Main Thread: https://forums.halowaypoint.com/t/an-expanded-and-reimagined-halo-infinite-weapon-sandbox/540009
Personally, I think DoT should be removed from shock weapons, shock weaponry has too much utility right now. I like the idea of shock weapons briefly stunning enemies to slow their movement, but I just think DoT can be reserved for other ammo types (superheated plasma or incendiary ammo for example). The Disruptor currently kills in ~1.35s (6 shots) if you don’t count the time it takes for the DoT effect, adding critical damage to the Disruptor would keep it’s lethality without the need for DoT.
Optimal TTK: +1.35s (5 shield, 1 crit)
Suboptimal TTK: +2.00s (5 shield, 4 body)
Fire Mode: Automatic (~270 RPM)
Ammo: Shock, 10 Cartridges
Range: Short - Mid, S-Link
Notes: 5 consecutive shots on a target will momentarily slow enemy movement and trigger a burst of chain damage. 10 consecutive shots to vehicles will temporarily EMP them.
The Plasma Pistol lost its EMP functionality, but IMO it doesn’t need it. The Plasma Pistol’s function is to deplete enemy shields with a charged shot, paired with the Sidekick it has one of the fastest TTK’s in the game at ~0.35s. The only thing I would change about the current Plasma Pistol is giving the charged shot the ability to fully deplete the shields of an enemy with an overshield (giving it a niche use), and to bring back the splash damage.
Optimal TTK: +1.50s (6 shield, 3 crit)
Suboptimal TTK: +2.50s (6 shield, 9 body)
SK Combo TTK: +0.35s
Fire Mode: Semi-Auto (~360 RPM) / Charged Shot
Ammo: Plasma (Green), Overheats on a charged shot.
Range: Short - Mid, S-Link (Charged Homing)
Notes: Charged shot fires a homing projectile which completely depletes enemy shields with a direct hit and deals some splash damage.
VARIANT: CHARGED PLASMA PISTOL
A charged shot will momentarily slow enemy movement (just like the disruptor) and EMP vehicles, but the charge time is longer and drains the plasma battery faster.
What are your thoughts on the above two weapons?
Note: Information in the ANALYSIS sections are pulled from various sources, it may or may not be correct… it is just there to provide additional information for how balancing could look.
The point was the Disruptor can be just as useful without DoT. If you want the entire sandbox to be nerfed that’s a different thread altogether.
No… tracking obviously shouldn’t be perfect. Paired with a Sidekick it has a TTK of ~0.35s. That’s literally power weapon territory in a Tier 1 weapon. The tracking is just fine, the PP is still great to use in Halo Infinite.
And if you would look at the proposed above, it is. Only 6 shots required to strip shields. The plasma pistol has always been a poor weapon historically except for the charged shot. Why? Because the grunts and jackals use it in campaign.
This whole conversation on the Sidekick started with you saying it depletes shields in 6 shots so the Plasma Pistol is useless.
The point is the Sidekick shouldn’t deplete shields in 6 shots. Lore wise it shouldn’t have more firepower than the Commando, let alone the AR and BR.
Gameplay wise, its function is to be a fast swap secondary used for finsihing enemies (literally where it gets the name Sidekick). Yet it currently outperforms every Tier 1 weapon in the Sandbox and it’s a default weapon. That is OP.
I can’t go on and on like this, have a good weekend.
So the Shock weapons (to me) are the poster child of why this whole damage class system doesn’t quite work. Most of them do things that makes sense for electricity to do:
Shield Drain (Disruptor Dynamos)
Arc Damage (all)
Stun (PvE Modes)
…however, I think making most of these weapons adhere to “the rules of shock” for lack of a better term, ends up creating some poorly balanced weapons. EMP is the greatest offender here. I personally believe the Plasma Pistol should keep the EMP simply because it has the best and most balanced method of EMPing vehicles. I don’t think it’s a coincidence that everyone is pretty annoyed bout the EMP sandbox in Infinite right now. So I’d just drop EMP from the shock guns and only reserve the ability for items that have a more balanced method of delivering an EMP.
The Disruptor in and of itself could use a redesign, it’s a new gun, so I don’t think it’s current functionality has to be the end-all-be-all of its evolution. Something more like a sentinel beam that shoots a solid stream of electricity would be better. Or even a shock pistol that can charge up and fire a slow moving ball of thunder. Or how about a variant that, when you land enough shots, instead of applying DoT, it shorts out your enemies armor and prevents them from using their equipment for the duration of the effect?
tl;dr: The shock damage type has more to do with poor weapon design than poor effects.
As for the Charged Plasma Pistol, If I were to make a variant, I’d probably replace the primary fire with the charge shot (letting you fire more often and rapidly). Or maybe allow for two charge shots to be fired before needing to overheat.
Honestly, I think the Plasma Pistol was more effective at EMP’ing vehicles than the the Disruptor, just a single charged shot would do the trick. The Disruptor forces players to fire 10 consecutive shots on a vehicle (> 2 seconds) which arguably exposes the user to more risk. In this regard, I find the Disruptor to be well balanced with respect to EMP. The Plasma Pistol feels more intuitive as an EMP type weapon for sure, but I know from previous conversations we both want the Reach Grenade Launcher to return and it could fill that void of an intuitive EMP weapon.
The Shock Rifle is just too common, I don’t have an issue with it’s EMP but a Sniper with EMP should be a power weapon IMO.
I’m pretty sure it’s been buffed to 7 shots to EMP, but I’ll have to check.
What I meant by the the Plasma Pistol being more balanced is in how it delivers it’s EMP and how drivers can react to it. The PP overcharge is very distinct, and has a recognizable sound. It’s slow moving so EMPing with it has a limited range, and pre-charging drains the battery. I actually find the Disruptor unbalanced (in terms of EMP) because it’s too ineffective. It’s doesn’t have that “in-a-pinch” functionality that the PP and GL have.
Personally, I think the Grenade launcher, Plasma Pistol and Shock Coil are the best suited weapons for EMPs in the franchise. I think that quick, all-or-nothing delivery method works best.
I’ve said before that I have a lot of beef with the shock-types and I think 343 is designing them in a fundamentally wrong way, but that would require my own post to properly articulate all of that info.
Agreed. I wish it was more focused on utility rather than damage, however.
I have two ideas, and keep in mind, both of these could also just be standalone weapons with the right dedication.
1. Thunderball (for lack of a better name)
Basically this fires a slow moving ball of lightning that moves in a straight line and has electric tendrils. The tendrils deal low, but constant damage to spartans and EMPs vehicles. The EMP remains as long as the ball is nearby, but dissipates very soon after the ball leaves. A direct hit on a vehicle is the equivalent of a railgun blast. A direct hit on a spartan is enough to drop shields, not sure if it should kill in on hit or not.
If this is too OP for a pistol (it probably is) then a shock-based heavy launcher might be more appropriate.
For reference, look up DOOM’s BFG or Titanfall 2’s Thunderbolt.
2. The Energy Siphon (for lack of better name)
The idea behind this one is to a beam style weapon like the Sentinel Beam or Focus Rifle. It would deal standard damage to spartans and low-ish damage to vehicles. It EMPs on contact, but the beam must maintain a constant flow or else the vehicle will be enabled again. So it prioritizes direct lines of sight and CQC.
If it were to be its own gun, just think of an electric Focus Rifle. I think that would be a much more balanced “EMP Sniper” than the Shock Rifle.