Played a bit of the TU: Beta Playlist today… It was seriously the most fun I’ve had playing Reach! The game feels so new and fresh! I love the new pistol too and I think it’s completely fine the way it is, given it’s shallow clip… Thoughts?
I’ve seen some feedback about the pistol being overpowered, or arguably a power-weapon, but I don’t think that’s the case at all. It’s about to even get stronger too from what I hear, with Anniversary coming out, for the Anniversary playlist. Correct me if I’m wrong…
I think it is just fine, even better when the DMR is a 4SK, too.
> I think it is just fine, even better when the DMR is a 4SK, too.
Is the DMR a 4SK now? I thought it was still 5 shots…
The Magnum IS perfect. No reason to change it.
> The Magnum IS perfect. No reason to change it.
Post-update? Yep… It just feels so right!
You are aware the Magnum has a random spread even when bloom is disabled right?
Randomness = Bad and the whole reason why 343 are taking out the bloom.
Unless 343 remove the spread the Magnum isn’t going to be anything like the Halo CE Pistol.
I’m good at it so I see no problem with it. Though I quess I can see why someone who is new or not good with it would find it annoying.
> > I think it is just fine, even better when the DMR is a 4SK, too.
>
> Is the DMR a 4SK now? I thought it was still 5 shots…
No, but if you set the damage and resistance to 110%, it becomes a 4SK.
I think it could work as is, but never as a spawn start weapon. Its just point and pull as fast as you can, and kills faster than the primary weapon. Not a starting seconday weapon no.
The more the thoughts and scenarios run through me head… yes, the 85% bloom 4-shot Pistol is damn near perfect. Not so much the bleed-through 4-shot, but that it is a 4-shot in less then a second.
It is the only true spray and pray (rapid tap, but that’s still spraying) we have. It’s powerful and fires quickly. Yet, the ammo and bloom prevent it from being very deadly at long range.
It’s in the short ranges and less that the Pistol is god-like. But once into mid-range, the Pistol isn’t as precise and since the ammo reserve is low, DMRs and NRs even the ground. Where they can be fired more quickly due to range, the Pistol must be fired more slowly. And of course the rifles have the ammo reserve to be a bit more sloppy in their shots as opposed to the Pistol. A rifle can do its job by suppressing the lesser-ranged weapon.
At that point, it really does come down to a more skilled player using the Pistol at longer ranges more effective than rifle-person using their weapon if the Pistoler consistently wins.
If you spawn with an 85% 4-shot Pistol, you have the tool you need to survive. If you have the skill, you can hunt. General effectiveness is determined by a map’s layout. I like it!!!
The other basic weapons need some loving to be brought up a notch or 2 though (except the Plasma Pistol). The AR and PRi are deadly with melee bleeding in CQB, but nearly defenseless against the precision weapons at short range with 85%. And that’s also true where short and close blur.
Even if the ammo can’t be altered for the AR, its ROF and/or damage should get an increase. If the precision category can have a rapid-tap and pray weapon, the fullautos deserve a spray and pray that at least can hold its own in short range versus a mid-range niche’d weapon.
PS: I prefer popping-shields. 4-shot for the Pistol, 6 for the NR, 5 for the DMR, with popping shields. That’s how I’d like them.
The magnum does not take skill under vanilla reach settings, it kills insanely fast since you can spam and get cheap lucky kills.
Personally it should have its own gametype, magnum starts, so we can actually test the DMR properly.
I love Zero bloom but the magnum due its spammy easy kill nature is worse than vanilla Reach itself. Adding it as a pickup would of been better or as i mentioned giving it its own gametype.
The CE pistol was different as you had to lead your shots.
The CE Pistol and Reach NR are nearly identical weapons in targeting mechanics.
The reason you have to lead with both is because they are projectiles that won’t bend quick enough to catch up to a player’s intended head when lagging with the reticle.
When leading, the system causes the bullet to bend into the head very easily. As long as the reticle is touching the body/head, a shot will register when leading at all but extreme ranges.
The H3 BR is very similar, but not nearly as similar as the CE Pistol and NR are to each other. Both the CE Pistol and NR are extremely magnetised to hit the head. Even if the reticle is touching mostly the body and just a little bit of the head or if the player is standing still and just the edge of the reticle touches only the head, both weapons will headshot as though they are bugged.
I think it’s perfect BUT it should be a pickup weapon in DMR starts gametypes.
> I think it’s perfect BUT it should be a pickup weapon in DMR starts gametypes.
I would be good with this as long as it was fairly common on the map… Like I’m thinking of The Pit or Narrows on Halo 3, the amount of BRs scattered around. I honestly don’t mind it as a starting weapon tho. Strong, but shallow clip that allows maybe 2 kills if you’re lucky. BRs/DMRs allow up to 3 kills potentially…
Obviously you can get more if you use granades/melee effectively but that’s difficult to pull off something like that against skilled players.
Yes.
…
Oh, sorry. I just answered your thread question in a word. Was that wrong?
No.
Look I did it again!
Who needs facts to support an opinion anyway? 
Other than the Large spread, yes i love the magnum. But it might need its playlist seperate form the DMR’s
> Other than the Large spread, yes i love the magnum. But it might need its playlist seperate form the DMR’s
I don’t believe there is any spread for the pistol on Zero-bloom gametypes… I just shot at a wall during a match earlier to check it out, and it was a completely accurate, center reticule shot every time.