Grenades definitely need to be adjusted. Out of every Halo game I’ve ever played, the grenades have NEVER been as annoying as they are in Infinite. The grenades are way too bouncy and they always seem to hit me even when I’m a reasonable distance away, it’s insane
YES! I forgot to mention that! Someone will throw one at me and I'll move away from it but I will still hear it floating around my head somehow no matter how far away I move and I'll end up dying. Thankyou for bringing that up
@@MR.AlIEN8ED grenades absolutely kills the game for me. They feel like magnets and the blast radius is too fucking crazy. It’s horrible. I ain’t playing the game until they’re nerfed. Like you said, they never have been as OP as they are in this game. Don’t know why bigger Halo UA-camrs aren’t talking about it
@@angelsilva7207 because everyone thinks it's okay, even though in the other halos frags would bounce like once or twice get stuck and blow up, but these fucking frags could bend a corner and go down a flight of stairs and still some how kill you.
Yep, just so you know, when Bungie used to make Halo games, they weren't really designed to be competitive, they even said that they're not trying to make the games competitive. Whereas 343 did make their Halo games competitive.
I don‘t agree with all your points - but I think everyone in the halo community right now can tell you this: Halo Infinite isn’t as fun as people are saying it is. Ranked for me feels like the best mode to play because every other ‘casual’ mode feels far too competitive. I loved Halo 5 (year3onwards) and what we have now feels like a downgrade from that sandbox.
I used to love ranked but the actual ranking system got to me after awhile. And the constant crashes this game would have made me lose 90 onyx points and banned me twice over the course of one night. So I quit ranked all together. It doesn't crash nearly as often now but I have just as much of a good time now playing casual so I stick with that
100% agree and for the casual part the reason is simple: outside some few modes per title, halo never had a really social "i dont use my brain" kinda of hub, social slayer, social swat ecc... Were always the copy pasted version of the ranked one where you just didnt have a visible rank. Now, many say in the h3 days socials were more chill because there was no sbmm, wich is incorrect like ststed by hoberman some months ago, in fact, h3 had sbmm, just like h2, on social, simply, and this was true for every games at the time, lobbies actively play against it, since you could indefinitely stay on a low level lobby and be always at the top, contrary to more recent games where, with disbanded lobbies, the gsme actively put you on "fair" matches.
Ah, the spike grenade. The directed flechette function was very helpful in halo 3. I once got a guy trying to sneak up on me, stuck it on the wall behind where he hid and got a kill. It's a shame that most people never picked up on that feature.
Have to disagree with the sniper. Bloom needs to go, the zoom feels too magnified on 5x and the snap zoom is garbage. Also if you are 10x zoom and you swap weapons to clear zoom, the next time you scope it will go to 10x. That feature just throws off the rhythm with the weapon.
The zoom could also be slower. The zoom is so fast that's it's disorientating. Make it as slow as halo 3's. It's the perfect amount of slow enough to know what you're aiming at, but fast enough to not be detrimental
Also, having only one spawn of a BR in a map like streets and the other side gets a commando. At least balance the map out and have the same weapon spawn on each side.
I get where you’re coming from when talking about your feelings on Infinite’s sandbox but I disagree with a lot of your opinions. I think when your talking about “hit registration” issues it’s not the gun, it’s Infinite’s servers; they’re terrible. The AR is disgusting at most ranges. It’s so good in fact I’d almost argue there’s no need to pick up anything else to replace it. The BR is gonna need more nerfs then just a projectile nerf. Sidekick is random, the Shock Rifle is the new Beam Rifle. The Spike Grenades “spikes” have some magnetism towards enemy players. No scoping with the Sniper has spread which makes no scopes inconsistent. This is just some stuff you’re probably not aware of; I could go on. The only thing we can agree on is that yes, Dynamo grenades are ridiculous and I can’t blame you for the Pulse Carbine as I understand for most people it’s unorthodox to use.
I categorize hit registration as any time a shot does not register that should have had an effect on the enemy. I see it with all weapons but mostly the sniper and bulldog that's why I mentioned it with those weapons. It's caused by both bugs in the game and network issues. But I categorized it as hit registration just for times sake. I could get into the specifics of it but i could make an entire video about that. It's not that I'm "not aware" of these things. I don't no scope all that much so I didn't want to give my opinion on it without having much experience with it. The br outperforms the AR all the time. Especially on maps like streets live fire behemoth and all the btb maps. I think slowing that bullet velocity down would help a lot and be a good start to adjusting the sandbox as a whole. Thankyou for watching the video in its entirety and giving a thought out opinion on it.
I don’t get why some ppl are against playable elites they only add to the sandbox. I’ve gotten into arguments against those ppl and all they say is the hit boxes are different from Spartans and is annoying to deal with, but that be easily resolved by keep them out of ranked, besides elites are a different species they have to have different proportions
@@MR.AlIEN8ED lol I remember Dinos I made a og halo reach map series back in the day called Dino Park where it was basically a zoo enclosure to fight in
@@Joe-in2kp Does 343 not want money? Players will buy elite/brute cosmetics if they could, also 343 has shown us an elite with a prosthetic arm so that at least hints at something
The gravity hammer does NOT work like in previous games. It’s been reworked to have a massive radius, which is why the animation is so slow, allowing you to kill multiple with one hit. In previous games it was just a reskinned sword with bouncing. The rest of the video is great, but thought I’d clarify that
Personally I'll take a reskinned energy sword with strong physics effects over what we have now. Maybe it will grow on me. I think infinites hammers blast radius might be more lore accurate as well
@@Just_a_Tool ur out of your mind of the gravity hammer isn't fun to use? It's more fun to get nearly 0 kills with it or leave it on the ground in halo 3 or reach? That thing is a monster in infinite. As a power weapon should be
one of the things that wasn’t touched up on in this video is how small the reticles have become. one of my favorite things about halo is how large the reticles were, and how within that reticle you had pseudo-aimbot as long as it was red. this helped bridge the gap between new and experience players, and reinforced the importance of playing smart instead of having good aim. this can be especially felt with the sniper, since it’s so much harder to use if you’re not good at aiming, especially when you consider just how terrible infinite’s aim assist is, even cod’s aim assist is stronger and that game is all about skillful aiming
This is my first time hearing someone say cod is about skilled aiming, you just gotta aim for .2 seconds, it's super easy but I'm just proving your point. I like skill based halo so we're opposite on this.
The Act Man said it best, Bungie intended Halo as an FPS party game. 343 is trying to make it an MLG free to play. Electric weapons are some of the biggest offenders to this in my opinion.
i think people arent talking about the biggest problem with the plasma pistol in this game which is that the track for charged shots is not just horible but counter productive and can make you lose or get close to losing fights
I FULLY disagree with the Sniper. Bloom NEEDS to go, and it's aim assist with controllers is basically non existent. The Commando too, it just sucks. It was supposed to be a sort of Heavy AR with a slower rof but now it's awful cuz they thought it was OP, even though it's a literal power weapon. A gun shouldn't only be viable when used in short bursts when it's not even supposed to be a burst weapon and previously didn't NEED to be used in bursts. I could just use any other mid tier gun and kill someone faster than with the commando. Also, no way does this game have a worse sandbox than Reach, that game was literally just Power weapons and precision weapons galore. I can't think of one instance in my entire time playing Reach, which I still do, where someone picked any automatic or plasma based weapon over the needle rifle, dmr, magnum, or power weapons.
Opinion from a relatively new to the franchise fan (I started with the Bungie games in MCC about 4 years ago and now also play Infinite): I never played much of the classic Halos' multiplayer, I've always been more about the campaign, but I have played some considerable hours on Halo 2's multiplayer and now play Infinite's almost daily. And I do agree, Halo Infinite's multiplayer is WAY too sweaty when you're not competitively playing, but to be completely honest, I feel the same about Halo 2, at least for me, it's really hard to not get lazered by 3 BRs at the same time from across the map and the weapons were unbalanced, however, in (almost) all maps there were at least some spots to hide and escape from the action for a bit, in infinite... Well, not really, maybe on the BTB maps, but not much, as you could get ambushed by a vehicle or get sniped from the enemies' base. On the subject of the sandbox, I personally think it's really well balanced (I'll get into details further down this text), of course, with a few missteps, but overall really good and with every weapon having a utility. Personal opinion on each weapon: -Sidecick: Really well balanced not insane damage but very quick shooting with just the right amount of bloom to not making it a pocket BR, perfect for shooting enemies with no shields that may be out of range for the AR. -Assault Rifle: I agree, probably the best AR in a Halo game ever. I wouldn't really change anything, it's a reliable, noob and pro alike friendly weapon. -Battle Rifle: A bit too accurate, I agree again, maybe reducing the bullet speed by about .25x and DEFINITELY reduce the scope zoom, it's basically just a better Stalker Rifle. -Bulldog: I think it's a really well balanced shotgun in all aspects.. that's it. It's good. -Hydra: A good power weapon, fun to use, but definitely a little hard to master. -Spankr: It's a Spankr, honestly not much to say, it's the same as ever basically, and it sounds good. -Comando: same as you, I hated it on launch, but as I used it more and more and learned about the sandbox, I started to fall in love with it, I've gotten some really mid-long range kills with it when battling against ARs, sidekicks and BRs. Definitely has a bit of a learning curve to it. -S7 Sniper: It's good and satisfying to use, but I think it has a little too much bloom (I know, I know, it's a freaking sniper rifle), or at least it lasts a little too long. -Plasma pistol: what have they done to my boy D: It's impossible to use it as a primary weapon, the only effective way to use it is the charge, and even that, I'm not sure if it's the speed or the tracking of the projectile, but I just feel like it's to easy and not as fun to dodge, specially now when players could use the thrusters or the repulser. -Pulse Carbine: I actually quite like this weapon, it definitely requires skill to use and when you know how to properly use it, it's awesome, but the problems you mentioned are really there. -Energy Sword: Yeah, it's an energy sword. Only thing I would change is maybe reduce juuust a little the amount of time it takes from switching to it and being able to use it. -Stalker Rifle: It's pretty good, works like a DMR, but I feel like it's a little to weak, but I don't know in what aspect exactly. -Disruptor: I use this way more often than the plasma pistol, because it serves a similar purpose while being more accurate, but the damage is sometimes inconsistent. -Shock Rifle: I love it, I think it's really good and rewarding. -Ravager: I actually used it even before the buff, because it was still good for close range and the aoe. But even still after the buff I think it should be a little more accurate and the normal shooting mode should have just a little aoe too. Oh, and I wish it had a little more ammo. -Mangler: good for close range... ig. -Skewer: It's good, wouldn't change anything. -Sentinel Beam: I love it. It's definitely quite skill based, but when you know how to use it (usually in short bursts) it's absolutely enemy melting (literally). -Heatwave: Yeah, I also like it, it's good. -Cindershot: I weapon that not everyone know how to use, definitely a unique weapon, but it is fun to use, specially with the remote control thing. But it's a little too hard to counter attack. -Grenades (in general): They are mostly good, but I completely agree on the inconsistency of the spike grenades, also the frags are a little too weak, or maybe the range is too small, and the dynamos... Well you described them perfectly.
Disagree about the assault rifle. It is a big reason why this game is so sweaty feeling. It is stronger than any other non power weapon. The sidekick is also pretty strong, IMO. It’s like spawning everyone with a SAW.
343 wants to be as family friendly as possible with this game so they can sell to as many people as possible in my opinion. That's why there's not nearly as much blood in this game. More violence means an m rating which means less kids parents buying them the game
@@MR.AlIEN8ED Which is really weird because when you get a Headshot with the Sweker, the actual bolt of metal sticks to the head, so having them harpooned wouldnt be too bad, honestly!
There are a couple of things that also need to change: The sniper needs to have that bouncy bullets with the walls The gravity hammer even if it still has that long animation, they should add a diferent and faster animation when doing normal meele attacks, it has the same animation but without the explosion, they didnt even made a different animation like the previous games when the player swinged the hammer by its sharp side Edit: Also they need to add that "parry" to the swords when you punched at the same time as the enemy used the sword against you, it was fun and a very interesting technique in the older games
I disagree with some of your points here, as a splitscreen player (Outcast I know), The grenades feel like they're in a great spot because my splitscreen partner who is quite new to halo has a great time with them, focusing on improving their nade bounces to secure kills and their progress has really improved, and we both enjoy the grenades in this game a lot, save for the zappy grenades those are just not that fun, I wish too that the plasma pistol wasn't replaced by this unfun mechanic. I win AR fights by actually holding off of the trigger, most people hold the fire button down without resetting bloom during a fight and if you pull that move you win tons of 1s and can even reversal someone full spraying you because of the ARs bloom, leaving there to be interesting AR v AR fights to be had every match IMO, but mostly me and my splitscreen partner use the pistol because it is so good in this game aswell.
A FEW EXTRA POINTS - the zappy pistol is super fun and much like your commando review, in Last Spartan Standing it is paired with the Sidekick at ranked 1 and I have won many games by just staying on those guns all game. Ranked is an absolute mess, though, for splitscreen play, we can only play crossplay, and having a huge difference between ranks (onyx to silver) I believe soon due to the ranked changes I can't even play ranked anymore. Skewer is great, would love the spartan laser aswell, this is a point I've repeated before. The sniper rifle feels a LOT harder to hit shots on controller compared to any 343 game. I don't use the sword or gravity hammer save for a quest where I need to, so these problems actually benefit my gameplay because I feel like I don't have to see them every game, sometimes they don't get picked up lmao. Ravagers current place is great, I love using this guns uncharged shot now that its buffed. Overall great video I hope they can push forge out sooner rather than later so this game can finally shine, and get an overhall
I also agree and feel there isn't enough weapons or variety. Where's the smg? Where's the DMR? Where's the grenade launcher? I want tons of more weapons
I completely agree with you dude and this is my first time watching you. It’s unfortunate we cannot even bring friends with us into any Rumble Pit game or Last Spartan Standing, we have this luxury within MCC but it seems like every map and mode has to be approved with full support of all the equipment and how it works without “breaking the game” Whereas I agree to a degree with that point, I just don’t see how every map drop moving forward should always continue to this pattern. The maps in Reach and H3 have a great architectural design and flow with their respective equipments
7:12 - That is pure sentimentality speaking. The splaser was taken out of Infinite and replaced by the Skewer deliberately as the splaser completely ruined vehicle combat. Being hit-scan, it gave vehicles no chance to dodge the shot compared to the rocket launcher. If you were caught in the open, you were essentially screwed. The skewer in contrast fires a projectile, thus requiring skill to account for drop and travel time, thus giving vehicles a fair chance to dodge. From a practical gameplay standpoint, bringing the splaser back would be a terrible idea. I recommend watching Ascend Hyperion's take on it. 10:34 - That is simply not true. In all other previous Halo games, the gravity hammer was essentially a poor man's energy sword that required you to get in point blank for a kill, making it function similarly to the energy sword but objectively inferior to it. Halo Infinite's iteration of the gravity hammer is objectively the best iteration to date, as now it actually is functionally distinct from the energy sword - instead of needing a lunge from point blank like in previous games, it now has an area of effect, allowing you to kill multiple enemies in a single swing. Thus, the longer swing animation is an important balancing mechanism that adds a risk vs reward factor when using it.
I would argue the skewer has about as much counterplay as the splaser, just inverse With the laser, If you notice the red beam you can get to cover, aim dodge, or shoot back. You have more counterplay options the closer you are. Because the skewer is instant firing but projectile, you can dodge at long range or suppress. The closer you are, the less counterplay options you have.
The case with most weapons is that when you land the shots they are good. I’m trash with the Snipers, but when I land the shots it feels great because of how hard they are to aim. Skewer in particular is prone to some great moments of close range takedowns when someone tries to melee you. I use the disruptor the least because of how difficult it is to land shocks with it… understandably a good balance considering it’s TTK if you land all shots, but still a weapon I only use when a challenge requires it. Implementing a Ability shutdown would certainly give more viable reasons to use it, and removing the Vehicle EMP would be a fair trade. Plasma pistol should be more like H1, what with Vehicle EMP no longer being its thing, might as well make it a viable sidearm next to the Sidekick.
I think the spike nades with the random dispersion could be cool if they coded the spikes to keep bouncing around a room for 5 seconds so it goes from being a directional blast to being a small room area denial tool.
Although I do agree with this video for 99% of it I do think that the stalker is a much better addition than the beam rifle. The stalker is unique compared to both the shock rifle and sniper whereas the beam rifle is pretty much the same gun as the sniper. (Not counting visuals)
I'm surprised about some of your ideas. Imo it's probably the best or second best sand box of all the Halo games. The sniper bloom, lower projectile speed and instant zoom snap sucks though. The pulse carbine is a weapon specifically for mid to long range, and once how to use it clicks it's sooo good. The disruptor does feel like a filler though, 100%.
@@rokor3578 everyone stopped playing for different reasons. - desync - Bugs and glitches - lack of content - progression problems - 343 hate bandwagon - to play MCC - or just to wait out the rough patch. It's not the sandboxes fault.
I agree with the BR projectile speed. Though is fair to say that almost every single iteration of the BR has been really unbalanced (only 3 got it right), Id even say that Infinites BR is nowhere as bad as Halo 4's.
Infinites guns feel... slippery. Bullets visually look like plasma, guns just don't feel like they do much and reload animations for most of the guns feel iffy
Your using the pulse carbine wrong. It’s meant as a combo weapon. Land your first shot with all three plasmas sticking and then using a pistol or AR Found out about this after watching mint blitz’s footage
The BR is a hitscan weapon, it doesn’t have muzzle velocity. All the BR, AR, Sniper and Sudekick are hitscan. Increasing the BR’s bullet spread would make it less effective at long range.
I was thinking they have the worst sandbox because of how boring it is. All the equipment is so incredibly basic and too user focused no neutral effects that if used correctly could benefit you or if used poorly could put you at a major disadvantage like the equipment in Halo 3. Infinite the way it’s designed is just too user focused and easily exploited.
Almost all the pick ups feel anemic, and all your starting weapons feel like power weapons SHOULD. What even is this sandbox? Plus shock weapons do WAY too much. A dot and chain for the pistol, the rifle is a better sniper than the sniper, and the nades were already mentioned, AND the EMP on top of that. The plasma pistol got shafted HARD in this game, when even the human pistol kills shields faster than it, wtf?
Automatic weapons have no influence against the precision weapons. The moment you get within range on btb to use auto weapons you get melted by a guy with a br and another with a stalker rifle. It's tough right now
@@MR.AlIEN8ED Halo really has issues with that, I've noticed. Longer range precision weapons inevitably dominate, and as you said in the video, there always being sightlines on you and often from multiple angles, there's no effective counter.
Claustrophobia is the new name of this game I guess. No space. No areas where you're safe. My next video will be a video about how the maps could be better and I'll compare them to the older games
I agree about the BR but I think the Halo Infinite AR is equally as much of an issue with it being too strong I liked how in Halo 3 the assault rifle had actually a lot of range and accuracy but it had to be tap fired otherwise the bullets would wildly spread making it a gun which in mid-long range you quickly tap/burst fire and at close range is when you use full auto. It was meant to be a workhorse weapon that is complimentary to other weapons it doesn't excel at anything on it's own but is amazing when used in combination with other weapons and comboed effectively. The Infinite AR can melt people full auto from way too far away and it doesn't take any skill to use it like the H3 AR. It can easily outperform the BR at mid range. The BR is OP in this game but desync and lag makes it so hard to consistently 4 shot people acting like getting 4 shots with the BR in close-mid range is easier than AR spray is just not accurate people been complaining how the 4 shots are inconsistent since day one and I agree it's telling that I get more perfects with the sidekick a weapon that has bloom. They also removed the 2-shot beatdown capability for the battle rifle with the melee dmg nerf which was only done to nerf the mangler this makes the BR at even more disadvantage to the AR. The time you can get 2 bursts off and a beatdown with the BR was just about equal to how long it took to spray beatdown with the AR it was better balanced before that patch. Most encounters in Halo take place in close-mid range at long range dealing with the BR without a precision or sniper weapon is really tough but I think it's not so much an issue because in the only mode with potentially lots of long range combat there is no BR starts. Outside of competitive I think it should just be sidekick starts tbh have AR and BR both be weapons on the map
A tip with the Plasma Carbine: Use it from midrange against people capturing a point in Land Grab, especially on Catalyst when points A and C are just separated by the long halls on the sides of the map, and you're in one point while the enemy is in the other. It was the best way for me to learn how to use it, and it might make you like it a lot more. As everyone else said, don't use it from close range like the Plasma Rifle, only use it at midrange where the reticle turns red over a player. As for the Plasma Pistol, given that shock weapons exist now, I'd rather see it regain its stun function from H:CE to avoid sandbox redundancy. It also needs to do better against unshielded targets like in H:CE and H:Reach. The Disruptor would actually be pretty good if it wasn't bugged in matchmaking. Its damage over time doesn't always activate properly, so it ends up feeling a lot worse than it should. It is indeed unremarkable though, I think it was more meant against vehicles for the times a Shock Rifle wasn't available. The melee weapons are pretty good, but they lost their charms from the earlier games. You can't do that quicker non-lunge melee with the Energy Sword anymore, and the Gravity Hammer...doesn't have a gravity effect anymore. I also wish sword clashes could go on infinitely like in H3, especially if we're going to be calling this game Halo Infinite. Other than that stuff, pretty good analysis. Whatever I didn't mention above, I'm pretty much in agreement with. Also, did you miss the Cindershot? I could be wrong since I'm writing this after coming back to the video a little later, but I don't recall you mentioning it.
"Choke Point: in military strategy, a choke point is a geographical feature on land such as a valley, defile or bridge, or maritime passage through a critical waterway such as a strait, which an armed force is forced to pass through in order to reach its objective, sometimes on a substantially narrowed front and therefore greatly decreasing its combat effectiveness by making it harder to bring superior numbers to bear."
If they made the dynamo grenade sticky and only emp vehicle's when stuck that would be cool w/ me and the grav hammer doesn't let u double jump anymore or have any affect on the user
I never had much problems with stunned vehicles personally, but the plasma pistol would only be worth getting the stun back if the disruptor was removed from the game. As that is the new pistol with the stun mechanic.
I disagree with the dynamo grenade respawn timer. I think there should be more time required in contact with the vehicle to disable it. It would make accurate tosses much more satisfying, as well as making sure just touching the edge of the grenade don’t instantly disable the vehicle. It could also slow the vehicle a bit upon contact to try and ensure vehicles don’t just out speed them when placed well.
Playable elites would be so cool. It would also be cool if they were elite size. So they would be bigger and easier to hit but also able to melee at a farther range or jump higher or something. Would be so cool if the size would be lore accurate. But I already know that would be asking way too much
I think that Dynamo Grenades, need to apply EMP/Shock Damage overtime so that if the just nick you, it won't stop you immediately, second, with EMP/Shock weapons, their should be a stage before being totally EMPed, you can recognize what state you are at, and not just immediately stopped.
I have a hard time finding reasons to use the heatwave over the shotgun. Maybe if it dealt a one shot kill if all shots hit it might be better? Thoughts?
I love the heatwave. Turn the shot path to vertical and you'll easily have 2 to 3 times as much range vs the bulldog. You just have to lead your shot a little bit because the projectiles are slower. It's super satisfying to get a quick kill from 20 feet away with it
My opinion doesn't matter, but I personally can't stand the bulldog, it feels like such a downgrade from the previous shotgun of every other halo game. Multiple times I had the bulldog, saw half the enemy team, they ignored me and even though I emptied every shot into the one guy that stayed to fight, he just walked, didn't sprint, walked up to me and punched me twice before I even broke his shield. Didn't miss either got hit detection each time. And that happened constantly. Did custom matches with my friends, one of them laughed at me and threw their primary away when they saw I had a bulldog. In my experience it's trash. But if it works for other people enjoy it.
I really like the idea with the disruptor. Right now it’s supposed to.. disrupt, right? But the dynamo grenades do better disruption to enemy shields and vehicles and don’t take up a weapon slot so why would you ever seriously pick up a disruptor? I would say that every shot from it should disable equipment for like 1 sec or something. Because if you have to land 6, your enemy has more than enough time to just grapple away before the effect.
I gotta say I do disagree with you about the pulse carbine. I really like it honestly. I think the reason a lot of players don't like it is because the tracking only works at long range, but it never tells you that, so players get frustrated when they don't know why the tracking isn't working. And I also think it's fun to get shot at by someone who has it and doesn't know how it works, so I can dodge all the projectiles. I do agree that the plasma rifle is better though.
The AR is OP and grenades are wack as hell in this game. Also it is a lot harder to win 2v1s through skill, especially in social where everyone gets the AR. That is all.
I have been waiting for someone else to start saying this. Although, I do think the pistol is a little strange that it kills super fast as a starting weapon and has high fire rate despite being semi auto, slower guns are full auto in this game it makes very little sense. Also the bloom is bullshit. Ok after watching more of the video I have so many problems, first of all the sniper in NO WAY is the same as it's previous ones. It is not accurate to the reticle when hip firing, its projectile is significantly smaller it has crazy bloom as well as anti aim assist on controller. It's been gutted for anything but long range engagements and feels like a standard fps sniper and not a halo sniper. Bring back H3 sniper. Another one is the mangler, you claim it's like an instant kill when literally both shotguns, the hydra, the pistol, and the sentinel beam can kill with a single shot to melee or since collection of fast shots to melee that takes less than half a second. On top of that the mangler requires far better aim to use than all of those save maybe the sentinel beam. Hard disagree with your take on it. Also you shared some wrong information on the dock rifle, only the last shot needs to be a headshot as there is no bonus damage pre shield break for any weapon in the game. When you miss a kill with this thing is often because when of the 3 hits didn't hit or didn't register. Your opinions on the grenades were pretty good though and the take on the BR take was very good.
Maybe the gravity hammer could be charged and released at any time, like the halo CE plasma pistol, one shotting at full charge, and dealing a bit more knockback with slightly longer range so it could be a counter to the energy sword?
Yes that would be cool. And maybe make the running speed 10% slower once the hammer is fully charged to balance things out. That would be a cool mechanic good idea!
The pulse carbine is used not in the way its suppost to be used most of the time. Its a strictly midranged weapon. How? Well, the bullets move slower up at close range and well its not gonna track the enemy if tour too far away. The bullets move way quicker at medium range and I think its more of a situational gun sometimes. This is the reason why teh gun is so hated because no one understands how the gun works.
The way you fix this game is you just make another Halo game. Like an actual real Halo game not a free to play half-assed mockery of the franchise. It doesn't matter if you fix all these weapons the maps in this game are mediocre at best and bad at worst not to mention the desyncing melee issues in all the rest of it. This game needs to go to the graveyard like Battlefield 2042 and be forgotten about.
343 has to fix custom games and add forge but really for me the only thing that would get me excited for infinite again would be if 343 added some custom game Playlist like a duck hunt Playlist or other wacky games as actual Playlist if they added mini games that would get me super excited because that was always the best part of halo. You spend half the night making a duck hunt make and then you stay up all night playing with friends those are the best memories.
I only agreed with the plasma caster, gravity, spike grenade and disrupter. I personally love the only competitive feel and would absolutely hate the casual approach, hints to why I hate a spray and pray weapon like the ar being so good. In all, I just want more content. Great video, just sharing me opinion.
I"m so glad you mentioned the issue with the BR. I agree with most of your points here. Definitely don't agree with your take on the AR. It's too easy to use given how powerful it is. Its DPS, effective range and Aim assist make it a very powerful and durable gun, while also being the easiest gun to use in the game. This should never be the case. Ease of use should always have a trade off, but the AR has no such thing.
I just play Halo 3. I don't really notice anything bad about the Infinite sandbox, although the sniper is awkward, the plasma pistol being worthless, and the grenades are very strong.
I strongly believe introducing electric style weapons was a massive mistake. Everything stuns vehicles now which makes it almost pointless getting in one if you aren't playing in a squad of friends. Also I have to disagree with the bulldog, it doesn't hold a candle to previous shotguns, it's a CQB weapon and should act like one, instead of taking 3-4 shots to kill an enemy it should be possible to 1 shot an enemy under the right circumstances. At the very least 1 shot should be enough to take out shields so you can swap to a pistol or try to close the gap for a melee.
I'm on the fence about the electric weapons as well. Idk what it is about the bulldog that is so satisfying to me. I do miss having someone come around the corner and 1 shotting them though
The AR is brain dead OP. Good luck playing with the skill based matchmaking when ur team can’t aim and there’s always 2-3 people holding down the trigger wrecking you with this thing 😭
I agree the wind up on the grav hammer takes waaaay too long and I hate it Also long gone are the days of strifing and slicing up 2,3 or 4 opponents with the sword. I used to love this weapon in h2/h3 but now you just slam into enemies coming to almost a complete stop and you can’t race around and combo up groups of enemies like we used to. And I think the needler is super over powered. 99% of the time all you hear is a few needles coming your way and you’re dead. H2 had a much better balance for the needler imo Also the s7 sniper in h3 was PERFECT. Much smoother stracking enemies and minimal recoil. There’s lots of other little changes I would make but these are my main gripes with Infinite
"Halo Infinite has the worst sandbox" Spends most of the video praising it 😆😆 Even when this game does things well, people still want to jump on the 343 hate train.
I think a lot of the negative changes (one thing being the op br) are because of the open world campaign. I love the campaign, but when you make a change so drastic that it affects the entire weapon balance, it tends to have some unwanted, and sometimes unavoidable changes
@@MR.AlIEN8ED I think it's the accuracy of the weapons. Encounters in the campaign take place over longer ranges, which means the weapons have to compensate, but if you then try to put those same weapons into a multiplayer match with closer ranges, maps about the size the campaign encounters are meant to start, then you run into problems where weapons are affective from much longer ranges than they should. That might be the reason why there are so many segmenting walls in the maps themselves, which cause certain game modes like ctf take thrice as long as they should cuz it's so easy to hide as the flag holder. A way to fix this would be to have for specific weapons, campaign specific variants (as they are now) and multiplayer specific variants (less accuracy and/or less damage depending on the weapon)
H5 pistol > Br. Even in h3 where the headshot hit box was gigantic and you can aim at the chest. Its always been easy to use. You didnt really need to lead your shot. There's an old flamesword video on aiming in h3 and you can see how easy it was to use. The reason it felt hard use back in the day was 30 fps, online multiplayer and 62 fov. Edit just to say great vid btw.
My changes to the sand box would be dynos no longer stun you or make u slower they already can track you down and deal alot of damage . Buff the disrupter with each shot the enemy gets stun to a point they can't move amd decrease the damage so it take more shots to kill but it takes less to stund you like the plasma rifle in halo ce . The truster need a nerf being able to shot mid burst while your opponet loses his aim asis is way to over power u have free shots before the enemy has the change to hit one and i would buff the foward momentun like in halo5 instead off losing the speed you gain out of the trust i would make it like h5 Abilities should not give u a free advange to win gun fights Graple it is used to move or grab weapon Repulsor u can use it to push back enemy repel granades or for jumping Those both equipment have multi uses but none of them gives u a free jail card to 1v1 plus the enemy has a change to counter you Vs the truster ..... it needs to be change in my opinion Hydra needs a buff that gun is terrible And the sword should get nerf on the launch distance u get when u fly across map for the kill ..... u can already mix the sword with the habilities and make it busted ....
@@MR.AlIEN8ED been a while since I played the game but, isn’t the disrupter basically a replacement for the plasma pistol’s emp. If the plasma pistol gets its emp feature back wouldn’t that just add to the many options you can emp vehicles. Probably emp as a whole needs to be tuned down, but I don’t know I haven’t played the game for a while
It's the noscope bloom that causes inconsistent accuracy. The inconsistency is literally purposefully built into the game. I forgot to mention the bloom in the video
The sandbox used to be balanced imo. I actually like the plasma caster it's basically a plasma br. I also LOVE a stalker good damage and range. For disrupter I say a unique ability is that for 30 seconds after being hit to by it any Friendly's near the hit person would get hurt along with using on vehicles with stun it. Also I hate the br since halo 3 it over powered any weapon imaginable in and most power weapons sometimes taking better then the rocket launcher I hope the fix the br
good video, but spartan laser is definitely not at all exciting to be shot by since its not something u can really dodge. its a wind-up hit-scan 1-shot, and you can easily hide the laser pointer before aiming it at a vehicle. it wasnt good for the sandbox, but hell if it wasnt fun to obliterate shit with it
For me I kind of think assualt rifle is kind of op, for me it feels like if im without an AR, i basically CANT make any mistakes when playing against an AR guy, i have to perform perfect aim every time someone has the ar and also the range fells too much, I have been crossmaped by AR so much times
I uploaded this almost a year ago. My opinion about the sandbox has changed a bit since then. I still feel the same way about the br though.
Grenades definitely need to be adjusted. Out of every Halo game I’ve ever played, the grenades have NEVER been as annoying as they are in Infinite. The grenades are way too bouncy and they always seem to hit me even when I’m a reasonable distance away, it’s insane
YES! I forgot to mention that! Someone will throw one at me and I'll move away from it but I will still hear it floating around my head somehow no matter how far away I move and I'll end up dying. Thankyou for bringing that up
@@MR.AlIEN8ED grenades absolutely kills the game for me. They feel like magnets and the blast radius is too fucking crazy. It’s horrible. I ain’t playing the game until they’re nerfed. Like you said, they never have been as OP as they are in this game. Don’t know why bigger Halo UA-camrs aren’t talking about it
Yessir. It's tough to be in a relationship with halo right now lol
@Directbean definitely
@@angelsilva7207 because everyone thinks it's okay, even though in the other halos frags would bounce like once or twice get stuck and blow up, but these fucking frags could bend a corner and go down a flight of stairs and still some how kill you.
Definitely accurate, the game is made to be extremely competitive
Yeah it feels too serious all the time
Yep, just so you know, when Bungie used to make Halo games, they weren't really designed to be competitive, they even said that they're not trying to make the games competitive. Whereas 343 did make their Halo games competitive.
It's no fun. Not everyone aspires to attain gaming glory. I just want to have a casual fun time with my friends
@@MR.AlIEN8ED No, no fun for you or anyone. Only sweat 24/7
Well that's how it feels lol
I don‘t agree with all your points - but I think everyone in the halo community right now can tell you this: Halo Infinite isn’t as fun as people are saying it is. Ranked for me feels like the best mode to play because every other ‘casual’ mode feels far too competitive. I loved Halo 5 (year3onwards) and what we have now feels like a downgrade from that sandbox.
I used to love ranked but the actual ranking system got to me after awhile. And the constant crashes this game would have made me lose 90 onyx points and banned me twice over the course of one night. So I quit ranked all together. It doesn't crash nearly as often now but I have just as much of a good time now playing casual so I stick with that
There are many of us who love Halo Infinite. It´s not great to hear people don´t enjoy the game but many of us love it.
100% agree and for the casual part the reason is simple: outside some few modes per title, halo never had a really social "i dont use my brain" kinda of hub, social slayer, social swat ecc... Were always the copy pasted version of the ranked one where you just didnt have a visible rank. Now, many say in the h3 days socials were more chill because there was no sbmm, wich is incorrect like ststed by hoberman some months ago, in fact, h3 had sbmm, just like h2, on social, simply, and this was true for every games at the time, lobbies actively play against it, since you could indefinitely stay on a low level lobby and be always at the top, contrary to more recent games where, with disbanded lobbies, the gsme actively put you on "fair" matches.
Ah, the spike grenade.
The directed flechette function was very helpful in halo 3. I once got a guy trying to sneak up on me, stuck it on the wall behind where he hid and got a kill. It's a shame that most people never picked up on that feature.
Have to disagree with the sniper. Bloom needs to go, the zoom feels too magnified on 5x and the snap zoom is garbage. Also if you are 10x zoom and you swap weapons to clear zoom, the next time you scope it will go to 10x. That feature just throws off the rhythm with the weapon.
The zoom could also be slower. The zoom is so fast that's it's disorientating. Make it as slow as halo 3's. It's the perfect amount of slow enough to know what you're aiming at, but fast enough to not be detrimental
pretty sure it doesn't do that to me stay in 10x zoom..I don't use hold to zoom tho
actually the sniper is really good you’re buggin
343 sucks
If you have the new Xbox you can shut off bloom
Also, having only one spawn of a BR in a map like streets and the other side gets a commando. At least balance the map out and have the same weapon spawn on each side.
I get where you’re coming from when talking about your feelings on Infinite’s sandbox but I disagree with a lot of your opinions. I think when your talking about “hit registration” issues it’s not the gun, it’s Infinite’s servers; they’re terrible. The AR is disgusting at most ranges. It’s so good in fact I’d almost argue there’s no need to pick up anything else to replace it. The BR is gonna need more nerfs then just a projectile nerf. Sidekick is random, the Shock Rifle is the new Beam Rifle. The Spike Grenades “spikes” have some magnetism towards enemy players. No scoping with the Sniper has spread which makes no scopes inconsistent. This is just some stuff you’re probably not aware of; I could go on. The only thing we can agree on is that yes, Dynamo grenades are ridiculous and I can’t blame you for the Pulse Carbine as I understand for most people it’s unorthodox to use.
i agree with what he wrote
I categorize hit registration as any time a shot does not register that should have had an effect on the enemy. I see it with all weapons but mostly the sniper and bulldog that's why I mentioned it with those weapons. It's caused by both bugs in the game and network issues. But I categorized it as hit registration just for times sake. I could get into the specifics of it but i could make an entire video about that. It's not that I'm "not aware" of these things. I don't no scope all that much so I didn't want to give my opinion on it without having much experience with it. The br outperforms the AR all the time. Especially on maps like streets live fire behemoth and all the btb maps. I think slowing that bullet velocity down would help a lot and be a good start to adjusting the sandbox as a whole. Thankyou for watching the video in its entirety and giving a thought out opinion on it.
@@MR.AlIEN8ED thanks and yeah I can agree the BR is a weapon worth picking up over the AR.
You're wrong In so many things bro 🤣
@@adachiandmarie6024 Go on.
I don’t get why some ppl are against playable elites they only add to the sandbox. I’ve gotten into arguments against those ppl and all they say is the hit boxes are different from Spartans and is annoying to deal with, but that be easily resolved by keep them out of ranked, besides elites are a different species they have to have different proportions
I agree. I loved playing against dinosaurs. I heard a little kid call them dinosaurs back in like 2011 and I never stopped calling them that since
@@MR.AlIEN8ED lol I remember Dinos I made a og halo reach map series back in the day called Dino Park where it was basically a zoo enclosure to fight in
@@justcast1429 I miss those classic days
It basically doubles the workload for cosmetics, just because you want to meme around. It's just not practical atm.
@@Joe-in2kp Does 343 not want money? Players will buy elite/brute cosmetics if they could, also 343 has shown us an elite with a prosthetic arm so that at least hints at something
The gravity hammer does NOT work like in previous games. It’s been reworked to have a massive radius, which is why the animation is so slow, allowing you to kill multiple with one hit. In previous games it was just a reskinned sword with bouncing. The rest of the video is great, but thought I’d clarify that
Personally I'll take a reskinned energy sword with strong physics effects over what we have now. Maybe it will grow on me. I think infinites hammers blast radius might be more lore accurate as well
@@MR.AlIEN8ED Halo infinites gravity hammer is the best in the series. Looks like you do have to get used to it
@@UltraEgoMc I feel like the grave hammer in Infinite has a really long range. It's like almost the same instakill range as Halo 2 sword w/ lunge.
@@UltraEgoMc Personally, it can be the statistical best in the series, but it doesn't matter to me when it isn't fun to use.
@@Just_a_Tool ur out of your mind of the gravity hammer isn't fun to use? It's more fun to get nearly 0 kills with it or leave it on the ground in halo 3 or reach? That thing is a monster in infinite. As a power weapon should be
one of the things that wasn’t touched up on in this video is how small the reticles have become. one of my favorite things about halo is how large the reticles were, and how within that reticle you had pseudo-aimbot as long as it was red. this helped bridge the gap between new and experience players, and reinforced the importance of playing smart instead of having good aim. this can be especially felt with the sniper, since it’s so much harder to use if you’re not good at aiming, especially when you consider just how terrible infinite’s aim assist is, even cod’s aim assist is stronger and that game is all about skillful aiming
This is my first time hearing someone say cod is about skilled aiming, you just gotta aim for .2 seconds, it's super easy but I'm just proving your point.
I like skill based halo so we're opposite on this.
343 sucks
I don’t think we need large reticules
There is literally no point having large reticle. it just makes it harder to aim because you can't see where the exact center of the screen is.
Oh my, thank you. I got a good laugh from this.
The sniper needs the changes the most. No where near the quality it was in previous games
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The Act Man said it best, Bungie intended Halo as an FPS party game. 343 is trying to make it an MLG free to play.
Electric weapons are some of the biggest offenders to this in my opinion.
i think people arent talking about the biggest problem with the plasma pistol in this game which is that the track for charged shots is not just horible but counter productive and can make you lose or get close to losing fights
I FULLY disagree with the Sniper. Bloom NEEDS to go, and it's aim assist with controllers is basically non existent. The Commando too, it just sucks. It was supposed to be a sort of Heavy AR with a slower rof but now it's awful cuz they thought it was OP, even though it's a literal power weapon. A gun shouldn't only be viable when used in short bursts when it's not even supposed to be a burst weapon and previously didn't NEED to be used in bursts. I could just use any other mid tier gun and kill someone faster than with the commando. Also, no way does this game have a worse sandbox than Reach, that game was literally just Power weapons and precision weapons galore. I can't think of one instance in my entire time playing Reach, which I still do, where someone picked any automatic or plasma based weapon over the needle rifle, dmr, magnum, or power weapons.
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Opinion from a relatively new to the franchise fan (I started with the Bungie games in MCC about 4 years ago and now also play Infinite):
I never played much of the classic Halos' multiplayer, I've always been more about the campaign, but I have played some considerable hours on Halo 2's multiplayer and now play Infinite's almost daily. And I do agree, Halo Infinite's multiplayer is WAY too sweaty when you're not competitively playing, but to be completely honest, I feel the same about Halo 2, at least for me, it's really hard to not get lazered by 3 BRs at the same time from across the map and the weapons were unbalanced, however, in (almost) all maps there were at least some spots to hide and escape from the action for a bit, in infinite... Well, not really, maybe on the BTB maps, but not much, as you could get ambushed by a vehicle or get sniped from the enemies' base. On the subject of the sandbox, I personally think it's really well balanced (I'll get into details further down this text), of course, with a few missteps, but overall really good and with every weapon having a utility.
Personal opinion on each weapon:
-Sidecick: Really well balanced not insane damage but very quick shooting with just the right amount of bloom to not making it a pocket BR, perfect for shooting enemies with no shields that may be out of range for the AR.
-Assault Rifle: I agree, probably the best AR in a Halo game ever. I wouldn't really change anything, it's a reliable, noob and pro alike friendly weapon.
-Battle Rifle: A bit too accurate, I agree again, maybe reducing the bullet speed by about .25x and DEFINITELY reduce the scope zoom, it's basically just a better Stalker Rifle.
-Bulldog: I think it's a really well balanced shotgun in all aspects.. that's it. It's good.
-Hydra: A good power weapon, fun to use, but definitely a little hard to master.
-Spankr: It's a Spankr, honestly not much to say, it's the same as ever basically, and it sounds good.
-Comando: same as you, I hated it on launch, but as I used it more and more and learned about the sandbox, I started to fall in love with it, I've gotten some really mid-long range kills with it when battling against ARs, sidekicks and BRs. Definitely has a bit of a learning curve to it.
-S7 Sniper: It's good and satisfying to use, but I think it has a little too much bloom (I know, I know, it's a freaking sniper rifle), or at least it lasts a little too long.
-Plasma pistol: what have they done to my boy D: It's impossible to use it as a primary weapon, the only effective way to use it is the charge, and even that, I'm not sure if it's the speed or the tracking of the projectile, but I just feel like it's to easy and not as fun to dodge, specially now when players could use the thrusters or the repulser.
-Pulse Carbine: I actually quite like this weapon, it definitely requires skill to use and when you know how to properly use it, it's awesome, but the problems you mentioned are really there.
-Energy Sword: Yeah, it's an energy sword. Only thing I would change is maybe reduce juuust a little the amount of time it takes from switching to it and being able to use it.
-Stalker Rifle: It's pretty good, works like a DMR, but I feel like it's a little to weak, but I don't know in what aspect exactly.
-Disruptor: I use this way more often than the plasma pistol, because it serves a similar purpose while being more accurate, but the damage is sometimes inconsistent.
-Shock Rifle: I love it, I think it's really good and rewarding.
-Ravager: I actually used it even before the buff, because it was still good for close range and the aoe. But even still after the buff I think it should be a little more accurate and the normal shooting mode should have just a little aoe too. Oh, and I wish it had a little more ammo.
-Mangler: good for close range... ig.
-Skewer: It's good, wouldn't change anything.
-Sentinel Beam: I love it. It's definitely quite skill based, but when you know how to use it (usually in short bursts) it's absolutely enemy melting (literally).
-Heatwave: Yeah, I also like it, it's good.
-Cindershot: I weapon that not everyone know how to use, definitely a unique weapon, but it is fun to use, specially with the remote control thing. But it's a little too hard to counter attack.
-Grenades (in general): They are mostly good, but I completely agree on the inconsistency of the spike grenades, also the frags are a little too weak, or maybe the range is too small, and the dynamos... Well you described them perfectly.
Disagree about the assault rifle. It is a big reason why this game is so sweaty feeling. It is stronger than any other non power weapon. The sidekick is also pretty strong, IMO.
It’s like spawning everyone with a SAW.
The sniper rifle is the worst it has ever been and not even close to what it use to be. It has less rounds and it doesn't ricochet.
Go check out my newer video I did specifically for the sniper
The only thing I wish they would do with the skewer is allowing Spartans to be harpooned to nearby walls.
343 wants to be as family friendly as possible with this game so they can sell to as many people as possible in my opinion. That's why there's not nearly as much blood in this game. More violence means an m rating which means less kids parents buying them the game
@@MR.AlIEN8ED Which is really weird because when you get a Headshot with the Sweker, the actual bolt of metal sticks to the head, so having them harpooned wouldnt be too bad, honestly!
There are a couple of things that also need to change:
The sniper needs to have that bouncy bullets with the walls
The gravity hammer even if it still has that long animation, they should add a diferent and faster animation when doing normal meele attacks, it has the same animation but without the explosion, they didnt even made a different animation like the previous games when the player swinged the hammer by its sharp side
Edit: Also they need to add that "parry" to the swords when you punched at the same time as the enemy used the sword against you, it was fun and a very interesting technique in the older games
The sniper is not the same as other games, it has a fire delay that can get you killed or miss your shots
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BR starts completely kill the sandbox.
One thing I can’t stand about this sandbox it the scope glow on all the ranged weapons. They need to remove it completely!
I disagree with some of your points here, as a splitscreen player (Outcast I know), The grenades feel like they're in a great spot because my splitscreen partner who is quite new to halo has a great time with them, focusing on improving their nade bounces to secure kills and their progress has really improved, and we both enjoy the grenades in this game a lot, save for the zappy grenades those are just not that fun, I wish too that the plasma pistol wasn't replaced by this unfun mechanic. I win AR fights by actually holding off of the trigger, most people hold the fire button down without resetting bloom during a fight and if you pull that move you win tons of 1s and can even reversal someone full spraying you because of the ARs bloom, leaving there to be interesting AR v AR fights to be had every match IMO, but mostly me and my splitscreen partner use the pistol because it is so good in this game aswell.
A FEW EXTRA POINTS - the zappy pistol is super fun and much like your commando review, in Last Spartan Standing it is paired with the Sidekick at ranked 1 and I have won many games by just staying on those guns all game. Ranked is an absolute mess, though, for splitscreen play, we can only play crossplay, and having a huge difference between ranks (onyx to silver) I believe soon due to the ranked changes I can't even play ranked anymore. Skewer is great, would love the spartan laser aswell, this is a point I've repeated before. The sniper rifle feels a LOT harder to hit shots on controller compared to any 343 game. I don't use the sword or gravity hammer save for a quest where I need to, so these problems actually benefit my gameplay because I feel like I don't have to see them every game, sometimes they don't get picked up lmao. Ravagers current place is great, I love using this guns uncharged shot now that its buffed. Overall great video I hope they can push forge out sooner rather than later so this game can finally shine, and get an overhall
I also agree and feel there isn't enough weapons or variety. Where's the smg? Where's the DMR? Where's the grenade launcher? I want tons of more weapons
I completely agree with you dude and this is my first time watching you.
It’s unfortunate we cannot even bring friends with us into any Rumble Pit game or Last Spartan Standing, we have this luxury within MCC but it seems like every map and mode has to be approved with full support of all the equipment and how it works without “breaking the game”
Whereas I agree to a degree with that point, I just don’t see how every map drop moving forward should always continue to this pattern.
The maps in Reach and H3 have a great architectural design and flow with their respective equipments
That's one of the things I really miss. Playing ffa with friends. It was always fun but everything is so strict now
7:12 - That is pure sentimentality speaking. The splaser was taken out of Infinite and replaced by the Skewer deliberately as the splaser completely ruined vehicle combat. Being hit-scan, it gave vehicles no chance to dodge the shot compared to the rocket launcher. If you were caught in the open, you were essentially screwed. The skewer in contrast fires a projectile, thus requiring skill to account for drop and travel time, thus giving vehicles a fair chance to dodge. From a practical gameplay standpoint, bringing the splaser back would be a terrible idea. I recommend watching Ascend Hyperion's take on it.
10:34 - That is simply not true. In all other previous Halo games, the gravity hammer was essentially a poor man's energy sword that required you to get in point blank for a kill, making it function similarly to the energy sword but objectively inferior to it. Halo Infinite's iteration of the gravity hammer is objectively the best iteration to date, as now it actually is functionally distinct from the energy sword - instead of needing a lunge from point blank like in previous games, it now has an area of effect, allowing you to kill multiple enemies in a single swing. Thus, the longer swing animation is an important balancing mechanism that adds a risk vs reward factor when using it.
I like the skewer. But seeing the red beam before the laser and managing to dodge it was always super fun for my friends and I
I would argue the skewer has about as much counterplay as the splaser, just inverse
With the laser, If you notice the red beam you can get to cover, aim dodge, or shoot back. You have more counterplay options the closer you are.
Because the skewer is instant firing but projectile, you can dodge at long range or suppress. The closer you are, the less counterplay options you have.
Its incredibly sad to see the coating system, i wish they take inspiration from Gears 5 for the weapon skins, they are really good
The case with most weapons is that when you land the shots they are good. I’m trash with the Snipers, but when I land the shots it feels great because of how hard they are to aim. Skewer in particular is prone to some great moments of close range takedowns when someone tries to melee you.
I use the disruptor the least because of how difficult it is to land shocks with it… understandably a good balance considering it’s TTK if you land all shots, but still a weapon I only use when a challenge requires it. Implementing a Ability shutdown would certainly give more viable reasons to use it, and removing the Vehicle EMP would be a fair trade.
Plasma pistol should be more like H1, what with Vehicle EMP no longer being its thing, might as well make it a viable sidearm next to the Sidekick.
Any issues with the energy sword lunge distance?
I think the spike nades with the random dispersion could be cool if they coded the spikes to keep bouncing around a room for 5 seconds so it goes from being a directional blast to being a small room area denial tool.
That would actually help slow things down somewhat as well. Good idea
Although I do agree with this video for 99% of it I do think that the stalker is a much better addition than the beam rifle. The stalker is unique compared to both the shock rifle and sniper whereas the beam rifle is pretty much the same gun as the sniper. (Not counting visuals)
I'm surprised about some of your ideas. Imo it's probably the best or second best sand box of all the Halo games. The sniper bloom, lower projectile speed and instant zoom snap sucks though. The pulse carbine is a weapon specifically for mid to long range, and once how to use it clicks it's sooo good. The disruptor does feel like a filler though, 100%.
game is so good everyone stopped playing it
@@rokor3578 everyone stopped playing for different reasons.
- desync
- Bugs and glitches
- lack of content
- progression problems
- 343 hate bandwagon
- to play MCC
- or just to wait out the rough patch.
It's not the sandboxes fault.
Yeah Halo Infinites sandbox is great for the most part, especially compared to how unbalanced previous Halo Titles sandbox’s were.
I agree with the BR projectile speed.
Though is fair to say that almost every single iteration of the BR has been really unbalanced (only 3 got it right), Id even say that Infinites BR is nowhere as bad as Halo 4's.
4’s DMR completely overshadowed its BR, but the DMR was absolutely busted.
I saw the video and I literally saw no negative
Infinites guns feel... slippery. Bullets visually look like plasma, guns just don't feel like they do much and reload animations for most of the guns feel iffy
Since this has been posted it definitely has been improved
Oh yeah 100%
I made a video specifically addressing how 343 fixed the br
6:18 damn look at that blast radius of that grenade
Your using the pulse carbine wrong. It’s meant as a combo weapon. Land your first shot with all three plasmas sticking and then using a pistol or AR
Found out about this after watching mint blitz’s footage
That won't work with the BR. The with the sprinting and all the stuff that speeds up the player, the BR is as balanced as it can be.
The BR is a hitscan weapon, it doesn’t have muzzle velocity. All the BR, AR, Sniper and Sudekick are hitscan. Increasing the BR’s bullet spread would make it less effective at long range.
The BR is not hitscan. No weapon is hitscan. Bullet spread is cancer. They just need to do proper damage fall offs.
I was thinking they have the worst sandbox because of how boring it is. All the equipment is so incredibly basic and too user focused no neutral effects that if used correctly could benefit you or if used poorly could put you at a major disadvantage like the equipment in Halo 3.
Infinite the way it’s designed is just too user focused and easily exploited.
I miss the bubble shield so much
@@MR.AlIEN8ED I miss that portable grav-lift you could toss down for you and your teammates it could also be used by the enemies.
@@MR.AlIEN8ED and the drop wall is a poor man’s bubble shield.
This would be great as well. But unfortunately cool things like that don't happen as much in this game. You just die constantly lol
yes it is very boring
I find many guns in this game just way too accurate, the crosshairs are just so small in this game.
What ever happened to those energy barrier doors like were on Guardian? They were really fun to play around.
Almost all the pick ups feel anemic, and all your starting weapons feel like power weapons SHOULD. What even is this sandbox? Plus shock weapons do WAY too much.
A dot and chain for the pistol, the rifle is a better sniper than the sniper, and the nades were already mentioned, AND the EMP on top of that. The plasma pistol got shafted HARD in this game, when even the human pistol kills shields faster than it, wtf?
Automatic weapons have no influence against the precision weapons. The moment you get within range on btb to use auto weapons you get melted by a guy with a br and another with a stalker rifle. It's tough right now
@@MR.AlIEN8ED Halo really has issues with that, I've noticed. Longer range precision weapons inevitably dominate, and as you said in the video, there always being sightlines on you and often from multiple angles, there's no effective counter.
Claustrophobia is the new name of this game I guess. No space. No areas where you're safe. My next video will be a video about how the maps could be better and I'll compare them to the older games
@@MR.AlIEN8ED I look forward to seeing it, and hearing what you have to say on the matter.
Thank you very much for that! It means a lot considering how daunting of a task starting this channel is
Bloom doesn’t belong in a competitive shooter. The moment you introduce elements of RNG, any and all skill goes out the window
I agree about the BR but I think the Halo Infinite AR is equally as much of an issue with it being too strong I liked how in Halo 3 the assault rifle had actually a lot of range and accuracy but it had to be tap fired otherwise the bullets would wildly spread making it a gun which in mid-long range you quickly tap/burst fire and at close range is when you use full auto. It was meant to be a workhorse weapon that is complimentary to other weapons it doesn't excel at anything on it's own but is amazing when used in combination with other weapons and comboed effectively.
The Infinite AR can melt people full auto from way too far away and it doesn't take any skill to use it like the H3 AR. It can easily outperform the BR at mid range.
The BR is OP in this game but desync and lag makes it so hard to consistently 4 shot people acting like getting 4 shots with the BR in close-mid range is easier than AR spray is just not accurate people been complaining how the 4 shots are inconsistent since day one and I agree it's telling that I get more perfects with the sidekick a weapon that has bloom.
They also removed the 2-shot beatdown capability for the battle rifle with the melee dmg nerf which was only done to nerf the mangler this makes the BR at even more disadvantage to the AR. The time you can get 2 bursts off and a beatdown with the BR was just about equal to how long it took to spray beatdown with the AR it was better balanced before that patch.
Most encounters in Halo take place in close-mid range at long range dealing with the BR without a precision or sniper weapon is really tough but I think it's not so much an issue because in the only mode with potentially lots of long range combat there is no BR starts. Outside of competitive I think it should just be sidekick starts tbh have AR and BR both be weapons on the map
A tip with the Plasma Carbine: Use it from midrange against people capturing a point in Land Grab, especially on Catalyst when points A and C are just separated by the long halls on the sides of the map, and you're in one point while the enemy is in the other. It was the best way for me to learn how to use it, and it might make you like it a lot more. As everyone else said, don't use it from close range like the Plasma Rifle, only use it at midrange where the reticle turns red over a player.
As for the Plasma Pistol, given that shock weapons exist now, I'd rather see it regain its stun function from H:CE to avoid sandbox redundancy. It also needs to do better against unshielded targets like in H:CE and H:Reach.
The Disruptor would actually be pretty good if it wasn't bugged in matchmaking. Its damage over time doesn't always activate properly, so it ends up feeling a lot worse than it should. It is indeed unremarkable though, I think it was more meant against vehicles for the times a Shock Rifle wasn't available.
The melee weapons are pretty good, but they lost their charms from the earlier games. You can't do that quicker non-lunge melee with the Energy Sword anymore, and the Gravity Hammer...doesn't have a gravity effect anymore. I also wish sword clashes could go on infinitely like in H3, especially if we're going to be calling this game Halo Infinite.
Other than that stuff, pretty good analysis. Whatever I didn't mention above, I'm pretty much in agreement with. Also, did you miss the Cindershot? I could be wrong since I'm writing this after coming back to the video a little later, but I don't recall you mentioning it.
The gravity hammer can kill an entire team in one hit! How is that not charm?
"Choke Point: in military strategy, a choke point is a geographical feature on land such as a valley, defile or bridge, or maritime passage through a critical waterway such as a strait, which an armed force is forced to pass through in order to reach its objective, sometimes on a substantially narrowed front and therefore greatly decreasing its combat effectiveness by making it harder to bring superior numbers to bear."
So true, my brother won’t even play halo anymore because it’s too sweaty
The br has been a broblem in every halo game. It will probably never be changed unfortunately.
If they made the dynamo grenade sticky and only emp vehicle's when stuck that would be cool w/ me and the grav hammer doesn't let u double jump anymore or have any affect on the user
The sniper on Xbox doesn’t have aim assist idk if they forgot to implement it but only the shock rifle and the skewer on Xbox have aim assist
ua-cam.com/video/szj9uN7SCbo/v-deo.html
I never had much problems with stunned vehicles personally, but the plasma pistol would only be worth getting the stun back if the disruptor was removed from the game. As that is the new pistol with the stun mechanic.
I disagree with the dynamo grenade respawn timer. I think there should be more time required in contact with the vehicle to disable it. It would make accurate tosses much more satisfying, as well as making sure just touching the edge of the grenade don’t instantly disable the vehicle. It could also slow the vehicle a bit upon contact to try and ensure vehicles don’t just out speed them when placed well.
It definitely needs adjustments against vehicles for sure. Hopefully they will implement some. Thankyou for watching the video!
@@MR.AlIEN8ED thank you for taking the time to respond! I absolutely loved the vid, keep making great content 🙏🏼🙏🏼
Thankyou so much!
Playable Elites would fix this…
Playable elites would be so cool. It would also be cool if they were elite size. So they would be bigger and easier to hit but also able to melee at a farther range or jump higher or something. Would be so cool if the size would be lore accurate. But I already know that would be asking way too much
I think that Dynamo Grenades, need to apply EMP/Shock Damage overtime so that if the just nick you, it won't stop you immediately, second, with EMP/Shock weapons, their should be a stage before being totally EMPed, you can recognize what state you are at, and not just immediately stopped.
I fucking hate the sidearm. Without any aim assist it feels like everyone has aimbot when I'm left having to rely on my ar and a luck nade
"fix infinites sandbox and make the overall experience much more enjoyable for the player"
me working on my halo inspired fps: 👂📝
I have a hard time finding reasons to use the heatwave over the shotgun. Maybe if it dealt a one shot kill if all shots hit it might be better? Thoughts?
I love the heatwave. Turn the shot path to vertical and you'll easily have 2 to 3 times as much range vs the bulldog. You just have to lead your shot a little bit because the projectiles are slower. It's super satisfying to get a quick kill from 20 feet away with it
@@MR.AlIEN8ED thanks I'll keep that in mind next time I play ^^
My opinion doesn't matter, but I personally can't stand the bulldog, it feels like such a downgrade from the previous shotgun of every other halo game.
Multiple times I had the bulldog, saw half the enemy team, they ignored me and even though I emptied every shot into the one guy that stayed to fight, he just walked, didn't sprint, walked up to me and punched me twice before I even broke his shield. Didn't miss either got hit detection each time. And that happened constantly. Did custom matches with my friends, one of them laughed at me and threw their primary away when they saw I had a bulldog. In my experience it's trash. But if it works for other people enjoy it.
Ricochet on snipers needs brought back.
I really like the idea with the disruptor. Right now it’s supposed to.. disrupt, right? But the dynamo grenades do better disruption to enemy shields and vehicles and don’t take up a weapon slot so why would you ever seriously pick up a disruptor?
I would say that every shot from it should disable equipment for like 1 sec or something. Because if you have to land 6, your enemy has more than enough time to just grapple away before the effect.
Agreed
I gotta say I do disagree with you about the pulse carbine. I really like it honestly. I think the reason a lot of players don't like it is because the tracking only works at long range, but it never tells you that, so players get frustrated when they don't know why the tracking isn't working. And I also think it's fun to get shot at by someone who has it and doesn't know how it works, so I can dodge all the projectiles. I do agree that the plasma rifle is better though.
Finally someone's saying this. The multiplayers sandbox kinda sucks, I hate the new shotgun I want the old one.
I think that the entire state of Modern AAA FPS is that everything is just a sweat fest. Which is why I don't play most FPS nowadays.
The AR is OP and grenades are wack as hell in this game. Also it is a lot harder to win 2v1s through skill, especially in social where everyone gets the AR. That is all.
I have been waiting for someone else to start saying this. Although, I do think the pistol is a little strange that it kills super fast as a starting weapon and has high fire rate despite being semi auto, slower guns are full auto in this game it makes very little sense. Also the bloom is bullshit.
Ok after watching more of the video I have so many problems, first of all the sniper in NO WAY is the same as it's previous ones. It is not accurate to the reticle when hip firing, its projectile is significantly smaller it has crazy bloom as well as anti aim assist on controller. It's been gutted for anything but long range engagements and feels like a standard fps sniper and not a halo sniper. Bring back H3 sniper.
Another one is the mangler, you claim it's like an instant kill when literally both shotguns, the hydra, the pistol, and the sentinel beam can kill with a single shot to melee or since collection of fast shots to melee that takes less than half a second. On top of that the mangler requires far better aim to use than all of those save maybe the sentinel beam. Hard disagree with your take on it.
Also you shared some wrong information on the dock rifle, only the last shot needs to be a headshot as there is no bonus damage pre shield break for any weapon in the game. When you miss a kill with this thing is often because when of the 3 hits didn't hit or didn't register.
Your opinions on the grenades were pretty good though and the take on the BR take was very good.
Maybe the gravity hammer could be charged and released at any time, like the halo CE plasma pistol, one shotting at full charge, and dealing a bit more knockback with slightly longer range so it could be a counter to the energy sword?
Yes that would be cool. And maybe make the running speed 10% slower once the hammer is fully charged to balance things out. That would be a cool mechanic good idea!
The pulse carbine is used not in the way its suppost to be used most of the time. Its a strictly midranged weapon. How? Well, the bullets move slower up at close range and well its not gonna track the enemy if tour too far away. The bullets move way quicker at medium range and I think its more of a situational gun sometimes. This is the reason why teh gun is so hated because no one understands how the gun works.
The way you fix this game is you just make another Halo game. Like an actual real Halo game not a free to play half-assed mockery of the franchise. It doesn't matter if you fix all these weapons the maps in this game are mediocre at best and bad at worst not to mention the desyncing melee issues in all the rest of it. This game needs to go to the graveyard like Battlefield 2042 and be forgotten about.
343 has to fix custom games and add forge but really for me the only thing that would get me excited for infinite again would be if 343 added some custom game Playlist like a duck hunt Playlist or other wacky games as actual Playlist if they added mini games that would get me super excited because that was always the best part of halo. You spend half the night making a duck hunt make and then you stay up all night playing with friends those are the best memories.
The AR is fun to use but it’s way too OP for an easy to use starting weapon
Removing the plasma charge up vehicle emp was a horrible idea. I despise these electric weapons in this game.
I only agreed with the plasma caster, gravity, spike grenade and disrupter. I personally love the only competitive feel and would absolutely hate the casual approach, hints to why I hate a spray and pray weapon like the ar being so good. In all, I just want more content. Great video, just sharing me opinion.
I"m so glad you mentioned the issue with the BR. I agree with most of your points here.
Definitely don't agree with your take on the AR. It's too easy to use given how powerful it is. Its DPS, effective range and Aim assist make it a very powerful and durable gun, while also being the easiest gun to use in the game. This should never be the case. Ease of use should always have a trade off, but the AR has no such thing.
I just play Halo 3. I don't really notice anything bad about the Infinite sandbox, although the sniper is awkward, the plasma pistol being worthless, and the grenades are very strong.
I completely agree with vehicle EMP, its way too easy and the weapons to EMP vehicles are plentiful across the map.
I strongly believe introducing electric style weapons was a massive mistake. Everything stuns vehicles now which makes it almost pointless getting in one if you aren't playing in a squad of friends.
Also I have to disagree with the bulldog, it doesn't hold a candle to previous shotguns, it's a CQB weapon and should act like one, instead of taking 3-4 shots to kill an enemy it should be possible to 1 shot an enemy under the right circumstances. At the very least 1 shot should be enough to take out shields so you can swap to a pistol or try to close the gap for a melee.
I'm on the fence about the electric weapons as well. Idk what it is about the bulldog that is so satisfying to me. I do miss having someone come around the corner and 1 shotting them though
The AR is brain dead OP. Good luck playing with the skill based matchmaking when ur team can’t aim and there’s always 2-3 people holding down the trigger wrecking you with this thing 😭
Halo infinite is my first halo ever and the grenades felt off for some reason. The grenades need some weight.
I think I know what you mean. They fly like they got shot out of a slingshot instead of thrown from an arm
I agree the wind up on the grav hammer takes waaaay too long and I hate it
Also long gone are the days of strifing and slicing up 2,3 or 4 opponents with the sword.
I used to love this weapon in h2/h3 but now you just slam into enemies coming to almost a complete stop and you can’t race around and combo up groups of enemies like we used to.
And I think the needler is super over powered.
99% of the time all you hear is a few needles coming your way and you’re dead. H2 had a much better balance for the needler imo
Also the s7 sniper in h3 was PERFECT. Much smoother stracking enemies and minimal recoil.
There’s lots of other little changes I would make but these are my main gripes with Infinite
"Halo Infinite has the worst sandbox"
Spends most of the video praising it 😆😆 Even when this game does things well, people still want to jump on the 343 hate train.
so true, what a clickbait title lmao
Dynamo grenades should not kill, they should disable shields and thats it. Idk what can they do for vehicles they are way too op
I think a lot of the negative changes (one thing being the op br) are because of the open world campaign. I love the campaign, but when you make a change so drastic that it affects the entire weapon balance, it tends to have some unwanted, and sometimes unavoidable changes
Yes I agree. Things are way too serious on this game
@@MR.AlIEN8ED I think it's the accuracy of the weapons. Encounters in the campaign take place over longer ranges, which means the weapons have to compensate, but if you then try to put those same weapons into a multiplayer match with closer ranges, maps about the size the campaign encounters are meant to start, then you run into problems where weapons are affective from much longer ranges than they should. That might be the reason why there are so many segmenting walls in the maps themselves, which cause certain game modes like ctf take thrice as long as they should cuz it's so easy to hide as the flag holder. A way to fix this would be to have for specific weapons, campaign specific variants (as they are now) and multiplayer specific variants (less accuracy and/or less damage depending on the weapon)
I don't think the disruptor needs to change tbh, 6 shots are a guaranteed kill so giving it debut effects on top of that seems overkill.
Yeah the only way I would want it to have an added ability is if the damage was dropped somewhat
H5 pistol > Br. Even in h3 where the headshot hit box was gigantic and you can aim at the chest. Its always been easy to use. You didnt really need to lead your shot. There's an old flamesword video on aiming in h3 and you can see how easy it was to use. The reason it felt hard use back in the day was 30 fps, online multiplayer and 62 fov. Edit just to say great vid btw.
My changes to the sand box would be dynos no longer stun you or make u slower they already can track you down and deal alot of damage .
Buff the disrupter with each shot the enemy gets stun to a point they can't move amd decrease the damage so it take more shots to kill but it takes less to stund you like the plasma rifle in halo ce .
The truster need a nerf being able to shot mid burst while your opponet loses his aim asis is way to over power u have free shots before the enemy has the change to hit one and i would buff the foward momentun like in halo5 instead off losing the speed you gain out of the trust i would make it like h5
Abilities should not give u a free advange to win gun fights
Graple it is used to move or grab weapon
Repulsor u can use it to push back enemy repel granades or for jumping
Those both equipment have multi uses but none of them gives u a free jail card to 1v1 plus the enemy has a change to counter you
Vs the truster ..... it needs to be change in my opinion
Hydra needs a buff that gun is terrible
And the sword should get nerf on the launch distance u get when u fly across map for the kill ..... u can already mix the sword with the habilities and make it busted ....
yeah the spike grenades don't work as they should
I really like your idea for the Disrupter, and I definitely think the Plasma Pistol needs its EMP back, otherwise its pointless as a weapon.
Absolutely. The emp for the plasma pistol fit so well into the sandbox
@@MR.AlIEN8ED been a while since I played the game but, isn’t the disrupter basically a replacement for the plasma pistol’s emp. If the plasma pistol gets its emp feature back wouldn’t that just add to the many options you can emp vehicles. Probably emp as a whole needs to be tuned down, but I don’t know I haven’t played the game for a while
Thank God you're not in charge of balance
something about the sniper is fucked up in this game its way harder to use on m&k than it was in any previous halo game
It's the noscope bloom that causes inconsistent accuracy. The inconsistency is literally purposefully built into the game. I forgot to mention the bloom in the video
at 1:19 i wouldve died from that. HOW!
All has to do with wanting a short TTK like COD
Nah, except for the sniper, this game has the best and most balanced weapon sandbox of any Halo and I would say it´s not even close.
The sandbox used to be balanced imo.
I actually like the plasma caster it's basically a plasma br. I also LOVE a stalker good damage and range.
For disrupter I say a unique ability is that for 30 seconds after being hit to by it any Friendly's near the hit person would get hurt along with using on vehicles with stun it.
Also I hate the br since halo 3 it over powered any weapon imaginable in and most power weapons sometimes taking better then the rocket launcher I hope the fix the br
good video, but spartan laser is definitely not at all exciting to be shot by since its not something u can really dodge. its a wind-up hit-scan 1-shot, and you can easily hide the laser pointer before aiming it at a vehicle. it wasnt good for the sandbox, but hell if it wasnt fun to obliterate shit with it
I’d love to see the carbine
I also miss loadouts
For me I kind of think assualt rifle is kind of op, for me it feels like if im without an AR, i basically CANT make any mistakes when playing against an AR guy, i have to perform perfect aim every time someone has the ar and also the range fells too much, I have been crossmaped by AR so much times
I would like the maps to have a little more space in general to compensate for some of the ranges on these guns