Halo Infinite © Microsoft Corporation. "Halo Infinite SRS99-S7 Anti-Materiel Rifle" was created under Microsoft's "Game Content Usage Rules" using assets from Halo Infinite, and it is not endorsed by or affiliated with Microsoft.
This was more or less a test to figure out how to transfer Infinite's procedurally generated textures to Payday 2. Not that many of you will mind at having new toys to play with.
The S7 is unlocked at level 75 and will appear as the Dragunov (Grom) to other players.
The S7 is exactly what you'd expect of an anti-materiel rifle: accurate and hits very hard. It tries to fill a role similar to its purpose in Halo: great for killing specials, but is somewhat overkill on basic mooks.
The accuracy is more or less pinpoint accurate, as you'd expect of a Halo Sniper Rifle.
The concealment and stability are nonexistent at 2/0 respectively, as you'd expect of an anti materiel rifle:
The damage is set to a base of 840. This is greater than most existing sniper rifles, but less powerful than the vanilla M95 (Thanatos).
This is to make it a more practical M95: great damage for hunting specials, while a bit of a waste on common enemies.
I am not too big into Payday 2's math, but I recall seeing ~832 as the breakpoint for two shot headshotting a Dozer with a broken faceplate on the highest difficulties, so 840 damage seems like a good spot for selling the power of this anti materiel rifle.
The ammo pickup is a flat 1-1 bullets. Not as impractical as the nonexistent pickup of the M95, but not as high as the less powerful sniper rifles.
There are next to no attachments for this rifle, just like in Halo.
The only attachment of note is the Flexfire Internals to recreate the Flexfire Sniper variant.
I dont own Halo Infinite's single player, but at a glace, the Flexfire seems to be a replication of the DMR of old, so the Flexfire similarly tries to adopt a DMR statblock.
No, I am not baking the yellow textures of the flexfire version.
-The HK417's hold anim will jump to the FAL's during reloads. Either your hands melt into the handguard, I undersize the rifle to be comically small, or use the HK417 anims and suffer some jumpy frames between animations. I'm not quite sure what the least bad of those choices are, so I picked the HK417 hold anims with the FAL reload.
The scope overlay is just the scope's electronic GUI image texture and looks a bit off. The original plan was to get Offyerrocker to remake the Infinite scope overlay from scratch, but idk if that will happen given the current moderator team talks with Microsoft.
Probable Future Asked Questions:
Q: Does the diffuse look somewhat ... off?
A: Loon: you know who's doing it, you should not be surprised
A: Halo Infinite doesnt use PBR textures with an albedo, normal, and set of material maps (well, for most things, the charms do use a PBR-esque set of textures).
Instead, Infinite has control masks that tell the game to apply certain colors to certain points on a texture, and procedurally builds textures that way. So, in order to get a traditional albedo/specular/etc, you need to bake the textures from blender, which can become a pain in the ass depending on how many components the gun/armor is made of.
Q: More Halo Infinite weapons/remaking existing weapons with Infinite Assets/remake existing assets with stuff straight from the games?
A: That was the plan, actually, like getting the MA40 with the Infinite Decals, adding a proper M6C SOCOM from ODST, adding the SMG from H2A, etc. However, Luffy and the moderator team were recently contacted by Microsoft about use of their IPs in mods on the site. Figured I may as well give you guys the next Halo weapon from the games that I was able to finish for now.
Q: REEEE THE INFINITE SNIPER IS TOO WEEK/BORKEN, NEED BUFF/NERF!!!!
A: Snipers in general are broken with Graze, so I'm not going to comment about Graze clearing the screen. And as usual, if you disagree with a decision I've made with the base stats, change the stats yourself.
A note about damage: the damage is calculated as the same way most other sniper rifles calculate their base damage: taking the damage in the weapon stat, and multiplying it by the stat modifier (6 by default). So a base of 30 damage with a stat modifier of 6 results in 180 damage on the black market screen.