Upcoming Sandbox Balance Updates | Winter Update

Doesn’t the change in sword vs melee logic help?

That, plus the dropping weapon exploit fix - removes a few of the GA’s?

Not that I ever have to worry about them at my level.

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But overall, this is the sort of communication and feedback we need from 343.

Regular updates and changes based on a combination of feedback and real world data.

Everyone will have their own personal wins and losses - but it’s about balancing the sandbox overall.

And seeing them actually acknowledge and discuss some of the desync issues is great. We know it’s multifactorial - and we know the fix is going to be piece meal. But fingers crossed we can start to see some change in this space.

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Lol wow, the first time I opened the article the whole article didn’t load :grin:. The “blank shots” was the last paragraph that loaded when I first read through lol.

Guess I have to read the rest of these balance changes now :sweat_smile:

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If the disruptor was plagued by not putting the Dot on people, I feel they should have addressed that first, before buffing the weapon. It’s possible that fixing the bug if it is a bug, would have possibly addressed it’s problem of not being used as much as they had hoped.

The Sword change makes me question why I would ever use it again? The fact that it has absolutely no range is already a huge downside as is… Now it feels like I can be just as effective with just about any other gun as I could with a sword.

I thought the sword was suppose to be a Power Weapon on top of things…

I just hope they’ve got it right this time.

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Can someone help explain what is meant by the two different angular velocity changes to both the plasma pistol and pulse carbine? I understand when it says that they are increasing the guided angular velocity, that means the homing shots will be more effective. But then what is meant by the second bullet point for each gun where they also mention another adjustment to angular velocity?

It’s been a while since I played Infinite, but pretty much all of the balance changes are in line with what I thought the game needed. And about the Battle Rifle nerf, it was already needed before, but now that we know the DMR is in, the BR really needs its effective ranged reduced to allow the DMR to shine in certain situations. You always have to think about the big picture when talking about weapon balance.

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Good question. I think it might be initial tracking (at rest) vs adjustments mid-flight. That’s just a wild guest though.

You make valid points and I have also recently started having great scenarios and encounters with it. In rank particularly if no buff comes to it I wish we had more than one. I often use it in one of these scenarios, which saves my life but I need another. It gets destroyed as quickly as it gets put down.
Most people seem to want the drop shield buffed, I say give it to them, at worst they can find a middle ground. I don’t really care, but it would be nice to see how it would change the dynamic.

Commando will be the meta. Calling it now.

Sad to see frags aren’t getting a blast radius reduction. An extra .2 seconds won’t do much in trying to dodge these nukes.

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Frags in Halo, have always been insane. This is the statement everyone reads and hears, I’ve even done so, but I believe it needs a damage reduction.
At the very least add the extra time and then have greater damage reduction from friendly grenades.
For the commando in rank, I’m excited to rock it as a secondary, and the same with the pulse carbine. I’ve always been mixed about the commando existence, even more so now that the DMR is coming in season three.

I’d say this, if they buff it, only buff it in small increments or changes. This way we can keep at it feels like it’s in a better ground.

People wanting bigger changes from frags. I’m not entirely sure how I’d handle them honestly. I do feel that increase time to det will make them more skill impacting. But I don’t want to see them toned down too significantly either.

Some people want friendly fire back into this game. But I think that’ll just do more harm then actually good. I can still remember all the complaints in Halo 2 and 3 about team killing. Killing people because they picked up a weapon they wanted, grenading places without consideration of teammates, running over people ( which is still a problem in Infinite, even if just accidental ). I don’t honestly think the fanbase is mature enough to handle Friendly Fire being on.

I would like to see Spike Grenades buffed on a side note though. Maybe make it that Tesla Grenades come in singles only ( I feel they’re a little too effect and easy to use compared to other grenades ).

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I think one might be the max angle that bullet magnetism can adjust the angle pulses leave the barrel, and the other is taking angle? Maybe? Lol

That’s because you’re throwing it too close to death. You were already dead on the server when you hit the button. This is an issue that will never get fixed.

I looked up “angular velocity” and just got a bunch of equations I don’t recognize. Needlessly to say, I think it has something to do with the way the bolts track their targets.

What does ‘wus’ mean (for the BR)?

‘World Units’ I think.

We all know WHY it happens, that’s not the issue. The issue is that your “right before death grenades” turning into blanks happen SO much more often than previous titles it’s crazy.

Why are we playing on servers that have such a huge gap between what the server sees and what we see? There’s no reason to think the current state should be acceptable. And it’s not just “low player population means you get crappy ping”.

45 ping on Infinite is a drastically inferior experience to 45 ping on competing games. That’s the issue Infinite needs to solve.

And hopefully they can solve it… :beers:

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Umm… Not always. Can’t even blame this one on ping.

https://www.xbox.com/play/media/TJPGYAXC

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Finally. They have said that they are working on fixing this.
I’m happy to hear this.
Can’t wait for this to be patched so i can come back.