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There are no overpowered weapons and there are no bad weapons. There are only people who get countered or who are bad at using something.
One of the main points of Halo is that power weapon spawns are a map objective and your team should be fighting to control the spawn nodes to keep an advantage or close a deficit. It’s been this way for 20 years.
6 shots on a target then run behind cover to cover an objective or engage another target and the DoT kills 100% of the time. 3 shots prevent shield recharge for 10 seconds. Shooting a dotted target chains it to nearby players. 8 shots EMPs a vehicle. The Disruptor is one of the most useful weapons in the game.
If you hit 6 shots with the disruptor on someone, just turn around, the DOTS are garunteed to kill them.
You can also easily combo it with said weapons, ya'll seem to not understand that, weakening someone with another weapon and finishing them with another is a common trick.
I still laugh when people try to say the plasma pistol is worthless when a charged shot followed by a sidekick headshot is the single fastest TTK in the game that isn’t a 1shot kill.
Other than that, I agree.
Because it’s balanced around the fact that it’s specifically meant to be a combo weapon rather than a utility weapon that allowed quick kills by extent in previous games. It also breaks full Overshield if it hits, whereas in previous games it would just reduce overshield to equivalent normal shield levels.
My point is, if you have time to get 6 shots off on someone with the disruptor, then you already had time to kill him with a starting weapon, so why use it?
The chain as well is barely going to do any damage.
Unless you are playing BTB you will rarely need to counter a vehicle. And even then, there are better ways of fighting vehicles (rockets, grapple, other vehicles, etc).
If you aren't fighting people who are trash, it is practically useless. If it were a starting weapon, then sure, but it's not a weapon I would ever go out of my way to pick up. I don't think I've ever even been killed by one.
My problem is that many of the guns outside the starting weapons just feel too underpowered. They are obviously supposed to be useful for specific situations, but just aren't good enough for them. For example, a shotgun should be a good counter for someone with a sword or hammer... but it takes 2 shots at point blank range.
The game could use a lot of balancing.
Stalker rifle can 2-hit head.
Shock Rifle can 1-hit head or chain a shot between numerous enemies.
Ravager is more an AOE area-denial weapon
Disruptor is capable of DoT
Plasma Pistol charged fully depletes shields/Instant kills unshielded targets
Sidekick Pistol is very good for short range.
Bulldog and Heatwave can both 2-hit close range.
Hydra's Lock on is nasty. I don't think it's avoidable and targets have to break Line of sight.
Commando is a hit/miss. Just a middle ground between AR and BR tbh.
Pulse Carbine feels a bit inconsistent but has a loose Lock on and will kill full shielded spartans if 3 full volley's hit.
Every time I see a thread like this, I feel it's primarly coming from people who play more realistic shooters? Games with one-hit snipers, Insta-kill shotguns and the only real difference between weapons in the same class is, Recoil, damage per shot, and RoF. Each weapon in Infinite definitely has its place. It just depends on how/when you use them. Not all guns will give you the same result if you just run right into a fight.