Weapon/Vehicle Variants?

Do you guys want to see more or less weapon/vehicle variants in Infinite? I like the extended variety that Halo 5 but I think some people also felt that the req’s were way too oversaturated. While I am not really talking about them in a req system, I am assuming for multiple variants to work, there would still have to be some kind of unlock system.

I enjoyed the variants when they were meaningful. I would pass on the color swap ones, but using the needle hog, rocket hog, and gauss hogs all required different strategies and were unique and fun to discover and use. I say the more the merrier.

yes, I want less variants. I mean, I am fine with variants like the gauss hog and the rocket hog, but the pallet swaps like the hannibal scorpian and just about all weapon variants should be removed.

I think more variants would be fine, but more for custom games and forge. I don’t see a place for the weapon/vehicle variants in pvp, unless it’s super fiesta.

The multiple variants of weapons and vehlicles was an interesting inclusion in Halo 5. I wouldn’t mind seeing that return in Halo Infinite.

Aside from Warthog style variants with chaingun, gauss, rocket, etc, no not really.

The other variants stole the interesting mechanics from the core sandbox of weapons and vehicles so I’d rather add most the H5 req variants into “normal” weapons and vehicles to breath some life into the sandbox.

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That’s why i loved playing fiesta, just to try them all out.

Weapon variants are okay as long as they’re visually identifiable to all players in a combat encounter. You can easily tell whether a warthog has a chaingun or a rocket launcher. You cannot easily tell which attachments are on a DMR.

I definitely don’t mind the extra options, but maybe attachment-type weapon variants should only be utilized in custom games and maybe a couple social gamemodes.

I mainly just want all the vehicle variants even if they’re only vehicle skins as they were nice for themed maps. I don’t really care if the weapon req variants come back though it would be nice if they did as they still have their place in custom games especially with the weapon blending glitch.

Although if I had to guess they’re all sadly not going to return just like Halo 4’s auto-turrets.

I like how there is the old battle rifle and the halo 5 battle rifle

I’m not really that much bothered about variants. I never really played Warzone that much. But they should at least allow Forge creators to use them.
I felt like Halo 5 removing armour abilities was a good choice, however, it would have been nice to see them still be used in Forge maps.

A gungoose with different weapons could be cool, I don’t know what guns, but it was an idea I had

Only the ones that had actual changes in functionality. Not the weapons with slight increases to fire rate, ammo cap, overheat rate etc but the ones that transformed into explosive plasma that arcs, creates voids or allows needlers to detonate on vehicles. Things like that.

Vehicles like the ultra and hannibal cam appear happily but not urban or corp or sword variants. Basically slight health increase

I don’t mind them keeping some favorites from 5, but I think they should weed them down. Personally, like some others have hinted to, I’m worried about the “core sandbox” being overly complicated by a myriad of different types of weapons that could be used against you. Sometimes (and I’m not saying it’s all luck or anything), it felt like there was nothing I could do because someone just conjured up a random god hog and started gutting our team for 2 minutes with it. I never felt like that with the original Halo games - it was “oh, the Gauss hog is up, assume the positions!”, not random Flight of the Valkyries in the distance “Hey, what’s that on the horizon?” There were obviously many gametypes that rectified this by having set spawns of set vehicle and weapon types, but because there are limited maps, that leads to the other problem of unbalanced guns that don’t belong on maps, but “have” to be on them for the sake of “variety”.

Basically, build the maps for specific weapon spawns and keep the spawns predictable for all but the fiesta-est of gametypes for the “hardcore” fans, then go hog wild with big open maps and all the variety you want. I like both types of fun, but separated out.

> 2535462867162482;14:
> “oh, the Gauss hog is up, assume the positions!”

Haha, i assume you mean “assume combat positions” not “assume THE positions”.

Regardless, i agree with your point about balance, but there are many ways to get there. One way is to stick to the original weapons/vehicles and balance the maps to fit those tools (and spartan movement mechanics). The other way is to create some cool maps and pick the tools that best fit those maps. Typically, i think, there is a balance between these two concepts, and it’s an iterative process.

My point is, if the weapons/vehicles (tools) are modular (have variants), then tuning the tools to the map is much easier. If the devs/forgers want a CQC map with variety, they don’t need to invent redundant weapons, just tune some shotguns to shoot explosives (or whatever) and some remain normal. Maybe the normal warthog doesn’t fit in well on a cramped map, but maybe an armored transport hog does, allowing players to battering ram their way into an enemy base. Get the idea?

I think, as long as the variants are visually identifiable and they remain fairly consistent on the core maps/gamemodes (especially for ranked), then players will learn and adapt to them. I of course wouldn’t be heartbroken if they tune the competitive maps to work best with the base weapon/vehicle models, but variants could be really fun for social maps/gamemodes.

Side note: League of Legends has 100s of champions and players eventually learn (more or less) how each champion behaves and how to play against them. I trust in Halo players to learn the differences between the core map/weapon/vehicle variants and adapt accordingly. (This map has flamethrower SMGs in the tunnel, that map has suicide banshees on BTB, etc.)

Less. Especially for vehicles. The useless mid-tier variants should definitely go. I’d go so far as to say only vehicles with unique weapons and/or attributes like the (Sword Hog, AA Wraith, and maybe ONI and Hannibal) should return and not variants that are just skins like (Corp., Tundra, Woodland, Urban, etc.)
Weapon wise, I’d say keep most of the variants. Get rid of the load out weapon variants though. I don’t need an AR with a Promethean scope.
You know what? Maybe, just maybe, instead of making a huge list of Req weapon variants for load out style weapons, allow us to edit the attachments in forge and make our own. And perhaps have a similar feature in the campaign.

I’d like to keep Halo 5’s idea but refine it a little. Instead of 20 or so Assault Rifle variations there’s maybe 5: standard issue AR, long barrel AR with scope, suppressed AR, AR with melee blade and maybe a legendary Halo 3 AR. That’s how I would approach standard issue weapons like the BR and SMG too.

> 2533274917301945;15:
> > 2535462867162482;14:
> > “oh, the Gauss hog is up, assume the positions!”
>
> Haha, i assume you mean “assume combat positions” not “assume THE positions”.
>
> Side note: League of Legends has 100s of champions and players eventually learn (more or less) how each champion behaves and how to play against them. I trust in Halo players to learn the differences between the core map/weapon/vehicle variants and adapt accordingly. (This map has flamethrower SMGs in the tunnel, that map has suicide banshees on BTB, etc.)

  1. Depending on the map and the situation, it might just be THE positions.
  2. I totally get what you’re saying and I’m not trying to say that we can’t have any variety because if that was true then we wouldn’t have added any new guns or vehicles to Halo 2 or 3 or 4 or 5 from Halo CE. However, I AM saying that there is a clear boundary in the number of new weapons in Halo 2 from Halo CE and Halo 3 to Halo 2. Halo 4 didn’t go crazy with the types, but DID add a lot of inbalances with the movement change to sprint (but it was still totally reasonable, I just felt the maps were a bit rough and not as polished sometimes). Halo 5 however (granted I did enjoy multiplayer in 5 way more than campaign) made a bunch of jumps with variety of weaponry AND variety of movement and positioning situations with the new grapple and jet additions along with all the subtypes of weapons.

To me - I agree with your point, there can be a bit of the onus on the player to be versatile and learn maps, weapons, etc. BUT, that number needs to be scaled appropriately to what the previous games set as the precedent. I for one am a simple minded baboon and like to have tactics, but not to the scale of a LoL. That’s why I could never get into LoL, I couldn’t stand the constant keeping up with the meta. I’m not a grunting mammal about keeping Halo simple, but there’s something to be said for not going overboard and thinking more is more. Sometimes less is more.

In the Campaign, itd be welcome to see each character with their own signature style weapon. I know Kelly and Linda had thier respective variants. But I’d like to see more. It was somewhat hinted at in the Halo 5 gameplay demo, where Tanaka states that the Chief’s assault rifle was laying on the ground.
Maybe the Chief’s AR could have an extended mag feature, with like 50 rounds so it feels more like the OG AR from Combat Evolved. Maybe it does more damage to shielded targets, and has a quicker melee strike. Not saying this should be a feature for the multiplayer, but maybe having signature weapons for like certain game modes like Firefight, or some sort of PVE spec ops mode, would be pretty cool.

I would like to see variants in matchmaking. I do like that. I just don’t want anything tied to a req system.