What weapon loadout do you want for Infinite?

I want BR SMG loadout for everyone. Balanced start and hopefully balanced map pickups.

Either BR and AR or Pistol and AR. SMG at close range was a bit stronger than AR.

> 2533274812438213;2:
> Either BR and AR or Pistol and AR. SMG at close range was a bit stronger than AR.

Well yea that’s why I put it lol. I’d still use BR up close anyway.

It depends, I think there needs to be a balance of Assault Rifle/Magnum starts and Battle Rifle/ Assault Rifle starts. More combinations could be feasible too. I enjoyed how H5 Swat would alternate between BR, Magnum, DMR, and my personal favorite the Combat Evolved Pistol! :sunglasses:

> 2533274866906624;4:
> It depends, I think there needs to be a balance of Assault Rifle/Magnum starts and Battle Rifle/ Assault Rifle starts. More combinations could be feasible too. I enjoyed how H5 Swat would alternate between BR, Magnum, DMR, and my personal favorite the Combat Evolved Pistol! :sunglasses:

If we have a 3 shot kill pistol like that I’m all for it. Let’s Bring skill back to Halo!

Agreed, I am all for skill but we can’t forget about the newer players. Newer players need a baseline for entry, and that’s why AR starts have always been good as well as BR starts.

Starting with the BR makes the pistol utterly useless, you could easily remove it from the game. Plus the BR is so good that you rarely swap it out for anything other than a sniper or rocket (if your free hand isn’t taken up that is); even on BtB. Its why I prefer AR/pistol starts. It gives the player a useful starting weapon whilst forcing them to use map pick ups (to do more for their team). Thats my thoughts anyway.

Now that we know the new pistol isn’t going to cut it, BR/AR starts are now essential. Halo requires a strong versatile precision weapon off spawn to keep matches from snowballing into one sided slaughters.

Auto starts, give or take a dinky pistol ala H2/H3/HR, has never “worked” in Halo. Auto starts were bad in Halo 2, they were bad in Halo 3, they were bad in Reach. Every time it has been tried there has been push-back and the resident precision weapon ends up being the most commonly used weapon anyway. Every. Single. Time.

Auto starts just creates a pointless middle man to the proceedings which only tends to result in the winning team getting even more free kills off of fresh spawns. If you are concerned about “variety” that is an issue with sandbox design not a versatile starting weapon. In every Halo game where people complain about how “people only use X weapon” the sandbox is full of redundant reskins that were often underpowered to boot.

Since the pistol this time around is meant to be a “sidearm”(which makes it worthless in the context of Halo’s sandbox, but I digress) the BR needs to be the default starting weapon in all standard modes give or take an AR. This isn’t a casual vs competitive issue, it is just a necessity for fair matches.

I felt the Halo 5 Magnum was needlessly nerfed in a few key areas, but it was still the best starting weapon a Halo dev has ever intentionally given us and I would hate to see 343 regress on this issue and bring us right back to the bad old times of auto starts until they inevitably cave and give us proper precision starts anyway at some point down the line.

> 2533274819446242;8:
> Now that we know the new pistol isn’t going to cut it, BR/AR starts are now essential. Halo requires a strong versatile precision weapon off spawn to keep matches from snowballing into one sided slaughters.
>
> Auto starts, give or take a dinky pistol ala H2/H3/HR, has never “worked” in Halo. Auto starts were bad in Halo 2, they were bad in Halo 3, they were bad in Reach. Every time it has been tried there has been push-back and the resident precision weapon ends up being the most commonly used weapon anyway. Every. Single. Time.
>
> Auto starts just creates a pointless middle man to the proceedings which only tends to result in the winning team getting even more free kills off of fresh spawns. If you are concerned about “variety” that is an issue with sandbox design not a versatile starting weapon. In every Halo game where people complain about how “people only use X weapon” the sandbox is full of redundant reskins that were often underpowered to boot.
>
> Since the pistol this time around is meant to be a “sidearm”(which makes it worthless in the context of Halo’s sandbox, but I digress) the BR needs to be the default starting weapon in all standard modes give or take an AR. This isn’t a casual vs competitive issue, it is just a necessity for fair matches.
>
> I felt the Halo 5 Magnum was needlessly nerfed in a few key areas, but it was still the best starting weapon a Halo dev has ever intentionally given us and I would hate to see 343 regress on this issue and bring us right back to the bad old times of auto starts until they inevitably cave and give us proper precision starts anyway at some point down the line.

You are right about the AR being basically useless. I don’t really care what the 2nd weapon is so long as we always have a BR. CE we had the Magnum and the others had the BR. Halo plays best when everyone has the option for competent precision weapons on spawn.

> 2533274793248262;9:
> > 2533274819446242;8:
> > Now that we know the new pistol isn’t going to cut it, BR/AR starts are now essential. Halo requires a strong versatile precision weapon off spawn to keep matches from snowballing into one sided slaughters.
> >
> > Auto starts, give or take a dinky pistol ala H2/H3/HR, has never “worked” in Halo. Auto starts were bad in Halo 2, they were bad in Halo 3, they were bad in Reach. Every time it has been tried there has been push-back and the resident precision weapon ends up being the most commonly used weapon anyway. Every. Single. Time.
> >
> > Auto starts just creates a pointless middle man to the proceedings which only tends to result in the winning team getting even more free kills off of fresh spawns. If you are concerned about “variety” that is an issue with sandbox design not a versatile starting weapon. In every Halo game where people complain about how “people only use X weapon” the sandbox is full of redundant reskins that were often underpowered to boot.
> >
> > Since the pistol this time around is meant to be a “sidearm”(which makes it worthless in the context of Halo’s sandbox, but I digress) the BR needs to be the default starting weapon in all standard modes give or take an AR. This isn’t a casual vs competitive issue, it is just a necessity for fair matches.
> >
> > I felt the Halo 5 Magnum was needlessly nerfed in a few key areas, but it was still the best starting weapon a Halo dev has ever intentionally given us and I would hate to see 343 regress on this issue and bring us right back to the bad old times of auto starts until they inevitably cave and give us proper precision starts anyway at some point down the line.
>
> You are right about the AR being basically useless. I don’t really care what the 2nd weapon is so long as we always have a BR. CE we had the Magnum and the others had the BR. Halo plays best when everyone has the option for competent precision weapons on spawn.

It is not even that the AR or any other close range weapon is useless so much as they are inherently limited. You can design and balance all sorts of great niche weapons, but at the end of the day they are stuck in their niche and it is easy to counter a niche weapon like the AR when you know that is all a respawning player has.

When players spawn with a versatile weapon like CE Magnum or BR they have a lot more options off spawn to try and respond to the opposing team. When you spawn with an AR(or SMG) give or take a “sidearm” pistol, you only have the options you have are to A.) Stay on CQC friendly paths, which makes you very predictable. Or B.) Run straight towards a limited number of long range weapons on map which again makes you predictable, cedes valuable time to the enemy, if you can get one at all.

Players should start out versatile with the option to specialize further with on map niche weapons in order to give yourself an edge.

Normally i would say magnum starts for ranked and just AR starts for social. This would obviously change depending on the weapon balance (BR ranked and SMG social could work in some cases, for example).

With the sidekick appearing to be a fast-firing, low-impact sidearm, and the AR in Halo Infinite appearing to be somewhat accurate in short bursts (bloom), i’ll have to rethink this whole thing. Unfortunately, we don’t know much about the BR yet.

The sidekick seems like it’ll have more range than the AR and require more precision, so it seems like a decent ranked start weapon. The AR still seems like a solid social start weapon. Hmm… I’m thinking (making some assumptions) that BR+sidekick would be good for ranked, and AR+sidekick will be good for social.

I feel like a competitive player would appreciate the precision requirement to use the sidekick at closer ranges while sticking with the BR in most engagements. With proper tuning, the DMR would be a step up (with tradeoffs), and the sniper above that.

Social players would probably appreciate the general functionality of the AR, and use the sidekick for slightly more distant engagements (and as a functional backup at close range). The shorter range across both weapons would allow some vehicle playability, and generally put the sandbox at the forefront of gameplay.

Additionally, i think ranked players should start with one frag (like H5’s Breakout gamemode) while social players can get the standard two frags. This would keep ranked a bit more tactical (less spammy, especially necessary with hit markers) while giving social players the tools to take out vehicles and multiple enemies (in BTB for example).

I don’t think players should start with any equipment or powerups. Let those be part of the map’s sandbox.

Note that i’m talking mostly about Slayer in this post, as it’s the best baseline. Similar loadouts could be used in other gamemodes, but not all. Grifball, infection, and many more obviously require different loadouts. I also can’t wait to see what new gamemodes come from the sandbox elements we saw in the campaign demo/trailer!

> 2533274917301945;11:
> Normally i would say magnum starts for ranked and just AR starts for social. This would obviously change depending on the weapon balance (BR ranked and SMG social could work in some cases, for example).
>
> With the sidekick appearing to be a fast-firing, low-impact sidearm, and the AR in Halo Infinite appearing to be somewhat accurate in short bursts (bloom), i’ll have to rethink this whole thing. Unfortunately, we don’t know much about the BR yet.
>
> The sidekick seems like it’ll have more range than the AR and require more precision, so it seems like a decent ranked start weapon. The AR still seems like a solid social start weapon. Hmm… I’m thinking (making some assumptions) that BR+sidekick would be good for ranked, and AR+sidekick will be good for social.
>
> I feel like a competitive player would appreciate the precision requirement to use the sidekick at closer ranges while sticking with the BR in most engagements. With proper tuning, the DMR would be a step up (with tradeoffs), and the sniper above that.
>
> Social players would probably appreciate the general functionality of the AR, and use the sidekick for slightly more distant engagements (and as a functional backup at close range). The shorter range across both weapons would allow some vehicle playability, and generally put the sandbox at the forefront of gameplay.
>
> Additionally, i think ranked players should start with one frag (like H5’s Breakout gamemode) while social players can get the standard two frags. This would keep ranked a bit more tactical (less spammy, especially necessary with hit markers) while giving social players the tools to take out vehicles and multiple enemies (in BTB for example).
>
> I don’t think players should start with any equipment or powerups. Let those be part of the map’s sandbox.
>
> Note that i’m talking mostly about Slayer in this post, as it’s the best baseline. Similar loadouts could be used in other gamemodes, but not all. Grifball, infection, and many more obviously require different loadouts. I also can’t wait to see what new gamemodes come from the sandbox elements we saw in the campaign demo/trailer!

I’ll have to disagree with the 1 frag thing. 4 of each. Grenades are a special part of Halo gameplay.

BR as primary weapon. i love this setting too. The secondary weapon depends on the balance. Magnum only if it is less powerful, otherwise SMG.

Assault Rifle and Magnum work for me

> 2533274892878579;7:
> Starting with the BR makes the pistol utterly useless, you could easily remove it from the game. Plus the BR is so good that you rarely swap it out for anything other than a sniper or rocket (if your free hand isn’t taken up that is); even on BtB. Its why I prefer AR/pistol starts. It gives the player a useful starting weapon whilst forcing them to use map pick ups (to do more for their team). Thats my thoughts anyway.

Took the words right out of my mouth! In social or casual play AR starts is a must, makes every weapon more valuable. Only in competitive should it be BR starts so that way there is no competitive advantage.

I like playing Halo social AR starts over be starts most of the time (especially Halo 3 with it’s horrible net coding), H2 smgs were pretty fun in a 4v4 since the scarcity of precision weapons on maps and HR being that you didn’t get screwed by bloom mid combat with it being RNG with who gets the headshot. It helps casually in my opinion since a beginner isn’t getting picked off constantly by a experienced player with a br from spawn but that’s my opinion on it.

> 2535447291443771;16:
> I like playing Halo social AR starts over be starts most of the time (especially Halo 3 with it’s horrible net coding), H2 smgs were pretty fun in a 4v4 since the scarcity of precision weapons on maps and HR being that you didn’t get screwed by bloom mid combat with it being RNG with who gets the headshot. It helps casually in my opinion since a beginner isn’t getting picked off constantly by a experienced player with a br from spawn but that’s my opinion on it.

That’s one thing that scares me in this demo was seeing bloom in the pistol. Like why there is no logic to it. Skill Is a huge factor in it feeling like Halo with precision weapons. I hope that makes a return this time.

> 2533274819446242;8:
> Now that we know the new pistol isn’t going to cut it, BR/AR starts are now essential. Halo requires a strong versatile precision weapon off spawn to keep matches from snowballing into one sided slaughters.
>
> Auto starts, give or take a dinky pistol ala H2/H3/HR, has never “worked” in Halo. Auto starts were bad in Halo 2, they were bad in Halo 3, they were bad in Reach. Every time it has been tried there has been push-back and the resident precision weapon ends up being the most commonly used weapon anyway. Every. Single. Time.
>
> Auto starts just creates a pointless middle man to the proceedings which only tends to result in the winning team getting even more free kills off of fresh spawns. If you are concerned about “variety” that is an issue with sandbox design not a versatile starting weapon. In every Halo game where people complain about how “people only use X weapon” the sandbox is full of redundant reskins that were often underpowered to boot.
>
> Since the pistol this time around is meant to be a “sidearm”(which makes it worthless in the context of Halo’s sandbox, but I digress) the BR needs to be the default starting weapon in all standard modes give or take an AR. This isn’t a casual vs competitive issue, it is just a necessity for fair matches.
>
> I felt the Halo 5 Magnum was needlessly nerfed in a few key areas, but it was still the best starting weapon a Halo dev has ever intentionally given us and I would hate to see 343 regress on this issue and bring us right back to the bad old times of auto starts until they inevitably cave and give us proper precision starts anyway at some point down the line.

infinites pistol needs to out perform the ar only. the main reason people hated halo 3 ar/pistol starts was because the pistol might as well have been a stick in your hand. the pistol needs to be balanced with the ar and also have a fighting chance against a br

> 2533274793248262;17:
> > 2535447291443771;16:
> > I like playing Halo social AR starts over be starts most of the time (especially Halo 3 with it’s horrible net coding), H2 smgs were pretty fun in a 4v4 since the scarcity of precision weapons on maps and HR being that you didn’t get screwed by bloom mid combat with it being RNG with who gets the headshot. It helps casually in my opinion since a beginner isn’t getting picked off constantly by a experienced player with a br from spawn but that’s my opinion on it.
>
> That’s one thing that scares me in this demo was seeing bloom in the pistol. Like why there is no logic to it. Skill Is a huge factor in it feeling like Halo with precision weapons. I hope that makes a return this time.

bloom is there so you can rapid fire at close range. this keeps it balanced at long range while it lets you fight off ar users at short range. the bloom will help prevent halo becoming a sweaty teamshooter. theres more to skill than just sweaty teamwork at long range

> 2533274821339472;19:
> > 2533274793248262;17:
> > > 2535447291443771;16:
> > > I like playing Halo social AR starts over be starts most of the time (especially Halo 3 with it’s horrible net coding), H2 smgs were pretty fun in a 4v4 since the scarcity of precision weapons on maps and HR being that you didn’t get screwed by bloom mid combat with it being RNG with who gets the headshot. It helps casually in my opinion since a beginner isn’t getting picked off constantly by a experienced player with a br from spawn but that’s my opinion on it.
> >
> > That’s one thing that scares me in this demo was seeing bloom in the pistol. Like why there is no logic to it. Skill Is a huge factor in it feeling like Halo with precision weapons. I hope that makes a return this time.
>
> bloom is there so you can rapid fire at close range. this keeps it balanced at long range while it lets you fight off ar users at short range. the bloom will help prevent halo becoming a sweaty teamshooter. theres more to skill than just sweaty teamwork at long range

Bloom destroys skill and let’s lesser players win more than they should. Needs to go. And rapid fire is not why it is there that makes no sense. You have a reticle to aim. Use it. If you dont want to face better players than you maybe you shouldn’t be gaming.