill by the way, and fully automatic sort-of.
>
> I’ve said it before but people are sleeping on the lethality of the Shock Rifle atm. In addition to being a one shot headshot kill, it can do damage over time, EMP spartans and vehicles(2 shot) and arc damage to nearby enemies. It’s like an amped up sniper rifle for free.

No, Shield system definitely needs some serious work.

BR having same TTK as H3 is not a clear indication of the state of shields.

In most if not all Halo media : Shields weak to energy weapons, Health weak to bullets.

Infinite throws this straight out the window :

  • Pulse Carbine straight up murders unshielded targets with 1 burst.
  • AR rips Shields which were supposedly resistant to bullets.
  • Plasma Pistol, OH GOD the Plasma Pistol, it takes almost 8 shots to break shields and even more to deplete health. The damn weapon feels more like it does peanut damage and the only reason the charged bolt drops shields is cos it’s programmed to do so. Plasma pistol shots are supposed to be just as effectives Plasma rifles for shield stripping because it is an energy weapon.

Infinite shields and weapon balance looks more like 343 balancing based on TTK instead of balancing based on how weapons are supposed to exist in the sandbox. This “paper Shields” is what is causing all the TTKs to feel ridiculously quick because some weapons just have better TTK.

If you want Infinite to end up as a game where people just look for fast TTK weapons instead of exploring the sandbox, then keep these weak -Yoink- shields.

As it is right now, Needler, Heatwave, Plasma Pistol, arguably even the Commando(by some players) are trap weapons and if you swing one at someone who is rocking default loadout, you have a high chance of losing the duel.

Before I comment on your remarks I want to preface this by the fact that overall I agree with you. I am 100% convinced that some weapons have too fast TTK, and we’re on the same page on that one. See my separate topic for more.

> 2535439803298950;11:
> In most if not all Halo media : Shields weak to energy weapons, Health weak to bullets.

Yes you have a point here and there is a change in infinite. However, keep in mind there are now (at least) four types: Kinetic, Plasma, Hardlight, and Electric. Sometimes Explosive counts as another type. All these need to have a niche mechanic tied to damage output.

> 2535439803298950;11:
> Infinite throws this straight out the window :- Pulse Carbine straight up murders unshielded targets with 1 burst.
> - AR rips Shields which were supposedly resistant to bullets.
> - Plasma Pistol, OH GOD the Plasma Pistol, it takes almost 8 shots to break shields and even more to deplete health. The damn weapon feels more like it does peanut damage and the only reason the charged bolt drops shields is cos it’s programmed to do so. Plasma pistol shots are supposed to be just as effectives Plasma rifles for shield stripping because it is an energy weapon.

  • As mentioned in my other thread, yes the PR has a short TTK but isn’t a problem child because you will literally never get a two-burst kill on a skilled opponent. The PR projectiles are easy to defeat/dodge. If you can’t take cover you can make them spread out by strafing and take considerably less damage. - You’re right the AR eats shields, but a lot of people are suggesting to balance it by removing the headshot multiplier (low-key turning it into a bullet-themed plasma rifle). I’d prefer just lowering the damage output slightly on each AR bullet. (I agree with you). - I don’t know if you noticed, but PP (and other plasma weapons) now do headshot damage. Last I checked its 3 to the head of unshielded opponent. So thats something to lower the TTK on PP for you. At least the PP can kill before overheating in this one. Also the PP has slightly faster rate of fire than the Sidekick (If you can pull that fast). The major drawback has to be it lost its ability to EMP vehicles, but we have to consider that weapons like Disruptor and Shock Rifle do that now, so they can’t flood the BTB with vehicle stopping power. (Back to previous point about new damage types). PP will have acceptable TTK if other weapons get nerfed.

> 2535439803298950;11:
> As it is right now, Needler, Heatwave, Plasma Pistol, arguably even the Commando(by some players) are trap weapons and if you swing one at someone who is rocking default loadout, you have a high chance of losing the duel.

All of the above are extremely powerful if used correctly, except the PP.

  • If you can catch an opponent in the open (no cover) you will easily be able to take them down with Needler supercombine. - Heatwave vertical can kill in two shots at mid-range. Possibly the most powerful shotgun in Halo. - Commando: Just look at the optimal TTK, this weapon is insanely good. I actually want a rate-of-fire decrease on this to about 85% of the current value. That also makes it easier to use for newcomers.