Explosives in Halo Infinite are interesting in that they have different types that not only change how the weapons work, but also how their damage is applied.
The most important part of this article, in our opinion, is that each type of explosive damage calculates differently when it comes to shields and health. Interestingly, though, damage is calculated the same way along individual weapons within each type. For example, every weapon dealing Kinetic type explosive damage will calculate it the same.
And yes, weapon bleedthrough applies to all explosives. In fact, it’s what makes them so lethal.
These are your “Human” type explosives, and are the most common seen explosive type in Infinite Multiplayer. This type includes weapons like the M9 Frag Grenade, the Hydra, and for the purposes of calculating damage: the M41 SPNKr.
There are two rules to calculating damage with Kinetic-type explosives:
• Reduce damage to shields by 50%.
• Reduce damage to health by 25%.
While reductions feel like a means to make the type weaker overall, it’s important to think like a developer in these cases. The core damage value is raised to compensate, allowing weapons to be effective while still applying uniquely to shields and health.
Similarly to Kinetic, these explosives have their own rules as well.
• Full damage to shields.
• Reduce damage to health by 50%.
When exploring damages, remember that a single weapon can have multiple values for damage. For example, the plasma grenade has four different values. One for explosions, one sticking a player (2 damage!), one for detonating while stuck, and one that appears to be for explosions while on the equipment pad.
Each explosive has a minimum and maximum damage it can deal, and a radius in which it will deal the highest possible damage. The reason for this is simple: Consistency. While every calculation is exact (outside of networking shenanigans), the perception of consistency is important, as well. By creating a radius in which explosives deal max damage, you create the perception of consistency, and a more enjoyable game over all.
Outside of this core radius, damage falls to a set minimum value. Let’s explore this with the M9 Frag Grenade.
Damage, In Practice
The M9 Frag Grenade deals a base 281 at maximum, and 30 at a minimum. For the sake of simplicity, we’ll see this range as 30 to 280.
A grenade hitting an enemy for full damage to shields will break shields. We can calculate this on paper pretty easily.
280 – 50% = 140, same as the player shield value.
If a grenade is slightly outside of the radius needed to deal full damage, a weapon like the BR75 may still be able to finish off an enemy with a full burst headshot. If you’re looking to challenge your understanding of weapon data, try to see if you can calculate how much damage a grenade needs to deal in order to finish an enemy with a single burst.
The learning… is Infinite.
We’re still working on a way to calculate the size of a “World Unit”, or the unit of measurement Halo understands. Legacy titles have ways of calculating, but for us… we’re still working on this.
Once we have more ways to calculate damage ranges for explosives, we’ll sound off.