What should change in the Big Sandbox update?

There’s a pretty big sandbox update coming to halo 5, so I thought it’d be fun to brainstorm what we think should change. This is what 343 specifically said.

> In talking with the sandbox team, there are two key goals behind this tuning update:
>
> 1) Revitalize and re-balance the Halo 5 sandbox to a more desirable state
>
> 2) Establish/strengthen unique roles for each weapon and remove role redundancy

Here are my ideas. I would like every gun to have slightly less range. The SMG’s range should be drastically reduced to 75% of what it once was.

The Lightrifle is too similar to the BR, but I don’t know how to slightly tweak it without making it too OP, underpowered, or similar to other guns. I think 343 should make it’s primary firing mode into the scoped in mode (3 shot kill), but give it less aim assist and bullet magnetism so perfects are very rare. However, I’d be fine if it stayed the same.

I would try to put the storm rifle in a position between the AR and SMG both damage and range wise, but also making it takes slightly longer to overheat.

For power weapons, the only one I’d change would be the plasma caster. I feel that 343 nerfed it a bit too much, so an ideal position would be in between the one before and the one we have currently.

There are 3 vehicles I think need tweaking: the AA Wraith, the Banshee (all variants), and the ONI Gungoose. The AA Wraith should be able to kill air units more effectively than ground units. The red reticle range is too small, the projectiles lose tracking quite fast, and they stop tracking after a Banshee or Phaeton evades. This leads into my next point.

The Banshees evade is way too OP. All tracking weapons besides the Hydra lose their tracking abilities after the banshee evades. This should not be the case. The Banshee should have to out maneuver the projectiles not press a button to be safe. The evade also needs a cool down. Too often do Banshee pilots spam the evade button. It should be like the thruster with one evade every 4 seconds. I would also remove the shields on the Banshee to balance it out a bit.

The ONI Gungoose is a lot worse than the regular Gungoose. Not only do the grenades move slower, but they also have way less range. Give it the same range and velocity with increased damage and we’ll be good. Also keep the bouncing ability but have them bounce a few times and proximity detonate.

One last thing I forgot. Make the bloom on the ONI Mantis similar to the regular Mantis.

Whatever they do, I hope they keep Warzone Firefight in mind. The fact that power weapons are virtually useless in that mode is due to the fact that weapons and vehicles, and their respective req energy requirements, are balanced for PvP Warzone. However, Warzone Firefight seems to be one of the most popular modes, and is the only thing I play in Halo 5 anymore. It would be nice to see them address this issue of power weapons being relatively useless, or at least kept in mind.

They’re saying they want “unique roles” for each weapon, but in Warzone Firefight, there is basically no role for any weapon, because vehicles outperform them at every req level, to a ridiculous degree. And if they don’t address this issue, then I would at least appreciate an easier way for me to trade my power weapons for vehicles…

They need to increase the speed of the AA Wraith projectiles and it’s RRR. As it is now, Banshees can simply outrun them. And that’s without the Banshees seizure tactics. Either make the projectiles a hard-lock where they don’t lose tracking, or make them fast enough that a Banshee can’t just fire and run with absolutely no possibility of retaliation.

AA Wraith needs a major buff against air vehicles, considering anti-air is in the name and it can barely do anything against air vehicles. Oni mongoose needs to have proximity detonation or something similar if they are going to keep the bouncing projectiles. Maybe its just me but the Boltshot and Suppressor (standard variants) seem pretty useless,I know the suppressor tears off Promethean armor, but I’m talking more arena on this one. The Sentinel Beam should have a more specific function, right now it feels kinda bland. I know it’s probably to late now but the scout hogs need two more seats.

The Answer should become an ultra rare, and cost 7 req points.

The base version of the Wasp should lose its shields.

Players on the losing team in warzone should never be more than 2 req levels behind the winning teams req energy level leader. (I hope that makes sense.)

If they want to remove role redundancy then they’ll have to remove 75% of the sandbox. That’s how redundant it is. Here are my (extremist) suggestions for Arena:

  1. Remove the BR, DMR, and Carbine. The magnum already serves as H5’s utility weapon, we don’t need more than one.

  2. Remove the AR and Storm Rifle. Keep the SMG and Plasma Rifle. Give the PR high shield damage, very low health damage, and a stun ability (akin to CE).

  3. Make the sniper more difficult to use. Keep shotgun and sword.

  4. Keep the LR. It will have to serve as a counter to the sniper. Remove all other Promethean weapons.

> 2533274904158628;2:
> Whatever they do, I hope they keep Warzone Firefight in mind. The fact that power weapons are virtually useless in that mode is due to the fact that weapons and vehicles, and their respective req energy requirements, are balanced for PvP Warzone. However, Warzone Firefight seems to be one of the most popular modes, and is the only thing I play in Halo 5 anymore. It would be nice to see them address this issue of power weapons being relatively useless, or at least kept in mind.
> They’re saying they want “unique roles” for each weapon, but in Warzone Firefight, there is basically no role for any weapon, because vehicles outperform them at every req level, to a ridiculous degree. And if they don’t address this issue, then I would at least appreciate an easier way for me to trade my power weapons for vehicles…

100% nailed it. Could not agree more.

I really wish that the carbine, LR, suppressor… Any non-power weapon, was available in loadout (make them reasonable levels).

But if the carbine really has to be a power weapon, at least, at the minimum, make the REQ stations fill the ammo of weapons (in PVE WZ FF only, I can understand how PVP is fine as is).

I agree that Banshee evade needs a longer cooldown, but not that evade shouldn’t end tracking upon use. I think smart timing should be what dictates a successful evade, not a complex input of controls. If you evade early, sure, the missiles should still hit. But evade at the right time, you should be rewarded and not have to worry about a missile circling back around and hitting you 20 sec later.

> 2614366390849210;5:
> The Answer should become an ultra rare, and cost 7 req points.
>
> The base version of the Wasp should lose its shields.
>
> Players on the losing team in warzone should never be more than 2 req levels behind the winning teams req energy level leader. (I hope that makes sense.)

I agree with you except for the middle paragraph. Focused fire on the wasp can shred it even with the shields. The whole purpose of the wasp is quick strikes. You’d come in, deal some damage, then fly away and regain your shields. The shields on the Banshee should really be removed though.

> 2533274794648158;6:
> If they want to remove role redundancy then they’ll have to remove 75% of the sandbox. That’s how redundant it is. Here are my (extremist) suggestions for Arena:
>
> 1. Remove the BR, DMR, and Carbine. The magnum already serves as H5’s utility weapon, we don’t need more than one.
>
> 2. Remove the AR and Storm Rifle. Keep the SMG and Plasma Rifle. Give the PR high shield damage, very low health damage, and a stun ability (akin to CE).
>
> 3. Make the sniper more difficult to use. Keep shotgun and sword.
>
> 4. Keep the LR. It will have to serve as a counter to the sniper. Remove all other Promethean weapons.

Sorry, but I disagree with this. Each weapon can just have different functions while filling similar roles. I like to have a preference and he able to choose which gun suits me rather than having a one gun game for the sake of some guns not being redundant.

> 2533274817408735;8:
> I agree that Banshee evade needs a longer cooldown, but not that evade shouldn’t end tracking upon use. I think smart timing should be what dictates a successful evade, not a complex input of controls. If you evade early, sure, the missiles should still hit. But evade at the right time, you should be rewarded and not have to worry about a missile circling back around and hitting you 20 sec later.

I wasn’t clear, but this would be what I want as well. I don’t want the AA Wraith to have Hydra levels of tracking, just if it misses, it can’t regain its course.

> 2535455681930574;9:
> Sorry, but I disagree with this. Each weapon can just have different functions while filling similar roles. I like to have a preference and he able to choose which gun suits me rather than having a one gun game for the sake of some guns not being redundant.

The goal isn’t to remove variety, but redundancy. We want to fill the sandbox with weapons that fulfill specific niches and have unique functions. Most importantly they must be fun to use and should have minimal overlap. The problem with H5’s sandbox is there is way too much overlap*.*

crosses fingers 4sk magnum, 4sk magnum, 4sk magnum

> 2533274901833242;12:
> crosses fingers 4sk magnum, 4sk magnum, 4sk magnum

I wish.

> 2533274901833242;12:
> crosses fingers 4sk magnum, 4sk magnum, 4sk magnum

Would fix a lot of issues with the game

I want to see,

  • The AR lose its headshot bonuses and decrease the range of it when you Zooming (would love for it and all autos to lose zoom completely but I know that won’t happen in Halo 5) - I want all Autos to have a decrease in range when zooming to be honest - Hydra Launcher gets an increase in rocket speed when shot (original one I’m talking obviously) - Brute and Strom rifle both take many more shots to kill someone when they lose there shields - Melee weapons to lose there zoom in Ability (which increase there lunging range massively) to be completely removed - I’m not sure what, but the suppressor and boltshots both need something, they are useless in my opinion. - Would love for the scattershot to be much more consistent somehow, even the shotgun to a degree. Scattershot is by far the biggest joke/most frustrating gun in the game. Remove the garbage thing if nothing is done with it. - Spartan charge to not track as much and take longer to activate it - Make Ground Pound so you actually have to hit the person to do damage/kill. It’s so inconsistent I feel as is.Obviously I’m only talking about the normal weapons here
  • Radar 25m. - Banshee evade (not left/right rolling) cool down. - AA Wraith and Rocket Warthog red recticles range against air targets should be double or triple, even 2005 weapons can lock on the target from hundreds of meters. - Less ammo for sniper rifle.The key is deploy weapons, vehicles and respawn locations on BTB maps properly please.

  • It’s insane to respawn facing the enemies but not behide rocks or inside a room. - Banshee and Wasp can get more than 10 kills easily, you called it as map control? You allow team vs solo in BTB, so you should give solo weapons and vehicles to destroy the banshees and wasps. Please play some games on Altar by yourself. More fun on that map without banshee, normally I destroyed the banshee with rocket hog when the game started if I am in red team.

> 2533274815533909;15:
> I want to see,
>
>
> - The AR lose its headshot bonuses and decrease the range of it when you Zooming (would love for it and all autos to lose zoom completely but I know that won’t happen in Halo 5) - I want all Autos to have a decrease in range when zooming to be honest - Hydra Launcher gets an increase in rocket speed when shot (original one I’m talking obviously) - Brute and Strom rifle both take many more shots to kill someone when they lose there shields - Melee weapons to lose there zoom in Ability (which increase there lunging range massively) to be completely removed - I’m not sure what, but the suppressor and boltshots both need something, they are useless in my opinion. - Would love for the scattershot to be much more consistent somehow, even the shotgun to a degree - Spartan charge to not track as much and take longer to activate it - Make Ground Pound so you actually have to hit the person to do damage/kill. It’s so inconsistent I feel as is.Obviously I’m only talking about the normal weapons here

Boltshots are efficient as close range jump-and-shoot weapon. Suppressors are OK too. But I don’t like the tuned-down plasma caster, too hard to kill as a heavy weapon role.

I wouldn’t mind those tbh besides the smg. It under preforms compared to the other weapons where it’s only ideal in certain situations. At times I feel it’s a gamble to pick it up over my ar( in ranked arena warzone I love the smg) but I play more ranked. If they nerfed the range on the smg it honestly would never be touched in arena

Pool of Radiance needs to actually be able to kill things. Suggestions, in no specific order:
-Make it a Rare if it’s going to remain as-is.
-Lingering AoE damage should do more damage. People should be stupid to remain in the pool, not be able to shrug it off while laughing at you.
-Faster rate of fire
-The actual shot should do more damage.
-Faster rate of fire?
-Did I mention stronger lingering damage and faster rate of fire yet?

The Answer should be a Level 7

Blaze of Glory should be a Level 5.

Oathsworn should probably do more damage, maybe tighter spread and increased range, reload faster? Level should be dropped down to 4 if it’s going to remain as-is. Too weak to be a 5, and the Blaze outperforms it in every way imaginable.

ONI Gungoose’s grenades should behave like the Pro Pipe’s grenades. ONI variants should be powerful, not “What the yoink is that person thinking using that??”

Arrow of Time needs to be looked at in some way. In theory, the increased ammo and not being descoped when hit is amazing, but the recoil makes it less worth using compared to the End of the Line or - even more embarassingly - the standard model sniper.

Twin Jewels should do more damage, or have a shorter delay between attacks.

Reduce the “spread” on Krith’s burst shot.

Remember when the Mantis’s stomp actually did something? Yeah, please let the stomp actually do damage again. It doesn’t have to be as devastating as Halo 4’s, but it shouldn’t be a joke like it is in Halo 5.
Would be nice if you had to bash the cockpit open before planting grenades too, but I won’t get too hopeful here.

Knight Blade doing better damage or something to make it useful…? Like with the mantis hijacking I’m probably asking for too much here but you never know…

Grenadier should be merged with the grenade mods. WHY would ANYONE pick Plasma Grenade Expert when Splinter Expert is actually useful? In Warzone, those two grenades are hard to come by as they only drop off AI but everyone’s going to be dropping Frag grenades. So here, you have to either pick between a single plasma grenade, a single splinter grenade (that can EMP vehicles), being able to carry three frags, or a slightly increased grenage damage and resistance to them.

Making the railgun a projectile weapon instead of hitscan…

Whiplash needs to be Rare. It’s too good for its level and rarity.

Can the ONI and Hannibal Wasp not be a 0.013% rarity vehicle please?

Arena: (I don’t care what they do with WZ…)
Semi-automatic weapons

  • buff pistol to 4sk (same ROF), in return, lower aim assist - keep BR&CC as they are - make DMR 3sk + lower ROF + lower aim asisst (couter snipe, maybe remove from arena) - remove LR from arenafull automatic weapons

  • slightly reduce ttk on AR & SMG - replace SR with plasma rifle, add stun and decrease damage to unshielded targets - remove SR&Promethean auto from arenaI don’t know about Powerweapons yet…
    Still far from beeing perfect but a huge improvment over the current sandbox…
    who knows, if they finally do something meaningfull, I might even go through updating one years worth of updates and give this game another shot…