I did some testing with all of the weapons in the Academy, the weapon drills are actually really good for testing the sandbox out and comparing scores. The different challenges test the weapons in different situations, for example:
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Challenge 1: This would be like encountering an unsuspecting stationary enemy (or enemies) within optimal range and optimal situations (for example with Sentinel Beam they are lined up perfectly). This is basically the best measure of maximum damage output for a weapon.
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Challenge 2: This would be like encountering an unsuspecting mobile enemy, that may or may not be in optimal range or optimal situations (for example with the Sentinel Beam enemies are no longer standing still in a perfect line). The targets are mobile but predictable. This is a good indicator of standard potential damage output for a weapon.
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Challenge 3: This would be like encountering an enemy who is aware you are targeting them and they are actively trying to evade your shots. This is a good indicator of a weapon’s ease of use (combined with standard potential damage output). I feel like this challenge is the most “real” application so when taking averages I counted this one twice: Average Score = (C1 + C2 + C3 x 2) / 4. These challenges also all use 45 seconds compared to 30 seconds.
Before getting into the data there are a couple points that need to be stated:
First of all, it goes without saying that these scores are just my scores. I consider myself to be an above average Halo player but I play on pretty standard sensitivity so that limits my reaction time for some challenges. Other players may be more proficient with some weapons, but I feel like I’m a good measure of the standard controller player.
Secondly, the weapons in multiplayer and the weapon drills are not the same. For example, the AR, Hydra (free fire), and Mangler (body shots) takes more shots to kill in multiplayer than in the weapon drills. I tried to compensate for this with adjusted scores which are all explained, but let me know if anything is missing or inaccurate. (PS, moving forward 343 really should update the Weapon Drills so they use the most up to date versions of weapons for testing).
Lastly, this is only an indicator of a weapons potential damage output, it does not take into consideration a weapon’s range. The BR75 will obviously outclass a lot of weapons since it is effective at any range and easy to use, despite its lower score. On the other hand, the Pulse Carbine shreds at mid range, but is totally ineffective at close or long range. Rather than figure out how to give an adjusted score for range versatility, I decided to just state the weapon scores and let you compare them under the assumption that players are only using specific weapons in the specific ranges they are meant to be used for. For example comparing the BR75 and the Stalker Rifle is a worthy comparison, comparing the BR75 and the Bulldog is not. Additionally, weapons that have a very fast reload time are going to perform better in weapon challenges but that doesn’t necessarily mean they will perform as good in a 1v1 scenario. For example, the Pulse Carbine can be cooled down between target acquisition so you never really have to “reload”, which leads to more damage output over 30 seconds but maybe another weapon like the Commando would provide more damage output over a single magazine.
With that said let’s get into the Data (Skip this section if you just want to see the final list and thoughts - this data is just included for reference), starting with Tier 1.
TIER 1 WEAPONS: Commonly Available
Average Score (Adjusted) = 21,940
ASSAULT & TACTICAL RIFLES
BR75 Average = 22,090
- Challenge 1: 20,435
- Challenge 2: 18,320
- Challenge 3: 24,800
MA40 AR Average = 22,805 (Adjusted = 21,285)
- Challenge 1: 22,805 (Adjusted = 21,285)
- Challenge 2: 20,685 (Adjusted = 19,305)
- Challenge 3: 23,865 (Adjusted = 22,275)
***Note: Academy optimal kill = 14 shots, Multiplayer optimal kill = 15 shots.
Pulse Carbine Average = 24,790
- Challenge 1: 27,810
- Challenge 2: 18,240
- Challenge 3: 28,315
***Note: Average = (C1 + C2 + C3) / 3. For the Pulse Carbine specifically, Challenge 3 is not a more worthy indicator of ease of use than Challenge 2 in my opinion.
VK78 Commando Average = 22,375
- Challenge 1: 22,170
- Challenge 2: 18,695
- Challenge 3: 24,320
SIDEARMS
Disruptor Average = 18,950 (Adjusted = 19,950)
- Challenge 1: 17,135
- Challenge 2: 18,355
- Challenge 3: 20,155
***Note: Assisted by fusion coils but DOT effect doesn’t add to score. +1000 EMP.
Mangler Average = 23,390 (Adjusted = 21,470)
- Challenge 1: 19,510
- Challenge 2: 17,450
- Challenge 3: 28,295 (Adjusted = 24,255)
***Note: Academy optimal kill = 3 body shots, Multiplayer optimal kill = 3 shots with a headshot. For Challenge 3 you are likely to miss headshots with Mangler’s projectiles so I adjusted for an average of 3.5 shots per kill. +100 Melee.
MK50 Sidekick Average = 27,310
- Challenge 1: 26,600
- Challenge 2: 21,495
- Challenge 3: 30,570
Plasma Pistol Average = 15,230 (Adjusted = 16,230)
- Challenge 1: 19,360
- Challenge 2: 14,050
- Challenge 3: 13,750
*Note: +1000 Charged Shot
TIER 2 WEAPONS: Controlled Spawns
Average Score (Adjusted) = 25,970
SMG’s
Needler Average = 23,795
- Challenge 1: 24,175
- Challenge 2: 12,385
- Challenge 3: 34,830
***Note: Average = (C1 + C2 + C3) / 3. For the Needler specifically, Challenge 3 is not a more worthy indicator of ease of use than Challenge 2 in my opinion.
Sentinel Beam Average = 25,000
- Challenge 1: 31,985
- Challenge 2: 20,190
- Challenge 3: 23,915
SNIPER RIFLES
Shock Rifle Average = 35,080 (Adjusted = 36,180)
- Challenge 1: 36,285
- Challenge 2: 33,820
- Challenge 3: 35,130
***Note: +1000 EMP, +100 Melee
Stalker Rifle Average = 27,140
- Challenge 1: 26,050
- Challenge 2: 26,175
- Challenge 3: 28,170
SHOTGUNS
CQS48 Bulldog Average = 28,165
- Challenge 1: 27,390
- Challenge 2: 24,130
- Challenge 3: 30,570
Heatwave Average = 28,230
- Challenge 1: 33,355
- Challenge 2: 22,310
- Challenge 3: 28,630
LAUNCHERS
Hydra Average = 21,260 (Adjusted = 17,660)
- Challenge 1: 34,150 (Adjusted = 22,765)
- Challenge 2: 21,040 (Adjusted = 14,025)
- Challenge 3: 14,920
***Note: Academy optimal kill = 2 free fire shots, Multiplayer optimal kill = 3 free fire shots. Challenges 1 and 2 are also 45 seconds instead of 30 seconds, presumably to make up for the slow reload time. +1000 Vehicle Damage.
Ravager Average = 20,460 (Adjusted = 21,560)
- Challenge 1: 19,400
- Challenge 2: 14,050
- Challenge 3: 24,195
***Note: +1000 Charged Shot, +100 Melee
TIER 3 WEAPONS: Power Weapons
Average Score (Adjusted) = 32,710
- Used 30,000 as placeholders for the Energy Sword and Gravity Hammer.
SNIPER RIFLES
S7 Sniper Average = 36,565 (Adjusted = 37,565)
- Challenge 1: 32,055
- Challenge 2: 30,050
- Challenge 3: 42,080
***Note: +1000 Vehicle Damage
Skewer Average = 16,555 (Adjusted = 25,930)
- Challenge 1: 16,060 (Adjusted = 24,090)
- Challenge 2: 14,050 (Adjusted = 21,075)
- Challenge 3: 18,050 (Adjusted = 27,075)
***Note: Adjusted for reload time, similar to the Hydra. +1000 Vehicle Damage, +100 Melee.
LAUNCHERS
Cindershot Average = 25,835 (Adjusted = 26,835)
- Challenge 1: 22,160
- Challenge 2: 33,070
- Challenge 3: 24,050
***Note: +1000 Vehicle Damage.
M41 SPNKR Average = 51,915 (Adjusted = 44,935)
- Challenge 1: 60,050
- Challenge 2: 39,640
- Challenge 3: 56,050
***Note: Every Challenge has multiple enemies. If a challenge had single enemies (which is a more likely encounter) the score would likely be 20,000 for Challenge 1, this was factord in to the Adjusted average. +1000 Vehicle Damage.
FINAL RANKINGS
- M41 SPNKR = 44,935*
- S7 Sniper = 37,565*
- Shock Rifle = 36,180*
— Tier 3 Average = 32,710 — - Heatwave = 28,230
- CQS48 Bulldog = 28,165
- MK50 Sidekick = 27,310
- Stalker Rifle = 27,140
- Cindershot = 26,835*
— Tier 2 Average = 25,970 — - Skewer = 25,930*
- Sentinel Beam = 25,000
- Pulse Carbine = 24,790
- Needler = 23,795
- VK78 Commando = 22,375
- BR75 = 22,090
— Tier 1 Average = 21,940 — - Ravager = 21,560*
- Mangler = 21,470*
- MA40 AR = 21,285*
- Disruptor = 19,950*
- Hydra = 17,660*
- Plasma Pistol = 16,720*
FINAL THOUGHTS
Shock Rifle:
- This weapon should really be considered a Tier 3 power weapon. It is a one shot kill if you hit a headshot at any range, this makes it as lethal as the S7 Sniper. It is an interesting alternative to the Sniper since it takes one more body shot to kill but the Shock damage jumps to nearby enemies.
CQS48 Bulldog:
- This gun is way to similar to the Heatwave IMO. It makes no sense to replace the Classic Shotgun with the Bulldog when you already have a weaker, semi-auto Shotgun in the game like the Heatwave.
MK50 Sidekick:
- This might sound controversial but I think the evidence speaks for itself, the Sidekick needs a nerf. The fact that this weapon overpowers the Commando is enough to warrant a nerf. The Sidekick is the best Tier 1 weapon in the game and you spawn with it as a Secondary, it is even better than most Tier 2 weapons. It takes some skill to use, but anyone with a fast trigger finger (or a modded controller) that can aim will own with this weapon. Lore-wise, does it make sense that the Sidekick is 7 shots to kill while the Commando is 8, the AR 15, the BR 12? I just think the Sidekick should be used as a standard sidearm, fast to switch to and a one shot kill on unshielded enemies, it doesn’t need to be the “go to” weapon, that’s just my opinion. Changing the shots to kill from 7 to 8 would still leave this weapon as a respectable option while making the Commando more viable. This change would presumably drop the Sidekick to 11 on this list, still a top weapon in Tier 1 but much more balanced.
Cindershot:
- As a power weapon the cindershot seems underwhelming, but even more so when compared to its counterpart the SPNKR. I find myself just shooting at my feet whenever I encounter an enemy at close range. Does anyone use the aim guiding feature on this weapon? What is the point when you need multiple shots to kill? The cindershot bounces before imploding, but it instantly implodes if it hits an enemy, what if a direct hit was a one shot kill? This would give function to the aim guiding feature, the projectiles are effected by gravity so without guiding your shots you are unlikely to hit an enemy directly at range.
Skewer:
- A great addition, but it clearly isn’t in the same class as the S7 Sniper, it is more like the Spartan Laser than a Sniper.
Sentinel Beam:
- This weapon greatly benefits from the high score from Challenge 1, in which 2-3 stationary enemies are placed in a line for you to shoot, which never happens in multiplayer. The reality is, it is inferior to the other Tier 2 close range Hardlight weapon the Heatwave, and when other SMG’s get added to the game it will not stand out. If it wasn’t for the piercing beam feature this weapon would be more in line with the standard AR than anything else. I proposed the following idea for an Automated Sentry ability for the Sentinel Beam to make it more interesting: https://forums.halowaypoint.com/t/sandbox-sentinel-beam/511853/17
Pulse Carbine:
- For the many that say this gun needs a buff, no it does not. It dominates mid range engagements, the TTK is even faster if you switch to a Sidekick to finish off an enemy once their Shields are down.
VK78 Commando:
- I think this weapon is fairly well balanced (aside from being weaker than the Sidekick). The only thing I find is I run out of ammo quickly, maybe it needs one less body shot to kill or a bigger magazine capacity, 24 shots instead of 20?
Ravager:
- It’s a fine line for a burst fire weapon but this thing needs a buff. Maybe the charged shot should just be a one hit-kill if it is a direct hit? This would almost make it like the rail gun, however with the rate that the plasma reserve is burned up it would be a balanced Tier 2 weapon.
Mangler:
- With Melee damage reportedly being nerfed the Mangler is going to become useless. IF you manage to hit your headshots with this weapon it is the best Tier 1 weapon (aside from the Sidekick), however with how hard it is to use it is closer to the worst Tier 1 weapon. I think the projectiles should travel slightly faster which would allow players to hit their targets more consistently. The Mangler should feel more like a Magnum, which means it should be closer to the Sidekick in power.
MA40 AR:
- I’ve seen people claim this weapon is overpowered for a Default starting weapon, the results suggest otherwise, in fact it is one of the weaker weapons in the game. I’d be fine with reducing ammo capacity from 36 to 32, if the Sidekick is nerfed this gives it more function forcing players to switch to their secondary more often to finish a kill.
Disruptor:
- A pretty useless gun, but it is unique. It doesn’t have to be better than the AR or Sidekick because it is different with its EMP effect, it’s chain shock damage, and its DOT.
Hydra:
- Apart from destroying vehicles in BTB, this thing really sucks at the moment. It is really challenging to hit enemies with the free fire mode and if you use the lock on mode it needs 4 shots to kill one enemy, given that you only get 6 shots before a reload you can only kill one person with this weapon at a time. I think the Hydra should just be a 3 shot kill no matter what firing mode you use, maybe the projectiles should travel faster if you are using the free fire mode.
Plasma Pistol:
- The weakest weapon in the game on its own, but when paired with a Sidekick or a Melee it has one of the fastest TTK’s in the game.
Final Thought:
The results here aren’t meant to say this gun is definitely better than this gun, but with context I think it is useful data. What do you think about the above results with respect to the weapons sandbox?