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

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

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.

As a seasoned Halo enthusiast with over two decades of gaming under my belt, I must say that the latest Operation: Fleetcom for Halo Infinite has me more than just a little excited! The return of grenade jumping is like revisiting an old friend – it’s been sorely missed in recent iterations. And let’s not forget about the long-awaited comeback of the Ravager Rebound, which promises to bring back some nostalgic mayhem.


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

The live event titled “Halo Infinite Operation: Fleetcom” is now underway, offering a fresh challenge for gamers to conquer. Alongside this endeavor comes new visual rewards to acquire. As outlined on Halo Waypoint, this operation also introduces modifications to the reward system, allowing players to amass Spartan Points with each match they participate in. Introduced earlier this year, these Spartan Points can be utilized to purchase a rotating selection of returning cosmetics from the Exchange.

Initially, the Headhunter mode won’t be playable as soon as this Operation starts. This mode, which was first introduced in Halo: Reach, allows players to collect skulls from defeated enemies. If a player dies in combat, their own skull will drop. As of now, we don’t have an exact timeframe for when Headhunter will become accessible, but it is promised to arrive “soon.”

Halo Infinite weapon balance notes

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

Alongside the upcoming debut of Headhunter, several weapons and vehicles have undergone adjustments, aiming to enhance competition while reinstating a popular feature that players have been yearning for: Grenade jumping! With this modification, you’ll be able to perform grenade jumps once more by skillfully timing your throws. For the detailed changes, please refer to the following balance pass: [Link to the balance pass]

  • 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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2024-07-31 17:39