Operation: Fleetcom arrives on July 30, and it is bringing in [url=https://steamcommunity.com/games/1240440/announcements/detail/4336487268146561965]new modes such as VIP[/url], highly requested features in Forge [url=https://steamcommunity.com/games/1240440/announcements/detail/4337613628862821080]such as music and Steitzer’s VO[/url], and numerous other quality of life updates. To go along with those features and content additions, we’ll also be updating the gameplay experience with balance updates based on player data and community feedback. [img]https://clan.cloudflare.steamstatic.com/images//38365036/6c1917e499b036e9b87da172e38fd56047fa362d.jpg[/img] This week, we sat down with the development team to talk about the weapons, legendary weapon variants, grenades, and vehicles that are getting improvements in [i]Halo Infinite[/i]’s multiplayer when Operation: Fleetcom lands. Let’s hear what they have to say about the update! [hr][/hr] [h2]Weapons[/h2] [img]https://clan.cloudflare.steamstatic.com/images//38365036/f9c0433b3f9b02d60b632e60c76f61c7e75a3369.jpg[/img] [h3]Disruptor[/h3] Return of the king! The Disruptor’s damage-over-time effect (DoT) is back. When it previously had the damage over time effect, it would only require 3 shots to trigger and it would linger for a long period of time. Now, the shock pistol will require 4 shots to land on their target in order to trigger a supercombine and its resulting damage over time. If a player is able to string together two of these supercombines, they will have put enough damage on their opponent to secure a kill. A few other updates also have come in alongside this to help improve the feel of the gun when using it and when getting hit by it, and we’re excited to see it back in action. [list][*] Damage over time returns [*] 8 shots to kill (2 supercombines) [*] Removed particle effect from (Event) 1p_loop [*] Adjusted particle screen effect to be less intrusive [*] Damage upper bound (high) decreased 70 >> 35 [*] DOT damage will not continuously cause descope[/list] [previewyoutube=R1DzvL21kXs;full][/previewyoutube] [h3]M392 Bandit & Bandit Evo[/h3] We wanted to address some feedback about the Bandit’s damage per second and effect on the overall pace of play. The main change is we slowed down the rounds per second to give players more time to react amidst combat instead of being quickly eliminated before they could react. We feel this is a healthy change that will improve the meta in both social and Ranked play. [list][*] Slower rate of fire to address community feedback around time-to-kill [list][*] Rounds per second (low & high) 2.9 >> 2.715[/list][*] Improvement to red reticle headshot accuracy[/list] [previewyoutube=aDb1QvAR6BQ;full][/previewyoutube] [h3]Sentinel Beam[/h3] To improve the Sentinel Beam’s consistently, we wanted to revise some of the complexity regarding the damage output. The Sentinel Beam will do the same amount of damage no matter the range you are between you and your opponent. Coupled with that, we have disabled headshot capabilities with this weapon as it was adding too many variables to the damage scaling. Now, the Sentinel Beam should feel more consistent while dealing a clear, readable amount of damage for the player using it. [list][*] Improve the feel of the Sentinel Beam by tuning its damage output to be more consistent [*] Increased base damage [*] Removed damage fall off [list][*] Increased damage lower bound 0 >> 3.5 [*] Decreased damage upper bound (low & high) 4 >> 3.5[/list][*] Removed headshot multiplier [list][*] Disabled feature flag “can cause headshot” [*] Decreased headshot damage multiplier 2 >> 0[/list][/list] [img]https://clan.cloudflare.steamstatic.com/images//38365036/c6258980c380c3e7f3448c09acc3874ab1548ceb.jpg[/img] [h3]Ravager[/h3] To help bring the Ravager some more attention, we’ve given its primary fire an increase in damage. Previously, the Ravager needed to hit 6 shots from its burst-fire barrage to secure a kill, which could kill in 2 bursts but often required at least 3 bursts on a moving target. Now, the Ravager will only require 5 direct shots to kill, which should result in more consistent 2 burst kills. You won’t want to sleep on this weapon anymore. [list][*] Slight buff (5 shots instead of 6) [list][*] Increased damage lower bound 20 >> 30 [*] Increased damage upper bound (low & high) 20 >> 30[/list][/list] [img]https://clan.cloudflare.steamstatic.com/images//38365036/c9eb0cc044430b5555a0a7c58cfd80934446c4b6.jpg[/img] [h3]MA40 AR[/h3] We wanted to help improve the reliability and feel of the MA40 AR. Previously, when using the MA40 AR at full-auto, the reticle would get bigger and the bullet spread would expand—resulting in the normal “bloom” behavior. However, when the AR reached its maximum bloom state, the bullets were trending only to the edges of that bloomed reticle. This meant that there could be times the weapon would be shooting around the opponent, as the bullets would not land closer to the center of the reticle. Now, to help improve the feel of the AR, bullets will land anywhere inside the reticle—increasing the chance that a player with accurate aim will secure their kill. This change has resulted in a more consistent handling experience of the AR. [list][*] Adjusted Assault Rifle error angles to give a more consistent feel [list][*] Minimum error angle (high) 0 >> 0.25 [*] Maximum error angle (low) 0 >> 0.25 [*] Maximum error angle (high) 2.1 >> 1.3[/list][/list] [h3]Skewer[/h3] The Skewer packs a heavy punch, but we commonly see a “one and done” scenario. To address this, we’ve increased reload speed to give players more opportunity to fire off multiple shots amidst combat. [list][*] Faster reload speed [list][*] Reload playback speed scale 1 >> 1.2 [*] Reload while empty playback speed scale 1 >> 1.2[/list][/list] [img]https://clan.cloudflare.steamstatic.com/images//38365036/e5a9b4d95eca7a8ff7c4cf875d66aaa9f46dedda.jpg[/img] [h3]M41 SPNKr[/h3] To address some inconsistencies with close range SPNKr explosions leaving players with a sliver of health, we’ve adjusted the weapon’s damage fall off curve. This is to better reward players for more accurate SPNKr explosions around enemies. To compensate for this change, we’ve brought in the outer damage radius. We also wanted to increase the ammo reserve to match legacy titles, and help reward players who are able to earn or scavenge for more ammo on the battlefield. [list][*] Damage fall-off feels more consistent [list][*] Adjusted fall off function so players are not left with a sliver of health[/list][*] Outer damage radius adjusted [list][*] Lowered radius high 3 >> 2.5[/list][*] Increased max reserve ammo [list][*] Rounds total maximum 6 >> 8[/list][/list] [img]https://clan.cloudflare.steamstatic.com/images//38365036/115689bd87f340e85a15d38e22adec15f25cf261.jpg[/img] [h3]S7 Sniper[/h3] Similar to the SPNKr above, we also wanted to increase the S7’s ammo reserve to match previous [i]Halo[/i] titles. We believe this rewards players who are able to earn that ammo on the battlefield by increasing their ability to go on a sniper spree. [list][*] Increased max reserve ammo [*] Rounds total maximum 20 >> 24[/list] [h3]CQS48 Bulldog[/h3] We noticed that only being able to backpack 14 shots in reserve was a bit limiting at times, especially in Infection modes. To help improve the scavenging story of the Bulldog, we’ve increased its ammo reserves to reward players who are able locate more shells while fighting for survival. [list][*] Increased max reserve ammo [list][*] Rounds total maximum 21 >> 28[/list][/list] [img]https://clan.cloudflare.steamstatic.com/images//38365036/150133706bbe3edf1c0bfc806e92fe18b0c66b66.jpg[/img] [hr][/hr] [h2]Legendary Weapon Variants[/h2] [h3]Ravager Rebound[/h3] Brute Ravager?! The changes to its primary fire were inspired by the beloved Brute Shot from previous [i]Halo[/i] games. We wanted to improve the Ravager Rebound’s effectiveness while creating a new, and somewhat relatable, experience for our players. Additionally, the charged-up shot has also gotten a significant utility increase. Its pool of damage will now deal more damage. And, if it hits an opponent directly, it will result in an instakill. Expect the Ravager Rebound to be more reliable and efficient compared to its previous iteration. Consider yourself warned! [list][*] Primary fire will now explode on direct player impact or bounce off geo and explode [list][*] Round per second 2.1 >> 3 [*] Fire recovery time 0.4761905 >> 0.25 [*] Empty recovery time- 0.4761905 >> 0.25 [*] Damage lower bound 130 >>100 [*] Damage upper bound 130 >>100[/list][*] Primary fire will now fire 1 projectile [list][*] Added firing param to change shots per fire [*] Shots per fire 3>>1[/list][*] Charged up shot will instakill on a direct hit [list][*] Damage lower bound 20 >> 300 [*] Damage upper bound 45,45 >> 300,300[/list][*] Increased the damage of charged shot’s AoE [list][*] Radius 0,0 >> 0.3, 0.95 [*] AoE core radius 0 >> 0.3[/list][*] Added impulse to primary fire damage effect [list][*] Instantaneous acceleration 2.9 >> 1.25[/list][/list] [previewyoutube=P-O1-d_qOmE;full][/previewyoutube] [h3]Impact Commando[/h3] We wanted to improve player accuracy with this weapon as we have seen the Impact Commando not be as consistent when bloom is in full effect. The bloom has been reduced to give you more consistent aiming and damage output capabilities. [list][*] Reduced bloom [list][*] Lower bound deceleration time 28 >> 0.2146 [*] Upper bound deceleration time 28 >> 0.2152[/list][*] Adjusted Impact Commando Rifle’s aim down sight transition time [list][*] Ads state enabled fraction 0 >> 0.3 [*] Tc transition in fraction 0.8,1 >> 0.5,1 [*] Ads scope swap transition fraction 0 >> 1 [*] Magnification 1.4 >> 2[/list][*] Magnification profile setting 1.4 >> 2.5[/list] [h3]Riven Mangler[/h3] The goal for this change was to freshen up the shooting style for the Riven Mangler, as it was starting to feel a bit sluggish. With a now faster rate of fire, expect to output more damage per second leaving your enemies in the respawn screen. [list][*] Increased rate of fire [list][*] Rounds per second 30 >> 2.0875 [*] Fire recovery time 0.75 >> 0.3 [*] Empty recovery time 0.75 >> 0.3 [*] Soft recovery fraction 0.35 >> 0.4[/list][*] Reduced gun kick [list][*] View kick deceleration timer 0>>.45[/list][*] Faster clean up on projectile effect [list][*] Det timer 3 >> 1[/list][/list] [h3]Volatile Skewer[/h3] Better accuracy was the main goal for this change, which now the Volatile Skewer has the same projectile path as the default Skewer. Also, we wanted to reduce any clunkiness with reload speed, so you spend more time firing the weapon than anxiously awaiting that reload to finish. [list][*] Trajectory now matches the default Skewer [list][*] Air Gravity Scale 3.25 >> 2.125 [*] Initial Velocity 90 >> 120[/list][*] Increased reload speed [list][*] Reload playback speed modifier 0.1 >> 0.3 [*] Reload while empty playback speed modifier 0.1 >> 0.3[/list][*] Increased damage [list][*] Damage upper bound – [190,190] >>> [280,280][/list][/list] [h3]Stalker Rifle Ultra[/h3] More damage equals more fun! The Ultra Stalker Rifle now will deliver that fulfilling Perfect Kill medal in 3 shots, in order to match its base version. We also wanted to address the feedback around the weapon sometimes jamming, which should happen less frequently with the new boost in rate of fire. [list][*] 3 shots to kill instead of 4 shots to kill [list][*] Headshot damage multiplier 3.25 >> 3.5 [*] Damage lower bound 53 >> 80 [*] Damage upper bound 53,53 >> 80,80[/list][*] Increased rate of fire (address jamming concerns) [list][*] Fire recovery time 0.265 >> 0.25 [*] Empty recovery time 0.265 >> 0.25[/list][*] Adjusted aim down site transition time [list][*] Tc transition in fraction 0.2,.2 >> 0.6,1 [*] Magnification 1.5 >> 3 [*] Magnification profile setting 1_4 >> 3_0 [*] Zoom transition time 0 >> 0.2[/list][/list] [h3]Unbound Plasma Pistol[/h3] [previewyoutube=n4_arh2TH_o;full][/previewyoutube] This is not your ordinary Plasma Pistol, it’s Unbound! The Unbound Plasma Pistol now fires 3 projectiles per primary trigger pull. To better align weapon behavior, we’ve also increased heat resistance to increase the duration to overheat. And, we’re happy to hear how much you love the EMP behavior on the default Plasma Pistol, so we made sure to add that here as well. [list][*] Primary fire now shoots 3 projectiles [list][*] Shots per fire [1,1] >>> [3,3] [*] Fire recovery time 0.1 >>> 0.03333334 [*] Empty recovering time 0.1 >>> 0.03333334 [*] Soft recovery fraction 0.6 >>> 0[/list][*] Primary fire is now more accurate [list][*] Guided angular velocity random range [5, 15] >>> [150, 150] [*] Guided angular velocity at rest 15 >>> 40[/list][*] Increased heat resistance [list][*] Heat loss per second modifier 0 >>> 3.75[/list][*] Charged shot now EMPs [list][*] Side effect changed from none >> emp [*] Enabled feature flag “use EMP behavior”[/list][*] Charged shot slightly slower but is more accurate [list][*] Initial velocity 40 >>> 30 [*] Final velocity 40 >>> 30 [*] Guided angular velocity random range [0, 0] >>> [250, 250] [*] Guided angular velocity at rest 0 >>> 80[/list][*] Charged shot now shoots 8 projectiles [list][*] Projectiles per shot 6 >>> 8[/list][/list] [h3]Flexfire Sniper[/h3] The Flexfire Sniper’s ready up time was feeling a tad too lengthy. To address this, we’ve sped up the initial playback speed. So, whether you pick it up off a pad or from the ground, you will be able to line up and fire faster than before. [list][*] Added animation modifier block element to barrel configuration [*] Increased ready initial playback modifier 0.3%[/list] [hr][/hr] [h2]Grenades[/h2] [i]“I believe I can fly!”[/i] The impulse for Fragmentation, Plasma, and Spike grenade physics has been increased and tuned to give you increased jump height and provide more opportunity to hit those coveted grenade jumps. Also, a feature has been added that if your spartan is grounded, you will [b]not[/b] be impacted by the impulse. We can’t wait to see you all reach new heights. [previewyoutube=-WFMQcOlN_U;full][/previewyoutube] [h3]Frag Grenades[/h3] [list][*] Added impulse to frag grenade damage effect [list][*] Instantaneous acceleration increased 1.75 >> 3.5 [*] Grounded player acceleration scalar decreased 1 >> 0.1[/list][/list] [h3]Plasma Grenades[/h3] [list][*] Added impulse to plasma grenade damage effect [list][*] Instantaneous acceleration 2.15 >> 3.75 [*] Grounded player acceleration scalar 1 >> 0.1[/list][/list] [h3]Spike Grenades[/h3] [list][*] Added impulse to spike grenade aoe damage effect [list][*] Instantaneous acceleration 1.25 >> 3.25 [*] Alt instantaneous acceleration 2.75 >> 3.75 [*] Grounded player acceleration scalar 1 >> 0.1[/list][/list] [hr][/hr] [h2]Vehicles[/h2] [img]https://clan.cloudflare.steamstatic.com/images//38365036/363f6e943725d6225d3c8078be4134da9cd533ea.jpg[/img] [h3]Ghost[/h3] The Ghost has been seen performing quite well and sometimes to degree of feeling a bit too powerful. To address this feedback, we’ve slightly lowered the health of each of the wings so players can more easily destroy and thus hinder the Ghost’s movement. Also, we’ve done some work to the Ghost’s reversal speed and lateral movement in hopes to keep Ghost play more in check. [list][*] Lowered health for left and right wing of Ghost [list][*] Right_wing and Left_wing: Maximum vitality percentage base value decreased 0.085 >> 0.075[/list][*] Decrease to Ghost’s reverse speed [list][*] Maximum reverse speed decreased 5.5 >> 3.5[/list][*] Slowing down the Ghost’s lateral movement [list][*] Maximum left slide decreased 5.5 >> 4.5 [*] Maximum right slide decreased 5.5 >> 4.5 [*] Slide accel against direction decreased 10 >> 5[/list][/list] [h3]Banshee[/h3] We want to bring the Banshee back into the spotlight with this update. One of the ways we wanted to do this was by reducing how much damage the Banshees take when scraping and colliding with surfaces. We’ve adjusted both weapons from the Banshee in hopes to see more kills from the sky. Then, to help add to its dogfighting potential, we fine-tuned its left and right roll capabilities. [list][*] Moving forward [list][*] Minimum velocity for game damage 2.88 >> 11.52 [*] Minimum velocity for absolute damage 2.88 >> 11.52[/list][*] Using boost [list][*] Minimum velocity for game damage 2.88 >> 14.4 [*] Minimum velocity for absolute damage 2.88 >> 14.4[/list][*] Increasing damage for Banshee’s dual cannon gun [list][*] Damage lower bound 29 >>40 [*] Damage upper bound (low & high) 29 >>40[/list][*] Faster fire recovery time for the Banshee bomb launcher [list][*] Fire recovery time 3.25 >> 2 seconds[/list][*] Increased projectile velocity of Banshee bomb launcher [list][*] Initial velocity 15 >> 20 [*] Final velocity 12 >> 17[/list][*] Adjustments made to Banshee tricks, roll_left & roll_right [list][*] Velocity preservation changed trick relative > world relative [*] Camera interpolation time 0 >> 0.4 seconds [*] Trick exit displacement reference 0.5wu >> 0wu[/list][/list] [img]https://clan.cloudflare.steamstatic.com/images//38365036/36050f52da220b68581ad6597a105a583fbe0786.jpg[/img] [hr][/hr] That’s a wrap for this preview of the sandbox updates coming to [i]Halo Infinite[/i] next week, July 30! We’re excited to see you all go hands-on with these changes when they roll out alongside Operation: Fleetcom. And, as always, please continue to share your thoughts around the sandbox with us online. We’re always keeping a close eye on community feedback and player data to see how we can improve the experience for everyone. [hr][/hr] To learn more about Operation: Fleetcom, check out our other blogs: [list][*] [b][url=https://steamcommunity.com/games/1240440/announcements/detail/4336487268146561965]New Mode – VIP[/url][/b]: Learn more about [i]Halo Infinite[/i]’s new take on VIP mode from [i]Halo 3[/i]. [*] [b][url=https://steamcommunity.com/games/1240440/announcements/detail/4337613628862821080]Forge Updates[/url][/b]: Music, Multiplayer Announcer, Nav Marker improvements, and more![/list]