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The primary needs splash damage or it needs to be a 2-shot direct kill. And if they decide to keep it splashless, they need to change the visual effect. It's very misleading right now. The secondary either needs to charge faster (about as fast as the PP) and/or they need to make it so the battery doesn't drain as fast. The long charge forces you to pre-charge it, but your battery runs dry almost instantly, punishing you for being prepared. Also they could adjust the duration of the flames so the area denial is more threatening.
This. I now understood why the splash shots did jack shit from watching the video. The splash shots need to do at least 25% more damage. While the charged shot need to increase its health damage too and kill the player in 1 charged shot. In the video we saw how the 3 other players still survived the charged shot.
I'm of the same mind. Give it a DoT similar to the electric weapons, but also applying to vehicles with no EMP effect. Suddenly the charge shot can deal solid damage without your target having to stand in the pool for the entire duration.
@@_Phoenyx_ ESPECIALLY since its visually similar to the DoT effect from electric explosions- it makes the player respond the same way by assuming its a burning damage region. When it isnt.
They should have focused on the mortar part by giving it a long lasting wider area of effect with possibly a flashbang aspect to the charged shot initially exploding
Back in the flights, I think it was the perfect level of power. Notable splash damage, but a 3 shot kill if direct hits now it takes longer to kill than a Battle Rifle, will less ease of use
I feel like the secondary firing mode should've been the focus. The size of the AoE is ok I guess, but it needs to do more than simple damage, e.g. disable sprint or jumping.
giving it movement restricting utility is a great idea, even just slowing players movement speed by 30% in the aoe would make it very useful. no other weapon fills that niche currently
Disabling jump would be really interesting and I think it would fit thematically. The ravager "goo" looks like it could be quite sticky... Maybe also give this to the primary fire if you land a direct hit?
@@trevsoda you know what's funny is that we already have a weapon that does an AOE damaging movement slow, and that's dynamo grenades. Dynamos even have the benefit of moving *with* the enemy in some cases and arc between players. Dynamo is literally the "guy she tells you not to worry about" when compared to the ravager.
@@slumberslushie do dyanmos actually slow players? can't say I've noticed that but I could just be oblivious. If so then they really are the best grenades by far
The flight Ravager was like a power weapon-100% "slash and dash" style. And it was awesome to use, even while leaving room for the brute shot to come back as a low-mid damage physics impulse addition. It works well as a high-damage power weapon imo.
Make it a two shot kill again so that it's usable and it's low ammo capacity actually makes sense. Make it so the charged shot slows down Spartans to make it worth the hassle.
I remember it being much better in the flights, especially against vehicles. Warthogs specifically. I used to pick it up but it just tickles other players.
I do like having more player options against vehicles, but maybe not the ravager, or at least the primary fire, vehicles in infinite already are very weak. But once they are buffed (Hopefully), I would like to see the alt fire be a very good shield striping tool against the passangers
Ascened Hyperion perfectly explaining the subject at hand yet again. I'd vote for the weapon to be more focused on the area denial aspect becuase I thing that is a weapon feature that belongs in the game.
yup, and something that other guns besides maybe the cindershot don't really do (rockets arent so much denial as flat out extermination). Ravager could be a lower damage, more sustained fire option, but its too weak to be a threat
My favorite part about the ravager is the abysmal fire/plasma effect that the AOE shot produces. That plus the lack of splash damage on the main firing mode? * chef's kiss * Perfect garbage
This thing was so good in the flights. I feel like if the splash damage was on par with it's direct damage and maybe like a slow effect in it's alt fire would make it more viable
They should give it: 1. More splash damage or a faster shooting rate (like how the elites/brutes use it in the campaign). 2. A larger area of effect for the secondary.
I’m not gonna lie the weapon selection in the game is kinda playing it safe and at some times very awkward. How many seudo shotguns are there and sniper types. Then they balance everything I liked halo 1 cause balance was very natural well everything was unique
During the tech preview, the ravager was absolutely my favorite weapon and I was obsessed with finding it on the map. Back then it was actually powerful, but didn't feel too powerful as I felt that I still had a good chance against opponents using it. It's a shame how it was nerfed so badly
I’d increase the charge speed of the alt fire and not only add a DOT effect to it, but make staying in the plasma field a guaranteed death. Essentially make the alt fire as nippy and useful as possible. Area denial on command. Maybe also lessen the heat build up of it’s standard shots too. Doing that gives extra breathing room for missed shots and more time shooting rather than cooling. Also I disagree with the area denial not fitting in halo part. One of the big uses of grenades is throwing one behind you to deny them the ability to chase you.
I'd change the Ravager to act like Napalm - it's charged plasma blast sticks to things like a sticky grenade would, but deals damage over time - and while it's damaging the thing it's stuck to (player, vehicle, object) it spews out plasma that: 1.) Damages stuff it hits 2.) Creates new areas of effect damage based on WHERE those things move This means that, like a sticky grenade, you can force an opponent to act as a serious threat against their will to their teammates. How long this effect lasts for is something I can't determine without playtesting the idea, but having something else you can stick to players to do a job for you is always welcome in my book. At that point the Ravager might become a power weapon - but better that then it becoming a useless weapon nobody uses.
The Ravager does a great job as an anti-vehicle weapon using standard-fire, unfortunately there’s not a lot of maps that let it shine there. Especially in 4s.
I feel like the Ravager is similar to the Disruptor in the sense that it can damage an enemy before you finish him off with another weapon. And hey, that’s a pretty sweet feature to hurt enemies through walls.
I just wanted to point out the fact that the Ravenger seems to perform well on the harder difficulties of the campaign. This might be due to the enemies moving less and it being harder to stand in the open for long periods of time due to the increased damage. Edit Yes I do understand that thease videos are oriented twords the PvP aspect of this game. I just thought it was something interesting and worth mentioning.
@@kapthas59 not really honestly, you still have the same amount of ammo, the weapons all do the same damage ( except the variants obviously), the only difference is the health of the enemies, (which also depends on difficulty)
To fix this gun they should make it 2 direct burst kill, and allow the bursts to create an aoe denial zone as well but with a smaller radius and a shorter effect time, have the charge shot be a one shot kill and the aoe last 3times longer than the burst fire option and keep the stronger mele as a way to persuade the user NOT to burst fire the weapon in close Range because doing so will lead into a suicide
Buff the AOE Denial side. Increase the affected area so that mid sized room is mostly affected. While they are at it make it last 3-5x as long, since denying an area for 3 seconds is nothing 99% of the time, as you cannot capitalize on them being denied that area, however with 10-15 seconds you can rotate to where they are choked to flank. It also creates the meta game of 'staying to kill stripped shield enemies who ran through' vs 'flanking since the enemies wouldnt go through the goo', as well as the meta game on the receiving side for the same thing. Make the initial 'splat' instant strip shields, and make it apply a shield regen debuff for a bit after leaving that will delay the regen. Probably best way to do that is to add a 3 second very low damage burn to it, the 3 second burn keeps shields from genning, and adds 'some' damage without it being the primary way of killing. Maybe the burn does 3x damage to shields, meaning that the splat is powerful, but it gives some counterplay to a player just sprinting through it to make a play.
You've convinced me how wrong I was about hating the Disruptor. You changed my mind about the Cindershot. But nothing you say could ever get me to pick up a Ravager, lol.
I HATE getting shot at by this gun on legendary campaign. It is the biggest pain in the ass and if they buffed it to that level of damage, it would be a power weapon.
keep it like the plasma pistol, where it melt shields with it's charge attack but it's primary is slightly less powerful but can be used very quickly. so e-sports players have something in their back pocket but its not over powered for average players. That way you can keep the functionality of the aoe lock down. but it can be different enough from the plasma pistol because it effects multiple players, though its primary being a quick explosive damage could increase its ability over the dynamo grenade. Which all the dynamo is, is a mutation of the power drain and flame grenades from h3, but can be activated quicker since it is a grenade.
Ravager is a lot more compelling in campaign with both brutes and marines making decent use of it. A marine or two with those in your razerback is some pretty solid indirect fire support and engage and similar ranges to snipers. And as a brute armerment it's a reasonable sub for the bruteshot flavor wise. Gotta agree on multiplayer though; it's really niche and needs a huge buff to be competitive. I like the area denial aspect - denying the best sniper perches or flanking routes to the other team would be really intersting if the gun could actually put out.
When I first played campaign I was amazed what the ravanger can do. I rescued a captive marine he picked it up. We jump in the razor back and he starts counter sniping jackals and shooting over enemy barricades and even banking shots over base walls. Shame in multiplayer you'd be lucky to break a shield with it.
The weird part is the ravager was originally just the launcher side of it, the 2020 demo version had no charge up and a different reticle entirely. So to answer your viewer question I think the launcher side should be focussed on
This is probably the most spot on analysis of the Ravager. It's in this very weird place. Objectively, it's a good tool, that could use some tweaking. Is it a good tool for the job of multi-player combat in Halo? Tragically, no. It's hell on wheels in the campaign, though.
I feel like the ravager can be good with just a few simple buffs. Increase the fire rate by 30%-40% or so, increase the size of the charge shot to be true area of denial.
It needs some degree of AOE damage again from the base fire mode too. Right now the base fire needs to be a direct hit to do any damage, which is super unintuitive as it makes these explosive blasts so you’d assume that there would be AOE damage.
@@owRekssjfjxjxuurrpqpqss Good point, and I absolutely agree. Now that I think about it I think the damage radius is the biggest problem more so than the damage itself.
I would argue that its less the size of the charge shot that needs to be buffed, but instead the duration of it and maybe a bit of the damage inflicted, perhaps inflicting a disabled sprint/jumping like BalkanGames suggests. The size of the splash is more than enough to cover a lot of chokepoints, but the problem is that it disappears too fast for it to properly lockdown those chokepoints for any significant amount of time.
In the campaign, brute captains are able to fire a whole volley of ravager plasma so the fire rate increase might be better than just buffing it to a 1 hit kill.
One thing is that it NEEDS to have splash damage, no discussion there. So aside from that, they have two options here: - To give the charged shot a more utility aproach, like damage overtime even if they are not standing in the aoe anymore, or a sort of debuff like no sprinting, AND of course, improve the ammo efficiency so you can use the charged shot more than two times. Or - To increase the damage for both normal and charged shots and make it a weapon that can both attack or defend objectives.
How to fix the Ravager: remove the pitiful splash damage, and give both primary and secondary fire the slowing+reduced turning effect from plasma in CE. Causes the area denial effect to become much more of a threat as players become "stuck" in it
Increase damage from 3 attacks to 2 for normal shots, add area of effect and increase duration of the flames. In this way, it may be a good weapon for defend objectives like capture the flag.
Why is this always what happens with 343 era Halo. They throw away classic weapons for no reason and any new weapons that are actually fun or effective will immediately be nerfed, leaving primary rifles and automatic rifles to be the only effective strategy.
Wasn't anything to write home about in the first place then I guess they decided it was too mediocre and needed to be nerfed further. Most weapons are already weak against opponents on higher ground, having one that is especially so with no other niche is not an easy sell. Personally I think they should make the regular shot make small pools of fire for quick area denial and the charge shot should be big hard to hit single hitter (or at the very least do enough damage that makes the charge up feel worth it).
@@masonmennell8514 thags not even an opinion, thats just fact, what i do is 1 ravager, 1 setinel beam, 2 rockets, and a shotgun (shotgun in case i go to ram an enemy and miss, they might hit em)
Thoughts: 343 needs to revert the damage to every gun back to what it was in the flights.. the Pulse Carbine/Ravager combo was my go to in the flight and melting everybody, along with the commando and the Rocket Launcher.. (SPNKR blast radius was nerfed)
I honestly thought the beta version of the ravenger was almost perfect, I would go back to that, and then, give it either a bigger secondary fire radius, or increase the damage of the secondary fire radius
I feel most weapons in Infinite just aren't even worth picking up in ranked. You come at me with a ravager in ranked and ill kill you twice with the BR. Every time haha.
What's interesting about infinites sandbox is how some weapons are significantly better in the campaign than in the multiplayer. The ravenger and the pulse carbine are two perfect examples of this because they are both really great weapons in the campaign, especially the ravenger, but seen to lack in the multiplayer
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The ravanger is a Kool idea but not executed well say it was made into a fire weapon with AoE and damage over time it would alot more viable for area denial taking out players grouped up , make the basic shot leave fire on the ground for a short time just like the charge and change the charge shot to longer lasting and bigger area the nerf made the gun basically useless other than the charge hot I don't find myself ever using it were if the basic shots left fire aswell u wouldn't have to hit 3 body shots to actually be effective
I actually don't mind the ravager's relative weakness in multiplayer, as I feel the gun was primarily a campaign-oriented weapon. Certain guns in halo are designed to be shot AT you rather than simply by you, and the ravager is a perfect example. I'm sure a buff would make it even more painful to deal with in campaign, and it's got a nice balance there where I can use it to easily take down a squad of unshielded enemies and throw a grenade in to finish off any elite or brute caught in its blast. Reminds me of the halo 3 days where not every gun was multiplayer viable, but still invaluable to the needy hand during pve modes.
You should cover the plasma pistol next, with Halo infinite the plasma pistol has evolved in the way like the plasma carbine with it's tracking shots but for the full charge plasma pistol. The new change with it allows it to be a beast to contend with as the plasma pistol doesn't drain ammo fast when full charge and also offers a lot of chances to hit someone with a full charge shot all while it's tracking works similar to the plasma carbines but shorter range it just lets you get easy clean ups if you have a precision weapon.
The damage and TTK is the weapons undoing so a boost to the splash and AOE damage and allowing it to shoot for longer before overheating will benefit the weapon. The main issue currently is it is hard to land enough bursts on the target before it overheats to kill the target because of the projectile speed and and arc, but also it does little damage when it does hit. Currently it is the weaker version of the pulse carbine which in itself is quite situational and weak in bullet speed so having the bullets not track and arc downwards hurts it. AOE and splash damage if boosted will make it more usable and the main quirk of the gun is that it is a plasma grenade launcher so making it focused on the burst makes it too similar to the pulse carbine, so for it to stand out it needs the splash and AOE effects.
The primary fire should either kill in 2 bursts or do far more splash damage, not both. Having both would make it a power weapon. Now for the alt fire. I’d suggest a status effect for the alt fire. For example, slowing the movement speed of any player in the flames or inflicting extra burning damage after exiting the flames.
if they don't buff the damage a sticky slow effect that kept you from jumping and running out of it quickly would be awesome because then if you did get that lucky shot and caught most of the team in it and could just pick them all off that would be sick. main fire mode never use it honestly unless its to shoot stab them. and was a key point in why the bulldog sucks because almost every weapon in the game can do what it does beside 2 tapping at slightly out of melee range lol
7:05 it's mostly good for objective games, where it is op. King of the hill especially. 1v1? Sucks. But in king of the hill it really can be the difference between winning and losing, especially considering it blows up dropped grenades.
I’ve only played the campaign, so I can’t speak about the multiplayer, but I absolutely love the ravager. It’s my go-to for boss fights. This thing ate through Chal-lok and Bassus’s shields like they were nothing. With Bassus I didn’t even bother switching to a kinetic weapon when his shield was down-I just finished him off with plasma bolts and a melee. It also did most of the heavy lifting in my fight against Jega
I think, before finishing this whole video (7:39 in rn), that the best way to fix the Ravager is slightly buff it’s standard shot’s damage to kill in 2 FULL bursts (all projectiles MUST hit), deal a slight amount of splash damage (or more if there’s already this), make the AOE damage deal more damage slightly faster, but have a “burning” effect left on them, similar to the electrocution effect on shock weapons (which wouldn’t overwrite that effect because it doesn’t chain, and in campaign, it wouldn’t stun lock enemies), and allow the overcharged shot to go for high damage and burning if it hits a target (not walls or ceilings still, for trick shots). Edit: answering the question at the end, I think the Ravager shouldn’t stray either way towards its standard or overcharged fire modes, as I feel you would end up losing the value of the other if you picked one (like how the Plasma Pistol these days is ONLY useful for it’s overcharge, unlike it’s OG iteration). Instead I propose an overall slight buff to everything it brings to the table.
Ok. Pulse Carbine? Honestly coming around, I’ve seen more people use it now, myself included, after watching your video. Disrupter? Rips and Tears after some practice. Got completely dumpstered by this one guy maining it. Blew my mind. Ravager? I’ve literally grabbed it multiple times and never killed once. I feel like it’s honestly just not as good as it should be, maybe if it’s AoE was a bit bigger on the regular burst fire, because it’s just…meh.
Let it reak havoc with AOE. Huge area of effect slow player movement and just a touch more damage. Then the utility can be closing off paths and shutting down objectives.
The more I think of this idea the more I love it. Little hops instead of jumping like glue. That way you make players use equipment to escape. Maybe even add some tick damage like fire to the primary shots. It is a pick up weapon after all it should be a little powerful.
I think simply having a burn effect on the splash and direct impact would fix everything. If they're taking tic damage you might get kills after disengaging, it adds uncertainty to your enemies on if they'll win but still get got and it falls in line with the theme of its charged shot
In universe, i get the feeling this was meant to be part of a Squad or Fireteam loadout. Its lower damage would be made up for by the role of area control and squadmates with other weapons picking off targets pinned or funneled by the charged shot. I also think that might have been its intent for multiplayer during things like CTF or Team Deathmatch, but it was never adopted that way.
I think I actually have a decent idea on how to fix it while maintaining it's functions. 1. Make the primary fire splash damage be equal to a direct hit if it lands within about 2 to 3 feet of the opponent. This will make it viable in direct combat. 2. Rather than charge the alt fire, have it be instsntly launchable while holding the RMB or Left Trigger. Fine aim isn't needed so have it function like the alt mode on the cindershot or hydra. A toggle. Then you can use the ravages are much more aggressively and reactively. It's possible this change alone will fix the alt fire. It's damage is already good enough to finish off an opponent who ran to cover. If the AOE needs a buff other than that, I'd say increase the radius by about 15% and make it last a little longer. But overall, these 2 changes would make the Ravager feel much more like a Brute power weapon than the Brute experiment it is now. I'd love to hear your thoughts on it or possibly discussion of these ideas.
It should kill in two bursts(because power weapon) and the plasma mortar round should detonate and stick to players on direct hit, guaranteeing a kill to players with good aim and good awareness.
I think adding a slight slowdown effect to the water-splash of the primary fire would go a long ways to redeeming the ravager. By locking targets down a bit it would make it easier to hit them with all the bursts/get up close for a melee kill, and it would add further utility to a weapon doing it's darnedest to *have* utility.
I feel like it should be a mega version of the disruptor, just without the EMP. DoT on the regular shots, if all three land it could be enough to bring down a shield. Charge it and it'll do a fuel-rod style projectile that will leave a huge aoe of flame where it hits, wherever it hits, on the roof engulfing the room, on a floor in an open area, on the walls in a tight hallway. Only enough charge for four triple shots or two charged ones, but have them always have an impact when used. A heavy hitting, DoT committal weapon.
Their thinking was likely that the Banished needed a more advanced replacement for the Brute Shot and Spiker, one that showed how they differed from regular Brutes, and they did a great job visually, the red, volatile plasma, the giant blade, the splash visual effect, but then they absolutely dropped the ball on functionality. Thankfully in the campain it still functions similarly to how it was pre nerf, but even that doesn't seem powerful enough in many ways.
There are so many ways to effect AOD (cindershot, rocket, grenades, etc) that the ravenger just becomes useless since that's the ONLY thing it's good at. And the Super Fiesta version is bizarre - it bounces MULTIPLE times. So you kind of have to re-think the entire way you aim and fire an already indirect weapon. Some of the Super Fiesta variants are really fun, but others are confusing because it's not clear how they're "Super"
I swear this thing got nerffed between the second flight and the final game cause it used to be able to melt but now having weak splash damage hurts it so much and it’s charge shot having a spotty small AOE just makes it a plasma pistol (the older better ones) with extra steps even in places where throwing grenades would get more results
To answer your question, I think neither should have been focused on. Its dual purpose is great. The details just need to be reworked. I think having the AoE be a toggle or alt fire - rather than a charge-up - would be ideal. Give it a cool down so you can’t quickly land two AoE shots in a row, but let the player switch from AoE to normal fire and immediately shoot your bursts. Have bursts reduce the weapon’s “ammo” by x %, and have AoE reduce ammo by 5 times x %. Have a long AoE cool down and rapid cool down for the regular burst (i.e. current cool down for burst).
I love how dangerous it is in the books it melted through armor on near misses and I'm pretty sure a brute shot down a broadsword with one. it wasn't clearly stated to be a ravager, but the weapon was described as a small fuel rod with a bayonet, and it shot incendiary plasma in an arc so idk what else it would have been.
Make the area of denial fire/energy slow down the speed of anyone caught inside it for a limited period of time. Also make anyone hit with a single burst temporarily move slower also, which might make it easier to go in for the increased damage melee of the ravager. Test that out for a while.
Another issue that the Ravager runs into where AOE denial is concerned is that the Shock Grenade already does that better too. And the Mangler already does the "alternative option for a shotgun" thing well enough, so the Ravager should have focused more on being functional from a distance in the primary fire mode. TBH, now that i think about it, the primary fire should probably bounce off walls also, because even if you buff the Ravager's dmg output it's still basically going to be just like the Plasma Carbine. Or maybe they need to do more to take advantage of the fire elemental dmg in the same way electical dmg has secondary effects too.
What could have helped is instead of making the ravager a dollar store incineration cannon, they could make it the fusion of the flamethrower and concussion rifle. Start the fire with the charge shot and then use the primary fire to keep opponents in the splash zone. All 343 would have to do is increase the physics impulse from direct hits and there you go. This would make the ravager zoning tool both by area denial via the fire and forcing opponents out of position directly via the knockback.
It feels like it was designed without taking sprinting into consideration. If this gun was available pre-sprinting Halo I think it would have been a beast with players not being able to get out of the AOE before it had shredded them. A couple fixes for it would be to increase the splash damage for the normal shots and for the charge, to counter the sprinting, have it coat the players along with the ground so even if they walk out of the AOE they still take damage until it wears off, but player that walk through the AOE afterwards are just affected by it and are not coated.
A fully charged shot from the ravager melts shields, and is super useful on capture the point game modes. I'm quite a fan of it, even in its post-nerf state
I think that it needs that it needs to be a two burst instead of a 3 burst kill, that way it can kill decently while still making you preferring the alternate fire in team/objective situations. I think that perception of how you see these weapons is also important, because I see this as more of a team friendly weapon that rewards you by sticking to objectives and teammates.
I think the ravages is a support weapon like you shoot the big plasma bolt then it's burning the enemies so you or your buddy's could kill them easier and it's like a morter as well because in the campaign the brutes use it as a morter at ya
At first I thought they were just really proud of the achievement joke but no... Get a single mp kill with the Ravanger really is an achievement unfortunately.
The Ravager, melee aside, is sort of the antithesis of what makes a Brute weapon. It’s quirks run counter to how Brutes operate, and the area denial punishes the kind of rush in, bash in skulls play style you’d normally expect from the Brute arsenal. Like a lot of weapons in Infinite, it seems to be trying to slot into more roles than necessary, and needs to be more focused on one or the other.
Maybe they could combine it with the Brute Shot. So instead of the traditional grenades, it fires a much weaker version of the plasma grenade, which is weaker but still sticks to the opponent and has six in a magazine.
The use of a ravager in close space with corners is that it forces a reaction out of campers or corner ambushers. Holding ground is no longer feasible to winning because you're in an AoE that's cooking you - A simple grenade will do the exact same thing though. The ravager needs more; more damage, and more ways of dealing that damage like a DoT effect on the splash field that sticks to players hit for a few moments after they leave the field, hampering shield regen and even breaking it if they didn't move fast enough.
I think the AOE of the ravager should have been more focused on, an area of denial could be useful if done the right way. a shock grenade does that job quickly and efficiently, almost too well. an idea I have for the ravager is to embrace the prep phase before combat starts, instead of the charged shot detonating when it hits a floor it instead sticks there and becomes a land mine, only going off when someone walks into the area, letting the user set a trap and block off an entrence/exit. people would either have to go around or try to go around or brave setting it off, which would alert the one who put it down
I figure if they just made the overheat cooldown and overcharge times maybe between 30-50% faster it'd actually work as an area denial weapon worth picking up in niche situations. That and/or give the AoE on the regular bolts a bit more range
I had an interesting idea. I noticed that every time the ravager hits someone, it covers them in goo. What if this goo made people visible like the threat sensor? Then you would gain an advantage from the AoE cloud and give people a real reason to fear the ravager. The ravager would still be filling more of a utility role as a weapon, which is why I don't think this would be a perfect fix, but it would definitely make for more interesting gameplay. Perhaps this should just be a weapon variant though.
Personally, I think since the ravager does such little splash damage, and it's Secondary fire is that of area denial, I think it's best suited as a niche support weapon, at least that's how I use it. A specific example I have was during Fiesta on bazaar, my teammate were picking at the enemy team, who were peaking out of their center court balcony room, I sneak across along the side to their balcony, lob a couple charged shots into the room they're bunkered up in, and got 3 kills, but this strategy only worked because my teammates had already done their fair share of damage to the enemies shields.
I didn't know you could charge the Ravager. I usually just use the burst mode long range in a makeshift mortar-like role. And that's worked amazing so far.
I will say I do sometimes use it for the charge shot instashield break combined with a precision weapon. Find it easier to land than a plasma pistol shot in close quarters
In my personal opinion: i think they should have combined the functions. A slightly slower fire speed, but each shot leaves behind a small pool of flames. The pools last for a decent amount of time (maybe 10 seconds) each, and can potentially start to cover a battle field with it. Then perhaps up the damage on the pools due to them having a smaller area to give them enough threatening power. Perhaps if landing on an enemy, they start taking burn damage for 3-4 seconds (as shields extinguish the flames faster than natural processes do on the ground).
It was amazing in the flight. My fav new weapon. They need to meet in the middle. I’m not exactly sure why you didnt mention the flights version compared to it’s nurf’d full release version
I have 1 Ravager kill. It is strictly a meme weapon to mess with if you are already winning. It seemed to do the trick of temporarily scaring enemies from walking into the fire puddle. But it didn’t really help anything. I would double the width and height of the fire puddle, increasing the damage, so it is basically a Counter-Strike molotov cocktail. Shuts down enemy rushes.
My thoughts for how to save the Ravager are as follows: - Buff the damage so the plasma puddle can kill unattentive or weakened players. - Make the splash damage a little bigger. - Add on some kind of afterburn affect that adds on a little more damage even once your opponent leaves the puddle. This thing should've been a mini-artillery power weapon like the beta flighters said it used to be.
Make the primary fire mode leave smaller aoe zones so that you can use it to cover more than one area. Make the secondary mode a release of bursts that has the potential to one shot someone, but only if you hit all (say 6-8) bursts. There is almost no way to control more than one point of entry in Infinite, this would be a great mechanic for the ravanger.
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So I like what ViteRamen is trying to do, but hashing out the cost per meal...it's almost $7 a meal. My benchmark is about $1-3/meal and, for reference, this exceeds my entire "eating out" budget for a whole month just to get a 9 pack of variety for $50+$12 shipping. That cost is just insane and I can't even consider it unless it's straight up halved in price, and that would still be a stretch.
@@letsgoiowa try it tho it’s great
@@letsgoiowa yeah you can't be like 10000X more expensive than your competitors
How many halo youtubers has vite ramen sponsored now?
Imagine if you could use the ravager to rip someones head off with it or run it through their skull
Wish this wasn’t nerfed. It needs that splash damage, and I feel like the charge rate could use a tiny boost.
The primary needs splash damage or it needs to be a 2-shot direct kill. And if they decide to keep it splashless, they need to change the visual effect. It's very misleading right now.
The secondary either needs to charge faster (about as fast as the PP) and/or they need to make it so the battery doesn't drain as fast. The long charge forces you to pre-charge it, but your battery runs dry almost instantly, punishing you for being prepared. Also they could adjust the duration of the flames so the area denial is more threatening.
This.
I now understood why the splash shots did jack shit from watching the video. The splash shots need to do at least 25% more damage. While the charged shot need to increase its health damage too and kill the player in 1 charged shot. In the video we saw how the 3 other players still survived the charged shot.
It needs more damage. PLain and simple.
“I’m the Homeslice Ascend Hy- “Rock raising one eyebrow meme” -perion
It’s about drive it’s about power
@@minesploder3k It's about dick
It's about penis
@@zer0_ner034 ayyyooo
Yes, that is indeed what he said 👏
@@zer0_ner034 drain the main vein
I'm surprised they didn't add a burning DoT effect for the charged attack to make it at least kinda scary to step on.
I'm of the same mind. Give it a DoT similar to the electric weapons, but also applying to vehicles with no EMP effect. Suddenly the charge shot can deal solid damage without your target having to stand in the pool for the entire duration.
yes. This and more splash dmg.
@@_Phoenyx_ ESPECIALLY since its visually similar to the DoT effect from electric explosions- it makes the player respond the same way by assuming its a burning damage region. When it isnt.
No, DOT is not fun or fair, if it does damage it NEEDS to have couterplay. There is no couterplay for slowly burning to death
They should have focused on the mortar part by giving it a long lasting wider area of effect with possibly a flashbang aspect to the charged shot initially exploding
I think a wider aoe and a slow effect would keep players in that zone, which would make keeping players away better.
that doesnt sound fun to fight against.
343 shouldn't have nerfed the ravager
Back in the flights, I think it was the perfect level of power. Notable splash damage, but a 3 shot kill if direct hits
now it takes longer to kill than a Battle Rifle, will less ease of use
Mad faxx. In the hands of a good player it was OP
fr it was my go-to pickup . & now i jus run past it lmao
it was legit my fav gun in the sandbox during the flights...now its a joke :((((((((((
I feel like the secondary firing mode should've been the focus. The size of the AoE is ok I guess, but it needs to do more than simple damage, e.g. disable sprint or jumping.
giving it movement restricting utility is a great idea, even just slowing players movement speed by 30% in the aoe would make it very useful. no other weapon fills that niche currently
That would be awesome, like a functional opposite of the brute shot almost. Maybe also add a buff to the AOE damage.
Disabling jump would be really interesting and I think it would fit thematically. The ravager "goo" looks like it could be quite sticky...
Maybe also give this to the primary fire if you land a direct hit?
@@trevsoda you know what's funny is that we already have a weapon that does an AOE damaging movement slow, and that's dynamo grenades. Dynamos even have the benefit of moving *with* the enemy in some cases and arc between players.
Dynamo is literally the "guy she tells you not to worry about" when compared to the ravager.
@@slumberslushie do dyanmos actually slow players? can't say I've noticed that but I could just be oblivious. If so then they really are the best grenades by far
The flight Ravager was like a power weapon-100% "slash and dash" style. And it was awesome to use, even while leaving room for the brute shot to come back as a low-mid damage physics impulse addition. It works well as a high-damage power weapon imo.
It isn't supposed to be a power weapon tho? pretty sure that's why it was nerfed so hard
343 seems to just hate having any weapon that's not a primary be capable of killing people
Make it a two shot kill again so that it's usable and it's low ammo capacity actually makes sense.
Make it so the charged shot slows down Spartans to make it worth the hassle.
Or the charge shot fire could instantly cook any shields of people that touch it and not damage health.
@@kapthas59 so just the plasma pistol?
@@Cardboard_Cut base concept is similar but this is not a tracking shot, it is an aoe hazard zone.
I remember it being much better in the flights, especially against vehicles. Warthogs specifically. I used to pick it up but it just tickles other players.
I do like having more player options against vehicles, but maybe not the ravager, or at least the primary fire, vehicles in infinite already are very weak. But once they are buffed (Hopefully), I would like to see the alt fire be a very good shield striping tool against the passangers
Ascened Hyperion perfectly explaining the subject at hand yet again. I'd vote for the weapon to be more focused on the area denial aspect becuase I thing that is a weapon feature that belongs in the game.
yup, and something that other guns besides maybe the cindershot don't really do (rockets arent so much denial as flat out extermination). Ravager could be a lower damage, more sustained fire option, but its too weak to be a threat
I think if it was like a sticky proximity mine launcher instead, it would be better AOE than it is now.
@@0awareness763 that sounds very cool, but I'd rather save that mechanic for the possibility of the sticky detonator being added
@@Jormyyy Fair point
It was a beast in the flights before it got nerfed
My favorite part about the ravager is the abysmal fire/plasma effect that the AOE shot produces. That plus the lack of splash damage on the main firing mode?
* chef's kiss * Perfect garbage
343 at they're finest
This thing was so good in the flights. I feel like if the splash damage was on par with it's direct damage and maybe like a slow effect in it's alt fire would make it more viable
They should give it:
1. More splash damage or a faster shooting rate (like how the elites/brutes use it in the campaign).
2. A larger area of effect for the secondary.
This!? The enemy AI on the campaign can use weapons ridiculously accurately. Like grunts landing tracing needlers from 1 km out...
I’m not gonna lie the weapon selection in the game is kinda playing it safe and at some times very awkward. How many seudo shotguns are there and sniper types. Then they balance everything I liked halo 1 cause balance was very natural well everything was unique
During the tech preview, the ravager was absolutely my favorite weapon and I was obsessed with finding it on the map. Back then it was actually powerful, but didn't feel too powerful as I felt that I still had a good chance against opponents using it. It's a shame how it was nerfed so badly
The solution is simple: give all plasma weapons stun, like they had in CE.
Came here to find this comment. It would make every plasma weapon more viable in MP.
that doesnt sound very fun imo
Yeah it's enough emp, vehicles would be sh*t, it already feels like you're getting empd all the time
@@aceskeletonne7446 only if it were too strong, but the Halo CE stun effect was _very_ subtle and not at all OP.
@@JCarrera_ll Stun is different from EMP. Halo CE stun is on players only.
"share this to scare a pro player"
lmao
I’d increase the charge speed of the alt fire and not only add a DOT effect to it, but make staying in the plasma field a guaranteed death. Essentially make the alt fire as nippy and useful as possible. Area denial on command.
Maybe also lessen the heat build up of it’s standard shots too. Doing that gives extra breathing room for missed shots and more time shooting rather than cooling.
Also I disagree with the area denial not fitting in halo part. One of the big uses of grenades is throwing one behind you to deny them the ability to chase you.
I'd change the Ravager to act like Napalm - it's charged plasma blast sticks to things like a sticky grenade would, but deals damage over time - and while it's damaging the thing it's stuck to (player, vehicle, object) it spews out plasma that:
1.) Damages stuff it hits
2.) Creates new areas of effect damage based on WHERE those things move
This means that, like a sticky grenade, you can force an opponent to act as a serious threat against their will to their teammates. How long this effect lasts for is something I can't determine without playtesting the idea, but having something else you can stick to players to do a job for you is always welcome in my book. At that point the Ravager might become a power weapon - but better that then it becoming a useless weapon nobody uses.
The Ravager does a great job as an anti-vehicle weapon using standard-fire, unfortunately there’s not a lot of maps that let it shine there. Especially in 4s.
I feel like the Ravager is similar to the Disruptor in the sense that it can damage an enemy before you finish him off with another weapon. And hey, that’s a pretty sweet feature to hurt enemies through walls.
But yeah, it could stand some tweaking. Overall, I’d say it’s pretty decent addition to the game.
I just wanted to point out the fact that the Ravenger seems to perform well on the harder difficulties of the campaign. This might be due to the enemies moving less and it being harder to stand in the open for long periods of time due to the increased damage. Edit Yes I do understand that thease videos are oriented twords the PvP aspect of this game. I just thought it was something interesting and worth mentioning.
The balancing in campaign is separate from in multiplayer
@@kapthas59 not really honestly, you still have the same amount of ammo, the weapons all do the same damage ( except the variants obviously), the only difference is the health of the enemies, (which also depends on difficulty)
@@busychickens4299 What I mean by separate is Any changes to multiplayer stats does not affect campaign.
@@kapthas59 i mean we don't really know that, their hasent been a balance patch to test that...
@@kapthas59 with all the issues infinite has right now, i don't know how intertwined both mulyiplayer and campain are
To fix this gun they should make it 2 direct burst kill, and allow the bursts to create an aoe denial zone as well but with a smaller radius and a shorter effect time, have the charge shot be a one shot kill and the aoe last 3times longer than the burst fire option and keep the stronger mele as a way to persuade the user NOT to burst fire the weapon in close Range because doing so will lead into a suicide
Buff the AOE Denial side.
Increase the affected area so that mid sized room is mostly affected. While they are at it make it last 3-5x as long, since denying an area for 3 seconds is nothing 99% of the time, as you cannot capitalize on them being denied that area, however with 10-15 seconds you can rotate to where they are choked to flank. It also creates the meta game of 'staying to kill stripped shield enemies who ran through' vs 'flanking since the enemies wouldnt go through the goo', as well as the meta game on the receiving side for the same thing.
Make the initial 'splat' instant strip shields, and make it apply a shield regen debuff for a bit after leaving that will delay the regen. Probably best way to do that is to add a 3 second very low damage burn to it, the 3 second burn keeps shields from genning, and adds 'some' damage without it being the primary way of killing. Maybe the burn does 3x damage to shields, meaning that the splat is powerful, but it gives some counterplay to a player just sprinting through it to make a play.
You've convinced me how wrong I was about hating the Disruptor. You changed my mind about the Cindershot. But nothing you say could ever get me to pick up a Ravager, lol.
I HATE getting shot at by this gun on legendary campaign. It is the biggest pain in the ass and if they buffed it to that level of damage, it would be a power weapon.
keep it like the plasma pistol, where it melt shields with it's charge attack but it's primary is slightly less powerful but can be used very quickly. so e-sports players have something in their back pocket but its not over powered for average players. That way you can keep the functionality of the aoe lock down. but it can be different enough from the plasma pistol because it effects multiple players, though its primary being a quick explosive damage could increase its ability over the dynamo grenade.
Which all the dynamo is, is a mutation of the power drain and flame grenades from h3, but can be activated quicker since it is a grenade.
Ravager is a lot more compelling in campaign with both brutes and marines making decent use of it. A marine or two with those in your razerback is some pretty solid indirect fire support and engage and similar ranges to snipers. And as a brute armerment it's a reasonable sub for the bruteshot flavor wise.
Gotta agree on multiplayer though; it's really niche and needs a huge buff to be competitive. I like the area denial aspect - denying the best sniper perches or flanking routes to the other team would be really intersting if the gun could actually put out.
When I first played campaign I was amazed what the ravanger can do. I rescued a captive marine he picked it up. We jump in the razor back and he starts counter sniping jackals and shooting over enemy barricades and even banking shots over base walls.
Shame in multiplayer you'd be lucky to break a shield with it.
1:00
“Enough talk about home invaders, let’s talk about how the ravager invaded the weapon rack” am I only one who laughed 😭😭
The weird part is the ravager was originally just the launcher side of it, the 2020 demo version had no charge up and a different reticle entirely. So to answer your viewer question I think the launcher side should be focussed on
This is probably the most spot on analysis of the Ravager. It's in this very weird place. Objectively, it's a good tool, that could use some tweaking. Is it a good tool for the job of multi-player combat in Halo? Tragically, no. It's hell on wheels in the campaign, though.
I feel like the ravager can be good with just a few simple buffs. Increase the fire rate by 30%-40% or so, increase the size of the charge shot to be true area of denial.
It needs some degree of AOE damage again from the base fire mode too. Right now the base fire needs to be a direct hit to do any damage, which is super unintuitive as it makes these explosive blasts so you’d assume that there would be AOE damage.
@@owRekssjfjxjxuurrpqpqss Good point, and I absolutely agree. Now that I think about it I think the damage radius is the biggest problem more so than the damage itself.
I would argue that its less the size of the charge shot that needs to be buffed, but instead the duration of it and maybe a bit of the damage inflicted, perhaps inflicting a disabled sprint/jumping like BalkanGames suggests. The size of the splash is more than enough to cover a lot of chokepoints, but the problem is that it disappears too fast for it to properly lockdown those chokepoints for any significant amount of time.
In the campaign, brute captains are able to fire a whole volley of ravager plasma so the fire rate increase might be better than just buffing it to a 1 hit kill.
@@kravman2471 I meant damage inflicted by the alt-fire mode.
One thing is that it NEEDS to have splash damage, no discussion there.
So aside from that, they have two options here:
- To give the charged shot a more utility aproach, like damage overtime even if they are not standing in the aoe anymore, or a sort of debuff like no sprinting, AND of course, improve the ammo efficiency so you can use the charged shot more than two times.
Or - To increase the damage for both normal and charged shots and make it a weapon that can both attack or defend objectives.
I remember kicking ass with this thing in the flight… good times
How to fix the Ravager: remove the pitiful splash damage, and give both primary and secondary fire the slowing+reduced turning effect from plasma in CE. Causes the area denial effect to become much more of a threat as players become "stuck" in it
Increase damage from 3 attacks to 2 for normal shots, add area of effect and increase duration of the flames. In this way, it may be a good weapon for defend objectives like capture the flag.
Why is this always what happens with 343 era Halo. They throw away classic weapons for no reason and any new weapons that are actually fun or effective will immediately be nerfed, leaving primary rifles and automatic rifles to be the only effective strategy.
Wasn't anything to write home about in the first place then I guess they decided it was too mediocre and needed to be nerfed further. Most weapons are already weak against opponents on higher ground, having one that is especially so with no other niche is not an easy sell.
Personally I think they should make the regular shot make small pools of fire for quick area denial and the charge shot should be big hard to hit single hitter (or at the very least do enough damage that makes the charge up feel worth it).
filling a razorback with ravager carrying marines is so satisfying
A razorback full of marines carrying decent weapons is better than the warthog in my opinion
@@masonmennell8514 ur opinion is a fact imo
Nah bro volatile skewers its practically a SAM truck and is the funniest thing to watch at a distance
@@masonmennell8514 thags not even an opinion, thats just fact, what i do is 1 ravager, 1 setinel beam, 2 rockets, and a shotgun (shotgun in case i go to ram an enemy and miss, they might hit em)
@@iamme4184 is 2 rockets to much? When my marine has a rocket it kills me instead
Thoughts: 343 needs to revert the damage to every gun back to what it was in the flights.. the Pulse Carbine/Ravager combo was my go to in the flight and melting everybody, along with the commando and the Rocket Launcher.. (SPNKR blast radius was nerfed)
343 really seems opposed to guns killing people in they're fps game for some reason...
@@AspiringDevil
Freakin odd
I honestly thought the beta version of the ravenger was almost perfect, I would go back to that, and then, give it either a bigger secondary fire radius, or increase the damage of the secondary fire radius
I love how he was talking bout Santa and then said that’s enough talking about home invaders
The charge is honestly pretty good. Enough that I wish it was somewhere in the ranked playlist during stronghold matches.
Yeah, if you could hold the charge for longer, it'd actually be decent.
I feel most weapons in Infinite just aren't even worth picking up in ranked. You come at me with a ravager in ranked and ill kill you twice with the BR. Every time haha.
What's interesting about infinites sandbox is how some weapons are significantly better in the campaign than in the multiplayer. The ravenger and the pulse carbine are two perfect examples of this because they are both really great weapons in the campaign, especially the ravenger, but seen to lack in the multiplayer
Carbine in great in multiplayer. Problem is is that most of the time you'll be too close range to use it.
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Hate the weapon in multiplayer but it’s my go to for hunters on legendary. Usually available and don’t need a direct hit let’s me whittle them away
It just needs more damage, it’s literally that simple. Same story with the comando, just a little bit more damage.
The ravanger is a Kool idea but not executed well say it was made into a fire weapon with AoE and damage over time it would alot more viable for area denial taking out players grouped up , make the basic shot leave fire on the ground for a short time just like the charge and change the charge shot to longer lasting and bigger area the nerf made the gun basically useless other than the charge hot I don't find myself ever using it were if the basic shots left fire aswell u wouldn't have to hit 3 body shots to actually be effective
Simple solution: Revert the Ravager nerf
I actually don't mind the ravager's relative weakness in multiplayer, as I feel the gun was primarily a campaign-oriented weapon. Certain guns in halo are designed to be shot AT you rather than simply by you, and the ravager is a perfect example. I'm sure a buff would make it even more painful to deal with in campaign, and it's got a nice balance there where I can use it to easily take down a squad of unshielded enemies and throw a grenade in to finish off any elite or brute caught in its blast. Reminds me of the halo 3 days where not every gun was multiplayer viable, but still invaluable to the needy hand during pve modes.
campaign and multiplayer have different weapon balances.
Ravanger and commando and plasma carbine are very usable in campaign for example
@@charchadonto very true
You should cover the plasma pistol next, with Halo infinite the plasma pistol has evolved in the way like the plasma carbine with it's tracking shots but for the full charge plasma pistol. The new change with it allows it to be a beast to contend with as the plasma pistol doesn't drain ammo fast when full charge and also offers a lot of chances to hit someone with a full charge shot all while it's tracking works similar to the plasma carbines but shorter range it just lets you get easy clean ups if you have a precision weapon.
The damage and TTK is the weapons undoing so a boost to the splash and AOE damage and allowing it to shoot for longer before overheating will benefit the weapon. The main issue currently is it is hard to land enough bursts on the target before it overheats to kill the target because of the projectile speed and and arc, but also it does little damage when it does hit. Currently it is the weaker version of the pulse carbine which in itself is quite situational and weak in bullet speed so having the bullets not track and arc downwards hurts it. AOE and splash damage if boosted will make it more usable and the main quirk of the gun is that it is a plasma grenade launcher so making it focused on the burst makes it too similar to the pulse carbine, so for it to stand out it needs the splash and AOE effects.
I've only ever found these effective on hunters.
Is it just me, or does the AoE effect look like PAINT on the ground? It SPLATTERS instead of scorches....
The primary fire should either kill in 2 bursts or do far more splash damage, not both. Having both would make it a power weapon.
Now for the alt fire.
I’d suggest a status effect for the alt fire. For example, slowing the movement speed of any player in the flames or inflicting extra burning damage after exiting the flames.
if they don't buff the damage a sticky slow effect that kept you from jumping and running out of it quickly would be awesome because then if you did get that lucky shot and caught most of the team in it and could just pick them all off that would be sick. main fire mode never use it honestly unless its to shoot stab them. and was a key point in why the bulldog sucks because almost every weapon in the game can do what it does beside 2 tapping at slightly out of melee range lol
It’d be pretty cool if 343 focused on the support aspects of the ravager.
7:05 it's mostly good for objective games, where it is op. King of the hill especially.
1v1? Sucks.
But in king of the hill it really can be the difference between winning and losing, especially considering it blows up dropped grenades.
I can never get any real kills with this thing. The assault rifle outclasses it wins fights against it nearly all the time
6:24 "using the PP right was so short, it didn't matter."
I’ve only played the campaign, so I can’t speak about the multiplayer, but I absolutely love the ravager. It’s my go-to for boss fights. This thing ate through Chal-lok and Bassus’s shields like they were nothing. With Bassus I didn’t even bother switching to a kinetic weapon when his shield was down-I just finished him off with plasma bolts and a melee.
It also did most of the heavy lifting in my fight against Jega
I think, before finishing this whole video (7:39 in rn), that the best way to fix the Ravager is slightly buff it’s standard shot’s damage to kill in 2 FULL bursts (all projectiles MUST hit), deal a slight amount of splash damage (or more if there’s already this), make the AOE damage deal more damage slightly faster, but have a “burning” effect left on them, similar to the electrocution effect on shock weapons (which wouldn’t overwrite that effect because it doesn’t chain, and in campaign, it wouldn’t stun lock enemies), and allow the overcharged shot to go for high damage and burning if it hits a target (not walls or ceilings still, for trick shots).
Edit: answering the question at the end, I think the Ravager shouldn’t stray either way towards its standard or overcharged fire modes, as I feel you would end up losing the value of the other if you picked one (like how the Plasma Pistol these days is ONLY useful for it’s overcharge, unlike it’s OG iteration). Instead I propose an overall slight buff to everything it brings to the table.
Ok.
Pulse Carbine? Honestly coming around, I’ve seen more people use it now, myself included, after watching your video.
Disrupter? Rips and Tears after some practice. Got completely dumpstered by this one guy maining it. Blew my mind.
Ravager? I’ve literally grabbed it multiple times and never killed once. I feel like it’s honestly just not as good as it should be, maybe if it’s AoE was a bit bigger on the regular burst fire, because it’s just…meh.
Let it reak havoc with AOE. Huge area of effect slow player movement and just a touch more damage. Then the utility can be closing off paths and shutting down objectives.
The more I think of this idea the more I love it. Little hops instead of jumping like glue. That way you make players use equipment to escape. Maybe even add some tick damage like fire to the primary shots. It is a pick up weapon after all it should be a little powerful.
Would like the alternate version of this weapon to remove the bounce, and add larger blast radius, that would fix it.
I think simply having a burn effect on the splash and direct impact would fix everything. If they're taking tic damage you might get kills after disengaging, it adds uncertainty to your enemies on if they'll win but still get got and it falls in line with the theme of its charged shot
In universe, i get the feeling this was meant to be part of a Squad or Fireteam loadout. Its lower damage would be made up for by the role of area control and squadmates with other weapons picking off targets pinned or funneled by the charged shot. I also think that might have been its intent for multiplayer during things like CTF or Team Deathmatch, but it was never adopted that way.
I think I actually have a decent idea on how to fix it while maintaining it's functions. 1. Make the primary fire splash damage be equal to a direct hit if it lands within about 2 to 3 feet of the opponent. This will make it viable in direct combat. 2. Rather than charge the alt fire, have it be instsntly launchable while holding the RMB or Left Trigger. Fine aim isn't needed so have it function like the alt mode on the cindershot or hydra. A toggle. Then you can use the ravages are much more aggressively and reactively. It's possible this change alone will fix the alt fire. It's damage is already good enough to finish off an opponent who ran to cover. If the AOE needs a buff other than that, I'd say increase the radius by about 15% and make it last a little longer. But overall, these 2 changes would make the Ravager feel much more like a Brute power weapon than the Brute experiment it is now. I'd love to hear your thoughts on it or possibly discussion of these ideas.
It should kill in two bursts(because power weapon) and the plasma mortar round should detonate and stick to players on direct hit, guaranteeing a kill to players with good aim and good awareness.
But it isn't a power weapon tho?
I think adding a slight slowdown effect to the water-splash of the primary fire would go a long ways to redeeming the ravager. By locking targets down a bit it would make it easier to hit them with all the bursts/get up close for a melee kill, and it would add further utility to a weapon doing it's darnedest to *have* utility.
Ascend talks about Santa also ascend enough about home invaders
I feel like it should be a mega version of the disruptor, just without the EMP. DoT on the regular shots, if all three land it could be enough to bring down a shield. Charge it and it'll do a fuel-rod style projectile that will leave a huge aoe of flame where it hits, wherever it hits, on the roof engulfing the room, on a floor in an open area, on the walls in a tight hallway. Only enough charge for four triple shots or two charged ones, but have them always have an impact when used. A heavy hitting, DoT committal weapon.
Their thinking was likely that the Banished needed a more advanced replacement for the Brute Shot and Spiker, one that showed how they differed from regular Brutes, and they did a great job visually, the red, volatile plasma, the giant blade, the splash visual effect, but then they absolutely dropped the ball on functionality. Thankfully in the campain it still functions similarly to how it was pre nerf, but even that doesn't seem powerful enough in many ways.
There are so many ways to effect AOD (cindershot, rocket, grenades, etc) that the ravenger just becomes useless since that's the ONLY thing it's good at. And the Super Fiesta version is bizarre - it bounces MULTIPLE times. So you kind of have to re-think the entire way you aim and fire an already indirect weapon. Some of the Super Fiesta variants are really fun, but others are confusing because it's not clear how they're "Super"
I swear this thing got nerffed between the second flight and the final game cause it used to be able to melt but now having weak splash damage hurts it so much and it’s charge shot having a spotty small AOE just makes it a plasma pistol (the older better ones) with extra steps even in places where throwing grenades would get more results
To answer your question, I think neither should have been focused on. Its dual purpose is great. The details just need to be reworked. I think having the AoE be a toggle or alt fire - rather than a charge-up - would be ideal. Give it a cool down so you can’t quickly land two AoE shots in a row, but let the player switch from AoE to normal fire and immediately shoot your bursts. Have bursts reduce the weapon’s “ammo” by x %, and have AoE reduce ammo by 5 times x %. Have a long AoE cool down and rapid cool down for the regular burst (i.e. current cool down for burst).
I love how dangerous it is in the books it melted through armor on near misses and I'm pretty sure a brute shot down a broadsword with one. it wasn't clearly stated to be a ravager, but the weapon was described as a small fuel rod with a bayonet, and it shot incendiary plasma in an arc so idk what else it would have been.
Make the area of denial fire/energy slow down the speed of anyone caught inside it for a limited period of time. Also make anyone hit with a single burst temporarily move slower also, which might make it easier to go in for the increased damage melee of the ravager. Test that out for a while.
Another issue that the Ravager runs into where AOE denial is concerned is that the Shock Grenade already does that better too. And the Mangler already does the "alternative option for a shotgun" thing well enough, so the Ravager should have focused more on being functional from a distance in the primary fire mode.
TBH, now that i think about it, the primary fire should probably bounce off walls also, because even if you buff the Ravager's dmg output it's still basically going to be just like the Plasma Carbine. Or maybe they need to do more to take advantage of the fire elemental dmg in the same way electical dmg has secondary effects too.
What could have helped is instead of making the ravager a dollar store incineration cannon, they could make it the fusion of the flamethrower and concussion rifle. Start the fire with the charge shot and then use the primary fire to keep opponents in the splash zone. All 343 would have to do is increase the physics impulse from direct hits and there you go. This would make the ravager zoning tool both by area denial via the fire and forcing opponents out of position directly via the knockback.
It feels like it was designed without taking sprinting into consideration. If this gun was available pre-sprinting Halo I think it would have been a beast with players not being able to get out of the AOE before it had shredded them.
A couple fixes for it would be to increase the splash damage for the normal shots and for the charge, to counter the sprinting, have it coat the players along with the ground so even if they walk out of the AOE they still take damage until it wears off, but player that walk through the AOE afterwards are just affected by it and are not coated.
A fully charged shot from the ravager melts shields, and is super useful on capture the point game modes. I'm quite a fan of it, even in its post-nerf state
I think that it needs that it needs to be a two burst instead of a 3 burst kill, that way it can kill decently while still making you preferring the alternate fire in team/objective situations. I think that perception of how you see these weapons is also important, because I see this as more of a team friendly weapon that rewards you by sticking to objectives and teammates.
I think the ravages is a support weapon like you shoot the big plasma bolt then it's burning the enemies so you or your buddy's could kill them easier and it's like a morter as well because in the campaign the brutes use it as a morter at ya
They give you a achievement for just getting a single kill with it. Its that bad.
At first I thought they were just really proud of the achievement joke but no...
Get a single mp kill with the Ravanger really is an achievement unfortunately.
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The Ravager, melee aside, is sort of the antithesis of what makes a Brute weapon. It’s quirks run counter to how Brutes operate, and the area denial punishes the kind of rush in, bash in skulls play style you’d normally expect from the Brute arsenal. Like a lot of weapons in Infinite, it seems to be trying to slot into more roles than necessary, and needs to be more focused on one or the other.
Maybe they could combine it with the Brute Shot. So instead of the traditional grenades, it fires a much weaker version of the plasma grenade, which is weaker but still sticks to the opponent and has six in a magazine.
The use of a ravager in close space with corners is that it forces a reaction out of campers or corner ambushers. Holding ground is no longer feasible to winning because you're in an AoE that's cooking you - A simple grenade will do the exact same thing though. The ravager needs more; more damage, and more ways of dealing that damage like a DoT effect on the splash field that sticks to players hit for a few moments after they leave the field, hampering shield regen and even breaking it if they didn't move fast enough.
I think the AOE of the ravager should have been more focused on, an area of denial could be useful if done the right way. a shock grenade does that job quickly and efficiently, almost too well.
an idea I have for the ravager is to embrace the prep phase before combat starts, instead of the charged shot detonating when it hits a floor it instead sticks there and becomes a land mine, only going off when someone walks into the area, letting the user set a trap and block off an entrence/exit.
people would either have to go around or try to go around or brave setting it off, which would alert the one who put it down
I figure if they just made the overheat cooldown and overcharge times maybe between 30-50% faster it'd actually work as an area denial weapon worth picking up in niche situations. That and/or give the AoE on the regular bolts a bit more range
I had an interesting idea. I noticed that every time the ravager hits someone, it covers them in goo. What if this goo made people visible like the threat sensor? Then you would gain an advantage from the AoE cloud and give people a real reason to fear the ravager. The ravager would still be filling more of a utility role as a weapon, which is why I don't think this would be a perfect fix, but it would definitely make for more interesting gameplay. Perhaps this should just be a weapon variant though.
Personally, I think since the ravager does such little splash damage, and it's Secondary fire is that of area denial, I think it's best suited as a niche support weapon, at least that's how I use it.
A specific example I have was during Fiesta on bazaar, my teammate were picking at the enemy team, who were peaking out of their center court balcony room, I sneak across along the side to their balcony, lob a couple charged shots into the room they're bunkered up in, and got 3 kills, but this strategy only worked because my teammates had already done their fair share of damage to the enemies shields.
I didn't know you could charge the Ravager. I usually just use the burst mode long range in a makeshift mortar-like role. And that's worked amazing so far.
I will say I do sometimes use it for the charge shot instashield break combined with a precision weapon. Find it easier to land than a plasma pistol shot in close quarters
In my personal opinion:
i think they should have combined the functions. A slightly slower fire speed, but each shot leaves behind a small pool of flames. The pools last for a decent amount of time (maybe 10 seconds) each, and can potentially start to cover a battle field with it. Then perhaps up the damage on the pools due to them having a smaller area to give them enough threatening power. Perhaps if landing on an enemy, they start taking burn damage for 3-4 seconds (as shields extinguish the flames faster than natural processes do on the ground).
It was amazing in the flight. My fav new weapon. They need to meet in the middle. I’m not exactly sure why you didnt mention the flights version compared to it’s nurf’d full release version
I have 1 Ravager kill. It is strictly a meme weapon to mess with if you are already winning. It seemed to do the trick of temporarily scaring enemies from walking into the fire puddle. But it didn’t really help anything. I would double the width and height of the fire puddle, increasing the damage, so it is basically a Counter-Strike molotov cocktail. Shuts down enemy rushes.
My thoughts for how to save the Ravager are as follows:
- Buff the damage so the plasma puddle can kill unattentive or weakened players.
- Make the splash damage a little bigger.
- Add on some kind of afterburn affect that adds on a little more damage even once your opponent leaves the puddle.
This thing should've been a mini-artillery power weapon like the beta flighters said it used to be.
Make the primary fire mode leave smaller aoe zones so that you can use it to cover more than one area. Make the secondary mode a release of bursts that has the potential to one shot someone, but only if you hit all (say 6-8) bursts. There is almost no way to control more than one point of entry in Infinite, this would be a great mechanic for the ravanger.