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    Halo Infinite's latest Operation is bringing back a mode from Halo: Reach and an iconic weapon feature

    By Samuel Tolbert,

    3 days ago

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    What you need to know

    • Halo Infinite's latest Operation, Fleetcom, is now available, bringing a new pass for players to complete.
    • Operation: Fleetcom is restoring the ability to grenade jump, a mainstay of the Halo franchise.
    • The Headhunter mode from Halo: Reach is also being added at a later point during the Operation.

    More iconic modes are coming back from across Halo's history.

    Halo Infinite Operation: Fleetcom is now live, bringing a new pass for players to complete with new cosmetics to unlock. As detailed on Halo Waypoint , this Operation is also introducing some changes to rewards, with players earning Spartan Points for every match they play. Spartan Points were introduced earlier in the year , and can be spent on a rotation of returning cosmetics in the Exchange.

    While it's not available right at launch, this Operation will also see the return of the Headhunter mode. First introduced back in Halo: Reach, Headhunter tasks players with gathering skulls from defeated enemies, with a player's skulls dropping all around them if they fall in combat. There's no word on exactly when Headhunter will be available except that it's coming "soon."

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    Halo Infinite Credits

    Stock up on Credits, and you can purchase an Operation Pass in Halo Infinite. Purchasing a pass nets some bonus items, as well as the ability to keep progressing the Operation permanently, even after it ends.

    Buy from: Amazon

    Halo Infinite weapon balance notes

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    Collect skulls and don't let your foes take yours. (Image credit: Xbox Game Studios)
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    In addition to the impending arrival of Headhunter, several weapons and vehicles have been tweaked, with a balance pass that's intended to make things more competitive while also restoring one big ability that's been sorely missed by a number of players: Grenade jumping! Thanks to this change, you can again use carefully-timed grenades to propel yourself up. You can see the full balance pass below:

    • Disruptor
      • Damage-over-time feature returns.
      • 8 shots to kill (2 supercombines).
    • MA40 Assault Rifle
      • Adjusted error angles to give a more consistent feel, improving the Assault Rifle’s reliability.
    • Ravager
      • Increased damage output—now five shots to kill instead of six. (Get ready to paint the battlefield with incendiary plasma!)
    • M41 SPNKR
      • Improved damage fall off for better consistency.
      • Slight reduction in outer damage radius.
      • Increased maximum ammo reserves (from 6 to 8).
    • M392 Bandit & Bandit EVO
      • Slower rate of fire to address community feedback around time-to-kill.
      • Improvement to red reticle headshot accuracy.
    • Sentinel Beam
      • Increased base damage.
      • Removed damage fall off.
      • Removed headshot multiplier.
    • Skewer
      • Faster reload to give players more opportunities to utilize this weapon during combat.
    • S7 Sniper & CQS48 Bulldog
      • Increased maximum ammo reserves (from 20 to 24 for the S7 Sniper; from 21 to 28 for the CQS48 Bulldog).
    • Grenades
      • Grenade jumping returns! The impulse for Fragmentation, Plasma, and Spike grenade physics has been increased, giving players increased jump height.
    • Ravager Rebound
      • Primary fire will now explode on direct player impact, or bounce off level geometry and explode.
      • Primary fire will now shoot one projectile.
      • Charged up shot will instantly kill a player on a direct hit.
      • Increased the damage of charged shot’s area-of-effect.
    • Impact Commando
      • Reduced bloom.
      • Adjusted aim-down-sight transition time.
    • Volatile Skewer
      • Trajectory now matches the default Skewer.
      • Increased reload speed (like the default Skewer).
      • Increased damage.
    • Riven Mangler
      • Increased rate of fire.
      • Reduced gun kick.
    • Stalker Rifle Ultra
      • Three shots to kill instead of four.
      • Increased rate of fire.
      • Adjusted aim-down-sight transition time.
    • Unbound Plasma Pistol
      • Primary fire now shoots three projectile bursts.
      • Primary fire is now more accurate.
      • Increased heat resistance.
      • Charged shot now has EMP effect.
      • Charged shot now shoots 8 projectiles (previously 6), it is slightly slower but also more accurate.
    • Flexfire Sniper
      • Added animation modifier block element to barrel configuration.
      • Increased ready initial playback modifier 0.3%.
    • Banshee
      • Increased splatter damage resistance.
      • Plasma cannons are better.
      • Fuel rod projectile moves faster, and cooldown is reduced.
      • Rolling to the left and right go further.
    • Ghost
      • Lowered health for the Ghost’s left and right wings.
      • Decreased reverse speed.
      • Slower strafe acceleration from side-to-side.

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