knowing when to use each of your 2 weapons creates fun gameplay and is a fun skill. This should be a staple of the gameplay and we shouldnt have to run to weapon pads to achieve it.
It would also help if the 2 weapons have different roles. The AR and sk paired together is kinda boring. ask your self this. would you ever choose to combine these 2 weapons together? Halo infinite basically only has 1 weapon role in all its modes.
By having 2 unique starting weapons, you are able to combine either one with another weapon you pick up. This creates more gameplay opportunities because more unique combinations are possible more often, aka less stale gameplay.
Its not competitive when most players are easily filling up their secondary weapon slot, while some people dont have a secondary weapon at all. This would be a bigger problem if half the weapons werent so inconsistent/weak since people just dont bother to pick them up.
Most of the weapons people think are weak aren’t weak, people just don’t know how to aim in this game.
For starters almost every weapon has a headshot bonus when a player is without shields. For about half the weapons that means a single shot instant kill. For most of the rest it means a quicker kill requiring less shots.
Infinite rewards accuracy more than most games in the series. Instead of there being just one or two core headshot weapons that are by and large the main guns as a result, pretty much everything is viable if you can aim and are at the proper range etc.
By having no secondary, every weapon you pick up matters more. Having an AR and Sidekick means you have mostly everything you could possibly need for any engagement, and only a few weapons would be worth trading either out for in order to strengthen your kill potential.
But when all you have is a BR, then suddenly a disruptor or a plasma pistol becomes a useful niche tool. A shotgun becomes a genuine threat in CQC. A Needler becomes a power weapon. You follow?
The problem is the AR and Sidekick are both TOO efficient in this game and actually reduce the need to pick up most other weapons. They wanted to back away from precision rifles being the core weapons in the sandbox and accidentally created more of an imbalance than they were trying to fix.
that doesnt change that most people dont pick half the weapons up.
thats not a good thing. So when I spawn next to a weapon pad and its empty but everyone else already has 2 weapons then thats fair?
Your right, ar and sk are powerful but any weapon can be used against them and win in the right situation. the problem is the pickups arent cconsistant to use so people stick to their trusty AR/SK. I dont have an issue with their balance, just their roles as starting weapons. Also the AR and sk are not very reliable as long range or melee combo weaponss. people are using these at medium range mosty.
Gaining a huge advantage when picking up a weapon is not good balance especially when its too easy. Not everything is meant to be a power pick up. It should be when you picking most things up, you are sacrificcing a part of your arsenal in order to strengthen a different part. this creates interesting balanced gameplay.
Curently, picking up a weapon has no risk because why not pick it up. it actually feels like a chore filling up my secondary weapon slot everytime I spawn rather than a calculated decision to spice up playstyle and tacticss to be unpredictable against your opponent who would be expecting to fiight you with your 2 main starting weapons.
343 purposely made social settings where weapon pickupss are less important but still useful if you can use them. Only issue i have is that 2 medium ranged weapons is redundent. I would prefer better close range and long range weapon starts. a longer range weapon is needed and is why launch site is hated because people cant shoot across the map unless they run to a weapon pad.
I agree. The main reason HCS decided on only having a single starting weapon was because the secondary options were too effective. - What’s the point in upgrading to (let’s say) a Heatwave or Bulldog when you have a secondary that can contend with both.
Halo was always the best when you had a closer-ranged weapon that was far weaker than the Power alternatives (ie Sword or Shotgun) paired up with a utility headshot weapon that was balanced in most encounters. This worked well in most Halos, specifically the early ones, but honestly was never accepted as ideal by the game’s Multiplayer leads - for whatever reason.
I just don’t think this mentality works all that well in Infinite, cause there’s no incentive to drop the second weapon for a 1-shot close-ranged weapon. Even in the past, the Sniper Rifle could take on that role, but not as much in Infinite.
true. I guess the solution would be to treat heatwave and bulldog not as power weapons and just another weapon if we do start with a close range weapon. power weapons should be obvious power weapons to fight over.
If we had br/ bulldog starts, no one woulld complain about the mangler anymore but the mangler will still have its benefits/strrengths. the heatwave and mangler is good for br combos with its range. the heatwave is more difficcullt but stronger than the mangler plus it shoots around corners. my point is, pickiing up a standard close range weapon for another standard close range weapon should do the same role but have its own pros, cons, tactics and playstyles
Instead of fighting for heatwave and shotty, we should be fighting for weapons like the sword, hammer, rockets, cindershot,
the classic shotgun is a power weapon and could be a shotgun fought over
if every weapon is equally useful, then no weapons are useful
Halo is different than CoD, or Apex, or Fortnite, etc. All the weapons are supposed to be unique and have a purpose. If your goal is to spawn as strong as you would be if you picked up two power weapons, then either the power weapons are too weak or the spawn weapons are too strong.
Your goal should be to control the strongest weapons and kill enemies with the least fair matchup possible, you’re not having a gentleman’s duel. You want to have a shotgun when they have an AR, because then you can kill them without dying. That’s Halo.
The entire reason why people are given only the BR on spawn was because it’s the most reliable precision-based weapon in the game at the moment.
Personally I would prefer if everyone were started with SKs instead but I guess they wanted BR starts due to popularity of the weapon. SKs and Commando are both screwed over by bloom so I understand not starting ranked matches with them to prevent off-the-bat spamming matches.
Yea no. Even something like the Ravager combos well with the BR for quick kills. A majority of the weapons actually combo well together.
Pulse Carbine + Br = 1 Carbine Burst 1 Br Burst to kill
PP + Br = tap fire or overcharge + 1 Br Burst to kill
Ravager = 1 Ravager Burst + 1 Br Burst to kill
Disruptor = it’s a utility weapon but 7 shots is a guarenteed kill, 3 shots and BR to finish off
And the list goes on. By leaving the second slot empty on spawn, it becomes the players’ responsibility to scavenge the map to round up their arsenal and give them that slight edge.
If all these don’t convince you, then stop playing Arena shooters, which revolves entirely around scavenging weapons.
Starting with only 1 weapon provides incentive to pick up literally any gun on the map, even bad ones, as there is no chance they will be worse than not having a second weapon. This creates room for even very niche and situational weapons to see some use and adds to gameplay variety.
Fighting for a limited set of weapon spawns is in and of itself competitive. You may choose to go for the plasma pistol that is right next to your spawn, or you might try to be the first player to the shotgun or the sniper and use that power weapon to fend off everyone else who wants it. If you die, you have incentive to go find a second gun again, be it on the wall or on the floor where someone died.
I agree with this. my point was, some of these weapons are not reliable so people tend to avoid them.
I dont agree. The scavenging part should only come into effect when you have depleted what you started with. Only power weapons/equipment should force players to move.
What are you a baby? Do you feel no sense of earning an advantage for scavenging and earning a better weapon? And so what if you meet someone with a better loadout? If you manage to kill them anyway through skilled use of what you have, that means you are a better player and deserve to rank up.
That’s how Arena shooters are played, that’s how Arena shooters are ranked. Get good or get lost.
I disagree. If a weapon isn’t stronger than what you start with, there is literally no reason to pick it up, ever.
You’re right, not every weapon is a power weapon. I did a video about how power weapons work in other Halos, and sort of one for Infinite although its not a real analysis video yet. https://www.youtube.com/watch?v=TormBBW7VAE&t=5s
Once again, if a weapon doesn’t give you an advantage over what you start with, there’s no reason to pick it up. Why would you pick up a shotgun if the AR killed faster? Why would you pick up a BR if the sidekick killed faster at the same range? They specifically balance weapons so that every weapon is viable, often in a niche and not in multiple scenarios. But if you start with a perfect weapon that does everything, there’s no point to picking ANYTHING up.
thats what fighting for power weapons/ euipment is for. Ive explained why starting with just one weapon while other people luckily spawn next to an ungrabbed secondary weapon is uncompetitive.
What? All 4v4 maps have equal number of weapon spawns on both sides. If anything, your REAL issue is the fact random racks are a thing in the first place. If your argument was that random racks providing bad spawns for one and good one for the other, then yea, we are in accord.
that to me is not good design. you are forcing people to use “bad” weapons.
that would be correct if it was limited, but this game hands out weapons like candy and is impossible to control. 343 are lucky people dont like picking up certain weapons so that there is still some sense of balance in the gunplay.
doesnt matter. might as well be fiesta if everyone is just picking up the first weapon they spawn next to.
well yes. If it was a challenge to fill up your second weaponary slot then It woulld be better but starting with 2 weapons is still better than 1 due to my second point in my first post.
Eh, the main weapons I hear get called weak are the commando, disruptor and pulse carbine. And the ravager, but that isn’t even close to being an aim gun. Of those, the major complaint about the commando is the bloom, which forces you to either reduce your ttk to compensate, turning it into a worse version of the br, or else to just go for the body and pray for good rng on the last shot to the head. Not exactly a gun that consistently rewards good aim.
The disruptor just flat out doesn’t have good damage output, has no headshot bonus, and it’s special does very little damage and only procs when enemies are grouped tightly and ready to teamshot you. This makes it a pretty bad bet for a straight up fight, only really good if you are using it for the dot to keep people weak for your team to finish or piss off an overshield. It is great at shutting down vehicles though.
And the pulse carbine, or as I call it, the watered down plasma pistol. You don’t need to commit to the charge like the pp, but you also don’t get the same damage for landing a full burst as the single charge shot. This is also not a gun that rewards aim, as you are forced to rely on the tracking due to the insanely slow bullets that are pretty much designed to let players strafe them point blank (it’s built for campaign, not multi). Of course, you can try to get the second burst to land for the perfect kill, but it’s not going to happen. The tracking will either steer the shots into a wall, off into space, or away from the head to give that wonderfully terrible plasma bodyshot damage. Or you intentionally lead to avoid the tracking and watch the bullets sail through empty space at the speed of molasses in January. So you use it for the first burst which works as a budget plasma pistol if you’re lucky, then swap to anything else to actually get the kill. But hey, at least it’s not ravager.
No one’s forcing anyone. It’s just that even the worst weapons are better than nothing; if nothing else it can break a shield or just be an extra magazine without needing to reload mid fight. You’re free to not pick them up if you like, the spawn weapons are all pretty solid options.
I’m not sure what you mean. If anything, there are not enough weapon spawns on the maps. But even if there were, the fact that they are non-infinite in supply at any given point in time means they are limited by definition. It just changes the nature of the limit from finding any secondary toi finding the specific secondary you want.
Most maps, for example, do not have enough mangler spawns for every player to be using one. At most, there will be maybe 3-4 up at any one time. The same is true for most other weapons, only that there will usually be more manglers hanging around the map because it’s one of the higher priority weapons to grab, budget shotgun that it is. Then there are the weapons on a red bar spawn, which are limited to one on the map (with bullets in it) at any time, to say nothing of power. If you want any of these more coveted weapons, you either need to either get there first, win a fight for it, or kill someone to take it off them.
How exactly does this equate to guns being handed out like candy? And how exactly is it a balance issue if people pick up the weapons that are (mostly) evenly distributed across maps? Isn’t that the whole point of having a sandbox based system?