I feel like halo infinite having "better" sound design for its weapons ultimately resulted in bad sound design. every gun in halo used to have a very distinctive sound, making it easy to tell what you were being shot by at any given moment. prioritizing realism erased the sound identity of a lot of these weapons.
I think this is a terrible video to pay attention sound design. There’s definitely something wrong. Sounds like they recorded the sound with their phone by the tv speakers
The SMG looks like a BR55 short barrel with an SMA5H stock, grip, and mag insert, looking like it shoots a way bigger round than an average SMG round, and its pissing me off for some reason. EVEN THE EJECTED CARTRIDGES ARE AT LEAST A 556
@@RandomUninspiredDude in the lore; theres regular human sized guns for Marines/ODST but the Spartan guns , the weapons that they use onscreen are actually Upsized versions so the AR is firing IRL A-10 Warthog gunship bullets, the kind that go BURRT
@ eeehh, I’d second guess that. I mean, look at the marines in CE and Halo 3, and how the rounds suck at penetrating armor. It seems like they’re weaker than a .300 blackout. The mag size and the size of the cartridges being ejected from the chamber in the “SMG” are identical to the assault rifle, it’s kinda obvious. This is a stupid thing to rant about lol
@azagorod8479 I can see were your coming from halo ce is my personal favorite but god man I love infinite the fast pace and hit detection is so good in multiplayer it makes it seem like that if I die its my fault and it has me wanting to do better everytime I play its the same with Halo ce and I love it.
So only like 2 or 3 weapons got added, and the rest are just recolours with extra stuff to them? When they bring back the Magnum, the Classic Shotgun, the SMGs, and Dual Wielding, then Infinite will have me playing it again, cause this is not it.
I figured this needed confirming, and I was interested too in finding out. Here is a list of all weapons so far and if they've appeared before in the series. Out of 26, 13 are new, and that's counting in a way that favours a "not new" count with the duplicates of old ones. Sidekick: New Bulldog: New Avenger: New Disruptor: New Battle Rifle: Reused Cindershot: New Energy Sword: Reused Infected Energy Sword: Reskin Gravity Hammer: Reused Heatwave: New (not the Scattershot) Hydra: Reused Bandit: Reused (DMR without scope) Bandit Evo: Reused (DMR with ADS) AR: Reused SPNKR: Reused Mangler: New Needler: Reused Plasma Pistol: Reused Pulse Carbine: New Ravager: New Sniper: Reused Sentinel Beam: Reused Shock Rifle: New Skewer: New Stalker Rifle: New Commando: New Campaign variants (new/old based on stock weapon): There are 24, and 13 are based on weapons new to Halo as a series. Arcane Sentinel Beam: Reused Backdraft Cindershot: New BR Breacher: Reused Calcine Disruptor: New Convergence Bulldog: New Diminsher of Hope (hammer): Works differently enough to call it "new" but it is "just" a hammer with big changes made to how it works, like how the new SMG is "just" an AR that works differently. Duelist Energy Sword: Reused (but with speed boost) Elite Bloodblade: Reused Impact Commando: New Tracker SPNKR: Reused AR Longshot: Reused Pinpoint Needler: Reused Purging Shock Rifle: New Pursuit Hydra: Reused Rapidfire Pulse Carbine: New Ravager Rebound: New Riven Mangler: New Rushdown Hammer: Reused (but with speed boost) Flexfire Sniper: Reused Scatterbound Heatwave: New Stalker Rifle Ultra: New Striker Sidekick: New Unbound Plasma Pistol: Reused Volatile Skewer: New
A skeleton crew runs this game, they're not adding any of those because not only are they just unable to but they're also more focused on putting fancy nostalgia bait skins in the shop for $26.
Dual wielding will never get added because it's a nightmare for weapon balancing. With dual wielding they'd have to try to tune weapons in such a way as to not be useless when used by itself, but also not be overpowered if paired up. Bungie messed this up in the past with the needler, where it was overtuned in Halo 2 and ended up being stupidly powerful if dual wielded. The SMG in both 2 and 3 was pretty good if paired up, but borderline useless by itself. They also need to tune them based off of every single possible combination of one handed weapons. Something like the plasma pistol and sidekick combo would be extremely powerful due to the ability to effectively kill any target almost instantly, so do you remove the ability for the sidekick to instantly kill with a headshot, or lower its rate of fire to punish misses, or make it less accurate to make headshots harder? What about a disruptor and needler combo that would apply two different supercombine effects at the same time; how do you balance that? It's just way too many factors to consider, and makes balancing extremely difficult. There's a reason Bungie decided to discard dual wielding entirely after only two games.
This game had so much potential. I loved its launch and its gameplay. It proved to me that there is talent in 343(halo studios now lol). Despite that, this company SUCKS!
I really miss the basic melee animation of the Gravity Hammer when you're Spartan would swing the bladed end at the enemey.
I feel like halo infinite having "better" sound design for its weapons ultimately resulted in bad sound design. every gun in halo used to have a very distinctive sound, making it easy to tell what you were being shot by at any given moment. prioritizing realism erased the sound identity of a lot of these weapons.
I swear i can hear him press his buttons
I think this is a terrible video to pay attention sound design. There’s definitely something wrong. Sounds like they recorded the sound with their phone by the tv speakers
While many guns sounded more "unique", it wasn't always for the best, like the halo 3 assault rifle pea shooter and blunderbuss shotgun
It's crazy that this game was out for 3 years
And still sucks ass
Fun fact: the skin you put on the Regular Bandit goes on the Bandit EVO
And how is that a fun fact?
Could've made it in order instead of higgledy-piggledy.
What?
lol
Weapons are not in order!
i mean he has timestamps...
@@name-yf2pl Not good enough. Others made it in order.
I've been waiting for this one. Thanks!!!
Enjoy :D
Why does 343 hate adding the plasma rifle to their games
The magnum, shotgun, plasma pistol and gravity hammer were very very disappointing
They could have both CE and the sidekick because that gun is my guilty pleasure
@Kdot..F and the shotgun, How can they forget about shotgun? Don't come at me with the game balance.
@@AleCardenasRealtor we should definitely get the shotgun but do we get blue like Ce’s irons Green like 2’s or the red in reach?
Halo Infinite doesn't have Magnum though. The Sidekick is a seperate weapon that just happens to be a pistol as well.
Anyone else here studying on how the legendary weapons are different from the regular ones?
They made the battle rifle sound kinda beefy in this game
I'm looking forward to seeing videos of different weapons.
Will do buddy : )
The SMG looks like a BR55 short barrel with an SMA5H stock, grip, and mag insert, looking like it shoots a way bigger round than an average SMG round, and its pissing me off for some reason. EVEN THE EJECTED CARTRIDGES ARE AT LEAST A 556
Because it’s not an smg but an assault rifle cut down and modified by I believe Spartans
@@memescavenger8612 there is no way that mag can hold sixty rounds lol it’s got a thirty round capacity max
@@RandomUninspiredDude well that’s just how it was in CE and there now calling back to it
@@RandomUninspiredDude in the lore; theres regular human sized guns for Marines/ODST but the Spartan guns , the weapons that they use onscreen are actually Upsized versions so the AR is firing IRL A-10 Warthog gunship bullets, the kind that go BURRT
@ eeehh, I’d second guess that. I mean, look at the marines in CE and Halo 3, and how the rounds suck at penetrating armor. It seems like they’re weaker than a .300 blackout. The mag size and the size of the cartridges being ejected from the chamber in the “SMG” are identical to the assault rifle, it’s kinda obvious. This is a stupid thing to rant about lol
Nice compilation!
👍
Thanks for uploading!
Thank you. Glad you enjoyed it : D
Question how do u inspect Guns in halo
leave the weapon untouched for some time with a full magazine and it will show inspect animation : )
Idle animation if left still long enough.
Bro can u showcase all the field upgrades from bo6 in upcoming video
Sure Buddy 👍
What’s the avenger?
I dont understand why people are complaining about infinite i think its one of the best halos to date idc what others think about the game😂
If we talk majority over infinite. I think the best Halo game franchise so far was Halo 1-3 and Reach, to be precise.
@azagorod8479 I can see were your coming from halo ce is my personal favorite but god man I love infinite the fast pace and hit detection is so good in multiplayer it makes it seem like that if I die its my fault and it has me wanting to do better everytime I play its the same with Halo ce and I love it.
It’s alright igs, still hate the coating system
why can't we customize the new weapon?
Wait until the new update, it should be in winter
It's new. We should probably just wait until the next update.
So only like 2 or 3 weapons got added, and the rest are just recolours with extra stuff to them?
When they bring back the Magnum, the Classic Shotgun, the SMGs, and Dual Wielding, then Infinite will have me playing it again, cause this is not it.
At this point we’re more likely to get playable elites back before dual wielding : ( .
Yeah no sorry bud that's not gonna happen anytime soon.
I figured this needed confirming, and I was interested too in finding out.
Here is a list of all weapons so far and if they've appeared before in the series. Out of 26, 13 are new, and that's counting in a way that favours a "not new" count with the duplicates of old ones.
Sidekick: New
Bulldog: New
Avenger: New
Disruptor: New
Battle Rifle: Reused
Cindershot: New
Energy Sword: Reused
Infected Energy Sword: Reskin
Gravity Hammer: Reused
Heatwave: New (not the Scattershot)
Hydra: Reused
Bandit: Reused (DMR without scope)
Bandit Evo: Reused (DMR with ADS)
AR: Reused
SPNKR: Reused
Mangler: New
Needler: Reused
Plasma Pistol: Reused
Pulse Carbine: New
Ravager: New
Sniper: Reused
Sentinel Beam: Reused
Shock Rifle: New
Skewer: New
Stalker Rifle: New
Commando: New
Campaign variants (new/old based on stock weapon):
There are 24, and 13 are based on weapons new to Halo as a series.
Arcane Sentinel Beam: Reused
Backdraft Cindershot: New
BR Breacher: Reused
Calcine Disruptor: New
Convergence Bulldog: New
Diminsher of Hope (hammer): Works differently enough to call it "new" but it is "just" a hammer with big changes made to how it works, like how the new SMG is "just" an AR that works differently.
Duelist Energy Sword: Reused (but with speed boost)
Elite Bloodblade: Reused
Impact Commando: New
Tracker SPNKR: Reused
AR Longshot: Reused
Pinpoint Needler: Reused
Purging Shock Rifle: New
Pursuit Hydra: Reused
Rapidfire Pulse Carbine: New
Ravager Rebound: New
Riven Mangler: New
Rushdown Hammer: Reused (but with speed boost)
Flexfire Sniper: Reused
Scatterbound Heatwave: New
Stalker Rifle Ultra: New
Striker Sidekick: New
Unbound Plasma Pistol: Reused
Volatile Skewer: New
A skeleton crew runs this game, they're not adding any of those because not only are they just unable to but they're also more focused on putting fancy nostalgia bait skins in the shop for $26.
Dual wielding will never get added because it's a nightmare for weapon balancing.
With dual wielding they'd have to try to tune weapons in such a way as to not be useless when used by itself, but also not be overpowered if paired up. Bungie messed this up in the past with the needler, where it was overtuned in Halo 2 and ended up being stupidly powerful if dual wielded. The SMG in both 2 and 3 was pretty good if paired up, but borderline useless by itself.
They also need to tune them based off of every single possible combination of one handed weapons. Something like the plasma pistol and sidekick combo would be extremely powerful due to the ability to effectively kill any target almost instantly, so do you remove the ability for the sidekick to instantly kill with a headshot, or lower its rate of fire to punish misses, or make it less accurate to make headshots harder? What about a disruptor and needler combo that would apply two different supercombine effects at the same time; how do you balance that?
It's just way too many factors to consider, and makes balancing extremely difficult. There's a reason Bungie decided to discard dual wielding entirely after only two games.
This game had so much potential. I loved its launch and its gameplay. It proved to me that there is talent in 343(halo studios now lol). Despite that, this company SUCKS!