I’ve been playing the older halo games and I recently got halo infinite. And when I was playing the game I noticed there was no smg or a replacement like the magnum. And I noticed that there was no dual wielding feature.
The SMG would have just been the AR but weaker and with even more bloom and recoil. The sandbox doesn’t need to be cluttered with every single past Halo weapon, especially if they don’t fill unique roles.
Dual wielding hasn’t been in the franchise since Halo 3 in 2007. I’m fine with that, and if I ever feel the itch, I can hop back onto MCC at any time.
Disagree, the SMG also had a higher rate of fire and magazine, better for closer combat than the open. It would be nice if most close-range combat in Infinite wasn’t two autoing each other than a melee.
Technically, they classify the Needler and Sentinel Beam as SMGs in Infinite. These are the weapons intended to fill this role in Infinite.
That said, I do miss the SMG.
Sure, I guess I forgot about the more casual social crowd. It still doesn’t need to be anywhere close to the top of the priority list though.
Halo infinite is my first 343 made halo game ive played
They might bring it back, considering the Needler is Labelled as SMG under the Pick Up Hotbar
mine was halo 4. I started playing Reach, then moved to Halo 4, then did Halo 3 ODST (Can’t remember if I did 4 or ODST first), Halo CEA, and Halo Infinite. Those were pretty much the only Halo games I had on the Xbox 360 that I could remember except for Halo Infinite.
I think the needler, sentinel beam, and bulldog play the very close quarters role in Infinite.
not the bulldog. The og shotgun did the job much better. the bulldog is more of middle to close range. emphasis on middle.
Sandbox purity, most likely.
They didn’t want another bullet spewing weapon, so they just settled on the AR while introducing other high fire rate weapons as “SMG tier” like Needler and Sentinel Beam, when it doesn’t logically make sense for those to be classified as SMGs.
SMG in the sandbox has always been the same role: Human counterpart to the Plasma Rifle. A close ranged Shield ripper but can be fired at an area to suppress enemies. This role was also shared by the CE and Reach ARs.
343 probably decided that the base Infinite sandbox didn’t need 2 automatic weapons and instead buffed the AR to strip shields insanely well despite being a Kinetic weapon which traditionally didn’t damage Shields well. Coupled with its headshot potential, that’s why our current AR is pretty powerful and the bread and butter of social games.
In Infinite, the “SMG” weapon is the Bulldog shotgun. It shares a similar range state as that of the previous SMG renditions but of course does more damage and thus more lethal.
I imagine the SMG will return at some point and probably offer a similar role like the Bulldog does now though maybe with a bit more range at the cost of less damage or something.
I think the SMG really only makes sense as a weapon in the Sandbox if dual wielding were to return (which I’m 100% for if it is implemented properly).
@Windjammer19 brought this up in another thread and I agree.
The issues with dual wielding in the past were:
- The guns were nerfed so they weren’t viable options unless they were dual wielded.
- They were often placed together on maps, they were designed to be dual wielding weapons.
- You could pair any dual wieldable weapon together, which made dual wielding easily accessible.
I think if dual wielding were to return it should be restricted specifically to SMG’s, this prevents OP combo’s like dual sidekicks. If the SMG’s were only available from the “controlled weapon pads” this would make it so there can only be so many SMG’s on the map at the same time, so if a map only has one SMG dual wielding isn’t possible. Or if a map has 2 SMG’s that aren’t together you would have to pick one up and collect the other before you can gain the extra firepower. Example, Bazaar has a Needler spawn on each side of the map.
So yes, the SMG is similar to the AR, but bringing dual weilding back adds much more potential to the SMG IMO.
Because they don’t want a “redundant sandbox” whatever that’s supposed to mean.
You may have noticed the lack of AR in Halo 2, or the plasma rifle missing from 4, 5 (base game) and Infinite as well. The Mauler hasn’t made a return, the Spiker only had 3 appearances and the flamethrower doesn’t know where it wants to be.
The Magnum has gone through so many iterations there really isn’t a standard for what it should be.
Dual Wielding hasn’t had a spot in the sandbox in 6 of the 9 total games.
Vehicles have disappeared or made singular appearances as well.
Games change the sandbox up, there really isn’t a standard for what weapons/features/equipment are due to appear in a Halo title.
This pretty much…