Weapons In Future Halo Games

Halo multiplayer is always looking for ways to expand its multiplayer, so what do you want in your perfect multiplayer game? I’d love more customizations on my weapons (I’ve played GTA for way too long). That being said, I have a few ideas on some customizations to bring. Nothing too original, but what is original now days? If we don’t get customizations like these, I’d at least like to see some sort of diversity in the customizations.

Barrel extensions:

Long barrel (increases range)

Kinetic barrel (required to use kinetic rounds)

Silencer (descreases visibility on radars)

Sound dampener (decreases firing signature and increases range)

Muzzle brake (reduces recoil)

Rotary (spinning barrel that increases fire rate the longer you fire a weapon. On that note, Palmer like to refer to these as “clocks”)

Energy bayonet (extended melee range and added stumble effect)

Knight blade (increased melee damage, especially strong against vehicles)

Magazines:

Extended clip (more ready and reserve ammo)

Explosive (increased damage at the cost of fire rate, ready and reserve ammo is significantly reduced)

Incendiary (reduced damage, but has a chance to ignite enemies, dealing damage over time, ready and reserve ammo is slightly reduced)

Hollow point (increased damage to flesh, but decreaded damage to shielded targets)

Armor piercing (increased damage to shielded targets, but decreased damge to flesh)

Kinetic bolts (Increased damage to vehicles and environmental objects, significantly increased knockback)

Sights:

Iron (no scoping, for the true marksman)

Classic scope (where applicable, (BR, DMR, etc.))

Projection (holographic scope, 1.5x zoom)

Recon (small scope, 2x zoom)

Longshot (medium scope, 3x zoom)

Sentinel (large scope, 4x and 6x zoom options)

Morph (small scope, 2x zoom)

Hybrid (small scope, 2x zoom)

CQB (1.5x zoom and built in night vision for anonymity in the dark)

COG (1.5x zoom and built in thermals to combat active camouflage)

Miscellaneous modifications:

Lazer targeting (increases accuracy)

Stabilization jets (reduces recoil)

Threat marker (tracks enemies for a short time)

Clip ejector (increases reload speeds by dropping the entire magazine, losing any remaining ammo in the process)

Battery ejector (significantly reduces battery life for battery operated weapons, but allows reload and 2 spare batteries at a time, manual reloads lose the rest of the battery)

Flashlight (lights up the dark for all to see)

I’m not doing liveries, but here are some that I hope will be in infinite:

Pizza (Hotter than Covenant plasma)

Gears Of War (GOW5 had Emile and Kat as DLC characters to reference the release of Reach on the MCC, so I think we should return the flavor by adding their logo onto our weapons)

Corrosion (After years of abuse, modern day technology ensures weapons in disrepair still function flawlessly)

Primary tints:

Do I need to explain how to color your gun?

Secondary tints:

I’m not gonna tell you again!

Tertiary tints:

That’s it! Time to slap the -Yoink- outta you!

Keep in mind that not all mods are supported by certain weapons as to not overpower certain ones. There would also be some method to limit the combos you can do so you don’t mow down fifteen enemies in one clip.

“loadout customizations”

Well there are no loadouts in Halo Infinite, you start out in MP on even Ground :>
NO loadout Meta stuff like in CoD here.

I think you played to much Battlefield my doood.

From the sounds of the trailer, this is definitely not happening. I hate loadouts for Halo so I’m glad they’re going back to grass roots. Zero loadouts for multiplayer.

Could easily be something for campaign or if they do a Battle Royale mode at some point though. Wouldn’t mind them there.

> 2533274909729760;1:
> Halo Infinite promises the most of any Halo game to-date. One upgrade that I’m looking to see is the many different weapon customizations that you can make. Halo 5 introduced loadout customizations and special variants of more powerful weapons. Will we take it a step further and recieve full customization over our arsenal? I hope so. Here are the mods that I have in mind and their effects.
>
> Barrel extensions:
>
> Long barrel (increases range)
>
> Kinetic barrel (required to use kinetic rounds)
>
> Silencer (descreases visibility on radars)
>
> Sound dampener (decreases firing signature and increases range)
>
> Muzzle brake (reduces recoil)
>
> Rotary (spinning barrel that increases fire rate the longer you fire a weapon. On that note, Palmer like to refer to these as “clocks”)
>
> Energy bayonet (extended melee range and added stumble effect)
>
> Knight blade (increased melee damage, especially strong against vehicles)
>
> Magazines:
>
> Extended clip (more ready and reserve ammo)
>
> Explosive (increased damage at the cost of fire rate, ready and reserve ammo is significantly reduced)
>
> Incendiary (reduced damage, but has a chance to ignite enemies, dealing damage over time, ready and reserve ammo is slightly reduced)
>
> Hollow point (increased damage to flesh, but decreaded damage to shielded targets)
>
> Armor piercing (increased damage to shielded targets, but decreased damge to flesh)
>
> Kinetic bolts (Increased damage to vehicles and environmental objects, significantly increased knockback)
>
> Sights:
>
> Iron (no scoping, for the true marksman)
>
> Classic scope (where applicable, (BR, DMR, etc.))
>
> Projection (holographic scope, 1.5x zoom)
>
> Recon (small scope, 2x zoom)
>
> Longshot (medium scope, 3x zoom)
>
> Sentinel (large scope, 4x and 6x zoom options)
>
> Morph (small scope, 2x zoom)
>
> Hybrid (small scope, 2x zoom)
>
> CQB (1.5x zoom and built in night vision for anonymity in the dark)
>
> COG (1.5x zoom and built in thermals to combat active camouflage)
>
> Miscellaneous modifications:
>
> Lazer targeting (increases accuracy)
>
> Stabilization jets (reduces recoil)
>
> Threat marker (tracks enemies for a short time)
>
> Clip ejector (increases reload speeds by dropping the entire magazine, losing any remaining ammo in the process)
>
> Battery ejector (significantly reduces battery life for battery operated weapons, but allows reload and 2 spare batteries at a time, manual reloads lose the rest of the battery)
>
> Flashlight (lights up the dark for all to see)
>
> I’m not doing liveries, but here are some that I hope will be in infinite:
>
> Pizza (Hotter than Covenant plasma)
>
> Gears Of War (GOW5 had Emile and Kat as DLC characters to reference the release of Reach on the MCC, so I think we should return the flavor by adding their logo onto our weapons)
>
> Corrosion (After years of abuse, modern day technology ensures weapons in disrepair still function flawlessly)
>
> Primary tints:
>
> Do I need to explain how to color your gun?
>
> Secondary tints:
>
> I’m not gonna tell you again!
>
> Tertiary tints:
>
> That’s it! Time to slap the -Yoink- outta you!
>
> Keep in mind that not all mods are supported by certain weapons.

I hope this doesn’t happen (pretty certain it isn’t), too many variables to consider and something would end up being OP.

> 2607664605677189;4:
> > 2533274909729760;1:
> > Halo Infinite promises the most of any Halo game to-date. One upgrade that I’m looking to see is the many different weapon customizations that you can make. Halo 5 introduced loadout customizations and special variants of more powerful weapons. Will we take it a step further and recieve full customization over our arsenal? I hope so. Here are the mods that I have in mind and their effects.
> >
> > Barrel extensions:
> >
> > Long barrel (increases range)
> >
> > Kinetic barrel (required to use kinetic rounds)
> >
> > Silencer (descreases visibility on radars)
> >
> > Sound dampener (decreases firing signature and increases range)
> >
> > Muzzle brake (reduces recoil)
> >
> > Rotary (spinning barrel that increases fire rate the longer you fire a weapon. On that note, Palmer like to refer to these as “clocks”)
> >
> > Energy bayonet (extended melee range and added stumble effect)
> >
> > Knight blade (increased melee damage, especially strong against vehicles)
> >
> > Magazines:
> >
> > Extended clip (more ready and reserve ammo)
> >
> > Explosive (increased damage at the cost of fire rate, ready and reserve ammo is significantly reduced)
> >
> > Incendiary (reduced damage, but has a chance to ignite enemies, dealing damage over time, ready and reserve ammo is slightly reduced)
> >
> > Hollow point (increased damage to flesh, but decreaded damage to shielded targets)
> >
> > Armor piercing (increased damage to shielded targets, but decreased damge to flesh)
> >
> > Kinetic bolts (Increased damage to vehicles and environmental objects, significantly increased knockback)
> >
> > Sights:
> >
> > Iron (no scoping, for the true marksman)
> >
> > Classic scope (where applicable, (BR, DMR, etc.))
> >
> > Projection (holographic scope, 1.5x zoom)
> >
> > Recon (small scope, 2x zoom)
> >
> > Longshot (medium scope, 3x zoom)
> >
> > Sentinel (large scope, 4x and 6x zoom options)
> >
> > Morph (small scope, 2x zoom)
> >
> > Hybrid (small scope, 2x zoom)
> >
> > CQB (1.5x zoom and built in night vision for anonymity in the dark)
> >
> > COG (1.5x zoom and built in thermals to combat active camouflage)
> >
> > Miscellaneous modifications:
> >
> > Lazer targeting (increases accuracy)
> >
> > Stabilization jets (reduces recoil)
> >
> > Threat marker (tracks enemies for a short time)
> >
> > Clip ejector (increases reload speeds by dropping the entire magazine, losing any remaining ammo in the process)
> >
> > Battery ejector (significantly reduces battery life for battery operated weapons, but allows reload and 2 spare batteries at a time, manual reloads lose the rest of the battery)
> >
> > Flashlight (lights up the dark for all to see)
> >
> > I’m not doing liveries, but here are some that I hope will be in infinite:
> >
> > Pizza (Hotter than Covenant plasma)
> >
> > Gears Of War (GOW5 had Emile and Kat as DLC characters to reference the release of Reach on the MCC, so I think we should return the flavor by adding their logo onto our weapons)
> >
> > Corrosion (After years of abuse, modern day technology ensures weapons in disrepair still function flawlessly)
> >
> > Primary tints:
> >
> > Do I need to explain how to color your gun?
> >
> > Secondary tints:
> >
> > I’m not gonna tell you again!
> >
> > Tertiary tints:
> >
> > That’s it! Time to slap the -Yoink- outta you!
> >
> > Keep in mind that not all mods are supported by certain weapons.
>
> I hope this doesn’t happen (pretty certain it isn’t), too many variables to consider and something would end up being OP.

True, but the way I see it, if 343 keeps their reputation, Infinite will have a “pay to win” system somewhere in the game. I had faith with 4, I had faith with 5, but I’m not wasting faith on Infinite. Second, if Infinite really is about expanding the sandbox beyond anything you’ve ever seen before, it’ll have a million different weapons, vehicles, and customizations, so I wouldn’t doubt if some element of this (besides the weapon and vehicle skins and tints) is in it, so it’s better to determine what you like and don’t like before the apocalypse. I also think right now, especially because pay to win is present, that the sandbox is VERY unbalanced, so adding a little flavor cand definitely give you the upper hand on the guy that paid $5 for a few rocket launchers in his loadout. As well, if we don’t like the loadouts, I at least wanna see the ability to set my spawn with maybe an SMG and a BR, or an AR and a DMR. I liked the way Halo 4’s loadout system worked, yes a few hiccups here and there, I will admit cough tactical packages! cough. The ability to change to a basic set of weapons for your primary and secondary, allowing to change armor abilities as you wish. I will not say all of Reach’s armor abilites were perfect, mainly because of armor lock, but it was damn close. Put hardlight shield instead, and regeneration field instead of bubble shield and you got a deal IMO. Another question I have, though, what are your opinions on the tactical packages for 4’s loadouts? What about 5’s armor mods? I for one liked 5’s armor mods, adds more diversity in the game. Something to combat the “be the first to shoot” rule, even if all it did was give you an extra grenade.

In short: I’m just trying to think of ways to balance the sandbox to combat pay to win. Also to add a little diversity to it so we aren’t using “the same old assault rifle.”

Here’s an idea that’ll get shot down immediately! Have every major variant of each weapon in Infinite! Kick -Yoink- with the CE assault rifle over the Halo 4 battle rifle. Yes it’d be a little unbalanced, but we’ll correct that speed bump once we figure out how.

> 2533274909729760;5:
> > 2607664605677189;4:
> > > 2533274909729760;1:
> > > Halo Infinite promises the most of any Halo game to-date. One upgrade that I’m looking to see is the many different weapon customizations that you can make. Halo 5 introduced loadout customizations and special variants of more powerful weapons. Will we take it a step further and recieve full customization over our arsenal? I hope so. Here are the mods that I have in mind and their effects.
> > >
> > > Barrel extensions:
> > >
> > > Long barrel (increases range)
> > >
> > > Kinetic barrel (required to use kinetic rounds)
> > >
> > > Silencer (descreases visibility on radars)
> > >
> > > Sound dampener (decreases firing signature and increases range)
> > >
> > > Muzzle brake (reduces recoil)
> > >
> > > Rotary (spinning barrel that increases fire rate the longer you fire a weapon. On that note, Palmer like to refer to these as “clocks”)
> > >
> > > Energy bayonet (extended melee range and added stumble effect)
> > >
> > > Knight blade (increased melee damage, especially strong against vehicles)
> > >
> > > Magazines:
> > >
> > > Extended clip (more ready and reserve ammo)
> > >
> > > Explosive (increased damage at the cost of fire rate, ready and reserve ammo is significantly reduced)
> > >
> > > Incendiary (reduced damage, but has a chance to ignite enemies, dealing damage over time, ready and reserve ammo is slightly reduced)
> > >
> > > Hollow point (increased damage to flesh, but decreaded damage to shielded targets)
> > >
> > > Armor piercing (increased damage to shielded targets, but decreased damge to flesh)
> > >
> > > Kinetic bolts (Increased damage to vehicles and environmental objects, significantly increased knockback)
> > >
> > > Sights:
> > >
> > > Iron (no scoping, for the true marksman)
> > >
> > > Classic scope (where applicable, (BR, DMR, etc.))
> > >
> > > Projection (holographic scope, 1.5x zoom)
> > >
> > > Recon (small scope, 2x zoom)
> > >
> > > Longshot (medium scope, 3x zoom)
> > >
> > > Sentinel (large scope, 4x and 6x zoom options)
> > >
> > > Morph (small scope, 2x zoom)
> > >
> > > Hybrid (small scope, 2x zoom)
> > >
> > > CQB (1.5x zoom and built in night vision for anonymity in the dark)
> > >
> > > COG (1.5x zoom and built in thermals to combat active camouflage)
> > >
> > > Miscellaneous modifications:
> > >
> > > Lazer targeting (increases accuracy)
> > >
> > > Stabilization jets (reduces recoil)
> > >
> > > Threat marker (tracks enemies for a short time)
> > >
> > > Clip ejector (increases reload speeds by dropping the entire magazine, losing any remaining ammo in the process)
> > >
> > > Battery ejector (significantly reduces battery life for battery operated weapons, but allows reload and 2 spare batteries at a time, manual reloads lose the rest of the battery)
> > >
> > > Flashlight (lights up the dark for all to see)
> > >
> > > I’m not doing liveries, but here are some that I hope will be in infinite:
> > >
> > > Pizza (Hotter than Covenant plasma)
> > >
> > > Gears Of War (GOW5 had Emile and Kat as DLC characters to reference the release of Reach on the MCC, so I think we should return the flavor by adding their logo onto our weapons)
> > >
> > > Corrosion (After years of abuse, modern day technology ensures weapons in disrepair still function flawlessly)
> > >
> > > Primary tints:
> > >
> > > Do I need to explain how to color your gun?
> > >
> > > Secondary tints:
> > >
> > > I’m not gonna tell you again!
> > >
> > > Tertiary tints:
> > >
> > > That’s it! Time to slap the -Yoink- outta you!
> > >
> > > Keep in mind that not all mods are supported by certain weapons.
> >
> > I hope this doesn’t happen (pretty certain it isn’t), too many variables to consider and something would end up being OP.
>
> True, but the way I see it, if 343 keeps their reputation, Infinite will have a “pay to win” system somewhere in the game. I had faith with 4, I had faith with 5, but I’m not wasting faith on Infinite. Second, if Infinite really is about expanding the sandbox beyond anything you’ve ever seen before, it’ll have a million different weapons, vehicles, and customizations, so I wouldn’t doubt if some element of this (besides the weapon and vehicle skins and tints) is in it, so it’s better to determine what you like and don’t like before the apocalypse. I also think right now, especially because pay to win is present, that the sandbox is VERY unbalanced, so adding a little flavor cand definitely give you the upper hand on the guy that paid $5 for a few rocket launchers in his loadout. As well, if we don’t like the loadouts, I at least wanna see the ability to set my spawn with maybe an SMG and a BR, or an AR and a DMR. I liked the way Halo 4’s loadout system worked, yes a few hiccups here and there, I will admit cough tactical packages! cough. The ability to change to a basic set of weapons for your primary and secondary, allowing to change armor abilities as you wish. I will not say all of Reach’s armor abilites were perfect, mainly because of armor lock, but it was damn close. Put hardlight shield instead, and regeneration field instead of bubble shield and you got a deal IMO. Another question I have, though, what are your opinions on the tactical packages for 4’s loadouts? What about 5’s armor mods? I for one liked 5’s armor mods, adds more diversity in the game. Something to combat the “be the first to shoot” rule, even if all it did was give you an extra grenade.
>
> In short: I’m just trying to think of ways to balance the sandbox to combat pay to win. Also to add a little diversity to it so we aren’t using “the same old assault rifle.”
>
> Here’s an idea that’ll get shot down immediately! Have every major variant of each weapon in Infinite! Kick -Yoink- with the CE assault rifle over the Halo 4 battle rifle. Yes it’d be a little unbalanced, but we’ll correct that speed bump once we figure out how.

Eh… What are you talking about dude? What pay 2 win? The only monetization is a battplass System to unlock armor and skins.

There is no pay to win, it seems like we’re getting a (hopefully) properly balanced game.

Yeah other than weapons skins I don’t really want weapon customization unless it’s purely aesthetic like making the br look like halo 2 vs halo 4 br

> 2533274890331729;6:
> > 2533274909729760;5:
> > > 2607664605677189;4:
> > > > 2533274909729760;1:
> > > > Halo Infinite promises the most of any Halo game to-date. One upgrade that I’m looking to see is the many different weapon customizations that you can make. Halo 5 introduced loadout customizations and special variants of more powerful weapons. Will we take it a step further and recieve full customization over our arsenal? I hope so. Here are the mods that I have in mind and their effects.
> > > >
> > > > Barrel extensions:
> > > >
> > > > Long barrel (increases range)
> > > >
> > > > Kinetic barrel (required to use kinetic rounds)
> > > >
> > > > Silencer (descreases visibility on radars)
> > > >
> > > > Sound dampener (decreases firing signature and increases range)
> > > >
> > > > Muzzle brake (reduces recoil)
> > > >
> > > > Rotary (spinning barrel that increases fire rate the longer you fire a weapon. On that note, Palmer like to refer to these as “clocks”)
> > > >
> > > > Energy bayonet (extended melee range and added stumble effect)
> > > >
> > > > Knight blade (increased melee damage, especially strong against vehicles)
> > > >
> > > > Magazines:
> > > >
> > > > Extended clip (more ready and reserve ammo)
> > > >
> > > > Explosive (increased damage at the cost of fire rate, ready and reserve ammo is significantly reduced)
> > > >
> > > > Incendiary (reduced damage, but has a chance to ignite enemies, dealing damage over time, ready and reserve ammo is slightly reduced)
> > > >
> > > > Hollow point (increased damage to flesh, but decreaded damage to shielded targets)
> > > >
> > > > Armor piercing (increased damage to shielded targets, but decreased damge to flesh)
> > > >
> > > > Kinetic bolts (Increased damage to vehicles and environmental objects, significantly increased knockback)
> > > >
> > > > Sights:
> > > >
> > > > Iron (no scoping, for the true marksman)
> > > >
> > > > Classic scope (where applicable, (BR, DMR, etc.))
> > > >
> > > > Projection (holographic scope, 1.5x zoom)
> > > >
> > > > Recon (small scope, 2x zoom)
> > > >
> > > > Longshot (medium scope, 3x zoom)
> > > >
> > > > Sentinel (large scope, 4x and 6x zoom options)
> > > >
> > > > Morph (small scope, 2x zoom)
> > > >
> > > > Hybrid (small scope, 2x zoom)
> > > >
> > > > CQB (1.5x zoom and built in night vision for anonymity in the dark)
> > > >
> > > > COG (1.5x zoom and built in thermals to combat active camouflage)
> > > >
> > > > Miscellaneous modifications:
> > > >
> > > > Lazer targeting (increases accuracy)
> > > >
> > > > Stabilization jets (reduces recoil)
> > > >
> > > > Threat marker (tracks enemies for a short time)
> > > >
> > > > Clip ejector (increases reload speeds by dropping the entire magazine, losing any remaining ammo in the process)
> > > >
> > > > Battery ejector (significantly reduces battery life for battery operated weapons, but allows reload and 2 spare batteries at a time, manual reloads lose the rest of the battery)
> > > >
> > > > Flashlight (lights up the dark for all to see)
> > > >
> > > > I’m not doing liveries, but here are some that I hope will be in infinite:
> > > >
> > > > Pizza (Hotter than Covenant plasma)
> > > >
> > > > Gears Of War (GOW5 had Emile and Kat as DLC characters to reference the release of Reach on the MCC, so I think we should return the flavor by adding their logo onto our weapons)
> > > >
> > > > Corrosion (After years of abuse, modern day technology ensures weapons in disrepair still function flawlessly)
> > > >
> > > > Primary tints:
> > > >
> > > > Do I need to explain how to color your gun?
> > > >
> > > > Secondary tints:
> > > >
> > > > I’m not gonna tell you again!
> > > >
> > > > Tertiary tints:
> > > >
> > > > That’s it! Time to slap the -Yoink- outta you!
> > > >
> > > > Keep in mind that not all mods are supported by certain weapons.
>
> Eh… What are you talking about dude? What pay 2 win? The only monetization is a battplass System to unlock armor and skins.

The requisitions in warzone. You can just buy a crapton of those and get a big advantage over the team that does not. That’s the pay to win I’m talking about.

> 2535414321528333;8:
> Yeah other than weapons skins I don’t really want weapon customization unless it’s purely aesthetic like making the br look like halo 2 vs halo 4 br

As for this, I can’t say I oppose, but I would like to at least have more than the same old three options: UNSC, Covenant, or Promethean? Sorry, scratch Promethean, anybody who acknowledges them as real is an ignoramus. Really hope they aren’t in Infinite.

I would like to see dual wielding make at least a limited return so that some of the more useless weapons make it back into the pack of usefulness. Plasma rifles and SMGs just aren’t handy alone.

I liked seeing weapons like the saw combating the assault rifle, or the rocket launcher combating the Spnker (even if I hated both the saw and the rocket launcher over their predecessors). Do I need to mention the battle rifle versus the DMR? I think you get the point. I at least want minor differences. This one’s more accurate, but less damage. Maybe this one does more damage but is less accurate. Something that doesn’t make the game rule “be the first to shoot” because what happens when two assault rifles collide? I don’t know, something to remove the repetitive nature. Don’t even say equipment, because from what I’ve seen it’s all crap.

H:I won’t have REQ’s, so you won’t have to worry about those. This argument is thus invalided.

Furthermore, H:I has confirmed multiple already that any MTX will be purely cosmetics
and won’t affect the gameplay in any way. No pay to win. Next argument invalided.

Dual-wield is confirmed to be absent, so you don’t have to get your hopes up regarding that.
And to make the weapons you mentioned more useful;
this issue isn’t solved simply with “just take two, hurr-durr”,
it is up to the devs at the sandbox team to make them viable on their own.

Regarding equipment:
you should really stay patient and reserve your criticism until to you have played the final game.
To say it is all crap and judging this by a simple overview trailer is really short-sighted.

> 2533274909729760;9:
> > 2533274890331729;6:
> > > 2533274909729760;5:
> > > > 2607664605677189;4:
> > > > > 2533274909729760;1:
> > > > > Halo Infinite promises the most of any Halo game to-date. One upgrade that I’m looking to see is the many different weapon customizations that you can make. Halo 5 introduced loadout customizations and special variants of more powerful weapons. Will we take it a step further and recieve full customization over our arsenal? I hope so. Here are the mods that I have in mind and their effects.
> > > > >
> > > > > Barrel extensions:
> > > > >
> > > > > Long barrel (increases range)
> > > > >
> > > > > Kinetic barrel (required to use kinetic rounds)
> > > > >
> > > > > Silencer (descreases visibility on radars)
> > > > >
> > > > > Sound dampener (decreases firing signature and increases range)
> > > > >
> > > > > Muzzle brake (reduces recoil)
> > > > >
> > > > > Rotary (spinning barrel that increases fire rate the longer you fire a weapon. On that note, Palmer like to refer to these as “clocks”)
> > > > >
> > > > > Energy bayonet (extended melee range and added stumble effect)
> > > > >
> > > > > Knight blade (increased melee damage, especially strong against vehicles)
> > > > >
> > > > > Magazines:
> > > > >
> > > > > Extended clip (more ready and reserve ammo)
> > > > >
> > > > > Explosive (increased damage at the cost of fire rate, ready and reserve ammo is significantly reduced)
> > > > >
> > > > > Incendiary (reduced damage, but has a chance to ignite enemies, dealing damage over time, ready and reserve ammo is slightly reduced)
> > > > >
> > > > > Hollow point (increased damage to flesh, but decreaded damage to shielded targets)
> > > > >
> > > > > Armor piercing (increased damage to shielded targets, but decreased damge to flesh)
> > > > >
> > > > > Kinetic bolts (Increased damage to vehicles and environmental objects, significantly increased knockback)
> > > > >
> > > > > Sights:
> > > > >
> > > > > Iron (no scoping, for the true marksman)
> > > > >
> > > > > Classic scope (where applicable, (BR, DMR, etc.))
> > > > >
> > > > > Projection (holographic scope, 1.5x zoom)
> > > > >
> > > > > Recon (small scope, 2x zoom)
> > > > >
> > > > > Longshot (medium scope, 3x zoom)
> > > > >
> > > > > Sentinel (large scope, 4x and 6x zoom options)
> > > > >
> > > > > Morph (small scope, 2x zoom)
> > > > >
> > > > > Hybrid (small scope, 2x zoom)
> > > > >
> > > > > CQB (1.5x zoom and built in night vision for anonymity in the dark)
> > > > >
> > > > > COG (1.5x zoom and built in thermals to combat active camouflage)
> > > > >
> > > > > Miscellaneous modifications:
> > > > >
> > > > > Lazer targeting (increases accuracy)
> > > > >
> > > > > Stabilization jets (reduces recoil)
> > > > >
> > > > > Threat marker (tracks enemies for a short time)
> > > > >
> > > > > Clip ejector (increases reload speeds by dropping the entire magazine, losing any remaining ammo in the process)
> > > > >
> > > > > Battery ejector (significantly reduces battery life for battery operated weapons, but allows reload and 2 spare batteries at a time, manual reloads lose the rest of the battery)
> > > > >
> > > > > Flashlight (lights up the dark for all to see)
> > > > >
> > > > > I’m not doing liveries, but here are some that I hope will be in infinite:
> > > > >
> > > > > Pizza (Hotter than Covenant plasma)
> > > > >
> > > > > Gears Of War (GOW5 had Emile and Kat as DLC characters to reference the release of Reach on the MCC, so I think we should return the flavor by adding their logo onto our weapons)
> > > > >
> > > > > Corrosion (After years of abuse, modern day technology ensures weapons in disrepair still function flawlessly)
> > > > >
> > > > > Primary tints:
> > > > >
> > > > > Do I need to explain how to color your gun?
> > > > >
> > > > > Secondary tints:
> > > > >
> > > > > I’m not gonna tell you again!
> > > > >
> > > > > Tertiary tints:
> > > > >
> > > > > That’s it! Time to slap the -Yoink- outta you!
> > > > >
> > > > > Keep in mind that not all mods are supported by certain weapons.
> >
> > Eh… What are you talking about dude? What pay 2 win? The only monetization is a battplass System to unlock armor and skins.
>
> The requisitions in warzone. You can just buy a crapton of those and get a big advantage over the team that does not. That’s the pay to win I’m talking about.
>
>
> > 2535414321528333;8:
> >

I’m not sure what you mean, there are no REQs in Halo Infinite, no Warzone announced and the bought items are all cosmetic. This has been confirmed a long time.

> 2533274890331729;2:
> “loadout customizations”
>
> Well there are no loadouts in Halo Infinite, you start out in MP on even Ground :>
> NO loadout Meta stuff like in CoD here.
>
> I think you played to much Battlefield my doood.

Plus lets be honest barely any of the Halo 5 weapon attachments were even worth talking about.

Im pretty sure by customisation they really just meant skins, maybe player emblems or personal touches (like how some games have stat trackers maybe? Idk - I actually think that might be a bit tacky for Halo)

> 2533274886490718;10:
> H:I won’t have REQ’s, so you won’t have to worry about those. This argument is thus invalided.
>
> Furthermore, H:I has confirmed multiple already that any MTX will be purely cosmetics
> and won’t affect the gameplay in any way. No pay to win. Next argument invalided.
>
> Dual-wield is confirmed to be absent, so you don’t have to get your hopes up regarding that.
> And to make the weapons you mentioned more useful;
> this issue isn’t solved simply with “just take two, hurr-durr”,
> it is up to the devs at the sandbox team to make them viable on their own.
>
> Regarding equipment:
> you should really stay patient and reserve your criticism until to you have played the final game.
> To say it is all crap and judging this by a simple overview trailer is really short-sighted.

I may or may not have watched the MP reveal a lotta late, so… Yeah… And I’m still in the Halo Infinite will have pay to win somewhere in it corner. Sue me, 343 has a crap record. I need proof up front that 343 has changed before putting faith in the next major halo game. Once Infinite releases, we’ll see how it holds up. And I never got whether the weapons revealed in the gameplay trailer were replacements or secondary versions. I hope it’s the latter, though. One of those “which magnum, A or B?” That being said, I have a better idea for what to base this thread on.

I know you guys don’t like weapon customizations (for whatever reason) but I have a new idea! (Oh no!) I’m gonna post my different variants of assault rifles and see if you guys like them.

Military Assault Rifle: “John 117’s weapon of choice.”
The standard issue 32 round count, medium-long ranged weapon. 16 body shots to kill while headshots take 11. Recon scope comes standard, 2x zoom, but descopes while firing or struck by incoming fire (essentially the scope when a weapon doesn’t have one itself).

Advanced Assault Rifle: “Finish your dinner!”
Clip inserts from the back of the magazine well and drops through the bottom automatically when emptied, pump (like a shotgun) on reload to -Yoink- the weapon, both to decrease reload speeds. Manual reloads have 50/50 chance of jamming, costing time and the rest of the magazine.

Combat Assault Rifle: “Nostalgia’s for geeks!”
60 rounds per clip, 360 spare rounds, 20 rounds to kill, increased fire rate and recoil, decreased accuracy and reload speed, and no headshot bonus. (Comparable to the CE assault rifle with less damage and extra clips)

Needle Assault Rifle: “Who’s idea was this!?”
Another crap attempt at hybrid designs for the Swords Of Sangheilios. No headshot bonus. ONI managed to stuff 20 needle rifle rounds into the clip before it supercombined. (No ONI -Yoinks!- were harmed in the making of this weapon… Except the ones who died in the explosion) Basically everything else about this weapon is a Needle Rifle from Reach: Fire rate, accuracy, rounds to kill, etcetera.

Heavy Assault Rifle: “Chipps Dubbo couldn’t lift this!”
Experimental tech and heavier material creates a new assault rifle where rounds always draw blood, but still deal 16 rounds to kill. Recoil is increased, kickback is minimal (causes the screen to kick up like firing an SMG in Halo 3), and reload speed is decreased (as a result of the heavier weight).

ONI assault Rifle: “They don’t let ONI into Valhalla.”
Explosive rounds deal extra damage, but have 16 rounds in the clip with 80 spare rounds, decreased fire rate and a hell of a lot of recoil. This weapon contains mediocre kickback with minor kickback recovery (the force that pulls the screen back down after kickback).

In summary, the Military AR is standard issue. The Advanced AR rewards you for emptying your clip, but has a chance to punish you if you reload before the clip is empty. The Combat AR looks back at the CE AR and balances it against the modern AR. The Needle AR just makes supercombined explosions when you kill an enemy with a bunch of modifiers to balance it out. The Heavy AR just trades some shield damage for blood to throw your foes off track before you break their shields AND kill them while trading a few stats off. The ONI AR was only made because ONI is a bunch of self-righteous -Yoinks!- that decided they need their name on everything, I don’t expect it to get much liking.

I think modular weapons are really good. They can deal with different environments, and when the game is well balanced, there will be more interesting variables,If the balance of the game is not good,Even if the player only has a custom appearance

> 2535457214262647;15:
> I think modular weapons are really good. They can deal with different environments, and when the game is well balanced, there will be more interesting variables,If the balance of the game is not good,Even if the player only has a custom appearance

See, it’s more because the good equipment and power weapons come from just 1 area on most of any map that’s easy to control in a team game. Sure, there are larger, more open maps like Vahlhalla, or Blood Gulch, but those are sniper alley maps, if you try to grab a weapon in the open like that, you better get ready to be sniped. They need to make a symmetrical map where the power weapons don’t spawn in those hard to reach places. That’s something Bungie struggled with and 343 is DEFINITELY struggling with. If it’s not one power issue, it’s another.

I feel like some of these would be good but I don’t think that’s the direction they’re going for with infinite.

> 2533274909729760;16:
> > 2535457214262647;15:
> > I think modular weapons are really good. They can deal with different environments, and when the game is well balanced, there will be more interesting variables,If the balance of the game is not good,Even if the player only has a custom appearance
>
> See, it’s more because the good equipment and power weapons come from just 1 area on most of any map that’s easy to control in a team game. Sure, there are larger, more open maps like Vahlhalla, or Blood Gulch, but those are sniper alley maps, if you try to grab a weapon in the open like that, you better get ready to be sniped. They need to make a symmetrical map where the power weapons don’t spawn in those hard to reach places. That’s something Bungie struggled with and 343 is DEFINITELY struggling with. If it’s not one power issue, it’s another.

So why not make clear the target, who will go to the battlefield to pick up weapons?

> 2535457214262647;18:
> > 2533274909729760;16:
> > > 2535457214262647;15:
> > > I think modular weapons are really good. They can deal with different environments, and when the game is well balanced, there will be more interesting variables,If the balance of the game is not good,Even if the player only has a custom appearance
> >
> > See, it’s more because the good equipment and power weapons come from just 1 area on most of any map that’s easy to control in a team game. Sure, there are larger, more open maps like Vahlhalla, or Blood Gulch, but those are sniper alley maps, if you try to grab a weapon in the open like that, you better get ready to be sniped. They need to make a symmetrical map where the power weapons don’t spawn in those hard to reach places. That’s something Bungie struggled with and 343 is DEFINITELY struggling with. If it’s not one power issue, it’s another.
>
> So why not make clear the target, who will go to the battlefield to pick up weapons?

Doesn’t always work out like that.

> 2533274909729760;19:
> > 2535457214262647;18:
> > > 2533274909729760;16:
> > > > 2535457214262647;15:
> > > > I think modular weapons are really good. They can deal with different environments, and when the game is well balanced, there will be more interesting variables,If the balance of the game is not good,Even if the player only has a custom appearance
> > >
> > > See, it’s more because the good equipment and power weapons come from just 1 area on most of any map that’s easy to control in a team game. Sure, there are larger, more open maps like Vahlhalla, or Blood Gulch, but those are sniper alley maps, if you try to grab a weapon in the open like that, you better get ready to be sniped. They need to make a symmetrical map where the power weapons don’t spawn in those hard to reach places. That’s something Bungie struggled with and 343 is DEFINITELY struggling with. If it’s not one power issue, it’s another.
> >
> > So why not make clear the target, who will go to the battlefield to pick up weapons?
>
> Doesn’t always work out like that.

This is very unrealistic. Weapons need people to take to the battlefield, or legacy strategic targets like halo