Pulse Carbine:
Meh it’s ok, 2 shot kill so it’s obviously very powerful, in exchange to only being effective at the right range. I get the idea, but it’s not fun to use though.
(this is off topic, but this weapon is sort of a reminder of the fact that there is probably no plasma rifle or carbine rifle in this game, which makes me dislike it more)
Ravager:
I like it, it’s a unique-ish weapon that has potential. Personally I think I’ll prefer this weapon in the campaign, so I can’t wait to use it on the Banished.
I’m hoping we will be able to boost our jumps with this like we could with the concussion rifle. The flame on floor effect is cool, seems a bit weak maybe? I haven’t have a lot of experiences with it yet.
Bulldog:
I don’t like this one, not much more effective up close than the AR. This games sandbox would be way more fun with a real shotgun. This is so underwhelming.
Assault Rifle:
OP, but hear me out! I want to make it extremely clear that I think it’s a good thing that this weapon is more powerful than it used to be, and is now good for killing, I like that idea, and they should still stick to that. And I also think the amount of damage is good, I’m happy with that.
The way I think it’s op is that it’s effective range is too far, it’s just powerful in every single situation, but a sandboxes purpose is to give weapons different roles, this AR a lot of the standard primary weapons in Infinite are kinda stepping in each others territories. Halo not being a “full blast all-ranges automatic weapons spraying game” is one of the things that has separated it from other fps games imo, but preference is preference.
The way I interpret the AR and BR next to each other is that they have about equal in advantage at mid range, the closer you get the further that advantage goes towards the AR holder, and the further away you get and the advantage goes more towards the BR holder. If you have another interpretation of that, that’s fine, this is just the way I’d like it to be.
I want to point out that I personally want ADS completely out of Halo, and I think if ADS was removed this problem might almost solve itself, but I can’t say that for sure. Maybe once the aim assist is improve the precision weapons, maybe that’d do it? but idk.
The other problem with this is how it puts the Sidekick in the corner, which I’ll get more into now.
Sidekick:
Sidekick, it does feel ok to shoot with, but since the AR is objectively more effective than the sidekick in every single situation I switch the sidekick with a better weapon as soon as I spawn, there is not reason not to do so. So basically I never ever use the sidekick.
Solution: Remove ADS to slightly reduce the ARs efficiency at long ranges specifically, and then give the sidekick a scope, which has about the same range as the magnums in other Halo games, which would kinda make it very similar to the h4 magnum in balance.
This way the two starting weapons would compliment each other. Which they do not do now at all.
(Off topic again, but if they were to give the sidekick a real scope, which they probably wont, I’d say they might as well call it a magnum and change the design too, but I’m dreaming)
Sniper:
In general I like it.
My only concern is, that this weapons is another thing that will give PC player a big advantage, sniping is almost as easy as anything else in with a mouse (I used to be a pretty sharp pc sniper myself when I was a teenager) compared to gamepad it’s laughably easy, even in games where the aim assist is strong with it, plus Halo is a game where you don’t need to zoom to be accurate, which is even harder on console compared to pc. If I get shot and my scope goes down I feel almost screwed, but on mouse I could just shot without the scope. So the fact that this game has less aim assist than ever before worries.
If not for cross-play I wouldn’t really mind, since all would then be at the same ground.
Skewer:
I love it.
Can’t wait to try it on vehicles
Gravity Hammer:
The swing time is too slow in my opinion, Spartans are extremely strong + mjölnir, hammers that size should be like a stick to them. It would make more sense to me if we were an ODST to swing it like that. But yeah it’s just a bit painful in gameplay, I’d like it to be responsive and fast.
The range is longer, which is a necessity in this game you would have serious issues reaching anybody without dying otherwise, people can back away from you almost at the speed you sprint towards them. I don’t think this power-weapon is as OP as in should be even with the range thing.
Battle Rifle:
It’s perfect, I love it.
Heatwave
I like this one, it’s something new, not just a copy of something else, semi-power weapon. I don’t know if it will do me much good against real humans yet, maybe it would deal just a little more damage.
Needler:
It feels very well balanced from what I can tell so far. I like it a lot.
But again, not a fan of ADS.
SPNKR:
Fun to use, but I might agree with above, I don’t know for sure but I suspect that the explosion radius is too big.
Commando:
Can’t talk about the balancing for this weapon without talking about cross-play again. According to the general thoughts I hear from people, It’s way easier to use on PC than it is on gamepad. When/if aim assist is improved, this could balance the mouse vs joystick thing out but I’m worried that if this gun is easy to use it will become OP.
The commando has an extremely fast TTK, faster than half the TTK for the BR, actually about only 1 second, however in exchange to the high damage it is hard to use, this is a good thing, if it becomes easy to use it becomes a power-weapon (which is bad), and what determines how powerful it is should come down to practise and skill.
I personally think the difficulty for the commando seems to be in an ok spot on gamepad where it is. I don’t really “want” to make the aim assist better for this weapon, but from what I hear and see, to keep up in cross-play it might be necessary, and even a skilled player should not get 1 second kill times with a regular non-power weapon, that’s not the kinda game Halo is, that’s more a generic fps kinda thing.
Another thing is that this weapon kinda stomps a little on the territory of both the AR and the BR, which concerns me but I can’t say yet if it does or doesn’t work. I do also question if this weapon was mainly created to attract fans of regular fps games to try Halo, because I don’t feel like there was actually a hole in the sandbox that needed filling, nor that it’s a very unique weapon. I prefer when Halo weapons are at least 1 of those 2 things.
My conclusion (I think) this that “if” it gets easier to use, the damage might need to be reduced. And considering cross-play, increasing aim assist and reducing damage is the only thing I can think of, unfortunately.
We’ll see what happens, it might turn out to be fine.
Equipment also works really well too from what I can tell, they are really well balanced for mp. I would personally like some sort of indicator that shows when you are in range with the grapple, range is shorter than I expected, but it’s no necessity, I’ll get used to it.