Watching all the D2 players playing halo was entertaining, given how bad they are at it. Vanguard crying about nades, cross/Les raging on every death, drewsky...he's just bad. Fallout is top tier shit as well, just stick to D2.
@@simplylethul well aren't you just special? It's pathetic that you'd feel so crappy about yourself or your life that you'd come into someone's youtube video specifically to talk shit. I'm sorry mommy or daddy didn't hug you more. You should seriously go talk to someone about it though. Get the help. It's out there.
@@UnchartedNL blindly thrown grenades? Fam classic halo was 45% throw all your nades in a corridor asserting dominance and when the explosions stop, you rush
FYI: The shock rifle also causes an EMP effect on vehicles after 2 shots, shooting banshees outta the sky and into to the void with the things is too much fun
Some interesting tips I've learned over the days I've played: Pretty much all the banished weapons have drastically higher melee damage than all the other weapons in the game besides the hammer and sword of course. If you're within range, especially with The Mangler, go for a shot to the body and then a melee. It will immediately kill. The Hydra has a higher projectile speed while in non lock on mode. The heat wave is extremely effective on vehicles, namely because it's projectiles past directly through them and hit the drivers or pilots directly. They also just do a lot of damage in general so you can pretty much destroy most vehicles in the game with a mag and a half of the heatwave. Depending on what vehicle, you may find that vertical or horizontal will work better depending on its shape to make sure that most of the projectiles make contact and pass through. The repulsor is extremely hard to use but has an extremely high skill ceiling as well. After testing, I found that you can actually stop skewer bolts dead in their tracks right out of mid-air if you time your repulsor perfectly, and even things like wraith plasma mortars can be reflected back. Also, you can jump and then repulsor towards the ground to do a super jump, reminiscent of grenade jumping from past games. The grapple hook is extremely intuitive. It took me a while to figure this out, but if you grapple onto an enemy vehicle, you will automatically hijack them, and grappling onto a player also automatically melees them upon reaching melee range. The Dodge ability is extremely useful for closing in quickly for a melee kill, it catches people off guard quite often so use that to your advantage. Out of every Halo game so far, active camo feels it's absolute strongest in infinite. You are nearly completely invisible, so don't be afraid to walk out in front of enemies to flank around to their backs or use it to sneak into the back line to pick up a flag or hold an objective. One of the best anti-vehicle loadouts in the entire game is the shock rifle in conjunction with a grapple. Two shots with the shock rifle will EMP and disable pretty much every vehicle in the game, and granted you are in range, a quick grapple onto that disabled vehicle will hijack them while they are stunned. The shock rifle also does minimal damage to vehicles, so you won't have a damaged piece of junk after the deed is done like you would with a rocket launcher or a sniper rifle. The plasma pistol on a charge shot does not, I repeat, DOES NOT EMP anymore. be careful trying to go for a cheeky disable on that wraith from behind, you'll end up just pissing it off and getting yourself a mouthful of plasma. Although it is slightly janky, you can stand on top of a wasp even while it moves. Use this to advantage with your teammates to ferry flags across extremely large distances safely and quickly. Objectives like power seeds, oddballs, and flags, can be moved much more quickly by Sprint jumping and then dropping them, just like older games. This is extremely true for the oddballs, they drop and roll quite a large distance before stopping, and power seeds can be thrown quite a distance before falling to the ground. Fusion coils are an instant kill if thrown directly on an enemy, and also leave a small AOE Field of fire in their wake after exploding for a short amount of time. They can also be shot out of mid-air, or even shot out of the hands of an enemy player. I'm not entirely sure, but I think you may be able to grapple an enemies' fusion coil out of the air but I haven't tested this yet. Heavy machine guns on warthogs and on emplaced tripods are basically the strongest they've ever been in any Halo game. Do not hesitate to rip one off of its Mount and carry it around, it is extremely formidable and deals absurd amounts of damage to both players and vehicles. The skewer is a one shot hit to players, but I try not to use it for that. Think of it as basically the new Spartan laser, it is extremely powerful against vehicles, but do mind the slight projectile travel time and drop. Sniping a wasp from across the map might require you to aim up a few feet and lead your shot a yard or so. Also, vehicles take damage depending on where they are hit. Try to aim for where the engine would be for most vehicles, or just at center mass in general (front chassis on warthogs and mongooses, back panels of wraith and scorpion, etc.) Don't pick up the ravager LOL I'm not sure if this weapon is just absolutely horrible or if I'm just horrible with it, but getting a kill with it feels like an actual challenge. It seems to melt Shields kind of quickly though so it might be better to just use it to break Shields and then swap to a different weapon. Lastlyy, as tempting as it is, try to avoid jumping around in combat, unless it's to dodge an explosive weapon.. Strafing is basically faster than it ever has been in any other Halo and jumping puts you in a predictable movement Arc. You will find much more success against precision weapons by strafing rather than jumping around.
The ravager was incredibly strong in the flight, 2 bursts would kill It feels horrid now so I hope they revert it. Also ty for a few of the tidbits here, they were helpful
@@feedthemeat543f The Ravager and the Commando feel like they were very nearly into the ground. The Commando is still okay if you hit your shots but the 20 round mag really hurts in full auto because in 90% of gunfights you cannot take down more than a single target, the BR feels objectively better even in close range where it feels like the commando should perform better. The main problem is the bloom maxes out right after its potential kill shot so missing even one shot in full auto makes it super inconsistent and you often have to reset or switch weapons if you want to confirm the kill. If the commando had 25 shots and/or had even one more shot before full bloom it would work a lot better. I also find the commando is the only weapon in the game I run out of ammo with before finding a better weapon. The Ravager is only really useful as an area denial weapon now but I find the burst shots are incredibly glitchy and like to pass through enemies instead of hitting them. The charge for it also has to get to full otherwise you just wasted time for the regular shitty burst, same for the plasma pistol but that at least does decent shield damage even with low power shots. Speaking of the plasma pistol, i actually prefer just spamming over charging in a typical gunfight because the tracking is a bit wonky and extremely hard to time past like 15m assuming the target is strafing or otherwise moving. It honestly sometiems feels like the shots curve in such a way that they miss the target when a straight shot would have otherwise hit. The charge is still great as a fight starter or against mostly unaware targets. The only other thing i find a bit wonky gameplaywise is melee range and timing. Probably more of a me thing where i never seem to hit my melees where they count and ive also had it happen a few times where Ill melee first on my screen and seem to connect and then just die because the server decided the other player meleed first. But the netcode is really good otherwise so its not a huge deal.
You should make a tips video on this cause this is pretty good and if people want to come back to see it again it’d be easier than finding this comment again, thank you great Cobyba
Ravager feels suited for big team battle especially. Weapon that's not too dangerous but has a lot of chaotic projectiles and leaves pools behind. It'd also be good for assaulting teams inside, since it's relatively ammo efficient iirc. If it was available in a map like Streets, where oddball teams can hide inside a lot, it'd be pretty devastating.
Gotta treat the needler like an SMG, keep to short engagement ranges and out of the open and it absolutely slays. As long as they can't block your line of sight and you keep the engagement close range I'd say it's actually my favourite and most powerful iteration of the needler so far.
The Cindershot ADS shot "follows" the crosshair as it travels allowing you to curve the shot around corners, or just attempt guarantee hits off scuffed initial trigger pulls
Also, curving a shot, combined with the explosion suction, has the effect of pulling enemies from behind cover in a team fight. I have definitely accidentally pulled an enemy back around a corner while my teammate finished them off.
Quick note with the Mangler. It's one of the weapons that falls in the 'extra melee damage' category. This means one shot + melee with the Mangler will result in a kill.
Coming here to say this. Didn’t realize this till yesterday but it pretty much fulfills the maulers purpose from Halo 3 and more without being a 2nd rate shotgun
How does this work? I actually enjoy meleeing and favor it, but so far the bladed weapons don't see to really matter. You can 2 shot with melee and it's fast, but hitting someone with a shot then meleeing doesn't always kill them, which leaves you open to a counter melee after being shot while going in for the kill, very oftne getting yourself killed instead. I've seen this exchange over and over again, even with bladed weapons, so I feel like they kind of are just pointless especially since 2 melee hits kill anyways. Feels like pretty much any weapon takes a heartbeat to get you into melee kill range or if you're already close spamming double melee is almost always faster than any gun outside of rocket launcher or spiker or whatever.
@@onlyontuesdays4483 yeah man, watch the trailer for Season 1 that released on Monday, and you'll see someone ADS'ing with the Cindershot at 2 guys on a mongoose with the flag. They turn left around a corner no longer in sight, and you see the guy move the cindershot to the left after he shoots and the projectile curves that direction, blowing up the mongoose. It's specifically at 0:39 in the Heroes of Reach launch trailer
I’m not, they’ve been trying to making the AR more viable for a while. Instead of just having BR starts, they’ll buff the AR so people can just spray mindlessly.
Note on the Energy Sword for duels: hitting your normal Melee button (instead of the trigger to "fire" your sword) causes it to Short Melee. Short Melees with the sword don't have a Lunge, but have a shorter cooldown between swings than the normal Long Melee. In a 1v1 sword duel, the fella swinging short melees will always win after a clash.
A lot of people have been kinda dogging on the disruptor but i think it's actually pretty useful, keeps your oponents shields down for longer which is helpful for working with your team to capture a point or to keep the ball carrier on low health for an easy kill for you or your teammates
Yeah, but its only really useful when paired with a BR. I’s shoot them a bunch to get the tick damage and then finish them or the multiple enemies off with my BR
Only problem for me is that it's technically a projectile weapon, while the DMR was hitscan... I tried to recreate SWAT using the Stalker Rifle and it's so much more difficult when the projectile takes a bit to reach the target
The Mangler was explained incorrectly in this video. It is a decent mid-range weapon, but it is meant to be close quarters. 1 shot with a melee (almost simultaneously), I’ve gotten multiple double/triple/and sometimes quad kills with this gun on unsuspected flanks. And the melee also gives you an increased lunge which pays off huge.
Bro this is actually so helpful, theres so many new guns in this game i was like "am i using this right?" with half of these 😅 Also, for halo vets this is known but the energy sword you should be able to press the regular melee button which is slightly quicker that the lock on swing, and will allow you to win your sword duels 😎
I audibly moaned when my buddies and I played Oddball yesterday. My all-time favorite gamemode and I have been praying for it in D2 since forever. It sounds like it would be so easy, we already have ball physics and throwing/catching tech in the game.
Glad to know i'm not the only one, it's also pretty unforgiving on controller, waiting for someone to drop a holy grail video on how to tweak the deadzones/sensitivity etc. When i look at the scoreboards i see plenty of people with equally horrible or worse KDs but i certainly never seem to encounter them haha.
fyi: the pulse carbine actually tracks enemies when ads and you have a red reticle. you dont actually have to account for projectile drop off and travel time
Great video! Definitely covered a bunch of great points! Some things I might add, is: 1.) A lot of the weapons now have a glint for the enemy to locate you and what weapon you have (As a long time veteran Halo player, I probably hate this the most). Sniper is a yellow glint, shock rifle blue, skewer a reddish hue, stalker rifle pinkish, and BR sometimes a white. 2.) Shock rifle actually fires three shots, but in very quick succession. This makes strafing or sprinting players much harder to one shot at long range. 3.) Plasma pistol no longer disables vehicles. Disruptor, shock rifle, and the dynamo grenades will disable vehicles. I wouldn't mind seeing a video on situational uses for the weapons or basics/changes that returning players should be aware of (headshots do extra damage only when shield is gone, plasma pistol, etc. Anyways, thank you for putting out a great basics video for the weapons! I will definitely share this video around my gaming community and friends!
Shock rifle fires 5 shots not 3. and agree I hate the scope flare. It made sense in Halo 4s binary rifle and all the snipers in Halo 5.. but why tf does the battle rifle have it too? That's just crazy
The cindershot is actually guided by your crosshairs when aiming down your sights like the ad victoriam from halo 5 it’s kinda tricky at first but you can pull off some cool shots like when someone is across map peeking a corner off and on
@@brandonmack8573 yes, bungie isn't gonna be having a good time when Elden Ring drops literally two days after witch queen. And with halo fully released...
Disrupter can also EMP vehicles. The mangler also has a blade on it so it gets the melee buff. I dind't know about the black hole effect on the cindershot. Thanks for that!
Destiny has way more jumping abilities than Halo. In Halo, you have the grappleshot and that's about it. But in Destiny you have all kinds of different double jumps, movement exotics, air borne abilities, ect. In-air accuracy penalties keeps the game from being played in the air all match. Which is why i think top tree dawn is about to get nerfed again. Way too many people floating in the clouds and shooting down on people's heads.
haha i am in the opposite lane. I played all the halos well before I played D2, it felt weird to be punished for using jumps in my strafes, but then I learned about lions ramparts. Now Im playing 3d chess with people that are playing checkers *cough chough shotgun ape hunters*
Another thing to note about the Mangler: Weapons with bayonets do additional melee damage, you can get a kill with the Mangler VERY quickly by shooting an enemy once then meleeing
One helpful thing that wasn't mentioned: with the Mangler, I believe that you have increased melee damage. 1 body shot followed by 1 melee = a kill. It's pretty darn good once you get used to it.
One thing to remember: Weapon reloads and venting take less time if you reload before the mag is empty, so if you only have one bullet in the mag, don't use it, reload it.
This is not the case for a lot of weapons. When talking about weapons that reload everything at once, which is currently 11 total, 6 have this trait and 5 have a reload speed unaffected by an empty magazine. The Shock Rifle, the Mangler, the Disruptor, the Bulldog, and the Rocket Launcher all have the same reload speed regardless if their magazine is empty or not. Venting before weapons overheat obviously is quicker because there is less heat, and reloading Forerunner weapons and the Hydra take longer because the Hydra is a weird wheel gun that the UNSC didn't think could benefit from a form of speedloader like the Mangler has (for balance purposes of course, that would be really strong lmao), and the Forerunner weapons are even weirder versions of wheel guns. So yeah it's a given those will take longer to reload from empty. But regarding this strategy, it's definitely situational because that last bullet/burst could be more useful than a .1-.2 second quicker reload/vent speed. The needler is really the only one that has a massive difference of like over half of a second. But I mean, it takes 13 needles to supercombine and it has a 26 mag size so saving that last needle is almost pointless.
Infinite has a lot of unique power weapons that feel fun to use, but 70% of the time I feel like the AR is too good to swap out. It’s got damage, range, and easy to aim reticle.
I think a lot of the medium tier weapons work really well when combined with the spawn weapons. The ravager for example is basically an AOE plasma pistol and works wonders when combined with the AR.
It's honestly one of my favs, it's so reliable and I actually don't feel weak with an AR+sidekick start at all. It's TTK optimally is faster than the br I think
@@StarryGlobe089 Bruh the ravager is beyond useless lol trying to complete a 10 kills challenge with that thing was easily the most frustrating thing I've experienced in a long while No damage, no splash, no range, super slow. I'd genuinely rather be unarmed than be forced to use that hunk of garbage ever again lmao
@@ramadansteve1715 i mean, tbf like all plasma weapons its role isn’t a killer so much as a shield stripper. Like he said, pop twice in the body then either punch them or finish them with another weapon. And no range? I mean, if you can’t lead a shot perhaps, but it’s got a scope for a reason
The Disruptor also prevents enemies shields from recharging for a longer period of time, as well as the shock effect being able to chain to other enemies.
FYI: there are 2 different variations of the energy sword. One of them has a shorter distance of melee range but recovers slightly quicker for a faster second swing
Yeah but I think that's the case with al the Halo weapons in al the game they al have good uses fo rexample weapons like the shot5gun and energy sword were always very useful at disposing of Flood quickly but with enemies lik ethe Covenant you need t orely more on longer ranged guns
I like the emphasis on Kinetic and Energy in infinite, sure energy weapons have always been better against shields and weaker v flesh but it feels more prominent now
The energy vs kinetic weapon damage has been a thing in halo for a while now it’s not infinite specific. Energy weapons break shields faster but struggle to get the kill once those shields are down excluding precision weapons of course. Kinetic weapons don’t hurt shields as much but are quick to kill once those shields are down.
@@ogs5276 it’s not more prominent though that was my point this has been a rather consistent thematic with weapons in halo and even more so in the older games actually.
Funny enough I didn’t expect this video to be helpful because I’m a halo vet, but it actually was. I guess it helped me having a visual and explanation of each weapon and it gave me some more ideas of how to use them. Man this game is awesome
@@Wi11iamNZ That wasn't an Orc. It was a Uruk. His armor is thick, and his shield is broad. And Sauroman also taught him the ins and outs of fine dining.
@@Wi11iamNZ Remember it’s all translation, the Uruks did not speak English but they certainly had plenty of words for menu in black speech. This is a common debate that gets snuffed out all the time
FYI: The Mangler actually lets you deal increased melee damage when you have it equipped, so it's really nice for CQC where you can land 1-2 shots with it and then finish up with a melee.
I always liked the AR. Specifically because it's seen as a noob weapon. It's not the best at anything, but it's better than the BR up close, and better than the shotty at range. Because of the noob reputation, a lot of players will take themselves out of their weapons advantage and fall for traps more easily. It's a defensive weapon that excels at moving between positions and ranges, luring your opponents into situations they aren't prepared for.
The real noobs are the people that still need to boost their ego by not using certain weapons that are considered noobish or people that think camping in online games is noobish when in reality camping is highly effective if done right and you camp in one spot and move to the other spot and camp instead of sitting in one spot the whole entire time and not getting very many kills cuz sometimes you need to look for other players to kill. It's like if you're truly confident in how good you are then you wouldn't need to boost your ego by worrying about playing fair and you wouldn't think about it and just have fun. In real life combat fighting fair will just get you killed so why do people feel the need to fight fair in a video game? The way I see it if you're playing fair your not trying. Go hard or go home.
the skewer can one shot a lot of vehicles, but it matters WHERE you hit them. Hitting a warthog in the engine causes it to explode, but hitting it anywhere else causes massive damage
The hydra lock on is great for the wasp in BTB. Lock on while it's distracted and fire off a clip at them. They re usually dead before they even know what's coming.
I played up to reach and 4. So far I’m definitely enjoying the gameplay of infinite. Gaining xp is kinda wack tho. 0xp on a loss feels lame to me especially in BTB where you’re playing for 15+ minutes and virtually no reward
@@mikestr0592 Both things that can be very easily fixed and aren’t something to realistically be up in arms about. They’ve heard the complaints already.
@@TerraTheWise Also something to remember: the game isn't out fully, it's a beta. The complaint would be understandable if it was a full release. Bad gameplay is much harder to fix than progression systems. I couldn't believe it at first, but 343 has nailed the gameplay (aside from minor complaints). You're right, this can be fixed. The man Joe Staten himself has acknowledged as much.
Thanks for pointing out the radar range. It felt tiny, but I just wasn't sure yet. I'd like to see an increase in radar range, since it always provided good counterplay potential if you could see what your CQC enemy is up to.
Quick note with the mangler, ravager, and spiker. They all have bladed melee, and as a result do more damage. (specifically feels like x1.5 dmg) The mangler can one shot melee combo. Really good with evade and grapple!
19:25 "I'll definitely go commando. Just gotta work a little harder at controlling that recoil". Careful Fallout, doing that commando can definitely get you arrested...
This video is perfection - thankyou so much for this. Background info, current info, repeated testing of weaponry - just flawless. As a Bronze level noob, it may not help my clumsy hands mash the controls any better, but at least I now have a better understanding of the weapons themselves!
More on the Disruptor pistol: * The dot effect from 3 hits will prevent shield regeneration for TEN seconds. * Like the shock rifle, it also can do chain lightning damage with the little electrical explosion caused by getting 3 hits. * You can shoot weapons or equipment on the ground with it to chain lightning to enemies nearby, as long as they have LOS to what you're shooting, even if you can't see them. * 6 shots will EMP a vehicle briefly.
Yea, it’s really refreshing that there isn’t really a, “yea, just don’t pick up that weapon, it’s dog shit” gun in this game. Makes me want to get good and master every weapon and possible combo. One of those being using the overshield while running into a group of people with a sword or shotgun or something.
Dude you’re crazy. Half these guns are worthless. Why would I pick up some garbage disruptor pistol when I can easily kill with the regular pistol. None of these weapons even feel like power weapons except the shock rifle, sniper rifle and rocket launcher.
@@bombomos I’d disagree. Coming into this video, I only thought 2 guns were garbage, the disruptor and the plasma pistol but now that fallout did some experiments and gave the data of what you need to do to kill someone, I’m dying to jump back in with them and get better with them.
@@Amoogus I think you're completely missing the point of the weapons sandbox. This isn't cod/Battlefield. They gave every weapon a distinct purpose, and not all are specifically meant for killing with high dps or whatever people think they care about.
After playing for a good amount of time, I have this aching feeling a lot of pick-up weapons feel lack luster. The BR and AR feel great and the sidekick is pretty good too. However, the shotgun, plasma carbine, commando, etc feel really inconsistent and kinda bad IMO Having said that, I feel like in the future we’ll see a return of more sandbox weapons and I can see the OG Magnum and shotgun making an appearance, and that’s exciting!
Yeah the commando feels extremely inconsistent with the horrendous bloom. They should at least tone down bloom and make it have more recoil to make it feel a bit more consistent. And yeah I know “jUsT pAcE yOuR sHoTs”. I do that, and can get kills, I just don’t prefer how it feels.
I agree about the commando. If it had a 30 round mag it might be viable, but as it stands I think it's the worst out of the 3 main bullet firing rifles.
They really need the old shotgun back. I miss being able to one-shot up close, especially when facing an energy sword. When I see the Bulldog I typically just ignore it.
@@Logan_93 if the sword is in the game and a one shot kill, there also needs to be a one shot kill shotgun. There is not counter to the sword right now.
Dude, thank you so much! I didn't want to have to take the time to do this. Will probably do some custom games to get a better grasp on these. But so many of these confused the hell out of me. GG
I had already figured out a few guns from personal use but this video was really nice and easily digestible for it helped me understand more useful scenarios for each gun.
I highly recommend doing all the weapon drills to 3 stars, really helps you get a feel for the newer weapons in a controlled setting and teaches you the fundamentals and re learn the basic weapons and practice your recoil control
The way to use the Cindershot is to think of it like if the Ad Victoriam and Plasma Caster had a baby. When hipfired, use it like a Plasma Caster - shoot the ground between you and the enemy. When zoomed in, use it like the Ad Victoriam - either keep your reticle on the enemy the entire time, or wiggle it around to slingshot it around corners.
They changed it to fit around the new sandbox in Halo 2. Then 3, R, 4, and 5. This game is no different. We will probably see it in a future content update like with 5 but not right now.
Bungie said that with halo 1, they had a rifle that felt like an smg, and a pistol that felt like a rifle. All they did was fix that issue. The magnum's replacement wasn't the pistol, it was the BR :)
Biggest thing for new players to learn is definitely how your enemies shield works and what a shield crack looks like and headshot multiplayers don’t effect enemies while they have shields up. Unless it’s a power weapon like the sniper
I played every Halo up to Reach and didn't know this until a year ago when a coworker told me... "shields are shields, man, doesn't matter if you hit em in the head". Rocked my world.
@@deathorb Tried it in a bot match. Both Warthog and Ghost got shut down. One thing to remember is the rifle doesn't fire a single shot. The beams last a little while so if you just clip the vehicle, it will take more shots.
Based on just feel and the 15 hrs I've put into the game, I love the needler. It's not great past short range but on those smaller 4v4 maps it's been awesome for me
I believe the wonky trajectory on the Cindershot while zoomed in is because the round acts like those mounted missiles from BF4, where it follows the reticule until impact.
@@grantfisher9287 well it can't really noob combo persay. In close quarters it can be pretty nasty, but thats cause all bladed weapons do more than normal melee damage. At long range its a 3 shot. It pairs really nice with the disrupter tbh
There's a few aspects to a couple of the weapons here you left out, so I'll list em here Disruptor/Shock Rifle: land enough shots with these guns on vehicles and an EMP effect will go off, disabling them for a short time. These guns have taken that functionality from the plasma pistol Sentinel Beam/Heatwave: The projectiles from these weapons penetrate enemies, allowing for collaterals. IIRC in the heatwave's case, projectiles can pass through an enemy, bounce off a wall, then hit the enemy again. Gravity Hammer: The blast from the slam knocks away anything and everything. Grenades, rockets, skewers, vehicles, and of course, people. Cindershot: While aiming down sights, it doesn't just remove projectile drop, the projectile will actually follow your crosshair as you move it, allowing for some crazy round-the-corners kills with it. Mangler: The extra melee damage was touched on, but here's a bonus tip. The increased melee damage allows for a melee kill after landing only a single shot. Easiest overkill I've gotten so far has come from just tappin n' slappin a bunch of dudes. Great gun.
Something to note with the forerunner weapons is that they remove the splash effect from exploding vehicles provided its what destroyed it. Not exactly a easy feat but its neat.
Also remember this isn’t the final multiplayer product. This is still a “beta”. They just dropped it early so we could get our hands on it and play it until the game fully releases.
Last time I played Halo was back in Halo 3 😅 things have drastically changed. I do like how the alien weapons all have weird effects, almost like the developers tried to add things that had almost never been done
The cindershot also follows where you aim once you fire. If you fire it while aiming and someone is hiding behind the corner, if you time it right you can hit them from around the corner directly. It takes getting used to.
Additional infos: 1. Cindershot alt fire lets projectiles home to the reticle. 2. Grav hammer can parry energy sword attack, push away the attacker and strip down the shield. 3. Banished weapons have faster melee animation. Probably intended to be use with melee as finisher.
Another neat little thing about the Cindershot, it basically functions like a breach load gl in destiny, so you can hold the trigger and release to detonate, I see a lot of people spamming the entire mag to get one kill when all you need is two timed shots.
Just got Infinite last night, and it finished downloading this morning. The Mangler saved my rear quite a few times against the brutes. Managed to kill the torturer boss with a mangler alone, because I ran out of ammo for everything else before that fight started. Felt like I was shooting a CE Era magnum with a cylinder. Love it.
Super helpful thanks a ton! I’ve been playing halo since combat evolved but it’s been years since I’ve touched a halo game. Getting back into infinite now and it feels amazing but I definitely was clueless as to some of these guns
Really miss the Covenant Carbine. Deadly accurate, beautiful sound it makes especially in Halo 2A, all around good looking weapon especially it's unique reload. Also miss Spartan Laser from Halo 3, as well as the Brute shot, Fuel rod gun, and of course the Halo 3 shotgun.
the cindershot if you aim down sights the projectile will go wherever you aim, meaning that once you fire you can aim your crosshairs to make it swerve around corners go up and over cover etc.
The funny thing I find about Halo multiplayer is that despite the fact that there are power weapons in every map, everyone starts off with something overpowered in their arsenal, that being melee and grenades in certain cases. Melee can combo off of probably the majority of weapons in the game, especially those created by the Banished i.e the weapons with huge bayonets. This is very important for the Mangler since even though it's rated as a non-power weapon that is common within player spawn areas, it can take only 1 shot from it to kill an enemy if you follow up with a melee. As for grenades they excel in objective based gamemodes that force or encourage players to clump together, such as Oddball or Stronghold. Otherwise they aren't much of help unless you intend on taking an enemy with you in your inevitable death
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"scroll down 4 inches"? man that's like 4 penis lengths!
Watching all the D2 players playing halo was entertaining, given how bad they are at it. Vanguard crying about nades, cross/Les raging on every death, drewsky...he's just bad. Fallout is top tier shit as well, just stick to D2.
There is no AR in Halo 2
@@simplylethul well aren't you just special? It's pathetic that you'd feel so crappy about yourself or your life that you'd come into someone's youtube video specifically to talk shit. I'm sorry mommy or daddy didn't hug you more. You should seriously go talk to someone about it though. Get the help. It's out there.
You forgot the main weapon in everyone's arsenal: Blind thrown grenades
Gotta say I love the buff they gave the spike grenades, major upgrade from H3.
Most annoying thing about the game right now
Grenades needs nerfs agree
@@UnchartedNL blindly thrown grenades? Fam classic halo was 45% throw all your nades in a corridor asserting dominance and when the explosions stop, you rush
@@UnchartedNL someone didnt play Halo CE
FYI: The shock rifle also causes an EMP effect on vehicles after 2 shots, shooting banshees outta the sky and into to the void with the things is too much fun
*Every electricity based thing EMPs vehicles. Like the dynamo grenades, disruptor and shock rifle
It also will chain from vehicles to players
The Shock Rifle actually fires 5 at a time so it takes like 5-7 shots to EMP something, same with the Disruptor
So does the shock pistol thing
@@Anonymys43 huh I had no idea, i guess that makes sense with how long the fire time is
The EMP functionality of the plasma pistol has moved to the Disruptor. It’s super useful to lock a ghost down, they have no clue what hits them.
shock rifle can also EMP which is great in BTB due to the range.
It also can stun multiple vehicles and pulls them together, it's great
@@emiliobatres9581 wait it pulls them together? Do you only have to shoot one vehicle to attract nearby vehicles? or you have to shoot each one?
That straight garbage. The plasma pistol is useless now
@@bombomos nah it's still good for stripping shields like the other plasma weapons
Some interesting tips I've learned over the days I've played:
Pretty much all the banished weapons have drastically higher melee damage than all the other weapons in the game besides the hammer and sword of course. If you're within range, especially with The Mangler, go for a shot to the body and then a melee. It will immediately kill.
The Hydra has a higher projectile speed while in non lock on mode.
The heat wave is extremely effective on vehicles, namely because it's projectiles past directly through them and hit the drivers or pilots directly. They also just do a lot of damage in general so you can pretty much destroy most vehicles in the game with a mag and a half of the heatwave. Depending on what vehicle, you may find that vertical or horizontal will work better depending on its shape to make sure that most of the projectiles make contact and pass through.
The repulsor is extremely hard to use but has an extremely high skill ceiling as well. After testing, I found that you can actually stop skewer bolts dead in their tracks right out of mid-air if you time your repulsor perfectly, and even things like wraith plasma mortars can be reflected back. Also, you can jump and then repulsor towards the ground to do a super jump, reminiscent of grenade jumping from past games.
The grapple hook is extremely intuitive. It took me a while to figure this out, but if you grapple onto an enemy vehicle, you will automatically hijack them, and grappling onto a player also automatically melees them upon reaching melee range.
The Dodge ability is extremely useful for closing in quickly for a melee kill, it catches people off guard quite often so use that to your advantage.
Out of every Halo game so far, active camo feels it's absolute strongest in infinite. You are nearly completely invisible, so don't be afraid to walk out in front of enemies to flank around to their backs or use it to sneak into the back line to pick up a flag or hold an objective.
One of the best anti-vehicle loadouts in the entire game is the shock rifle in conjunction with a grapple. Two shots with the shock rifle will EMP and disable pretty much every vehicle in the game, and granted you are in range, a quick grapple onto that disabled vehicle will hijack them while they are stunned. The shock rifle also does minimal damage to vehicles, so you won't have a damaged piece of junk after the deed is done like you would with a rocket launcher or a sniper rifle.
The plasma pistol on a charge shot does not, I repeat, DOES NOT EMP anymore. be careful trying to go for a cheeky disable on that wraith from behind, you'll end up just pissing it off and getting yourself a mouthful of plasma.
Although it is slightly janky, you can stand on top of a wasp even while it moves. Use this to advantage with your teammates to ferry flags across extremely large distances safely and quickly.
Objectives like power seeds, oddballs, and flags, can be moved much more quickly by Sprint jumping and then dropping them, just like older games. This is extremely true for the oddballs, they drop and roll quite a large distance before stopping, and power seeds can be thrown quite a distance before falling to the ground.
Fusion coils are an instant kill if thrown directly on an enemy, and also leave a small AOE Field of fire in their wake after exploding for a short amount of time. They can also be shot out of mid-air, or even shot out of the hands of an enemy player. I'm not entirely sure, but I think you may be able to grapple an enemies' fusion coil out of the air but I haven't tested this yet.
Heavy machine guns on warthogs and on emplaced tripods are basically the strongest they've ever been in any Halo game. Do not hesitate to rip one off of its Mount and carry it around, it is extremely formidable and deals absurd amounts of damage to both players and vehicles.
The skewer is a one shot hit to players, but I try not to use it for that. Think of it as basically the new Spartan laser, it is extremely powerful against vehicles, but do mind the slight projectile travel time and drop. Sniping a wasp from across the map might require you to aim up a few feet and lead your shot a yard or so. Also, vehicles take damage depending on where they are hit. Try to aim for where the engine would be for most vehicles, or just at center mass in general (front chassis on warthogs and mongooses, back panels of wraith and scorpion, etc.)
Don't pick up the ravager LOL I'm not sure if this weapon is just absolutely horrible or if I'm just horrible with it, but getting a kill with it feels like an actual challenge. It seems to melt Shields kind of quickly though so it might be better to just use it to break Shields and then swap to a different weapon.
Lastlyy, as tempting as it is, try to avoid jumping around in combat, unless it's to dodge an explosive weapon.. Strafing is basically faster than it ever has been in any other Halo and jumping puts you in a predictable movement Arc. You will find much more success against precision weapons by strafing rather than jumping around.
The ravager was incredibly strong in the flight, 2 bursts would kill
It feels horrid now so I hope they revert it. Also ty for a few of the tidbits here, they were helpful
@@feedthemeat543f The Ravager and the Commando feel like they were very nearly into the ground. The Commando is still okay if you hit your shots but the 20 round mag really hurts in full auto because in 90% of gunfights you cannot take down more than a single target, the BR feels objectively better even in close range where it feels like the commando should perform better. The main problem is the bloom maxes out right after its potential kill shot so missing even one shot in full auto makes it super inconsistent and you often have to reset or switch weapons if you want to confirm the kill. If the commando had 25 shots and/or had even one more shot before full bloom it would work a lot better. I also find the commando is the only weapon in the game I run out of ammo with before finding a better weapon.
The Ravager is only really useful as an area denial weapon now but I find the burst shots are incredibly glitchy and like to pass through enemies instead of hitting them. The charge for it also has to get to full otherwise you just wasted time for the regular shitty burst, same for the plasma pistol but that at least does decent shield damage even with low power shots.
Speaking of the plasma pistol, i actually prefer just spamming over charging in a typical gunfight because the tracking is a bit wonky and extremely hard to time past like 15m assuming the target is strafing or otherwise moving. It honestly sometiems feels like the shots curve in such a way that they miss the target when a straight shot would have otherwise hit. The charge is still great as a fight starter or against mostly unaware targets.
The only other thing i find a bit wonky gameplaywise is melee range and timing. Probably more of a me thing where i never seem to hit my melees where they count and ive also had it happen a few times where Ill melee first on my screen and seem to connect and then just die because the server decided the other player meleed first. But the netcode is really good otherwise so its not a huge deal.
Thanks for the info!
You should make a tips video on this cause this is pretty good and if people want to come back to see it again it’d be easier than finding this comment again, thank you great Cobyba
Ravager feels suited for big team battle especially. Weapon that's not too dangerous but has a lot of chaotic projectiles and leaves pools behind. It'd also be good for assaulting teams inside, since it's relatively ammo efficient iirc. If it was available in a map like Streets, where oddball teams can hide inside a lot, it'd be pretty devastating.
Gotta treat the needler like an SMG, keep to short engagement ranges and out of the open and it absolutely slays. As long as they can't block your line of sight and you keep the engagement close range I'd say it's actually my favourite and most powerful iteration of the needler so far.
Needler is the melee rush counter
@@Moose_VII sweet justice is getting that “From The Grave” notif after they melee’d you but you already pumped them full of pink stalagmites
Halo 2 needler is the best iteration and most powerful. It could even be dual wielded
@@PLUNG3D yeah the dual wielded needler was wild lmao
@@PLUNG3D this better be satire...
The Cindershot ADS shot "follows" the crosshair as it travels allowing you to curve the shot around corners, or just attempt guarantee hits off scuffed initial trigger pulls
Me and one of my buddies were doing customs, 1v1 and I killed him around the corner with the Cindershot completely by accident 😂
Also, curving a shot, combined with the explosion suction, has the effect of pulling enemies from behind cover in a team fight. I have definitely accidentally pulled an enemy back around a corner while my teammate finished them off.
Yep. Laser Guided Suck Grenades.
Titanfall 2 Tone players: "My time has come."
not only that, if you hold the trigger you can choose when it detonates by releasing
Quick note with the Mangler. It's one of the weapons that falls in the 'extra melee damage' category. This means one shot + melee with the Mangler will result in a kill.
Coming here to say this. Didn’t realize this till yesterday but it pretty much fulfills the maulers purpose from Halo 3 and more without being a 2nd rate shotgun
Came here to say this too. Any map with small spaces and this is my go to gun, especially with a thruster to close the distance
its such a good gun, you can wipe people with it so easily
I abuse this daily. Except 100 games later and now I can actually hit people at a distance with it.
How does this work? I actually enjoy meleeing and favor it, but so far the bladed weapons don't see to really matter. You can 2 shot with melee and it's fast, but hitting someone with a shot then meleeing doesn't always kill them, which leaves you open to a counter melee after being shot while going in for the kill, very oftne getting yourself killed instead.
I've seen this exchange over and over again, even with bladed weapons, so I feel like they kind of are just pointless especially since 2 melee hits kill anyways. Feels like pretty much any weapon takes a heartbeat to get you into melee kill range or if you're already close spamming double melee is almost always faster than any gun outside of rocket launcher or spiker or whatever.
FYI: the Cindershot is actually a guided projectile while ADS.
yeah how did he miss that? he even said its a bit wonky when aiming lol
What???
@@onlyontuesdays4483 yeah man, watch the trailer for Season 1 that released on Monday, and you'll see someone ADS'ing with the Cindershot at 2 guys on a mongoose with the flag. They turn left around a corner no longer in sight, and you see the guy move the cindershot to the left after he shoots and the projectile curves that direction, blowing up the mongoose. It's specifically at 0:39 in the Heroes of Reach launch trailer
@@onlyontuesdays4483 he missed that aspect of the gun despite testing it with his mate - that's why you pointed it out... nevermind
@@onlyontuesdays4483 if you ads it acts like a Laser guided missile going where ever you aim so try to stay at a good range
tip with the heat wave: use 2 vertical shots usually leave enemies easily cleaned up by the easier to land horizontal shot
I've found the Mangler to be strong up close, one body-shot plus a single bladed melee is an extremely fast kill.
Supremely fun gun to use 😆
Getting a trouble tap and headshot from a distance is mind-numbingly satisfying also.
Mhm the one shot one bop is very handy
where do i find it
Well.......duh
FYI: Sentinel Beam penetrates the enemy and damage anyone behind him.
I noticed that too in the range
@@bombomos The first weapon drill is basically line 'em up
remind me again why the needler has more recoil that a 7.62 x 51 bullpup ar with a fire rate of 900 rpm?
So does the heatwave
Are we all pretending that we know how a heatwave gun and needler work mechanically?
“That’s one of the older models right?”
“Yes.”
“That means it has heatseeking!”
"Which one do I shoot?! They both look the same!"
“Shoot the one who’s winning, dumbass”
"uh guys I think that's Tucker"
@@God-xr4yu "Wow, knocked the black right off ya!"
"That's racist.."
"PROTECT ME CONE!"
I can’t believe how strong the AR is at medium to long range.
@Roy Emmen yeah, at longer ranges shoot in short bursts of 3-5 and wait for the spread to reset
@Roy Emmen Lift off the trigger ever 2-3 seconds. It can even help at close range.
@Roy Emmen At range it can help to click rapidly like it's semi auto, that's an old habit I brought over from other games and it works well enough.
I can. It has the same ammo as the BR and the same barrel length. It should be that good at range.
I’m not, they’ve been trying to making the AR more viable for a while. Instead of just having BR starts, they’ll buff the AR so people can just spray mindlessly.
Note on the Energy Sword for duels: hitting your normal Melee button (instead of the trigger to "fire" your sword) causes it to Short Melee. Short Melees with the sword don't have a Lunge, but have a shorter cooldown between swings than the normal Long Melee. In a 1v1 sword duel, the fella swinging short melees will always win after a clash.
This is something i learned way back in halo 3, funny it's still the same now
A lot of people have been kinda dogging on the disruptor but i think it's actually pretty useful, keeps your oponents shields down for longer which is helpful for working with your team to capture a point or to keep the ball carrier on low health for an easy kill for you or your teammates
Yeah, but its only really useful when paired with a BR. I’s shoot them a bunch to get the tick damage and then finish them or the multiple enemies off with my BR
Love how the Stalker Rifle is basically a mix between a Carbine and a DMR, those are my 2 favorite weapons in Halo, glad to see a combination
Only problem for me is that it's technically a projectile weapon, while the DMR was hitscan... I tried to recreate SWAT using the Stalker Rifle and it's so much more difficult when the projectile takes a bit to reach the target
"if nothing else is around, i'll go commando."
-FalloutPlays, 2021
Planning on pulling some sick snipes that drop panties eh?
Mangler felt very “Wingman” form apex for me. And I loved getting headshots with it
Samee
It feels more like a handcannon from destiny to me then the wingman
Excuse me, I think you mean from TITANFALL
@@TheFirstCurse1 titanfall wingman feels different from apex. The mangler feels more like apex Wingman as opposed to titanfall Wingman
It’s a perfect two piece gun. Run around one shot and melee and they are dead.
The Mangler was explained incorrectly in this video. It is a decent mid-range weapon, but it is meant to be close quarters. 1 shot with a melee (almost simultaneously), I’ve gotten multiple double/triple/and sometimes quad kills with this gun on unsuspected flanks. And the melee also gives you an increased lunge which pays off huge.
18:41 - You know someones a veteran halo 2 player when they spin the sights on the sniper to recalibrate the aim
Ogre twitch 😎
Yet he couldn’t remember there wasn’t an AR in Halo 2.
so as someone who before now hasn't played halo at all, why is that?
@@jjrulez1596 it helps for getting the feel for your sensitivity if you’re a little off
@@dingle2987 Because there wasn’t. There was an SMG, but no AR.
Bro this is actually so helpful, theres so many new guns in this game i was like "am i using this right?" with half of these 😅 Also, for halo vets this is known but the energy sword you should be able to press the regular melee button which is slightly quicker that the lock on swing, and will allow you to win your sword duels 😎
wow. Im a long time halo player and never knew this.....
@@方圆-i3i haha yeah you would only know about it if you played only swords which was more rare in halo 3, think it was part of action sack
I'm not actually sure the normal trigger and melee button melees for the sword are different anymore, they seemed the same to me
@@Cobyba damnnn im heart broken i enjoyed that mechanic
I audibly moaned when my buddies and I played Oddball yesterday. My all-time favorite gamemode and I have been praying for it in D2 since forever. It sounds like it would be so easy, we already have ball physics and throwing/catching tech in the game.
Dude, they refuse to bring rift back after 4+ years, if they don’t care enough to add CTF into the game they aren’t adding oddball anytime soon
@@fort809 dawg what are you talking about?
@@Childishxmarkeeloo destiny 2
@@fort809 Bungie has already talked about plans to bring rift back.
I don't understand. You moaned? Why?
Really growing to love the multiplayer. And getting crushed while doing so.
Same here, lol. Especially the crushed part
Yeah I got crushed last night but had a great time!
100% better than crucible
Wish it had better progression system other than that it’s good
Glad to know i'm not the only one, it's also pretty unforgiving on controller, waiting for someone to drop a holy grail video on how to tweak the deadzones/sensitivity etc. When i look at the scoreboards i see plenty of people with equally horrible or worse KDs but i certainly never seem to encounter them haha.
fyi: the pulse carbine actually tracks enemies when ads and you have a red reticle. you dont actually have to account for projectile drop off and travel time
Don’t forget to mention how you can shoot someone once with the mangler and melee them for a quick kill, pretty OP combo
Do you need a head shot?
@@grebgrimpkit Nope! Shoot them anywhere on the body when they have full shields and melee them with it after, and it will kill!
The way they neutered the hydra breaks my heart
It was so much fun in Halo 5
I like this one better
I agree, it’s nothing like it used to be.
When using the skewer, it's best utilization is as anti-air as its projectile speed is faster than the rocket launch and it one shots the wasp
Yup, anytime a wasp gets stolen from our side of the map, I try to find either the nearest grapple shot or skewer to end them.
@@breadboi8747 the Hydra is also good for it, I killed two I'm one game earlier today. One with the Hydra and one with the Warthog mini gun
Yeah got sniped out of the air with that I was so confused
Mangler kills in one shot and one melee thanks to the brute buffed melee damage!
Really good combo, specially in close quarters.
Great video! Definitely covered a bunch of great points! Some things I might add, is:
1.) A lot of the weapons now have a glint for the enemy to locate you and what weapon you have (As a long time veteran Halo player, I probably hate this the most). Sniper is a yellow glint, shock rifle blue, skewer a reddish hue, stalker rifle pinkish, and BR sometimes a white.
2.) Shock rifle actually fires three shots, but in very quick succession. This makes strafing or sprinting players much harder to one shot at long range.
3.) Plasma pistol no longer disables vehicles. Disruptor, shock rifle, and the dynamo grenades will disable vehicles.
I wouldn't mind seeing a video on situational uses for the weapons or basics/changes that returning players should be aware of (headshots do extra damage only when shield is gone, plasma pistol, etc.
Anyways, thank you for putting out a great basics video for the weapons! I will definitely share this video around my gaming community and friends!
I actually really like the scope glint, it makes it so that snipers don't feel as out of blue and unfair
Shock rifle fires 5 shots not 3. and agree I hate the scope flare. It made sense in Halo 4s binary rifle and all the snipers in Halo 5.. but why tf does the battle rifle have it too? That's just crazy
The cindershot is actually guided by your crosshairs when aiming down your sights like the ad victoriam from halo 5 it’s kinda tricky at first but you can pull off some cool shots like when someone is across map peeking a corner off and on
Yesterday was such an exciting surprise. Dice and Activision are looking at 343 like "dude wtf?! We just released!" 😂
Bungie is gonna do the same thing with Elden ring
@@angryGinger62 elden ring? Bungie didn't make elden ring you mean from soft?
@@brandonmack8573 yes, bungie isn't gonna be having a good time when Elden Ring drops literally two days after witch queen. And with halo fully released...
@@angryGinger62 oh yea for sure elden ring is gonna stomp that dlc
@@brandonmack8573 I don't know... I'm not sure how much that player base really overlaps. I don't care about Elden at all.
Disrupter can also EMP vehicles. The mangler also has a blade on it so it gets the melee buff. I dind't know about the black hole effect on the cindershot. Thanks for that!
the no penalty for air shots is one of the things that I loved from Halo, but after so many years in Destiny, it will feel weird...
Destiny has way more jumping abilities than Halo. In Halo, you have the grappleshot and that's about it. But in Destiny you have all kinds of different double jumps, movement exotics, air borne abilities, ect. In-air accuracy penalties keeps the game from being played in the air all match. Which is why i think top tree dawn is about to get nerfed again. Way too many people floating in the clouds and shooting down on people's heads.
haha i am in the opposite lane. I played all the halos well before I played D2, it felt weird to be punished for using jumps in my strafes, but then I learned about lions ramparts. Now Im playing 3d chess with people that are playing checkers *cough chough shotgun ape hunters*
No fall damage either, at least as far as I can tell.
Another thing to note about the Mangler: Weapons with bayonets do additional melee damage, you can get a kill with the Mangler VERY quickly by shooting an enemy once then meleeing
One helpful thing that wasn't mentioned: with the Mangler, I believe that you have increased melee damage. 1 body shot followed by 1 melee = a kill. It's pretty darn good once you get used to it.
One thing to remember: Weapon reloads and venting take less time if you reload before the mag is empty, so if you only have one bullet in the mag, don't use it, reload it.
Good tip.
This is not the case for a lot of weapons. When talking about weapons that reload everything at once, which is currently 11 total, 6 have this trait and 5 have a reload speed unaffected by an empty magazine. The Shock Rifle, the Mangler, the Disruptor, the Bulldog, and the Rocket Launcher all have the same reload speed regardless if their magazine is empty or not. Venting before weapons overheat obviously is quicker because there is less heat, and reloading Forerunner weapons and the Hydra take longer because the Hydra is a weird wheel gun that the UNSC didn't think could benefit from a form of speedloader like the Mangler has (for balance purposes of course, that would be really strong lmao), and the Forerunner weapons are even weirder versions of wheel guns. So yeah it's a given those will take longer to reload from empty.
But regarding this strategy, it's definitely situational because that last bullet/burst could be more useful than a .1-.2 second quicker reload/vent speed. The needler is really the only one that has a massive difference of like over half of a second. But I mean, it takes 13 needles to supercombine and it has a 26 mag size so saving that last needle is almost pointless.
That is the case for the sniper rifle but I think it's worth it to fire off the last shot bc the mag is so small
Infinite has a lot of unique power weapons that feel fun to use, but 70% of the time I feel like the AR is too good to swap out. It’s got damage, range, and easy to aim reticle.
I think a lot of the medium tier weapons work really well when combined with the spawn weapons. The ravager for example is basically an AOE plasma pistol and works wonders when combined with the AR.
its balanced very well
It's honestly one of my favs, it's so reliable and I actually don't feel weak with an AR+sidekick start at all. It's TTK optimally is faster than the br I think
@@StarryGlobe089 Bruh the ravager is beyond useless lol trying to complete a 10 kills challenge with that thing was easily the most frustrating thing I've experienced in a long while
No damage, no splash, no range, super slow. I'd genuinely rather be unarmed than be forced to use that hunk of garbage ever again lmao
@@ramadansteve1715 i mean, tbf like all plasma weapons its role isn’t a killer so much as a shield stripper. Like he said, pop twice in the body then either punch them or finish them with another weapon. And no range? I mean, if you can’t lead a shot perhaps, but it’s got a scope for a reason
The Disruptor also prevents enemies shields from recharging for a longer period of time, as well as the shock effect being able to chain to other enemies.
FYI: there are 2 different variations of the energy sword. One of them has a shorter distance of melee range but recovers slightly quicker for a faster second swing
really. I thought i noticed something weird
How do you know which is which?
I really love in this game how every gun has a fairly unique purpose. Really adds a lot variety and thought into everything I’m picking up
Yeah but I think that's the case with al the Halo weapons in al the game they al have good uses fo rexample weapons like the shot5gun and energy sword were always very useful at disposing of Flood quickly but with enemies lik ethe Covenant you need t orely more on longer ranged guns
I like the emphasis on Kinetic and Energy in infinite, sure energy weapons have always been better against shields and weaker v flesh but it feels more prominent now
They emphasized the difference between shields and health. For instance until shields are down there are 0 extra damage modifiers for headshots.
The energy vs kinetic weapon damage has been a thing in halo for a while now it’s not infinite specific. Energy weapons break shields faster but struggle to get the kill once those shields are down excluding precision weapons of course. Kinetic weapons don’t hurt shields as much but are quick to kill once those shields are down.
@@TerraTheWise he literally said it's always been around, but it's just more prominent now
@@ogs5276 it’s not more prominent though that was my point this has been a rather consistent thematic with weapons in halo and even more so in the older games actually.
@@TerraTheWise thematically yes, however in infinite there's no bonus headshot damage, while shields are active.
In older games there was,
Funny enough I didn’t expect this video to be helpful because I’m a halo vet, but it actually was. I guess it helped me having a visual and explanation of each weapon and it gave me some more ideas of how to use them. Man this game is awesome
Looks like dedicated servers and a smooth pvp experience are back on the menu boys!
Dragons and magic and invisible rings are okay but how does an orc know what a menu was?
@@Wi11iamNZ why did i never think about this
@@Wi11iamNZ That wasn't an Orc. It was a Uruk. His armor is thick, and his shield is broad. And Sauroman also taught him the ins and outs of fine dining.
@@TulkasMight I shouldve known better, they are no babble of mindless orcs. Dish of the day : Man flesh
@@Wi11iamNZ Remember it’s all translation, the Uruks did not speak English but they certainly had plenty of words for menu in black speech. This is a common debate that gets snuffed out all the time
Never played halo in any depth, but this is exactly the kind of passionate RUclips content I need in my life.
The cindershot when you zoom in the reason why it's all wonky when your aiming it is because you control it with where you're looking
FYI: The Mangler actually lets you deal increased melee damage when you have it equipped, so it's really nice for CQC where you can land 1-2 shots with it and then finish up with a melee.
this weapon has been my go to cqc weapon, its my favourite weapon to lock down corners besides the sword. so much fun to play with
noticed he missed this as well, that 1 shot beat down is op
@@stahb3397 1 shot, slide, melee is my go to in any range
@@stahb3397 yeah it honestly is kinda op but im enjoying it so much i hope they dont nerf it
I always liked the AR. Specifically because it's seen as a noob weapon. It's not the best at anything, but it's better than the BR up close, and better than the shotty at range. Because of the noob reputation, a lot of players will take themselves out of their weapons advantage and fall for traps more easily. It's a defensive weapon that excels at moving between positions and ranges, luring your opponents into situations they aren't prepared for.
The real noobs are the people that still need to boost their ego by not using certain weapons that are considered noobish or people that think camping in online games is noobish when in reality camping is highly effective if done right and you camp in one spot and move to the other spot and camp instead of sitting in one spot the whole entire time and not getting very many kills cuz sometimes you need to look for other players to kill. It's like if you're truly confident in how good you are then you wouldn't need to boost your ego by worrying about playing fair and you wouldn't think about it and just have fun. In real life combat fighting fair will just get you killed so why do people feel the need to fight fair in a video game? The way I see it if you're playing fair your not trying. Go hard or go home.
the skewer can one shot a lot of vehicles, but it matters WHERE you hit them. Hitting a warthog in the engine causes it to explode, but hitting it anywhere else causes massive damage
The hydra lock on is great for the wasp in BTB. Lock on while it's distracted and fire off a clip at them. They re usually dead before they even know what's coming.
That’s what you missed in the mangler. That gun is key for a one shot melee. Great paired with thrust or grapple
Needed this, haven't played since Reach, and Infinite plays a surprising amount like reach
I played up to reach and 4. So far I’m definitely enjoying the gameplay of infinite. Gaining xp is kinda wack tho. 0xp on a loss feels lame to me especially in BTB where you’re playing for 15+ minutes and virtually no reward
Nah, it doesn't. Never had to look so hard in my life for a BR or a DMR. This game is all about trigger spamming
@@micdonkey the BR's spawn in the same spot each game, the gun spawns dont switch up. Just go back to the same spot?
@@micdonkey If I'm not mistaken, the BR and Commando switch spawns with each other
I don’t feel reach playing this much at all. Feels much more like a Halo 5 with some elements from other games can’t tell which tho.
343 the Giga Chad of the Shooter developers. Releases game surprising everyone while other AAA games come out, knowing they gonna be good
Gigachad? The terrible customization and progression systems say otherwise.
@@mikestr0592 Both things that can be very easily fixed and aren’t something to realistically be up in arms about. They’ve heard the complaints already.
@@TerraTheWise Also something to remember: the game isn't out fully, it's a beta. The complaint would be understandable if it was a full release. Bad gameplay is much harder to fix than progression systems. I couldn't believe it at first, but 343 has nailed the gameplay (aside from minor complaints). You're right, this can be fixed. The man Joe Staten himself has acknowledged as much.
The disrupter will also disable vehicles very quickly. Works great in btb when warthogs and ghosts are running rampant haha 👌
If you can find one
Thanks for pointing out the radar range.
It felt tiny, but I just wasn't sure yet.
I'd like to see an increase in radar range, since it always provided good counterplay potential if you could see what your CQC enemy is up to.
Quick note with the mangler, ravager, and spiker. They all have bladed melee, and as a result do more damage. (specifically feels like x1.5 dmg) The mangler can one shot melee combo. Really good with evade and grapple!
FYI: 3 shots of disrupter on an enemy will chain electric damage to any one near him. PS. It takes 7 shots to EMP vehicles.
19:25 "I'll definitely go commando. Just gotta work a little harder at controlling that recoil". Careful Fallout, doing that commando can definitely get you arrested...
This video is perfection - thankyou so much for this. Background info, current info, repeated testing of weaponry - just flawless.
As a Bronze level noob, it may not help my clumsy hands mash the controls any better, but at least I now have a better understanding of the weapons themselves!
More on the Disruptor pistol:
* The dot effect from 3 hits will prevent shield regeneration for TEN seconds.
* Like the shock rifle, it also can do chain lightning damage with the little electrical explosion caused by getting 3 hits.
* You can shoot weapons or equipment on the ground with it to chain lightning to enemies nearby, as long as they have LOS to what you're shooting, even if you can't see them.
* 6 shots will EMP a vehicle briefly.
I love that all the guns feel good, and actually have a purpose in the sandbox.
Yea, it’s really refreshing that there isn’t really a, “yea, just don’t pick up that weapon, it’s dog shit” gun in this game. Makes me want to get good and master every weapon and possible combo. One of those being using the overshield while running into a group of people with a sword or shotgun or something.
Not all. Alot are garbage
Dude you’re crazy. Half these guns are worthless. Why would I pick up some garbage disruptor pistol when I can easily kill with the regular pistol. None of these weapons even feel like power weapons except the shock rifle, sniper rifle and rocket launcher.
@@bombomos I’d disagree. Coming into this video, I only thought 2 guns were garbage, the disruptor and the plasma pistol but now that fallout did some experiments and gave the data of what you need to do to kill someone, I’m dying to jump back in with them and get better with them.
@@Amoogus I think you're completely missing the point of the weapons sandbox. This isn't cod/Battlefield. They gave every weapon a distinct purpose, and not all are specifically meant for killing with high dps or whatever people think they care about.
After playing for a good amount of time, I have this aching feeling a lot of pick-up weapons feel lack luster. The BR and AR feel great and the sidekick is pretty good too. However, the shotgun, plasma carbine, commando, etc feel really inconsistent and kinda bad IMO
Having said that, I feel like in the future we’ll see a return of more sandbox weapons and I can see the OG Magnum and shotgun making an appearance, and that’s exciting!
Yeah the commando feels extremely inconsistent with the horrendous bloom. They should at least tone down bloom and make it have more recoil to make it feel a bit more consistent. And yeah I know “jUsT pAcE yOuR sHoTs”. I do that, and can get kills, I just don’t prefer how it feels.
I agree about the commando. If it had a 30 round mag it might be viable, but as it stands I think it's the worst out of the 3 main bullet firing rifles.
They really need the old shotgun back. I miss being able to one-shot up close, especially when facing an energy sword. When I see the Bulldog I typically just ignore it.
One-shots are just really bad game. Shottys should be banned really; boring.
Yeah the original shotgun was sick👍
They served a very important purpose and had a balancing tradeoff
@@mikielthomas3883 No, not really. Not in halo lol. Shotgun has always been a low-skill broken gun.
@@Logan_93 if the sword is in the game and a one shot kill, there also needs to be a one shot kill shotgun. There is not counter to the sword right now.
Dude, thank you so much! I didn't want to have to take the time to do this. Will probably do some custom games to get a better grasp on these. But so many of these confused the hell out of me. GG
I had already figured out a few guns from personal use but this video was really nice and easily digestible for it helped me understand more useful scenarios for each gun.
I highly recommend doing all the weapon drills to 3 stars, really helps you get a feel for the newer weapons in a controlled setting and teaches you the fundamentals and re learn the basic weapons and practice your recoil control
The way to use the Cindershot is to think of it like if the Ad Victoriam and Plasma Caster had a baby. When hipfired, use it like a Plasma Caster - shoot the ground between you and the enemy. When zoomed in, use it like the Ad Victoriam - either keep your reticle on the enemy the entire time, or wiggle it around to slingshot it around corners.
Been playing and I've come to the conclusion I miss my dmr wish they kept it cause it's been around for awhile
Same. This new one does like half the damage.
I really like the way you described every weapon in your video. It has helped me learn a lot and bettered my game. Keep making awesome content!
Just a heads up with the gravity hammer you can actually parry sword strikes in a few of the swinging frames mean you can survive a sword swing
That pistol in combat evolved was like a damn mini sniper when you ADS. I hated when they changed it
They changed it to fit around the new sandbox in Halo 2. Then 3, R, 4, and 5. This game is no different.
We will probably see it in a future content update like with 5 but not right now.
Bungie said that with halo 1, they had a rifle that felt like an smg, and a pistol that felt like a rifle. All they did was fix that issue.
The magnum's replacement wasn't the pistol, it was the BR :)
It was blatantly overpowered in CE, any creator would have changed it. It was a fucking battle rifle side arm that could kill tanks.
@@MALICEM12 Sounds like someone that got sniped many times and feeling a tad salty. LOL
It also used rather large explosive rounds.
Biggest thing for new players to learn is definitely how your enemies shield works and what a shield crack looks like and headshot multiplayers don’t effect enemies while they have shields up. Unless it’s a power weapon like the sniper
I played every Halo up to Reach and didn't know this until a year ago when a coworker told me... "shields are shields, man, doesn't matter if you hit em in the head". Rocked my world.
Another thing to know about the Shock Rifle is that it can EMP a vehicle in 2 shots.
tried that the other day but didn't work - you sure?
@@deathorb Tried it in a bot match. Both Warthog and Ghost got shut down. One thing to remember is the rifle doesn't fire a single shot. The beams last a little while so if you just clip the vehicle, it will take more shots.
@@karrotlord noted!
I’ve only just started watching you, but already you’ve become one of my favourite Content Creators
Would love more halo content from you! Fell off destiny a while back but always loved your channel, was glad to get this info from you.
Based on just feel and the 15 hrs I've put into the game, I love the needler. It's not great past short range but on those smaller 4v4 maps it's been awesome for me
People always sleep on the needler until it's just them and you with nowhere to hide
@@valinor5397 I love the needler to me its the best weapon for punishing somebody that has no cover.
you did the mangler wrong.
it has an insane melee speed and is a 1 body 1 melee kill, which is its fastest time to kill.
With shields?
@@dbkwk9 yeah, it's insane
@@ammod4827 now that's how you do a bladed gun, take words Bungie
@@dbkwk9 Monte Carlo
has a bayonet but you never use it.
@@ammod4827 I was talking about H3's low improv on melee damage with bladed guns but that is still a really good point
I hope 343 does some tweaking to a lot of the "grenade launcher" type weapons vs vehicles because they feel pitiful against them.
I believe the wonky trajectory on the Cindershot while zoomed in is because the round acts like those mounted missiles from BF4, where it follows the reticule until impact.
“Past your bedtime” 😂 ayoo why you gotta do us like that lmaoo
Fun fact: the Mangler can 1 shot/Melee combo
so like then where does the plasma pistol land if this can noob combo too?
@@grantfisher9287 well it can't really noob combo persay. In close quarters it can be pretty nasty, but thats cause all bladed weapons do more than normal melee damage. At long range its a 3 shot.
It pairs really nice with the disrupter tbh
@@grantfisher9287 it can't noob combo, noob combo is getting a headshot after the pp shield break
19:25 - I see what you did there 👍😉
I feel like power weapons are underpowered this time around....
Lmao what?
@@ganguscon the rocket projectile speed feels a bit slow compared to the other games
The nuance in this games combat because of the varying roles all the weapons play together is ridiculous yet amazing at the same time.
There's a few aspects to a couple of the weapons here you left out, so I'll list em here
Disruptor/Shock Rifle: land enough shots with these guns on vehicles and an EMP effect will go off, disabling them for a short time. These guns have taken that functionality from the plasma pistol
Sentinel Beam/Heatwave: The projectiles from these weapons penetrate enemies, allowing for collaterals. IIRC in the heatwave's case, projectiles can pass through an enemy, bounce off a wall, then hit the enemy again.
Gravity Hammer: The blast from the slam knocks away anything and everything. Grenades, rockets, skewers, vehicles, and of course, people.
Cindershot: While aiming down sights, it doesn't just remove projectile drop, the projectile will actually follow your crosshair as you move it, allowing for some crazy round-the-corners kills with it.
Mangler: The extra melee damage was touched on, but here's a bonus tip. The increased melee damage allows for a melee kill after landing only a single shot. Easiest overkill I've gotten so far has come from just tappin n' slappin a bunch of dudes. Great gun.
Something to note with the forerunner weapons is that they remove the splash effect from exploding vehicles provided its what destroyed it.
Not exactly a easy feat but its neat.
Also remember this isn’t the final multiplayer product. This is still a “beta”. They just dropped it early so we could get our hands on it and play it until the game fully releases.
Destiny RUclipsrs: *upload Outriders content*
Me: "Ew"
Destiny YTers: *upload New World content*
Me: "Ew"
Destiny YTers: *upload Halo Infinite content*
Me: "HELL YEAH BRRRRROTHER"
Last time I played Halo was back in Halo 3 😅 things have drastically changed. I do like how the alien weapons all have weird effects, almost like the developers tried to add things that had almost never been done
As a new player who has never played Halo this is extremely helpful. Thanks.
The cindershot also follows where you aim once you fire. If you fire it while aiming and someone is hiding behind the corner, if you time it right you can hit them from around the corner directly. It takes getting used to.
Additional infos:
1. Cindershot alt fire lets projectiles home to the reticle.
2. Grav hammer can parry energy sword attack, push away the attacker and strip down the shield.
3. Banished weapons have faster melee animation. Probably intended to be use with melee as finisher.
Another neat little thing about the Cindershot, it basically functions like a breach load gl in destiny, so you can hold the trigger and release to detonate, I see a lot of people spamming the entire mag to get one kill when all you need is two timed shots.
Just got Infinite last night, and it finished downloading this morning. The Mangler saved my rear quite a few times against the brutes. Managed to kill the torturer boss with a mangler alone, because I ran out of ammo for everything else before that fight started. Felt like I was shooting a CE Era magnum with a cylinder. Love it.
So glad you mentioned that you can no longer plasma pistol bolt a vehicle. That would have been embarrassing to figure out in a big team Battle lol
Super helpful thanks a ton! I’ve been playing halo since combat evolved but it’s been years since I’ve touched a halo game. Getting back into infinite now and it feels amazing but I definitely was clueless as to some of these guns
Really miss the Covenant Carbine. Deadly accurate, beautiful sound it makes especially in Halo 2A, all around good looking weapon especially it's unique reload. Also miss Spartan Laser from Halo 3, as well as the Brute shot, Fuel rod gun, and of course the Halo 3 shotgun.
“... If nothing else is around I’ll for sure go Commando.” LOL
the cindershot if you aim down sights the projectile will go wherever you aim, meaning that once you fire you can aim your crosshairs to make it swerve around corners go up and over cover etc.
The funny thing I find about Halo multiplayer is that despite the fact that there are power weapons in every map, everyone starts off with something overpowered in their arsenal, that being melee and grenades in certain cases. Melee can combo off of probably the majority of weapons in the game, especially those created by the Banished i.e the weapons with huge bayonets. This is very important for the Mangler since even though it's rated as a non-power weapon that is common within player spawn areas, it can take only 1 shot from it to kill an enemy if you follow up with a melee. As for grenades they excel in objective based gamemodes that force or encourage players to clump together, such as Oddball or Stronghold. Otherwise they aren't much of help unless you intend on taking an enemy with you in your inevitable death
19:20 “if nothing else is around, I’ll definitely go commando” 😂