In the old halo games the only problem with Covenant weapons is how weak some of the weapons are. Specifically the Plasma rifle and the Plasma repeater. The Weapons with slow plasma projectiles just felt too slow making it very hard to hit and kill the enemy. Like Covenant vs UNSC Game modes. Playing as an Elite feels like a disadvantage. precision weapons aren’t bad but Slow projectile weapons that do little damage is frustrating.
I hope they find a way to make some weapons balanced.
343 did a great job with the weapon sandbox in Halo 5 even though the tuning update messed things up a bit. Plasma weapons are a bit tricky to balance since their primary strength is supposed to be their ability to drop shields extremely quickly (as opposed to the UNSC weapon focus on just doing raw damage). As such, you don’t want them to be too powerful, since then nobody would use ballistic weapons. But again, 343 are pretty good at this so I wouldn’t be too worried. I’m also certain that the non-plasma Banished weapons will be great. Launching Warthogs off cliffs with the Skewer is going to be magical.
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> 343 did a great job with the weapon sandbox in Halo 5 even though the tuning update messed things up a bit. Plasma weapons are a bit tricky to balance since their primary strength is supposed to be their ability to drop shields extremely quickly (as opposed to the UNSC weapon focus on just doing raw damage). As such, you don’t want them to be too powerful, since then nobody would use ballistic weapons. But again, 343 are pretty good at this so I wouldn’t be too worried. I’m also certain that the non-plasma Banished weapons will be great. Launching Warthogs off cliffs with the Skewer is going to be magical.
Indeed
They aren’t so much weak as they are intended to do a certain job and really your examples are exceptions.
Most the covie weapons were really powerful in their roles.
Reach has an overly weak sandbox in general.
Remember “don’t tell sage”?
The plasma rifle was a beast in CE and was only weaker in 2 and 3 due to dual wield.
The 3 version was still a super useful tool due to stun and the brute odst version packed a punch.
Slow projectiles are sort of required to make a fun campaign where strafing is a rewarded skill.
Sure you can have AI aim be varied by player’s rate of movement but the result is just bad feeling AI.
Doom uses it with telegraphed long wind ups and projectiles for a reason.
Leading shots is part of the skill gap and I think it should stay. All weapons being easy to use removes a huge amount of fun and replay appeal imo.
They said throughout infinite’s life they will modify the “sandbox” if things aren’t aren’t going the way the intended them to be. Like if one gun was the best or another gun was useless against another. I’m sure they look at player feedback and then check and see if it meets their goals with what they were trying to do. So yeah we will probably will see some weapons change in functionality.
> 2535411919953126;4:
> They aren’t so much weak as they are intended to do a certain job and really your examples are exceptions.
>
> Most the covie weapons were really powerful in their roles.
> Reach has an overly weak sandbox in general.
> Remember “don’t tell sage”?
>
> The plasma rifle was a beast in CE and was only weaker in 2 and 3 due to dual wield.
> The 3 version was still a super useful tool due to stun and the brute odst version packed a punch.
>
> Slow projectiles are sort of required to make a fun campaign where strafing is a rewarded skill.
>
> Sure you can have AI aim be varied by player’s rate of movement but the result is just bad feeling AI.
> Doom uses it with telegraphed long wind ups and projectiles for a reason.
>
> Leading shots is part of the skill gap and I think it should stay. All weapons being easy to use removes a huge amount of fun and replay appeal imo.
True