For those of you complaining about Halo 5’s TTK:
Halo 2: 4 Shots
Halo 3: 4 Shots
Halo 4: 4 Shots
Halo 5: 4 Shots
Halo 4: 5 Shots
Halo 5: 5 Shots
Halo CE: 15 Rounds
Halo 3: 16 Rounds
Halo 4: 14 Rounds
Halo 5: 16ish Rounds (Less spread giving it further range)
Halo 2: 16 Rounds (Also Dual Wieldable)
Halo 3: 23 Rounds (Also Dual Wieldable)
Halo 5: 20+ (Higher ROF)
Halo CE: 3 Shot
Halo 2: 13 Shot…that thing was terrible, (but…Dual Wieldable)
Halo 3: 5 Shot (Dual Wieldable)
Halo 4: 6 Shot
Halo 5: 5 Shot
All 2x Melee for kills
Halo 2: 3 Shots BR, 9 Shots Pistol, 7 SMG Rounds then melee kills.
Halo 3: 2 Shots BR, 2 Shots Pistol, 4 AR ROUNDS AND MELEE KILLS! 4 SMG ROUNDS AND MELEE KILLS! .
Halo 4: 2 Shots BR, 3 Shots Pistol, 6 AR Rounds, 3 DMR Rounds then melee kills.
Halo 5: IDK the minimum, but it’s pretty obvious that melee is MUCH weaker in Halo 5 than 3. Even feels less than 2.
Hard to determine but all of them are roughly 2x Frag at about 5 feet away. Halo 5 has a slightly larger blast radius to compensate for the thruster packs.
Halo CE: 4x Frag, 4x Plasma
Halo 2: 4x Frag, 4x Plasma (Spam fest)
Halo 3: 2x Frag, 2x Plasma, 2x Spike, 2x Fire (I don’t recall fire & spike ever being on the same map though)
Halo 4: 2x Frag, 2x Plasma, 2x Pulse
Halo 5: 2x Frag, 2x Plasma, ??? (Delay on grenade pickup)
HALO CE ALSO HAS HEALTH MEANING MANY KILLS CAN COME MUCH QUICKER!
So, it’s pretty clear that people freaking out over Halo 5’s time to kill have been overreacting over something that doesn’t really exist. I think this is simply because the full autos feel better and the AR and SMG have improved, creating BALANCE so that precision weapons are not all powerful dominant in EVERY situation (I’m talking to you BR).
This could also be due to the fact that movement capabilities have increased, making the entire game FEEL faster, when the TTK hasn’t really decreased overall.