Personally, I don’t think there’s enough sand.
I can’t even build a sand castle, uninstalling.
Personally, I don’t think there’s enough sand.
I can’t even build a sand castle, uninstalling.
The reason the weapon sandbox is lacking damage, reduced aim assist purge of weapons is due to making the challenges harder that’s why it’s harder to aim because everything in this game is about money every deliberate choice they have made is about money and I swear if there is not a permanent slayer playlist because of this new system on the 8th I will personally uninstall this for good…. Absolutely disgusting….
Do you have this response for every weapon in Halo?
By this same logic Plasma rifle is just AR but blue, Needler is just a mix of an AR and rocket launcher… etc. Horrible logic that you could use to trash every weapon ever made in Halo.
Use the Wasp sometimes, plays completely different. Wasp is a stationary vehicle (basically) whereas Banshee bobs and weaves. They’re far more different than Ghost/Chopper are.
ok surely they have some key differences…
yes Ghost and Chopper are slightly different, by this same logic all the promethean weapons are also compoletely unique and it hurts your argument.
If you want to argue be consistent with your beliefs/values, otherwise you just expose yourself as a hypocrite. This was my point, you are a bunch of hypocrites that don’t celebrate Infinite for having the best (according to purists) sandbox in the series, this proves you folks have no values and don’t care about anything and use crappy arguments to justify your viewpoints.
The book will be out next week at your local Microsoft store
halo infinite’s weapons are boring because a lot of them are blatantly underpowered or too difficult to use reliably. the heatwave isn’t rewarding enough for the skill required to land shots, the ravager is useless, the hydra is useless, the sentinel beam is a shell of its former self, the stalker rifle, skewer, sniper and shock rifle all require pixel-perfect precision in a game where strafe acceleration is near instant.
343 did a good job at giving every weapon a unique role. now they just have to make them, y’know, good.
I don’t care unless weapons cross niches and as a result make it so that they are always passed on.
Commando right now is in that gutter, crossing niches with every other Marksman rifle but performing way worse than them.
Everything within AR’s kill range is killed by AR, which is another major complain atm.
Even if 343 gives us like, 5 different variants of the Plasma Pistol, what of it? The AR just dabs on it.
More weapons = more balancing problems. More weapons also means more map bloat, because you can’t shove every single weapon into a map and expect it to just work.
Bulldog and heatwave feel a bit redundant. Regular shotgun for the bulldog and a CE plasma rifle (with the stun effect) for the plasma carbine would’ve been better imo
Also plasma pistol needs either much stronger OC tracking or it needs emp.
The only major benefits I perceive from a smaller sandbox is that’s its easier to balance, and it’s easier to learn and practice with a smaller variety.
But sand is coarse, rough, irritating and gets everywhere
Lets’ not stretch the definition of redundancy now. CE had no two weapons which were similarly effective at the same range, and only one weapon effective at all three ranges.
Infinite has several weapons effective at mid-range, several weapons effective at long-range, and several effective at close-range. The game is very much redundant. And, the main problem is that it’s very difficult to use most weapons at multiple-ranges.
For one thing there is currently a glitch in custom games that always campaign’s boss weapons at rng spawn points. The rng systems and placement of rng systems make learning map control unfun, along with the lacking of several gametypes (Infection, Swat, Assault, Multi-team, Rocket Race, and etc), map design not working well with gametypes (power seeds spawning closer to a team, hills pretty much next to each other), some weapons and vehicles needing tweaked, and at center stage of most conversation about Infinite the battlepass system/colors/emblems/armor.
The redundancy aspect of 4 often dealt with promethean weapons which were either useless or over powered. Halo Online (Russia only) and 5 had pay to win weapons that were mostly relegated to one gamemode. Which said weapons cluttered the sandbox with weapons slightly different from one another. Those type of weapon clutter is in the game as boss weapons which I hope they are custom games and action sack only. NOT some pay to win system we saw in Halo Online and to a lessor extent 5.
For the most part the sandbox is good though I wish there was fixed weapon locations so every other game I have to remember oh is it this rotation or this one. Along with a few tweaks to things like giving EMP back to charged plasma pistol since that would ensure a vehicle stunt is always at a base. Plus it looks like they will add weapons/vehicles or ways to change models in future.
Wow, you’re crazy. Like, literally.
Halo Infinite is not perfect but its a million times better sandbox wise than h5 where every weapon was just hyper lethal.
You need to relax, and realise the overall response to Infinite’s sandbox has been positive. It needs some tweaks, of course and I’d love to see OG weapons return.
(They’ve already teased the M6D)
A few weapons that I really loved using are not present in this game such as the Fuel Rod Gun, Plasma Rifle, Spartan Laser, and the Magnum. What we have is a unique bevvy of weaponry, true, but they feel imbalanced when one categorizes and compares each weapon by the faction that they belong to.
As an example; the Rocket Launcher has no true counterpart in the Banished arsenal. The Fuel Rod Gun served as a check against it. One could argue that the Skewer is supposed to fill that role, but it hardly serves that purpose. It is a precise and heavy damage weapon, true, but its shots lack the blast radius of its supposed counterpart and its ammo capacity is half that of the Rocket Launcher which tips the balance of an encounter squarely in the favor of the Spartan using the Rocket Launcher.
Another example is the Needler. While it is a fully automatic weapon, it lacks the same amount of versatility as the Assault Rifle at mid-to-long range and lacks the stopping power of the Commando at all ranges. While the Plasma Rifle would hardly match up against the latter at range, it would likely stand up to the latter if tuned correctly.
The Spartan Laser is a vehicle killer. Nothing more needs to be said about it. The Skewer is a vehicle killer as well and one that has no current equal in the UNSC’s arsenal. The Sniper Rifle could fill that role but, due to its pinpoint accuracy, it is more suited to precision, long range engagements. That is why I feel that the Spartan Laser should return at launch or at some point afterwards.
As for the Magnum? Well, I just like it more than the Sidekick… I may be a bit biased when it comes to that weapon since I’ve enjoyed using almost every iteration of it with the exception of Halo 3’s rendition, but that is just my opinion on the matter.
Despite my misgivings, there are some weapons that I truly love in Infinite’s arsenal. The Stalker Rifle is hands down my favorite new weapon by far due to the fact that it appeals to my playstyle (tagging enemies at range while my allies move in close to finish them off). Aside from that weapon, returning weapons (with the sole exception of the Needler) feel better than ever and even some of the newer weapons have made this Beta a joy to play.
Not like here. Here everything is soft and smooth.
Where are the sandbox purists? Probs enjoying the game they asked for. That’s the thing about criticism; The issue they criticised bothered them enough that they were motivated to talk, discuss (and yes, complain) about the issue. When the issue is resolved (or sometimes even just mitigated), the critics are more likely to be busy enjoying the game with the issue now addressed rather than go out of their way to communicate that the devs got something right.
Sounds very thankless, I know, but that’s how a lot of game dev be like.
Having Bungie era weapons in the game wont make you better at Halo. Sorry.
are you…youre joking right?
ok
AR and Plasma Rifle, there.
Interesting. So what weapons are actually alike then? You just say this stuff without giving specifics. No two weapons in Infinite are alike, to say that all long range weapons are the same is just stupid. By this same logic Sword and AR overlap one another, even though its obvious how different they are sandbox wise. If this is your “ideal” Halo then Halo needs like 4 weapons and anything more is redundant/not ideal.
The number of weapons in Halo Infinite might be close to optimal right now.
The main issue is a handful or so are pretty useless.
343’s change for the sake of change mantra is what gets me. Some weapons seem sort of banished style, but regardless the following ones when changed can make this game exponentially better.
Pulse Carbine (just, lol)
Plasma Pistol (it has to get an EMP effect)
Stalker Rifle (not terrible, but needs tuning to have a better identity)
Commando (slow it down, buff the damage a lot)
These are good attempts but some just have no point at this stage. Less weapons can equal more balance, so I hope that some modes can keep the choices more simple but we will see where others appear. I can’t say I ever loved fighting the Prometheans, but I loved the Incineration Cannon…
according to purists they shouldn’t though. Too redundant for the perfect sandbox that Infinite has created.
My argument is that the sandbox purity philosophy is extremely detrimental, tons of cool and interesting weapons/vehicles can’t be in Infinite because of that perspective.
Edit: also has a very negative effect on Campaign/PvE in general, as they can’t create as many enemy variants, and battles become less replayable.