343: The Spartan Laser was far too oppressive towards vehicles, so that's why we removed it and replaces it with shock weapons that completely invalidate vehicles anyway.
@@reesiuspeesiuspuffs3006 well you can contest it heavily in many maps in 3 and secure it or just keep it out of enemy hands. So long as 343 keeps the laser out of the drops from the sky it's not gonna be something you can't control unlike the shock weapons and nades in each base.
@@tbc1880 A weapon is too oppressive if the main counter is keeping it out of enemy hands. No other heavy weapon is like the laser in that way. The shock weapons in infinite do not instakill a full warthog and the gunner can even shoot back while the vehicle is disabled.
@ReesiusPeesiusPuffs yeah but the shock rifle crossmaps emps the hog leaving dead in the water while the gunner tries to find the sniper and gets sniped off the turret while getting naded and shot by everyone else from behind the myriad of cover in btb maps. I'm saying yeah the laser is a one-shot but if you really cut down the respawn time it's not a big deal, and if you put it in the most contested spot in the map it's gonna be a while before it can solidly land in any teams hands. But you say weapon being so strong the counter is keeping it out of players hands, I don't think it will be so free to use or be able to have much viable use vs vehicles because of the fact almost all are just hogs, which don't really have major impacts on games like older games because of how you can virtually avoid the entirety of vehicle combat in btb. Unless there is a scorpion it won't matter much heck even then I ended up getting in the right spot and running a 35 kill streak in a scorpion before needing to ditch it. Yeah they could try and emp me but with me blowing them back to their base my team pushed up enough to keep them from being able to do so since my teammates were at their doorstep. Just trying to say if you are getting beat bad it gonna happen anyway. All adding the laser would do is mean the pad power weapons feel impactful now.
I mean the whole point of the Spartan laser was that it was an anti vehicle gun, you can use it on Spartans yeah, but it was literally built for destroying vehicles. I'd take getting destroyed by that laser over getting hit with like 8 dynamo grenades in a row any day
I love how Bungie would make a new weapon and it was fun and dope and useful, 343 just pulls out these random and stupid mechanic weapons that get removed like every new entry they make😅
@@MR.AlIEN8ED for real though, like the most extreme cut bungie might of made was removing the Red varient of the plasma rifle 🤷♂️ 343 whole on reworked everything from the rocket launcher to the Shotgun and they're touch of magic results in a Halo / Mod fan made looking sandbox
Lots of interesting ideas floating around here, to throw my hat in the ring, along with some of the other changes suggested, I think after the charge up, the laser should fire out as a continuous beam for 2-3 seconds, so if you can maintain the beam on a target like a warthog for the full duration of the shot then it can one tap, but if only graze a vehicle it can escape. The laser actually currently works this way but the beam only fires for like 0.5 seconds, just stretch out that beam time.
This is pretty much exactly how I imagine 343i would rework the Laser since they have an initiative to avoid sandbox redundancy, and tbh I'd be completely fine with it
@@MR.AlIEN8ED The Skewer is a direct replacement, with the ability to justify it's lower damage and increased skill by being a brute projectile weapon.
Knowing the main concern is it overpowering vehicles, I think for BTB it could be kept exclusive to the loot caves and weapon drops. That way it isn't like the shock weapon situation where (somewhat) easy to use, anti-vehicle weapons and grenades just spawn at bases.
Very good idea. Or literally only put one on the map in the middle for teams to fight over with a long respawn timer the way h3 did. I like the loot cave idea more though I think
I think increasing charge time wouldn't really change anything 🤔 People could still hide behind rocks and stuff, you mentioned that. Imo, i think a sort of "lock-on" should be required to charge up and fire. Although the stability change is definitely an interesting idea!
The loosing stability mechanic would make it much more difficult to land a shot when not looking at the target the whole time. And would make it very very difficult to hit infantry at long range
@@MR.AlIEN8ED in my opinion that would just completely ruin the fun of the weapon. At that point it's just random on if you hit your target or not. I think it would be more than acceptable to keep the spartan laser the way it is other than making the bigger vehicles require more shots. Warthog and similar sized vehicles take 2 shots. Smaller than Warthog vehicles retain 1 shot capability, and bigger than warthog vehicles require 3 shots and just make it a more rare weapon. Give it a maximum of 6 shots on a BtB map, and give it a long respawn timer. On 4v4 maps it would be fine staying in the game the way it is as a power weapon and give it 3 shots.
I don't think the laser is the ussue it's the low hp of the vehicles that's more of a ussue and the poor choices of adding more anti vehicle weapons. Remember bungie had certain weapons in the game to make the game fun, as part of it there will be more powerful weapons than others in it they're called power weapons for a reason. The more and more you try to "balance" things by putting everything on an equal plan field the less fun the game becomes. Bungie designed there games a lot around map knowledge and weapon/vehicle placement the more you know about the map the more kill streaks you can pull off.
Another way the spartan laser could be adapted into infinites sand box would be to have a select fire mechanic. Like how the heatwave, or hydra have they’re select fire options. One select fire setting could be better suited for infantry units/ smaller vehicles and a larger ammo count. With a quicker charge up time but limited range giving more shots on infantry, And the second fire setting could be all those components you’ve described in the video with the louder sound profile and the difficulty in aiming a super charged laser. But be fitted more for the larger vehicles in the sandbox giving some variety to the different encounters and giving the player using the laser some more ways to utilize the weapon
I think the concept of extended the beam to kill over a duration of couple of seconds, making you have to be able to manually track targets, and slightly movement debuff (No Jumping?) making the player more vulnerable would be enough. It's the future Javelin, it should be strong, but this concept would work well. Secondly, you could adjust how the Ammo system works for it where if you release it early, you have save charge? So you could get shorter or longer bursts out of it and more/less shots.
No, bring it back the way it was, it was never an issue in other Halo games, stop trying to make Halo a different game. Fix DeSync/Melee, add maps and stop changing the balance of weapons. It shouldn't take multiple rockets to kill a ghost either.
Spartan Laser is in the files apparently, i'm sure all these weapons are coming back but they're milking it... I don't think it needs crazy adjustments, i trust them.
Honestly I disagree with the vehicles. The biggest problem in the video is that there's so many nerfs to the weapon and no buffs to it. Now obviously these are just ideas made and not all have to be put in since bith mine and this video ideas are fan made it's just an thought so the spartan laser wouldn't look like the 2nd worst weapon(plasma pistol being 1st) to use Here's one of the adjustments I find to be abit overboard that being unstable. Keeping it being unstable it a challenge but I may have an idea what if we had it be unstable when charging up unzoomed but faster charge time but when zoomed in it's easier to handle but longer to charge it can show how hard it is to use and how situational it is. It can also have more or less cooldown with zoom as well just to make it more tactical when using. Here's another adjustment I find being bad it being a two hit for vehicles unless hitting a vital point. The spartan laser is made to kill cars unlike inflatry since it's mainly used for long range st least so if it was made a two shot with slower charging then what if it makes the vehicle shut off for a split second so if you were close you can get away,mount,or find a vital point instead of dying. This idea can make sense from how your idea of it being unstable would just make perfect sense for an unstable plasma laser to shut off a vehicle if it was a two hit from how powerful it be. I think these are much better then nerfing it down to the ground as these even though are called adjustments impact more like a nerf so when making a nerf needs some kind of buff in some area and I hoped I did that.
The real reason it wasn't added to Infinite is due to 343 big Esports push for the game and in the last few years. 343 are trying to emulate the skill with weapons that other Esports FPS games do. You'll notice that most of the weapons in Infinite take WAY more skill to use than in previous games. Lots of them are precision weapons. Why do you think they got rid of the Plasma pistols EMP ability, and replaced it with a precision shock version instead.
nah, the point of the spartan laser is to counter big amount of players using vehicles at the same time, its balanced, whats not balanced its halo infinite amount of vehicles and powerweapons on btb, easy fix will be to make vehicles spawm more and fix the extreme amount of powerweapons, equipment and granades pouring in btb. the spartan laser is a weapon to balance something thats no longer there.
I’d rather get one shotted by a spartan laser than getting EMPed 47 times in a game by shock weapons and shock nades, 343 doesn’t seem to understand how balanced can never come at the cost of fun.
The only change they need to do it make the laser pulse slower. The spartan laser pulsates (explains why you see the laser scatters when someone dies when shooting). You need to connect all the pulses on the vehicle to fully kill it, but Halo 3 and ODST makes it easy by having it pulse extremely fast. TLDR, keep the charge time, etc...but make the laser pulsate slower meaning the players tracking skills need to skilled enough to connect all shots on a moving target.
Against vehicles, Shock Weapons should have less of an EMP effect while Plasma Weapons should have a very slight effect. This justifies the Plasma Pistols EMP, and also make Plasma Weapons something a driver should be frightened of placing themselves in front of weapons, especially plasma cannons/turrets. Secondly, we need an effect to tell the driver if they are close to being EMPed (75% there) and/or a limited Disability before being completely disabled, giving you a chance to escape, especially in aircraft. My ideas would buff vehicles against Shock Weapons (less damage, drivers given warning before being shocked/disabled) and would Buff plasma weapons by giving them a potential effect on vehicles. --- But it would dozens and dozens of impacts to make a difference, but I want an effect there, and for the Plasma Pistol to get it's EMP back.
I have 2 ideas ro balance it The first is to change it from a one shot kill to a continuous laser similar to the sentinel beam which needs to be charged, that deals high damage but allows the driver to retaliate or run away The second would be to change how the charge up works. Instead of veing able to charge it behind a wall., to shoot it you'd have to hold your crosshair on the enemy the entire team before you can fire similar to the rocket launcher lock-on.
People saying increased charge time wouldnt make a difference cause of people pre charging? I guarentee if they make it like 8-10 sec charge the second someone appears on your radar your canceling the charge and playing defensive or wasting it on a single infantry target. When the main purpose is Vehicles
3:58 if I had to make a bet, it would take 343 7 months to code that one feature nit even including the 3 years they would need to make a spartan rifle
I don't think that many changes would be needed. Halo infinite is by nature much faster paced and players have a much smaller hitbox than previous games that would by itself balance the weapon. The only change that I would make is probably make it fire in burst (like shock rifle) so if you don't land all your burst shots it wouldn't one-shot. Players have also all kinds of equipment to help them dodge like grappling hook, dash, shield, overshield, people can slide as well so yea I think it would be powerful but nowhere near as powerful like in previous games.
I'm sure we'd all like it to be brought back as is, so let's look at how to rework the current sandbox to accommodate. Firstly, instead of shock weapons(nades) disabling vehicles, instead have them only slow down vehicles and players, but keep the chain damage and DoT. Give Plasma Pistol the EMP overcharge back. Beef up health on vehicles but make their weak spots more weak to emphasize attacking those areas as was 343's intent behind the weak spots, nothing major, like a 2% or 5% buff/nerf. While we're on the subject of bringing old weapons back, here's a simple solution, have them use the same spawn pads as current weapons, Example: The DMR, let's beef up it's damage a bit but give it a slightly slower fire rate and have it along the same lines as the Stalker Rifle so it's no longer competing with the BR, and have it share the same spawn locker pad things as the Stalker Rifle , and have the Covenant Carbine share a spawn with the BR. Beam Rifle share one with the S7. Brute Shot share one with the Hydra, the SMG share one with the Mangler, Etc. And have them just randomize what spawns at the beginning of the match. Of course this would be annoying in the case of trying to get specific kills with specific weapons thanks to the awful challenge system in place, so it'd have to come after a progression system rework.
I personally think with the warthog and many other smaller vehicles being weaker they’d be a one shot. 343 would have to buff the health of the vehicles again to compensate which vehicles like the wasp it’s got great maneuverability but the trade off is it’s a weak vehicle in terms of how much damage it can take. Heavy vehicles like the tanks should be a 2-3 shot kill
I just don’t see an anti vehicle weapon being nerfed on damage for vehicles. Furthermore I believe that the Spartan laser should only appear on certain modes like btb heavies that allows for more vehicle mayhem. It would be a good counter to the many vehicles flying and zooming about but any other mode I don’t see it fitting that well
May as well just change the BR too bc its too good at what it was designed for..killing. Spartan Laser has what, five shots? If you dont want to die from it you need to make sure that the other team doesnt pick it up. Honestly, it wouldnt be a problem if weapon spawns werent random in Infinite.
I disagree with this video. The spartan laser was overpowered ON PURPOSE, not only to provide a counter to vehicles like the tank, but to incentivise fighting over it, which is also why it was always placed so strategically.
personally i dont want it to b e changed either. it added great power plays to h3 maps. but with the way infinite is built it wouldnt fit in the sandbox without adjustments unfortunately
343: The Spartan Laser was far too oppressive towards vehicles, so that's why we removed it and replaces it with shock weapons that completely invalidate vehicles anyway.
I'd take an adjusted spartan laser over all these shock weapons
Still better than being deleted from across the map as soon as you drive out of base
@@reesiuspeesiuspuffs3006 well you can contest it heavily in many maps in 3 and secure it or just keep it out of enemy hands. So long as 343 keeps the laser out of the drops from the sky it's not gonna be something you can't control unlike the shock weapons and nades in each base.
@@tbc1880 A weapon is too oppressive if the main counter is keeping it out of enemy hands. No other heavy weapon is like the laser in that way. The shock weapons in infinite do not instakill a full warthog and the gunner can even shoot back while the vehicle is disabled.
@ReesiusPeesiusPuffs yeah but the shock rifle crossmaps emps the hog leaving dead in the water while the gunner tries to find the sniper and gets sniped off the turret while getting naded and shot by everyone else from behind the myriad of cover in btb maps. I'm saying yeah the laser is a one-shot but if you really cut down the respawn time it's not a big deal, and if you put it in the most contested spot in the map it's gonna be a while before it can solidly land in any teams hands. But you say weapon being so strong the counter is keeping it out of players hands, I don't think it will be so free to use or be able to have much viable use vs vehicles because of the fact almost all are just hogs, which don't really have major impacts on games like older games because of how you can virtually avoid the entirety of vehicle combat in btb. Unless there is a scorpion it won't matter much heck even then I ended up getting in the right spot and running a 35 kill streak in a scorpion before needing to ditch it. Yeah they could try and emp me but with me blowing them back to their base my team pushed up enough to keep them from being able to do so since my teammates were at their doorstep.
Just trying to say if you are getting beat bad it gonna happen anyway. All adding the laser would do is mean the pad power weapons feel impactful now.
I mean the whole point of the Spartan laser was that it was an anti vehicle gun, you can use it on Spartans yeah, but it was literally built for destroying vehicles. I'd take getting destroyed by that laser over getting hit with like 8 dynamo grenades in a row any day
me too bro me too
I want to see the carbine and plasmarifle
I love how Bungie would make a new weapon and it was fun and dope and useful, 343 just pulls out these random and stupid mechanic weapons that get removed like every new entry they make😅
You're right. I haven't thought about that before. We've seen so many weapons come and go
@@MR.AlIEN8ED for real though, like the most extreme cut bungie might of made was removing the Red varient of the plasma rifle 🤷♂️ 343 whole on reworked everything from the rocket launcher to the Shotgun and they're touch of magic results in a Halo / Mod fan made looking sandbox
They removed plasma pistol overcharging to vehicles for this btw.
Half of Halo 3’s sandbox is useless. Bungie made mistakes too. You think the Spiker was a good weapon?
Spikers were badass when dual wielded. Super fast kill time at close range
Lots of interesting ideas floating around here, to throw my hat in the ring, along with some of the other changes suggested, I think after the charge up, the laser should fire out as a continuous beam for 2-3 seconds, so if you can maintain the beam on a target like a warthog for the full duration of the shot then it can one tap, but if only graze a vehicle it can escape. The laser actually currently works this way but the beam only fires for like 0.5 seconds, just stretch out that beam time.
This is the best take on the Lazer I've heard yet
This is pretty much exactly how I imagine 343i would rework the Laser since they have an initiative to avoid sandbox redundancy, and tbh I'd be completely fine with it
That sounds a lot like the Twin Jewels of Maethrillian
@@crambob1370 TBH yeah lol i can see them essentially retooling the Spartan Laser to be a H5 Binary Rifle
Forget the video, I wanna know what happened to that elephant 3:24
it happened while i was trying to get splaser clips so i recorded it lol
This is why we have the skewer. These changes would make it less fun to use.
Maybe so
@@MR.AlIEN8ED The Skewer is a direct replacement, with the ability to justify it's lower damage and increased skill by being a brute projectile weapon.
Knowing the main concern is it overpowering vehicles, I think for BTB it could be kept exclusive to the loot caves and weapon drops. That way it isn't like the shock weapon situation where (somewhat) easy to use, anti-vehicle weapons and grenades just spawn at bases.
Very good idea. Or literally only put one on the map in the middle for teams to fight over with a long respawn timer the way h3 did. I like the loot cave idea more though I think
yes it always has been an objective weapon, perfect example will be valhalla in the center of the map.
I think increasing charge time wouldn't really change anything 🤔 People could still hide behind rocks and stuff, you mentioned that. Imo, i think a sort of "lock-on" should be required to charge up and fire. Although the stability change is definitely an interesting idea!
The loosing stability mechanic would make it much more difficult to land a shot when not looking at the target the whole time. And would make it very very difficult to hit infantry at long range
@@MR.AlIEN8ED in my opinion that would just completely ruin the fun of the weapon. At that point it's just random on if you hit your target or not. I think it would be more than acceptable to keep the spartan laser the way it is other than making the bigger vehicles require more shots. Warthog and similar sized vehicles take 2 shots. Smaller than Warthog vehicles retain 1 shot capability, and bigger than warthog vehicles require 3 shots and just make it a more rare weapon. Give it a maximum of 6 shots on a BtB map, and give it a long respawn timer. On 4v4 maps it would be fine staying in the game the way it is as a power weapon and give it 3 shots.
Absolutely! I like your take on it. Lots of experimentation would be required to adapt it into the game. But I like your takes
Rly liking the cinematic intro u have
Keep it up
Thankyou so much!
I just want it back for fun forge maps
Watch some alpha nerd create one somehow in forge lol
the thing is the vehicles will always be a one hit kill as they have such low health
Replace shock weapons with physics weapons or weapons that can flip and toss vehicles around it add fun and it won’t be too op
absolutely
I don't think the laser is the ussue it's the low hp of the vehicles that's more of a ussue and the poor choices of adding more anti vehicle weapons. Remember bungie had certain weapons in the game to make the game fun, as part of it there will be more powerful weapons than others in it they're called power weapons for a reason. The more and more you try to "balance" things by putting everything on an equal plan field the less fun the game becomes. Bungie designed there games a lot around map knowledge and weapon/vehicle placement the more you know about the map the more kill streaks you can pull off.
Another way the spartan laser could be adapted into infinites sand box would be to have a select fire mechanic. Like how the heatwave, or hydra have they’re select fire options. One select fire setting could be better suited for infantry units/ smaller vehicles and a larger ammo count. With a quicker charge up time but limited range giving more shots on infantry, And the second fire setting could be all those components you’ve described in the video with the louder sound profile and the difficulty in aiming a super charged laser. But be fitted more for the larger vehicles in the sandbox giving some variety to the different encounters and giving the player using the laser some more ways to utilize the weapon
I like your idea 👍
I think the concept of extended the beam to kill over a duration of couple of seconds, making you have to be able to manually track targets, and slightly movement debuff (No Jumping?) making the player more vulnerable would be enough.
It's the future Javelin, it should be strong, but this concept would work well. Secondly, you could adjust how the Ammo system works for it where if you release it early, you have save charge? So you could get shorter or longer bursts out of it and more/less shots.
Ill take spartan laser over skewer any day.
Halo 3 and reach spartan lazer belike lazer beam of death and i love getting kills with it and dieing from it lol
No, bring it back the way it was, it was never an issue in other Halo games, stop trying to make Halo a different game. Fix DeSync/Melee, add maps and stop changing the balance of weapons. It shouldn't take multiple rockets to kill a ghost either.
Reach Laser: "cool story bro"
the quality of your videos is amazing
Thankyou so much! ❤
I definitely feel like this idea could have potential with the right changes. Excellent video!
Spartan Laser is in the files apparently, i'm sure all these weapons are coming back but they're milking it... I don't think it needs crazy adjustments, i trust them.
Honestly I disagree with the vehicles.
The biggest problem in the video is that there's so many nerfs to the weapon and no buffs to it. Now obviously these are just ideas made and not all have to be put in since bith mine and this video ideas are fan made it's just an thought so the spartan laser wouldn't look like the 2nd worst weapon(plasma pistol being 1st) to use
Here's one of the adjustments I find to be abit overboard that being unstable. Keeping it being unstable it a challenge but I may have an idea what if we had it be unstable when charging up unzoomed but faster charge time but when zoomed in it's easier to handle but longer to charge it can show how hard it is to use and how situational it is. It can also have more or less cooldown with zoom as well just to make it more tactical when using.
Here's another adjustment I find being bad it being a two hit for vehicles unless hitting a vital point. The spartan laser is made to kill cars unlike inflatry since it's mainly used for long range st least so if it was made a two shot with slower charging then what if it makes the vehicle shut off for a split second so if you were close you can get away,mount,or find a vital point instead of dying. This idea can make sense from how your idea of it being unstable would just make perfect sense for an unstable plasma laser to shut off a vehicle if it was a two hit from how powerful it be.
I think these are much better then nerfing it down to the ground as these even though are called adjustments impact more like a nerf so when making a nerf needs some kind of buff in some area and I hoped I did that.
Not hitscan. Fast projectile
The real reason it wasn't added to Infinite is due to 343 big Esports push for the game and in the last few years. 343 are trying to emulate the skill with weapons that other Esports FPS games do. You'll notice that most of the weapons in Infinite take WAY more skill to use than in previous games. Lots of them are precision weapons. Why do you think they got rid of the Plasma pistols EMP ability, and replaced it with a precision shock version instead.
nah, the point of the spartan laser is to counter big amount of players using vehicles at the same time, its balanced, whats not balanced its halo infinite amount of vehicles and powerweapons on btb, easy fix will be to make vehicles spawm more and fix the extreme amount of powerweapons, equipment and granades pouring in btb. the spartan laser is a weapon to balance something thats no longer there.
I agree, way to many power weapons, and vehicles should spawn back at base, with weapon and pelican drops being much more rare.
The problem is the maps are pure dogshit, also they should remove shock weapons emp ability and give the plasma pistol the emp ability
Not every encounter needs to be balanced. Go play CSGO or something if you want a competitive shooter, dang it
Might be neat for the Splaser to come back in the "heavy" or carryable turret category. Some kind of variation or prototype.
With slowed running speed to balance it out
@@MR.AlIEN8ED Exactly what I was thinking. I'd like to see more weapons in this niche. Maybe map specific.
I’d rather get one shotted by a spartan laser than getting EMPed 47 times in a game by shock weapons and shock nades, 343 doesn’t seem to understand how balanced can never come at the cost of fun.
words of wisdom right here
The only change they need to do it make the laser pulse slower. The spartan laser pulsates (explains why you see the laser scatters when someone dies when shooting). You need to connect all the pulses on the vehicle to fully kill it, but Halo 3 and ODST makes it easy by having it pulse extremely fast.
TLDR, keep the charge time, etc...but make the laser pulsate slower meaning the players tracking skills need to skilled enough to connect all shots on a moving target.
I like the idea of it being louder and having a two shot for tougher vehicles. I also think it should have a slightly brighter laser.
I agree. Would help alert players more
Against vehicles, Shock Weapons should have less of an EMP effect while Plasma Weapons should have a very slight effect.
This justifies the Plasma Pistols EMP, and also make Plasma Weapons something a driver should be frightened of placing themselves in front of weapons, especially plasma cannons/turrets.
Secondly, we need an effect to tell the driver if they are close to being EMPed (75% there) and/or a limited Disability before being completely disabled, giving you a chance to escape, especially in aircraft.
My ideas would buff vehicles against Shock Weapons (less damage, drivers given warning before being shocked/disabled) and would Buff plasma weapons by giving them a potential effect on vehicles. --- But it would dozens and dozens of impacts to make a difference, but I want an effect there, and for the Plasma Pistol to get it's EMP back.
I have 2 ideas ro balance it
The first is to change it from a one shot kill to a continuous laser similar to the sentinel beam which needs to be charged, that deals high damage but allows the driver to retaliate or run away
The second would be to change how the charge up works. Instead of veing able to charge it behind a wall., to shoot it you'd have to hold your crosshair on the enemy the entire team before you can fire similar to the rocket launcher lock-on.
Removers spartan laxer and replaced it with the skewer … I don’t like that weapon
Laser*
Imagine removing plasma pistols most unique function just to give us hitscan bullshit that ruins vehicle play all in all.
People saying increased charge time wouldnt make a difference cause of people pre charging? I guarentee if they make it like 8-10 sec charge the second someone appears on your radar your canceling the charge and playing defensive or wasting it on a single infantry target. When the main purpose is Vehicles
Adjustment #5.
Make it ONLY available on BTB Maps, within areas that are completely contested by both teams at the same time.
Agreed
3:58 if I had to make a bet, it would take 343 7 months to code that one feature nit even including the 3 years they would need to make a spartan rifle
Can you pls tell me where I can find this version of the Halo main Theme?
Title - Halo combat evolved main theme remix copyright free
Channel - Oblivion
On youtube
@@MR.AlIEN8ED Thanks. I will put that into my Playlist. This sounds amazing!
I don't think that many changes would be needed. Halo infinite is by nature much faster paced and players have a much smaller hitbox than previous games that would by itself balance the weapon. The only change that I would make is probably make it fire in burst (like shock rifle) so if you don't land all your burst shots it wouldn't one-shot. Players have also all kinds of equipment to help them dodge like grappling hook, dash, shield, overshield, people can slide as well so yea I think it would be powerful but nowhere near as powerful like in previous games.
I'm sure we'd all like it to be brought back as is, so let's look at how to rework the current sandbox to accommodate.
Firstly, instead of shock weapons(nades) disabling vehicles, instead have them only slow down vehicles and players, but keep the chain damage and DoT. Give Plasma Pistol the EMP overcharge back. Beef up health on vehicles but make their weak spots more weak to emphasize attacking those areas as was 343's intent behind the weak spots, nothing major, like a 2% or 5% buff/nerf.
While we're on the subject of bringing old weapons back, here's a simple solution, have them use the same spawn pads as current weapons, Example: The DMR, let's beef up it's damage a bit but give it a slightly slower fire rate and have it along the same lines as the Stalker Rifle so it's no longer competing with the BR, and have it share the same spawn locker pad things as the Stalker Rifle , and have the Covenant Carbine share a spawn with the BR. Beam Rifle share one with the S7. Brute Shot share one with the Hydra, the SMG share one with the Mangler, Etc. And have them just randomize what spawns at the beginning of the match.
Of course this would be annoying in the case of trying to get specific kills with specific weapons thanks to the awful challenge system in place, so it'd have to come after a progression system rework.
All these changes do is give vehicles the ability to react to the laser but because vehicles aren't that maneuverable, this doesn't accomplish much.
It would be better if shock weapons simply made vehicles slightly slower, if anything, or a type of disabling that last for only a second.
i agree
I personally think with the warthog and many other smaller vehicles being weaker they’d be a one shot. 343 would have to buff the health of the vehicles again to compensate which vehicles like the wasp it’s got great maneuverability but the trade off is it’s a weak vehicle in terms of how much damage it can take. Heavy vehicles like the tanks should be a 2-3 shot kill
I just don’t see an anti vehicle weapon being nerfed on damage for vehicles. Furthermore I believe that the Spartan laser should only appear on certain modes like btb heavies that allows for more vehicle mayhem. It would be a good counter to the many vehicles flying and zooming about but any other mode I don’t see it fitting that well
May as well just change the BR too bc its too good at what it was designed for..killing. Spartan Laser has what, five shots? If you dont want to die from it you need to make sure that the other team doesnt pick it up. Honestly, it wouldnt be a problem if weapon spawns werent random in Infinite.
I disagree with this video. The spartan laser was overpowered ON PURPOSE, not only to provide a counter to vehicles like the tank, but to incentivise fighting over it, which is also why it was always placed so strategically.
personally i dont want it to b e changed either. it added great power plays to h3 maps. but with the way infinite is built it wouldnt fit in the sandbox without adjustments unfortunately
@@MR.AlIEN8ED exactly! :)
It isn’t a matter of them removing the hun but them not developing the gun, dog water dev team end of statement
Hey mate you dont have a twitter or any links to socials but I just wanted to chat and share some ideas. Let me know if you are interested :)