A Treatise on the Weapon Balance of Halo 4

Note: I will not be posting a TL;DR notice. Either read the entire post, or don’t bother replying. This is going to be a two-post topic.

I’ve lurked on these forums for a while. I figured I’d add my two cents on how weapon balance should be altered in Halo 4. I see a diamond of a game at its core. However, this particular diamond is covered in crap as a result of design decisions that have, in retrospect, been shown to be poor by players’ experiences over the last month.

It has become clear that the weapon sandbox has clear problems. Since those two weapons constitute the majority of the complaints, I will be focusing on the DMR and the Boltshot to a lesser extent in this post. However, I will be writing about all of the weapons in the game to some extent. I will be approaching this from a competitive viewpoint because I believe that viewpoint will produce conclusions that are best for the overall health of the game.

DMR: Let’s start with the big one. Suffice to say, this weapon is the subject of the brunt of complaints about weapon balance in this game. Thread after thread has popped up on this forum about how this weapon is too powerful, how it ruins Big Team Battle, and so on and so forth.

However, I feel that almost nobody has really hit the nail on the head as to what the real problem with this weapon is. The following video, which has been making the rounds on this forum, gets close to revealing the true problem with the DMR:

Halo 4 UNSC Weapon Bullet Magnetism: http://www.youtube.com/watch?v=RWaDwsGb1c0&feature=plcp

Are you done watching? Good. As you have undoubtedly noticed, the bullet magnetism on the DMR is, to put mildly, ludicrous. Bullet magnetism is a necessary evil to compensate for the intrinsic inaccuracy of a thumbstick as compared to a mouse and keyboard. However, the aim assist and bullet magnetism of Halo 4 are sheer overkill; this issue is further aggravated by the poor lag compensation in the game’s netcode. The other noticeable factors of the DMR’s power are its quick kill times, high rate of fire, long range, and lack of recoil. You also are no longer knocked out of your scope if you are shot.

All of these factors are symptomatic of the main problem with the DMR: it’s too easy to use for its level of power. In essence, the DMR is a low-risk, high-reward weapon that requires very little skill on the part of the user. As a result, there is very little separation (i.e. a small skill gap) between bad DMR users and good DMR users. If there is not a sufficient skill gap for a given weapon, then that weapon is not appropriate as a starting utility weapon in competitive play. This concept is the reason why MLG and other competitive game types do not have players spawning with the Rocket Launcher or Binary Rifle. Therefore, by that definition, the DMR should not be a starting weapon and should be considered a power weapon.

To emphasize my point, let’s compare the Halo 4 DMR to everybody’s favorite classic weapon: the Halo 1 magnum. At first glance, these weapons seem very similar to each other: both are semi-automatic weapons that can kill from decent ranges relatively quickly that the player can spawn with. However, that is where the similarities end. The Combat Evolved magnum is a three-shot kill, so it had the quickest kill time out of any utility weapon in the series. Despite that, however, there is a large skill gap for that weapon. Why is this?

The answer lies in how Halo: Combat Evolved was designed. Since it was made before Xbox Live and similar online services became the juggernauts they are today, all of the weapons shot rounds with travel time. Consequentially, to kill with the CE Magnum at longer ranges, one had to lead their shots by a good distance. This quirk added a layer of skill to using the CE Magnum; you could distinguish good Halo 1 players from great Halo 1 players by how well they could use the Magnum at range.

By now, it should be obvious that the Halo 4 DMR is not at all like the CE Magnum. As a hitscan weapon, the DMR’s rounds have no travel time. This is a necessary concession for consistent online play, but the factors I’ve already brought up make the skill gap for the DMR miniscule compared to the CE Magnum. Therefore, despite its quick kill times, the DMR is not a good choice for competitive play thanks to its tiny skill gap.

As things currently stand, the DMR is better as a power weapon than a starting weapon. If the DMR is to be a viable starting weapon, it requires both a noticeable decrease in its rate of fire and a massive decrease in its ridiculous bullet magnetism. If and only if these two changes are made, I would have no issue with it being a four-shot kill.

Battle Rifle: The Battle Rifle’s bullet magnetism, while less than that of its overpowered cousin, is still excessive. The magnetism should be reduced, but this change should also mean that the Battle Rifle is made a consistent four-burst kill. If the Battle Rifle’s inconsistency in number of shots to kill is fixed, then it and the DMR can exist in harmony without either dominating the other.

Carbine: The Carbine’s bullet magnetism is nowhere as much as either of the UNSC rifles, so it is not as much of a concern. However, despite its high rate of fire, eight shots to kill is too many, especially compared to the other rifles. Since it is difficult to land all eight shots on target while firing as quickly as possible, this weapon has a great skill gap. To bring it in balance with the other rifles, its power should be increased so that it kills in six or seven shots. Testing would determine which option is better.

Light Rifle: The Light Rifle technically has an even faster kill time than the DMR. However, the key difference is that there is a large skill gap in pulling off the quickest kill, as at least one of the shots needs to be made while scoped in to kill in four shots. Since its bullet magnetism is much less, I feel that the weapon is fine as it currently is, especially if the other rifles are changed as mentioned above.

Assault Rifle/Storm Rifle/Suppressor: All three automatic weapons are more or less similar to each other. Despite the complaints about the Assault Rifle, I feel that it and the other two automatics are mostly fine as they currently are. Returning to the style of Reach’s automatics is not a good idea; the Plasma Repeater and Assault Rifle were both piss-weak and thus useless 99.9% of the time.

I like to think of automatic weapons as a sort of litmus test for skill. Assuming the rifles are changed as I mentioned above, skilled players will be able to outplay and kill a player using an automatic. A decrease in the the bullet magnetism of the Assault Rifle, and, to a lesser extent, the Storm Rifle and Suppressor are the only real changes I would suggest.

Magnum: The Magnum also has bullet magnetism that needs to be toned down. That aside, six shots is too much for a weapon that has that has so much bloom. I’d say the Magnum should be a five-shot kill at most or possibly a four-shot. Again, testing should determine which is better.

Boltshot: Now, we come to the pocket shotgun. Its main problem is that its one-shot range is greater than that of both actual shotguns. A starting weapon should never be able to neutralize a power weapon. So, the Boltshot’s charged shot should only kill instantly at extremely close range (<5 feet). For versatility, beef up the piss-weak single shots.

Shotgun/Scattershot: Both of these weapons are cheapened by the currently overpowered Boltshot. When that is balanced, both will be fine. Due to its higher rate of fire, the Scattershot should have a smaller one-shot kill range (about 10 feet, maybe?) than the Shotgun (about 12-13 feet). Also, why not make the Scattershot available in Flood if it’s changed like this?

Sniper Rifle/Beam Rifle: The Sniper Rifle in particular has ridiculous bullet magnetism. Both are supposed to be high-skill weapons capable of locking down the map if used correctly. Reducing the high bullet magnetism will make both of these weapons the way they should be.

The Binary Rifle is not here because of its almost negligible bullet magnetism, low ammo count, and high visibility.

Fuel Rod Cannon/Gravity Hammer: The only reason I bring these two up is to comment on how rare they are. Both are great power weapons, so I’d like to seem them around more often.

Concussion Rifle: Do you seriously ever see anybody using one of these, especially with the powerful sticky detonator around? To make a minor change to make it a better power weapon, it should kill in two direct hits rather than three.

Sticky Detonator: Again, the bullet magnetism is the main issue with this gun, even though it’s less than that of most of the other human weapons. Aside from that, the weapon is good as is; it’s great for breaking through set-ups and weakening and/or killing multiple enemies.

SAW: Again, the bullet magnetism is the only real issue with this weapon. Its ability to shred targets at close range going full auto and at medium range using controlled bursts makes it very useful. Personally, it’s my favorite addition to the weapon sandbox in this game along with the Railgun.

Pulse Grenades: As I’m sure many of you have noticed, these grenades are not nearly as useful as frag nor plasma grenades. Sure, they’re good for locking down chokepoints, but they lack real killing power. As such, I think these nades should drain health and shields much more quickly than they currently do. If you’re too dumb to avoid the giant orange orb, you deserve to die quickly.

Needler/Binary Rifle/Incineration Cannon/Rocket Launcher/Plasma Pistol/Spartan Laser/Railgun: None of these weapons have any real balance issues. Good for 343i for getting these right, at least.

So, if you’ve managed to march through both of these posts, I thank and commend you. Please discuss.

P.S. If all you’re going to say is “Adapt/evolve,” you’ve contributed nothing of merit to the discussion, so I will just disregard your post.

> …
> Assault Rifle/Storm Rifle/Suppressor: All three automatic weapons are more or less similar to each other. Despite the complaints about the Assault Rifle, I feel that it and the other two automatics are mostly fine as they currently are. Returning to the style of Reach’s automatics is not a good idea; the Plasma Repeater and Assault Rifle were both piss-weak and thus useless 99.9% of the time.
> …

Read to about here, would disagree in comparison to maybe 1/3 of your finding, but when i got to this paragraph, i was ashamed to read it at all. unless you get up to date with the true origin of halo weaponary, this post shall be undeserving of the respect it will get.

P.S. precision shouldnt be the only thing players should notice, the sandbox is pretty big.
second P.S. Other forum goer’s who know the weapon sandbox can point the true weapon balances.

> Read to about here, would disagree in comparison to maybe 1/3 of your finding, but when i got to this paragraph, i was ashamed to read it at all. unless you get up to date with the true origin of halo weaponary, this post shall be undeserving of the respect it will get.
>
> P.S. precision shouldnt be the only thing players should notice, the sandbox is pretty big.

Er, would you mind being specific about your disagreements? Also, in the part of your post I put in bold, I have no idea what you’re trying to say. Is English not your first language? Either way, that part of the post comes across as gibberish due to poor grammar.

> Magnum: The Magnum also has bullet magnetism that needs to be toned down. That aside, six shots is too much for a weapon that has that has so much bloom. I’d say the Magnum should be a five-shot kill at most or possibly a four-shot. Again, testing should determine which is better.

I disagree with this. The Magnum is a side arm and should fill that role and not be a Mini-Dmr.

I find the weapons sandbox to be the most balanced out of the past halo games. Since you posted in a kind matter i will give you an actual response.

1st) the bullet magnitism/ hit boxes arn’t as bad as reach or halo 2. If anything is to be done with either the bullet magnitism should be toned down slightly. But the video show casing this isn’t how it plays out online. Infact lag cancels out most of the obnoxiousness of bullet magnitism.

  1. the DMR itself is fine. It only fires .2 seconds faster then the BR and if both players are landing all shots they will both die at the same time. The issue with the DMR is more about the maps. Places like ragnarok don’t have enough cover or proper terrain. Meltdown is a perfect example of a map that the DMR can still work on but allows players to move freely and also allows for all play styles.

  2. the battle rifle is fine as is. same goes for the carbine. i feel if it did any more damage it would start to cause problems for other weapons.

  3. the boltshot has the same OHK range as the normal shotgun. But the BS is far less forgiving on missed shots and ammo. It cannot be compared to the scattershot as the SS is not a traditional shotty. It has the longest range on a shotgun a high ROF and bouncing shots. It can preform in CQC but its not like a traditional one. SO it should be treated on a seperate case.
    Overall i find the Boltshot to be balanced as is. Most people who do good with it play the weapon into its optimal role. Which is what your supposed to do with any weapon.

  4. the gravhammer is not as powerful as previous games. it saw a splash range reduction. Making it harder to kill with it.

  5. the concussion rifle is also balanced as is. I feel that its lack of use is simply because its pretty much exactly like reaches. People would rather play around with new weapons.

  6. finally the magnum is also fine. i get so many kills with it its not even fair. Bloom does nothing for the weapon. I spam all the time.

EDIT: forgot to mention the snipers. They have little to no bullet magnitism. I recently went into forge with a friend and aim right next to and right above the head. the snipers are perfect.

In relation to the Magnum in Halo CE and how each shot has to be lead in front of the target for a successful hit, I have taken another look at the hitscan mechanic.

You might find it interesting if you care to read through the whole piece which you can find here: http://majatek.deviantart.com/gallery/#/d5m3cwe

Weapon damage however and all other aspects (aside from the Boltshot) I’m fine with.

summary-weapons need less bullet magnetism.

I do agree with everything you said OP, except for your opinion on the pulse nades.

the pulse nades at the core are made to be area of denial, this is pretty much proven by the gigantic orange sphere, I mean its not like they actually expected people to walk through it right?

to me making it 2 pulse nades at start is a given, they should also increase the duration of it as well as making the damage more signifigant (as you suggested).

I feel like the DMR and boltshot are the only ones really sticking out in H4. Just today I got in a strafe battle with a DMR, and as a carbine user it’s enjoyable because a lot of people often downplay this weapon because of how it plays when it’s actually really effective when used. We were going toe to toe, dead on with all of our shots. I was counting both of ours, his steady cadence firing off its one-two-three-four and me matching with my barrage of green pellets. Right as I hit seven of eight, he hit five and I was done. I had even gotten the first shot in too, but it didn’t matter. The rapid firing carbine wasn’t fast enough.

There’s something inherently wrong with that.

I also believe that the carbine should be accurized. It’s piss poor at longer ranges. The BR is better in some cases.

And yeah, screw the boltshot. I get sniped with this thing a lot.

> I disagree with this. The Magnum is a side arm and should fill that role and not be a Mini-Dmr.

I agree with your sentiment. Personally, I’d lean more towards a five-shot kill for the pistol if all of the changes I outlined in the OP were made. That way, it could be useful at short-mid range without outclassing primary rifles.

BWO RazrStorm: I hear the bullet magnetism is about the same in Halo 2, but it was not nearly as much in Reach. As much as I disliked default Reach settings, I will admit that the bullet magnetism, while noticeable, wasn’t as bad as it is in Halo 4.

You are right that the maps are one contributing factor to the DMR’s overpowered status. Ragnarok in particular is nearly unplayable thanks to the rampant DMR camping. Also, Complex can go die in a fire; it’s easily one of the worst maps I’ve seen in the entire series.

However, I think the DMR being overpowered, thanks to all of the factors I mentioned in the first post, is another large part of it. Why then do you see a ton of camping even on maps that aren’t wide open, like Adrift and (to a lesser extent) Solace? About the only map that doesn’t suffer from that issue is Haven.

I actually like Meltdown; it’s my favorite BTB map by a large margin. Of course, it doesn’t come up nearly enough thanks to everybody jumping on the Ragnarok bandwagon.

As for the Concussion Rifle, I see it as a counterpart to the Sticky Detonator, but I don’t see it pop up often. That’s probably because, like the Gravity Hammer and Fuel Rod Cannon, it almost never shows up in matchmaking.

Majatek: That’s actually a really helpful diagram. Mind if I use it every now and again if I need to make a point?

KBM Bluejay: Yeah, the bullet magnetism is really one of the major problems with this game. I’m not even that great of a player, but it does honestly feel like firefights are closer than they really should be. Again, it’s necessary to compensate for the intrinsic inaccuracy of a thumbstick, but the video I posted in the OP shows beyond reasonable doubt that it’s vastly overdone.

Gold Skycap: That is the exact reason I suggested making the Carbine a six or seven shot kill. Frankly, I think six shots is just perfect, but I’d need to test that to find out for sure.

> Majatek: That’s actually a really helpful diagram. Mind if I use it every now and again if I need to make a point?

Go right ahead, I’ll do a full writeup that’s not in the form of a picture some day. :stuck_out_tongue:

The carbine used to be seven shot back in halo 2 and 3, and the needle rifle was alongside the DMR in reach. I’m not sure why it was changed.

> I feel like the DMR and boltshot are the only ones really sticking out in H4. Just today I got in a strafe battle with a DMR, and as a carbine user it’s enjoyable because a lot of people often downplay this weapon because of how it plays when it’s actually really effective when used. We were going toe to toe, dead on with all of our shots. I was counting both of ours, his steady cadence firing off its one-two-three-four and me matching with my barrage of green pellets. Right as I hit seven of eight, he hit five and I was done. I had even gotten the first shot in too, but it didn’t matter. The rapid firing carbine wasn’t fast enough.
>
> There’s something inherently wrong with that.
>
> I also believe that the carbine should be accurized. It’s piss poor at longer ranges. The BR is better in some cases.
>
> And yeah, screw the boltshot. I get sniped with this thing a lot.

I agree. the spread of the carbine is simply ridiculous, even at close ranges. The carbine would be so fun to use if it was just like the needler rifle, or the carbine in other halos. the carbine has no bullet magnetism like the br/dmr and will miss even if ur crosshair is dead center of his face just b/c of the spread

> The carbine used to be seven shot back in halo 2 and 3, and the needle rifle was alongside the DMR in reach. I’m not sure why it was changed.

I’m not sure, either. Then again, I was only 12 when Halo 2 came out, and I didn’t know or care enough about competitive play back in Halo 3’s heyday to really understand what works and what doesn’t. Reach is when I began to learn about competitive balance; this is probably because vanilla Reach was horrendous. The sheer amount of Armor Lock abuse alone made me want to scream at the top of my lungs.

> I agree. the spread of the carbine is simply ridiculous, even at close ranges. The carbine would be so fun to use if it was just like the needler rifle, or the carbine in other halos. the carbine has no bullet magnetism like the br/dmr and will miss even if ur crosshair is dead center of his face just b/c of the spread

From personal experience, I usually only win while using the Carbine if I get the drop on somebody. If they seem me first or at the same time, it’s a toss-up since both the DMR and BR kill faster. That aside, the Carbine needs a buff.

> As things currently stand, the DMR is better as a power weapon than a starting weapon. If the DMR is to be a viable starting weapon, it requires both a noticeable decrease in its rate of fire and a massive decrease in its ridiculous bullet magnetism. If and only if these two changes are made, I would have no issue with it being a four-shot kill.

I think that flinch makes the DMR more powerful than the other weapons as well. The BR/LR are burst (at close range) and the Carbine has such a high rate of fire that it might as well be burst, too. As such, any flinch will make some shots miss, especially when attempting to track a burst when strafing/crouching/jumping. The DMR’s slow pace ensures that every shot is a first shot, which wouldn’t be so bad if it’s kill time wasn’t so similar/better than all the other precision weapons. That the DMR causes significant flinch and has time to compensate for any flinch received makes it the one gun to rule them all and in the darkness bind them…