4sk Close / 5sk Long BR

First off, the BR in at SDCC might already be a 4sk.

At about 12:11, the guy asks Frankie about the number of shots and Frankie says he takes about five, but knows that other guys killed with with less shots. So it may already be a 4sk, which which be great since the game has looked decently balanced.

But if not, I feel a big solution would be to change damage at ranges. I know that is not something Halo has really done before, but it works in other games and could work here.

By increasing damage from close to mid range, the BR could be a 4sk, but at long range could still be a 5sk. It would allow it to better fill its role at mid range with faster kill times, but still lose to the DMR at range.

Whatcha think?

Oh I didn’t find the video. That was A Critical H1t

The spread already limits it at range. The weapon doesn’t need to do less damage per bullet at range.

> The spread already limits it at range. The weapon doesn’t need to do less damage per bullet at range.

^^^ this

It should be a 4 shot when all 12 bullets hit. The BR needs to at least be able to get a maximum of 3 kills per mag, like the DMR.

Well, if bullets in Halo lost velocity over distance like IRL and games like Battlefield, a damage drop at a certain distance would make sense in that situation.

> Well, if bullets in Halo lost velocity over distance like IRL and games like Battlefield, a damage drop at a certain distance would make sense in that situation.

I would prefer that in place of spread.

Spread solves this problem perfectly fine,damage falloff isn’t necessary.

> > The spread already limits it at range. The weapon doesn’t need to do less damage per bullet at range.
>
> ^^^ this
>
>
> It should be a 4 shot when all 12 bullets hit. The BR needs to at least be able to get a maximum of 3 kills per mag, like the DMR.

I agree that if it’s a four shot it should take exactly 12 to kill them. If only 11 hit, then the shields will only pop and there won’t be the final headshot, making it a five shot.

> > The spread already limits it at range. The weapon doesn’t need to do less damage per bullet at range.
>
> ^^^ this
>
>
> It should be a 4 shot when all 12 bullets hit. The BR needs to at least be able to get a maximum of 3 kills per mag, like the DMR.

^ These.

and I love in the video how Frankie says, from word to word “I know last night, people were not taking that page off me (mentioning 5sk BR). It’s where all 3 of those shots land cause they all count.”

they know 5sk BR is a bad idea. they know 5sk BR is worthless against 5 single bullets. they know the 5sk BR needs to be 4sk. they know people are not happy about it. and what do they do? nothing.

the “5sk BR needs to be a 4sk” is the new “Elites in Halo 4”. they listen. they know people aren’t happy. and they won’t do nothing.

> the “5sk BR needs to be a 4sk” is the new “Elites in Halo 4”. they listen. they know people aren’t happy. and they won’t do nothing.

I’ve already discussed this in-depth elsewhere with a few of the people posting in here, so here’s the summary:

The 5sk BR allows for a teamwork element to be present in fast paced arena modes, increases the likelihood of players not being spawn killed (though this will still happen under proper teamwork coordination and lack of awareness of players parts), raises the bar to Reach headshot standards (even if players aren’t willing to acknowledge 4 headshots is easier to achieve then 5), and ultimately, allows for a diversity and uniqueness of gameplay thinking which, for players like myself, will thrive in because the BR could be 10sk and we will still attempt to achieve a level of perfection above other players standards for no other reason then we can.

The BR at 5sk is fine. Like I said with Reach bloom complainers before launch: The tools of the trade are in your hands, how well you perform is on you and only you. Make all the excuses/complaints/modification requests you want, 343 has handed you something powerful and great. What you do with it is up to you.

> > Well, if bullets in Halo lost velocity over distance like IRL and games like Battlefield, a damage drop at a certain distance would make sense in that situation.
>
> I would prefer that in place of spread.

I’d rather know how much damage my shots do, I don’t want to have to guess if I was somehow in-between the 25 damage per shot, and 20 per shot. I only excuse it in TF2 because I get a readout on my HUD telling me how much I did per shot.

> > > Well, if bullets in Halo lost velocity over distance like IRL and games like Battlefield, a damage drop at a certain distance would make sense in that situation.
> >
> > I would prefer that in place of spread.
>
> I’d rather know how much damage my shots do, I don’t want to have to guess if I was somehow in-between the 25 damage per shot, and 20 per shot. I only excuse it in TF2 because I get a readout on my HUD telling me how much I did per shot.

That’s still better than having perfect aim and getting nothing do to spread. To me it’s the lesser of two evils.

The best way IMO is to reduce aim assists at range and let the players skill work it out.

take less damage by the distance is simply stupid, the spread alredy exist.