So I wanted to know what you all thought about the weapons in Halo 5 vs all the other Halo games for Halo Infinite is there anything they should change are there any weapons that should return and what new weapons do you hope for
Based on the trailer, I find it kinda cool that the MA37 might make an appearance. It would be kinda cool to see the MA37 and the MA5(x) in the game at the same time. Kinda like how Gears of War introduced the Retro Lance alongside the Lancer. They're the same weapon but have a few key aspects that make them different.

For the rest though, I hope for a simplified sandbox where each weapon fills a specific role. H3 was my favorite in terms of sandbox where just about every weapon had an advantage that the others didn't. On the whole, each weapon was effective in a variety of situations, but for the most part each weapon had a single role that they truly excelled at. Removal of smart link could go a long way to differentiating close-range weapons from long-range ones. When you can pick off enemies at range with close-in weapons like the assault rifle, it kinda devalues the importance of distance weapons like the DMR or BR.
For the rest though, I hope for a simplified sandbox where each weapon fills a specific role. H3 was my favorite in terms of sandbox where just about every weapon had an advantage that the others didn't. On the whole, each weapon was effective in a variety of situations, but for the most part each weapon had a single role that they truly excelled at. Removal of smart link could go a long way to differentiating close-range weapons from long-range ones. When you can pick off enemies at range with close-in weapons like the assault rifle, it kinda devalues the importance of distance weapons like the DMR or BR.
Sorry but everything you said is incorrect. Halo 2 and 3 had atrocious weapon variety because nearly every weapon sucked at killing or shooting in a straight line. Go look at what weapons are used in MCC, over I’d bet around 90% of kills will be either the BR or a power weapon. Things like dual wielding and other terrible mechanics relegated most automatics, pistols and other non zooming weapons that weren’t power weapons to the trash bin.

And people exaggerate the killing power of weapons like the AR at range. Yes it’s true you can tag someone, but you are very unlikely to outgun any precision weapons since they dominate at range and can retain more accuracy when descoped. Especially since automatics had to deal with degrees of recoil and bloom while H5’s precision weapons have the least amount of either of then thus far. Bringing the zoom mechanics to the non precision weapons was long overdue and it’s not the first time. Automatic weapons TTKs also increase with range while precision weapons don’t until maybe extreme ranges.

I will be very disappointed if 343 thinks going backwards on their idea of weapon balancing should be H2-HR instead of what they brought to the table. The mostly negative feedback they got from the H5 weapon tuning during and after changes were made were a large indicator of that.
H3 was my favorite in terms of sandbox where just about every weapon had an advantage that the others didn't. On the whole, each weapon was effective in a variety of situations, but for the most part each weapon had a single role that they truly excelled at.
I don't know what game you played, but in the Halo 3 I know, a large portion of the weapon sandbox was practically useless; that is, most weapons that were not power weapons or the BR. Dual wieldable weapons were weak because Bungie was afraid that dual wielding would be too powerful. Of course there were some weapons with redeeming qualities, such as the Mauler which you could use to take shields down if you got close enough, and the Plasma Pistol which even in its probably worst iteration at least had the trusty overcharge. But weapons like the Magnum, Spiker, SMG, etc. were something you might as well just run past. Any of these could be beaten by a BR in any situation.

Halo 3 didn't have good sandbox design, because Bungie was afraid to give any weapon appropriate power. Even the BR had spread for some incomprehensible reason. It was also kind of lazy in that weapons didn't really have that many unique properties. Now, this also holds for Halo 2, but for example the stun effect of plasma weapons that we had seen in CE was completely absent.

I'm not trying to say that Bungie did everything wrong with the Halo 3 sandbox. In terms of power weapons, they actually managed to introduce two weapons that have since then become pretty iconic: Spartan Laser and Gravity Hammer. It's just that when it comes to the niche weapons, the Halo 3 sandbox was a nerf job of the Halo 2 sandbox, which in turn was a nerf job of the Halo CE sandbox.
Something that needs be fixed is the ammo for example look at the Assault Rifle in Halo Combat Evolved it had 600 extra rounds but in Halo 5 it only has 216 extra rounds I mean what the Hell so the ammo you can carry definitely needs to change
Halo 5 weapons are typically all lethal weapons in their own right which is good, but the sandbox is still plagued by the same dull, redundant, clone weapons that have plagued Halo from Halo 2 onward. Its especially annoying in Halo 5 when the REQ weapons get all of the more interesting mechanics.

Aside from CE and parts of the Reach sandbox, the Halo sandbox is full of boring reskins. There is no reason for there to be 5 precision utility weapons, 4 auto spray weapons, 2 shotguns, 2 sniper rifles, and 3 tracking weapons and that doesn't even include DLC weapons.

So many weapons need to be either redesigned or removed its ridiculous. Some folks complain that "people don't pick up other weapons" but there is almost never a compelling reason to pick up weapons that are either underpowered as was often the case in Halo 2/3/Reach or otherwise fill the exact same role as weapons you already have(basically every game since H2).

Another pet peeve of many regarding the weapon sandbox is the lowered ammo capacity since CE that only got worse under 343. It is incredibly frustrating to be constantly running low on ammo after only an encounter or two even when you are making those shots count. Bringing ammo capacity to CE levels, at least in campaign and PVE, it doesn't lower the difficulty, it only gives players the freedom to actually use weapons they enjoy rather than whatever happens to be the most common ammo type.

So for a TL;DR:
*Redesign, replace, or remove weapons that don't have a truly unique place in the sandbox. No more Sniper clone Beam rifles when we can have the Focus Rifle. No more blue SMGs when we could have a CE Plasma Rifle, and so on and so force. You can fill roles in the lore without making every weapon have a 1:1 equivalent in an opposing faction.

*All weapons must be viable to get kills with and not relegated to a tool or a "sidearm."

*Increase ammo capacity across the board to CE levels in campaign and Firefight/SpartanOps/Whatever. If you want lower ammo caps in multiplayer then fine, but it only leads to frustration in campaign
X11 XOMAN wrote:
Something that needs be fixed is the ammo for example look at the Assault Rifle in Halo Combat Evolved it had 600 extra rounds but in Halo 5 it only has 216 extra rounds I mean what the Hell so the ammo you can carry definitely needs to change
I agree. Ever since h2 most weapons barely had enough ammo to finish 1 encounter. For example the ce assault rifle could hold 11 mags (660 rounds) and could last many encounters if used correctly, but the Smg in h2 and h3 could only hold 4 single wielded (240 rounds), and 6 duel wielded (480 rounds). The AR in h3 could hold 12 mags, but has a total ammo of 384 rounds.

These numbers get worse and worse with each game, with h4 having the worst ammo capacities in the series, followed closely by h5.
Based on the trailer, I find it kinda cool that the MA37 might make an appearance. It would be kinda cool to see the MA37 and the MA5(x) in the game at the same time.
I am actually really excited for some reason to see the halo reach style AR, I really hope it's more then just a place holder.

Probably has to do with how much time I spent serving on Reach.
to be honest, Im not concerned with the look of the weapons, the weapons could use the designs from any of the halo's and I would not be bothered (except for the halo 5 rocket launcher, big NO) as they all look and feel like they belong in halo. what I'm concerned about is the gameplay of the weapons. personally im hoping that it'll be like H2A.
The assault rifle and battle rifle in halo 5 have a verint that highlights the enemies in red I would like this scope to be standard on the weapons what do you all think
I personally haven't minded the power dynamics of all the main loadout weapons in Guardians, but I'd say that 343i needs to get back on the track of having one weapon for each faction for each niche instead of several variants of the same weapons as we see in Warzone. That complicates the sandbox needlessly and ultimately turns it into an unbalanced mess. I understand that's not the case in Arena, but I don't believe that just because you're not playing in a strictly competitive playlist should mean that the sandbox can be broken.