A Note Regarding Killtimes...

I would like Halo 5 to return to less than 1 second minimum killtimes. (PLEASE CONTINUE READING)

I don’t think most people here realize that Halo needs longer than 1.5 second killtimes on utility rifles in order to still “feel like halo” and not turn into Cod. Keep in mind that the weapon styles between the two games are completely different, in Halo, strafing is a common tactic and guns either are semi-auto require a headshot or need a player to get into point blank range in order to achieve minimum killtime whereas Cod guns only require a player to point the weapon in the general direction of an enemy, and, regardless of range, drop him in 0.2 seconds. As such, most Halo players are unable to consistently achieve the minimum killtime.

I’m assuming that many people here are using Halo 3’s BR as a reference point. The br only fit in because everything about Halo 3 was supposed to feel slow, the movement acceleration, the jump gravity, the projectile velocity, and the sluggish aiming. That’s all fine and well in combat, but directly results in spawn-trapping/unbreakable setups. A spawning player is already at disadvantage because the enemy team is better positioned, able to get off the first shot and use grenades to greater effective. With an ineffective Br, any damage dealt to the enemy team is almost mitigated by the time they respawn.

Having a fast killtime would actually make Halo 5 play more like Halo. What people like about Halo when compared to Cod is the lack of unwinnable situations. Fights don’t come down to who sees the other first. Even if the enemy team has complete map control and all the power weapons, the other team still has the ability to challenge them and turn the tide if they play better. With an effective spawning weapon, a player can effectively suppress sniper (with de-scoping of course). If rockets misses his shot, he can be killed before he reloads. If they run into someone camping with shotgun, they might be able to backpedal/strafe and prevent themselves from being killed.

There are however, ways to limit the average kill time and prevent things from getting too hectic. First, greatly lower aim assist. remove movement acceleration, making strafe much more effective. Allow crouching on the move and adjustable jump heights, which also help strafes. Add realistic bullet physics (just no spread) to make it more difficult to hit targets at a range. Decrease shield recharge delay (countered with a lowered recharge time)to allow greater survivability if people miss. Increase grenade fuse timers.

The killtimes we have right now in H4 are fine they don’t need to be any faster or slower.

But Halo 4’s killtimes only work with the excessively high aim assist levels, slow base movement, poor strafe, and open maps

Actually, Halo 4’s kill times don’t work right now. And the reason for that is the complete lack of factors keeping players from attaining minimum kill time. ANYONE capable of cognitive thought can easily 4 shot with a BR, even when a player is trying to strafe. Halo 4 in essence becomes a literal “First shot, first kill” scenario because of this.

The Killtimes themselves aren’t the problem, the problem is base movement speed being low (getting rid of sprint would allow them to increase this), movement acceleration, bullet magnetism, sticky reticle, etc. Just like you said. But the kill times themselves aren’t a problem. They should stay as they are.

Depends on if we receive projectile weapons or not. Projectile weapons necessitate faster kill times, as people won’t hit as often.

Regardless, we don’t need killtimes under one second. I’d say 1-1.2s is a good range for projectile weapons, and the current for hitscan.

> But Halo 4’s killtimes only work with the excessively high aim assist levels, slow base movement, poor strafe, and open maps

Halo 2 says hi.

No one can reliably four shot with the br outside of Red Reticle Range because of the inconsistent spread. 1.4 killtimes don’t really work with faster movement speed; when testing out Halo 3 with 120% movement, 110% jump height and 10 bullet kill br’s (very consistent), the game simply didn’t flow as well.

> Actually, Halo 4’s kill times don’t work right now. And the reason for that is the complete lack of factors keeping players from attaining minimum kill time. ANYONE capable of cognitive thought can easily 4 shot with a BR, even when a player is trying to strafe. Halo 4 in essence becomes a literal “First shot, first kill” scenario because of this.
>
> The Killtimes themselves aren’t the problem, the problem is base movement speed being low (getting rid of sprint would allow them to increase this), movement acceleration, bullet magnetism, sticky reticle, etc. Just like you said. But the kill times themselves aren’t a problem. They should stay as they are.

I agree that aim assist, movement, and magnetism needs adjusting. The 1 sec killtimes for autos and the 1.3-1.5 for rifles like we have right now works fine though.

Excessively high aim assist and double-shotting decreased killtimes.

> Excessively high aim assist and double-shotting decreased killtimes.

errrr, in reply to Shamona

> > Excessively high aim assist and double-shotting decreased killtimes.
>
> errrr, in reply to Shamona

It did have high aim assist but you also said kill times like they currently are require slow movement, bad strafe, and crappy open maps which H2 had none of.

The only weapon with a kill time of less than a second was the CE Pistol, and it was very rare to get every shot to hit. Every other weapon has had a kill time closer to Halo 4 as far as I know. It sounds like you’re trying to make Halo more realistic, but it just isn’t.

> The only weapon with a kill time of less than a second was the CE Pistol, and it was very rare to get every shot to hit. Every other weapon has had a kill time closer to Halo 4 as far as I know. It sounds like you’re trying to make Halo more realistic, but it just isn’t.

That’s exactly what I’m suggesting for them to do, increasing killtimes but making them harder to achieve. The only realistic thing I suggested was the removal of hitscan, which has already been done in the past.

The achievable kill times in Halo 4 feel a smidgeon quick to me if anything.

I’ll leave the debates about what factors into “achievable” and deeper weapon balancing to people a little more knowledgeable than myself.