Carbine 7sk: 1.38 s
DMR 5sk: 1.48 s
BR 5sk: 1.82 s
BR if changed to 4sk: 1.39 s (Almost identical to H2 BR 4sk)
*These results were accumulated through analyzing hundreds of shots frame-by-frame from MLG gameplays, and are accurate to within a few hundredths of a second.
Reasons for 4sk BR
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The BR would be balanced against the carbine and DMR, both of which are intended to be mid- to long-range weapons, but currently dominate the BR at all ranges. Add on top of that the BR has more recoil and spread than the carbine and DMR, and that its burst fire requires the user to be on target for a higher percentage of the time than single shot weapons to do maximum damage, and it’s clear that the BR needs to be a 4sk
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The BR would be better balanced against sprint and AAs like hardlight shield, thruster pack, etc., all of which help the user survive.
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The BR would be better matched for Halo 4’s frenzied pace. Drastically increasing the pace of a game while increasing the kill times is terrible for gameplay.
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A 4sk BR would give the user much more individual capability than a 5sk BR, so we don’t end up with a game with artificially forced teamwork like Reach.
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A 5sk BR is only a superficial return of the old H2/H3 BR, while a 4sk BR would be the genuine second coming of the most beloved weapon in Halo history. Also, players who have played since H3 or earlier would be much more familiar and comfortable with a 4sk BR.
Reasons for 5sk BR
- “The sandbox would be better balanced with a 5sk BR.”
Answer: The DMR and carbine already dominate the BR. The AR, storm rifle, etc. can receive a slight buff if necessary (as discussed here.
Conclusion: I am not in favor of the BR becoming the dominant weapon in all situations in Halo 4. It’s just that, currently, the BR is inferior in every situation and range to the carbine and DMR, both of which can be used off spawn. A 4sk BR would fill the medium-range niche it’s intended for, as well as fitting Halo 4’s fast pace and defensive AAs and sprint. Lastly, the 4sk BR would give more power to the individual and be the legitimate return of the most loved weapon in Halo history.
Also, a complete sandbox nerf is not what is needed to balance the BR. This was attempted in Reach, with a generally negative reaction. Halo 4’s insanely fast pace and sprint and defensive AAs would only worsen the situation.
As well as increasing an individual’s capability, a 4sk BR supports teamwork by rewarding teamshooting:
5 shot kill doesn’t reward teamshooting properly while a 4 shot kill does.
Evidence:
5 shot kill
1 player - 5 shots
2 players - 3 shots
3 players - 2 shots
4 players - 2 shots
4 shot kill
1 player - 4 shots
2 players - 2 shots
3 players - 2 shots
4 players -1 shot
With a 4 shot kill, the two-man teamshot, the most widely used on in the game, and the four-man teamshot, the most difficult teamshot to execute, are rewarded much more.
While a five shot kill rewards a two-man teamshot a little (not as much as 4 shot kill), and a four-man teamshot not at all. 5 shot kill three-man teamshot is the only one that it does better than the four man teamshot.
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