Well but the OP thing was the speed, not the accuracy. It was already accurate enough when you spammed it, leading to overly quick kills. Accuracy wasn't the problem though
No, that's not how it works. It's a nerf, plain and simple. It's not like bloom made you any less likely to get a kill. With bloom, it comes down to luck, without it, it comes down to skill. Though I still think it's a good thing they essentially got rid of bloom on the sidekick, but they didn't have to nerf it, they could've just removed bloom from the weapon. It's not like anyone actually likes bloom anyway, since the whole idea behind it is flawed. Sure, shooting slower means less risk, but if you can still win, and in some cases win because you took a risk, then what's the point? That just feels cheap for the user, and even cheaper for the person on the other end, especially if they know they might've won, or at least tied, if they too just rolled the dice.
@dogbogs the Plasma Pistol in Halo 2 has an EMP burst that temporarily disables vehicles when it hits them. This gives players time to take out the driver. However, in Halo 2 and all other games except Halo: Combat Evolved/Infinite a charged Plasma Pistol blast will temporarily disable vehicles.
I figured they did it that way to differentiate it from the sword. You’re vulnerable during the windup and your quick melee doesn’t do anything but in return you slam everyone in the tri state area.
@@Ja.abbatta_V Objectively false. It should be closer to how it was in literally every game up until now. I'm fine with it having a little bit of range, I mean, it's a fucking *gravity hammer*, but it shouldn't have 20'+ of range.
not a straight up buff but there are certainly upsides to the nerf so it’s actually not that bad of a nerf. On paper it’s a great change but we’ll have to see by playing with it
My only gripe with them going back on the plasma pistol EMP now is that in Infinite the plasma pistol battery has so much charge (since it was supposed to be similar to how it was in CE with a big battery but no emp) someone could literally just keep a vehicle or multiple vehicles down for a long period of time where with the shock weapons you would have to reload after a couple shots giving the EMP'd vehicle enough time to react. Plus now theres 4 weapons that EMP (Dynamo, Shock, Disruptor, PP) feel like this is going to be to much and hurt vehicle play, especially tanks and tanks are already pretty low spawn and weak in this game. If they're going to stick with this they should atleast let tank drivers survive 1 grenade board like they could when Infinite launched.
They could have sold this by having 2 charge ranks. Stage 1 normal shot stage 2 more ammo equal to maybe a quarter or 3rd (with the super unstable animation), that actually EMPs
I think I’m a fan of all these changes, say for the Cindershot. That gravitational pull the projectiles had gave the weapon charm, wish that wasn’t cut.
Though imo the grav pull was kind frustrating to deal with as didn't really have consistent counter play. Now yeah, a nerf instead of a removal of the pull would have made more sense. Now without a nerf I could see this weapon with the original pull working in Halo 5 as everyone has a thrust cooldown to burn in exchange for escaping things like this.
@@prefrontalcortex2602 how is it a nerf? An air-burst spike is not going to hit anyone for any significant amount of damage but after the change you can have the nade land right next to (or stick on) an enemy farther away and do way more damage.
With shock weapons so prevalent, I feel like PP could still have non-EMP utility by a) stripping shields of driver/passengers instead of disabling vehicle b) stripping overshield like in past games (for PVE mainly. With Mythic skull on it takes like 4 overcharged blasts just to take down a Bip Bap, making the weapon even MORE useless if stacked with Famine Skull)
@@bigoistin9125 it used to do that pre-EMP mechanic iirc. Like if a plasma bolt in CE hits your hog, your shields get stripped even if it's not a direct hit on your spartan
Slowing down the Sidekick was a good move as it could kill faster at distance then a Bandit or BR. Plasma got it's EMP back is also great... So now that the network model is better they should bring back the damage over time for the Disruptor.
I don't know if it was this update or the last one. But you can now finally move the camera around when you die! The fact that it took them 2 years two add a basic feature in is crazy!
@@Espartanica It's a power weapon. At most they should've nerfed the amount of ammo it carried per pickup, not take away one of its unique features and nerf the firerate.
Im happy about the sidekick change I feel it’ll make it more consistent but also lower it’s ttk a bit Might even be able to use it from further away more effectively now, which was always it’s biggest drawback And im soooo glad to see the plasma pistol getting it’s core functionality back, i get they rllly wanted shock weapons to play a role but there was only two of them and having the plasma pistol also be an anti vehichle is a good thing with how strong they are atm I didnt even notice the spike grenade was detonating mid air, or taking forever to blow up when you stuck someone with it since it didnt rlly kill anyone unless it was in close quarters where it could do a buncha bouncing
They did the cindershot dirty lmao couldve just made the pick-up speed long as shit like they do with hammer and spanker and maybe nerfed the pull affect not outright remove it and reduce the speed, the things bassically useless unless the enemy is in a tight space
@@nofacedgoldfish6216 So then there is no point of driving vehicles when we are going to get EMPd left and right now. We can barely drive vehicles on these awful 343 maps
Get good, fool! I'm sick of you tank driving, wasp flying cowards going around and killing us like no tomorrow without us even having a fighting chance!
Pistol is a buff. You can now use it to to preshoot and zone from far away. I never used to preshoot for objective games. Now I almost guarentee a double kill playong defensively by a few thoughtful preshots that will end up hitting someone who is sprinting
Since release and I stand by this still, the spike grenade should be an impact grenade. It is just generally a worse grenade in every circumstance. I also have always thought the plasma pistol should have had a brute reskin to go with the banished style. I mean if all the other covanent tech did, i.e the phantom, ghost, wraith why not the plasma pistol since the other brute weapons revolve around emp tech
@@Espartanica now you're thinking. Regardless I can't think of a time I have ever desired to swap out frags, plasma or emp grenades for spikes. If they had some utility I'm sure they would see more use.
I think as the sidekick being the lesser caliber alternative to the magnum, it should do less damage. I don't see how nerfing the firerate makes the gun worse, since bloom wasn't adjusted accordingly. I feel the sidekick will still be broken in this state, if not better. The sidekick is a side arm, not a primary. It should be treated as such.
@@colbyboucher6391 I fully agree that each weapon should have its place as a "primary" weapon BUT the magnum and sidekick. Neither weapons were ever intended to be a primary but Halo CE, where Bungie was smoking filtered crack and thought the magnum should be the designated marksman rifle. But this was fixed in Halo 2 and beyond, and the magnum had the staple place under the AR, BR, and was the lesser variant to the DMR. I feel with a game where 3 human precision weapons exist, the sidekick doesn't need to be as strong as it is. It is a sidekick, literally in the name.
Noooooo, don’t take away the gravity stuff if you aren’t going to change the fact* that the bigger hammer should crush your legs and team mates if used improperly.
I thought the spike grenade change was going to be to make it so that it would be an impact grenade that detonates instantly on contact with a surface or player, not that the detonation timer starts after it makes contact.
@@danjjjatest This is true, but this isn't true for all the weapons. Both the disruptor and the shock rifle suck, the mangler is alright, the ravager sucks, the plasma pistol is useless, bulldog sucks as a shotgun, heatwave is alright, sentinel beam is piss poor, the cindershot is annoying to play against since it blinds you, and the Hydra is a HUGE downgrade from H5's Hydra. The sandbox as a whole is just bland and boring. Halo 5 had the best sandbox out of any Halo game. If you were to combine that with the equipment of Halo Infinite, then it'd be the literal perfect Halo game in my opinion
@@capnc4ke The Hydra in H5 was too overpowered. Cheapest weapon in Halo ever. Also the shock rifle is amazing for headshots, watch mint blitz gameplay. Bulldog is probably the most OP shotgun halo has ever had. lol
Sidekick is nice. Spike grenade should've stayed the same in 3 glad thats now a thing. Plasma Pistol having EMP again is also nice but considering how many weapons that can do that its gonna be pain for players in vehicles. Cindershot nerf is interesting cause I've never seen a player or enemy get moved by the blast radius (probably cause of the mass amount of movement thats going on). Sniper Rifle i have nothing to say, faster time to shoot upon pickup aint gonna change how i am with them. Grav hammer nerf is whatever it still fun to use. Also i never noticed how there was a shot counter on the Cindershot itself
Sidekick nerf feels really great after 5-6 hours of playing. Doesn't have almost any effect whatsoever on people who already used the weapon optimally, just completely cuts out the "fire at max speed and get lucky sometimes" RNG bullshit. Admittedly, it comes at the expense of being able to fire that fast at very close range where the bullet would always land anyway, which does reduce the versatility of the weapon, but I can make an exception with the *sidearm* that probably shouldn't ever have been this complex in the first place.
Ngl emp on pp is gonna be soo toxic now...emp lasts too long to dodge a second shot. Honestly should just revert it back due to how much already taxes that role with dyno nades. Disruptor and shock rifle..that or change how disabling works entirely. Most guns in the sandbox already ruin vehicles so pp being added to the list just gonna kill it further imo. And cindershot nerf honestly wasn't needed, the gravity effect was super fun and interesting for a weapon to have.
gravity hammers range was to big it was a good change. thank god for the plasma pistol. good change on the cinder shot, like why would a ball of plasma make a vehicle move?
Only issue I have with the plasma pistol getting emp back is now there are so many ways to disable vehicles with all the other emp weapons. Im still glad plasma pistol is useful now
Im happy with all these changes, honestly. Part of the sidekicks description says it's mainly used to finish off opponents, but you didn't even need to use it that way at all. It had a fairly fast ttk to the pont where it almost felt better to use it over the assault rifle. A simple side arm shouldn't feel like a better option over an assault rifle. Hopefully, this puts it in its intended place. The cindershot change is nice because before you could just obnoxiously spam it, which was incredibly annoying in Husky Raid. The gravity hammer has needed this nerf for such a long time. It had so much range to it to where you couldn't really classify it as a melee weapon. Which was also incredibly annoying in Husky Raid, and any other game mode for that matter. Now if only they'd change the prices in the store back to where they were before.
Holy moly a person who finally has some common sense! Your a gem bro, can't even count how many people I've seen complain about the pistol when it's not even used to start and finish combat.
I wonder what made them think it was okay for the Cindershot to pull targets in closer to the blast to begin with... The main change I like is the sidekick though. That's a buff if anything.
I don’t understand why they are working on rebalancing guns so late in this games life cycle. It is pointless. Might as well bring back player collision and grenade physics, so weird.
Så glad it's finally possible to actually walk away from my cindershot shot I don't think removing the pull from vehicles is good though, explosion weapons are kind of anti vehicle you know
IMO the highlight of the balancing changes is definitely the "nerf" to the sidekick. Yeah its minimum time to kill was increased, but the fire rate change had the side effect of removing its bloom and making every shot nearly pinpoint accurate. Removing its bloom and decreasing the firerate makes it a more skillful weapon than before where the player could spam their shots and get lucky with the spread. It may be nostalgic for the plasma pistol to EMP vehicles, but I don't think Infinite's the game for it. There are already so many vehicle counters that exist, and adding one more that's not difficult to spam isn't healthy for vehicle combat. Vehicles can already get shut down pretty quickly if people use the sandbox, this will make it even worse. They should've waited for halo 7 to bring it back so they can design the rest of the game around it instead of shoving the EMP into a game with so many vehicle counters. I also don't like the Cindershot changes. It's a power weapon that kills in 2 hits if you're accurate and traded the instakill that other power weapons had for extra utility with its guided projectiles and reverse impulse. It was an interesting gun IMO and the way it effected gravity fit halo perfectly. Removing the impulse just makes the gun less interesting, and on top of that this thing wasn't even that common in normal matchmaking. Who was complaining about this thing? Was it people who play husky raid, the game mode where everyone spawns with random power weapons in tight corridors? I have no idea but I don't like this change at all.
as someone who played a ton of the OG halo games and none of infinite; it is painfully obvious that 343 has no idea what fits, what doesn't, or how anything should work. its like an in house knockoff. to think that the IP and developer split only for neither one to retain their value is heartbreaking.
Yay Plasma Pistol! ❤️ It was bold that 343 made Shock as a brand new damage type with EMP ability, but it always felt like the Plasma Pistol was robbed!
Plasma pistol actually being useful (just like the last 20 years) AND the fucking gravity hammer is no longer a FUCKING SNIPER RIFLE? FUCKING YIPPEE took them long enough
you're telling me i started playing this game the same day that the plasma pistol became like that? bro i thought that was by default like every single other halo game., wtf
Glad to see the PP back in action. The Disruptor is dogshit and the rifle is great against Spartans but you can see the glare, and with a Scorpion you’re toast if he see you. Finally I can go up against a Wraith and do something about it, they just have to prevent someone from switching seats when I throw a grenade in there
As much as I love that the plasma pistol has its emp back, it's kinda annoying that now we have 4 weapons that can emp. Imagine getting into a tank and getting shock rifle empd, then dynamo grenade empd, then disruptor empd, then plasma pistol empd. You wouldn't be able to move and would get destroyed instantly lol
Takes 3 shots from the shock rifle and almost all the ammo in a disruptor to disable vehicles, also depending on how close you are to the dynamo, it won't emp your vehicle. Plasma pistol is the only insta-emp. I think you will be fine.
Plasma Pistol getting its EMP functionality back 👍 [Everyone Liked That] Hopefully BTB can stop feeling so one sided with vehicles being so dominate. I love BTB in all the other games, but in Infinite it's just not fun.
I actually didn’t mind the whole plasma pistol nerf as long as there was something like the disruptor to take its place. Now wtf is the point of the disruptor? At least the crybabies got what they wanted I suppose…