It makes sense to have good guns and bad guns in a battle royale like Apex Legends because finding quality guns feels so rewarding, but in a game like Halo where each life lasts for a few precious moments, I don’t think it’s right to have to filter through so many filler weapons. Weapon balancing and damage tuning is an ongoing effort for any live-service game, and I’m confident Halo Infinite will tweak things frequently, but I am concerned that there’s so much disparity between the weapons. But the other options are just so much more reliable. Can you get kills with all of these weapons? Certainly. I’d rather go into almost any fight with the basic MA40 than try to make do with the Plasma Pistol, Needler, Hydra, Bulldog, Stalker Rifle, Ravager, Pulse Carbine, or Heatwave. It would make sense to tune these guns towards the weaker side to encourage players to swap out quickly and reward people with map awareness who know where to find the best guns, but in reality, you’re often better off just sticking with the default loadout. The only guns that have any right to be underpowered are the MA40 and the Mk50 Sidekick, since these are the weapons you start with. It’s harder to use than a point-and-shoot rifle, and the damage and utility it provides aren’t worth the trade-off. It’s incredibly easy to outplay a Ravager-wielder by simply shooting at them while they awkwardly try to bounce little plasma balls at you. It’s meant to be used for area denial in chokepoints and capture zones, but the damage is too low and its bounces are far too inconsistent to be used effectively. The Ravager has two firing modes: it can launch a burst of bouncing projectiles that explode in a small radius and deal low damage, or it can be charged up to fire one big glob of plasma that creates a flaming area in a large radius, dealing damage over time to anyone that stands in it. The problem is that the Ravager isn’t actually good at doing anything. ![]() I wouldn’t complain that the Ravager isn’t good at fighting from long range because that isn’t what it’s designed for. I want to start by distinguishing utility from useability because, of course, different weapons have different purposes. Top of my list: how come half the guns feel totally unusable? In the interest of providing Infinite with balanced criticism - I am an equal opportunity complainer after all - allow me to point on some aspects that definitely have room for improvements. It’s one of, if not the, best multiplayer shooters out right now - but that doesn’t mean it's perfect. The gunplay is on point and the mobility options make every match feel chaotic and thrilling, while the smaller maps and limited number of game modes help flatten the learning curve so that new and old players can both have a great time. They make a decent point purists might complain about sprinting, grapplejacking, and PC crossplay, but Infinite does feel incredible. Learn what they do, and how to unlock them.There’s a lot of people, myself included, complaining about the Halo Infinite metagame - that is, the battle pass, progression system, and customization options - but its defenders have been quick to tell us that we’re getting too hung up on playing dress-up and ignoring the fact that the game itself is quite good. ![]() If you’re one of the curious few, here’s a full rundown of every single variants in Halo Infinite. Some variants are obvious upgrades over the original weapon - the Elite Bloodblade just makes you feel like a killer. ![]() What does the Calcine Disruptor actually do? I had no idea! And until I sat down and actually extensively tested each weapon was I (mostly) able to tell what makes these variants special. There’s a lot of gun variants in Halo Infinite - and I honestly had no idea what most of them actually do.
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