Main Thread: https://forums.halowaypoint.com/t/an-expanded-and-reimagined-halo-infinite-weapon-sandbox/540009
IMPALER
This is a reincarnation of the Brute Spiker. The Impaler is an automatic brute rifle that fires spikes to immobilize targets (essentially preventing targets from sprinting). In comparison to the MA40 AR, the Impaler hits harder but the weapon is more crude with a slower RPM + projectile lag & drop. A faster TTK, higher ammo capacity (with respect to killing potential), and the function of disabling enemy sprint makes this a Tier 2 Assault Rifle. Naturally, being a brute weapon, melee damage is also higher.
ANALYSIS
- Optimal TTK: +1.00s (7 Shield, 1 crit)
- Suboptimal TTK: +1.50s (7 Shield, 5 body)
- Fire Mode: Automatic (~480 RPM)
- Ammo: Kinetic (Spikes), 30 Rounds
- Range: Short (Projectile Lag & Drop), S-Link
- Notes: Rapidfire spikes essentially disable enemy sprint.
VARIANT: SPIKER
The classic brute spiker, shoots smaller spikes with an increased velocity that deal less damage but has an increased 40 round magazine capacity. The Spiker is a smaller design than the Impaler, which allows the potential for Dual Wielding if this feature were to return to Halo.
PULSE RIFLE
An older thread I made had the Pulse Carbine as the least favourite weapon in Halo Infinite, so if there was any weapon that needs an overhaul it seems to be this one. First off, if the Carbine is coming back it could do with a new name, hence the Pulse Rifle. Secondly, the Pulse Carbine is actually a really effective gun when it is used as designed (mid ranged shield depleter) and it has one of the fastest theoretical TTKās of all the current Tier 1 weapons. The issue is the tracking is poor to the point where it is absolutely useless outside of its sweet spot. I think if this is addressed the Pulse Rifle could be an interesting Tier 2 Assault Rifle. I know people will say this design is intentional, and I get that, but I just feel the current Pulse Carbine is redundant with the Plasma Pistol.
I think the solution is to only give the homing effect to shots fired while using S-Link aim and to increase the range of the tracking. This allows the user to free fire the Pulse Rifle more effectivly while still giving it the tracking ability over longer ranges. Additionally, Iād like to see the weapon do more shield damage and less body damage so it is slightly more effective in a support role of depleting shields. Aesthetically speaking, I would also change the Plasma colour to Green to help players identify itās role to that of the Plasma Pistol.
ANALYSIS
- Optimal TTK: +0.80s (6 shield, 3 crit)
- Suboptimal TTK: +1.25s (6 shield, 9 body)
- SK Combo TTK: +0.80s
- Fire Mode: 5-burst (~720 RPM)
- Ammo: Plasma (Green), 25 Bolts
- Range: Mid (Projectile Lag), S-Link (Homing)
- Notes: Shots using S-Link track enemies at mid-range.
VARIANT: PULSE CARBINE
Instead of firing a burst of plasma bolts it fires a tight spread of precision plasma. The weapon is fully automatic, however the longer it is fired the larger the spread becomes. This weapon might actually be more interesting than the Pulse Carbine itself, but I do think the Pulse Carbine is an interesting concept.
Giving credit to YouTuber āan Orca Darkā for his āStorm Carbineā creation. Check out their video and other mods.
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. In some cases the TTKās are just proposed hypotheticals.