Every one is always clamoring on about how X weapon is overpowered or Y weapon is underpowered, or that Z weapon should always beat X weapon because of their niche role in the sandbox. Personally, I like all the weapons being powerful and have a preference towards precision weapons. When you think long and hard, its difficult to make a regulate a weapons efficiency to their particular range niche without breaking the balance through damage output some how, or altering the amount of bloom/spread of a weapon. What other way could we possibly balance the weapons so they only truly excel in their niche ranges? My answer, Red Reticule Range (RRR).
What does RRR do? It is the range in which your reticule turns red, of course, but what does it do mechanically? It enables different variables of aim assist and bullet magnetism. Generally RRR is used to make using weapons when scoped in more precise than when unscoped within set range parameters. Generally these parameters consist of the range 0 through X. Rather than continuing this method of RRR, what if we were to set it instead to X1 through X2 for various weapons. For example:
AR Range: 0 through 30m
BR Range: 30m through 60m
DMR Range: 60m through 90m
Now all three weapons can be powerful, but have different ranges in which the weapons can be used proficiently without conflicting with each others niche roles.
Why do I propose such a system? Because AR fans believe (and rightfully so) that the AR should be more powerful in its niche role than the other weapons, while BR and DMR fans believe they should be able to beat AR users because they’re more “skilled”. This pleases both crowds as the AR is easier to use and is powerful enough to beat the BR or DMR at close range, but the BR and DMR user can still come out the victor if the player is skilled enough; only they have significantly more difficulty aiming within the close range niche.
Thoughts and opinions are welcome.
And always, keep it clean and civil guys.
Absolutely. The problem is currently the AR seems rather too effective at even mid-range. Also, it is difficult to tell how these mechanics will play out on larger maps. The two maps right now are quite small. So whilst I do say that the AR is frustratingly effective at everything: the maps are small. On larger maps I think we’ll see more incentive to pick up the precision weapons.
> 2533274851697025;1:
> Now all three weapons can be powerful, but have different ranges in which the weapons can be used proficiently without conflicting with each others niche roles.
>
> … but the BR and DMR user can still come out the victor if the player is skilled enough; only they have significantly more difficulty aiming within the close range niche.
Absolutely. I fear currently no amount of skill will save you from a close range AR. I personally liked the Reach AR; very effective at close range but not so much mid-long range, as it should be.
Schnitz is posting on waypoint? The end is nigh. Jokes aside it’s an interesting suggestion.
The main problem I see with this is simply how difficult it is to aim on a console without aim assist. Having played Blops 2 (and Battlefield 3, I think) without aim assists, it’s possible but sometimes it’s just an absolutely nightmare. Never mind doing it on a game with kill times longer than a split second. Sure, you could argue that only “skilled” players would be able to get a close range kill with a BR on an AR player but I feel like the advantage of the AR player would be too significant.
It’d be like trying to noscope a player four times before they mow you down. Not impossible but not particularly probable.
> 2533274908238201;3:
> > 2533274851697025;1:
> >
>
>
> Schnitz is posting on waypoint? The end is nigh. Jokes aside it’s an interesting suggestion.
>
> The main problem I see with this is simply how difficult it is to aim on a console without aim assist. Having played Blops 2 (and Battlefield 3, I think) without aim assists, it’s possible but sometimes it’s just an absolutely nightmare. Never mind doing it on a game with kill times longer than a split second. Sure, you could argue that only “skilled” players would be able to get a close range kill with a BR on an AR player but I feel like the advantage of the AR player would be too significant.
>
> It’d be like trying to noscope a player four times before they mow you down. Not impossible but not particularly probable.
True, but I’m not calling for there to be 0 aim assist or bullet mag outside of RRR, only that it’s a lesser amount. Significantly less. Given the difficulty of aiming with thumb sticks vs mouse and keyboard, some level of aim assist is pretty much required.
> 2533274851697025;1:
> Every one is always clamoring on about how X weapon is overpowered or Y weapon is underpowered, or that Z weapon should always beat X weapon because of their niche role in the sandbox. Personally, I like all the weapons being powerful and have a preference towards precision weapons. When you think long and hard, its difficult to make a regulate a weapons efficiency to their particular range niche without breaking the balance through damage output some how, or altering the amount of bloom/spread of a weapon. What other way could we possibly balance the weapons so they only truly excel in their niche ranges? My answer, Red Reticule Range (RRR).
>
> What does RRR do? It is the range in which your reticule turns red, of course, but what does it do mechanically? It enables different variables of aim assist and bullet magnetism. Generally RRR is used to make using weapons when scoped in more precise than when unscoped within set range parameters. Generally these parameters consist of the range 0 through X. Rather than continuing this method of RRR, what if we were to set it instead to X1 through X2 for various weapons. For example:
>
> AR Range: 0 through 30m
> BR Range: 30m through 60m
> DMR Range: 60m through 90m
>
> Now all three weapons can be powerful, but have different ranges in which the weapons can be used proficiently without conflicting with each others niche roles.
>
> Why do I propose such a system? Because AR fans believe (and rightfully so) that the AR should be more powerful in its niche role than the other weapons, while BR and DMR fans believe they should be able to beat AR users because they’re more “skilled”. This pleases both crowds as the AR is easier to use and is powerful enough to beat the BR or DMR at close range, but the BR and DMR user can still come out the victor if the player is skilled enough; only they have significantly more difficulty aiming within the close range niche.
>
> Thoughts and opinions are welcome.
> And always, keep it clean and civil guys.
I know i bring it up alot but all 343i has to do is look at the sandbox of halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr.
check out the kill time . wayyyy diff from dreadful killtime in halo 5.
> 2533274851697025;4:
> > 2533274908238201;3:
> > > 2533274851697025;1:
> > >
> >
> >
> >
> > Schnitz is posting on waypoint? The end is nigh. Jokes aside it’s an interesting suggestion.
> >
> > The main problem I see with this is simply how difficult it is to aim on a console without aim assist. Having played Blops 2 (and Battlefield 3, I think) without aim assists, it’s possible but sometimes it’s just an absolutely nightmare. Never mind doing it on a game with kill times longer than a split second. Sure, you could argue that only “skilled” players would be able to get a close range kill with a BR on an AR player but I feel like the advantage of the AR player would be too significant.
> >
> > It’d be like trying to noscope a player four times before they mow you down. Not impossible but not particularly probable.
>
>
> True, but I’m not calling for there to be 0 aim assist or bullet mag outside of RRR, only that it’s a lesser amount. Significantly less. Given the difficulty of aiming with thumb sticks vs mouse and keyboard, some level of aim assist is pretty much required.
Fair enough. Could be an interesting way to balance it if they got the numbers and levels right.
Hard enough to make it difficult, but not so much that it was borderline impossible. Perhaps something along the lines of the Halo 4 sniper rifle when unscoped? Or even less than that.
> 2533274908238201;3:
> > 2533274851697025;1:
> >
>
>
>
> It’d be like trying to noscope a player four times before they mow you down. Not impossible but not particularly probable.
I think close range precision kills are more difficult to pull off, but it makes BR and DMR duels more exciting and rewarding (this is presently a rare occurrence). Of course this wouldn’t apply to auto v precision at close range.
> 2533274822537587;5:
> > 2533274851697025;1:
> > Every one is always clamoring on about how X weapon is overpowered or Y weapon is underpowered, or that Z weapon should always beat X weapon because of their niche role in the sandbox. Personally, I like all the weapons being powerful and have a preference towards precision weapons. When you think long and hard, its difficult to make a regulate a weapons efficiency to their particular range niche without breaking the balance through damage output some how, or altering the amount of bloom/spread of a weapon. What other way could we possibly balance the weapons so they only truly excel in their niche ranges? My answer, Red Reticule Range (RRR).
> >
> > What does RRR do? It is the range in which your reticule turns red, of course, but what does it do mechanically? It enables different variables of aim assist and bullet magnetism. Generally RRR is used to make using weapons when scoped in more precise than when unscoped within set range parameters. Generally these parameters consist of the range 0 through X. Rather than continuing this method of RRR, what if we were to set it instead to X1 through X2 for various weapons. For example:
> >
> > AR Range: 0 through 30m
> > BR Range: 30m through 60m
> > DMR Range: 60m through 90m
> >
> > Now all three weapons can be powerful, but have different ranges in which the weapons can be used proficiently without conflicting with each others niche roles.
> >
> > Why do I propose such a system? Because AR fans believe (and rightfully so) that the AR should be more powerful in its niche role than the other weapons, while BR and DMR fans believe they should be able to beat AR users because they’re more “skilled”. This pleases both crowds as the AR is easier to use and is powerful enough to beat the BR or DMR at close range, but the BR and DMR user can still come out the victor if the player is skilled enough; only they have significantly more difficulty aiming within the close range niche.
> >
> > Thoughts and opinions are welcome.
> > And always, keep it clean and civil guys.
>
>
> I know i bring it up alot but all 343i has to do is look at the sandbox of halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr.
>
> check out the kill time . wayyyy diff from dreadful killtime in halo 5.
>
> https://www.youtube.com/watch?v=UFHes8plrc4
I’m a big proponent of fast kill times actually. CE was my favorite game and one of the reasons for that was kill times. Of course, by quick kill times I’m reffering to quick optimal kill times (all shots landed perfectly), while average kill times remain lengthy. This is extremely empowering of the individual player, allowing them the opportunity to fight back and win despite being shot first.
> 2533274851697025;8:
> > 2533274822537587;5:
> >
>
>
>
> I’m a big proponent of fast kill times actually. CE was my favorite game and one of the reasons for that was kill times. Of course, by quick kill times I’m reffering to quick optimal kill times (all shots landed perfectly), while average kill times remain lengthy. This is extremely empowering of the individual player, allowing them the opportunity to fight back and win despite being shot first.
Right now, if you’re shot first close range it takes a talented player to counter (with any weapon), even when the shooter is not particularly good. Your idea of ‘optimal kill times’ is interesting but I’m not sure how it applies to automatic weapons (just hitting them will do).
> 2533274849457299;9:
> > 2533274851697025;8:
> > > 2533274822537587;5:
> > >
> >
> >
> >
> >
> > I’m a big proponent of fast kill times actually. CE was my favorite game and one of the reasons for that was kill times. Of course, by quick kill times I’m reffering to quick optimal kill times (all shots landed perfectly), while average kill times remain lengthy. This is extremely empowering of the individual player, allowing them the opportunity to fight back and win despite being shot first.
>
>
> Right now, if you’re shot first close range it takes a talented player to counter (with any weapon), even when the shooter is not particularly good. Your idea of ‘optimal kill times’ is interesting but I’m not sure how it applies to automatic weapons (just hitting them will do).
When thinking of automatics, think of the Halo Reach Focus Rifle or the H2A Sentinel Beam. Both are “automatics”, but are actually a series of bullets fired in rapid succession. Hard to use, but powerful.
> 2533274851697025;10:
> > 2533274849457299;9:
> > > 2533274851697025;8:
> > > > 2533274822537587;5:
> > > >
> > >
> > >
> > >
> > >
> > > I’m a big proponent of fast kill times actually. CE was my favorite game and one of the reasons for that was kill times. Of course, by quick kill times I’m reffering to quick optimal kill times (all shots landed perfectly), while average kill times remain lengthy. This is extremely empowering of the individual player, allowing them the opportunity to fight back and win despite being shot first.
> >
> >
> >
> > Right now, if you’re shot first close range it takes a talented player to counter (with any weapon), even when the shooter is not particularly good. Your idea of ‘optimal kill times’ is interesting but I’m not sure how it applies to automatic weapons (just hitting them will do).
>
>
> When thinking of automatics, think of the Halo Reach Focus Rifle or the H2A Sentinel Beam. Both are “automatics”, but are actually a series of bullets fired in rapid succession. Hard to use, but powerful.
Ah, I see. Well, it will be interesting to see how it plays out with larger maps and a plethora of weapons.
> 2533274851697025;8:
> > 2533274822537587;5:
> > > 2533274851697025;1:
> > > Every one is always clamoring on about how X weapon is overpowered or Y weapon is underpowered, or that Z weapon should always beat X weapon because of their niche role in the sandbox. Personally, I like all the weapons being powerful and have a preference towards precision weapons. When you think long and hard, its difficult to make a regulate a weapons efficiency to their particular range niche without breaking the balance through damage output some how, or altering the amount of bloom/spread of a weapon. What other way could we possibly balance the weapons so they only truly excel in their niche ranges? My answer, Red Reticule Range (RRR).
> > >
> > > What does RRR do? It is the range in which your reticule turns red, of course, but what does it do mechanically? It enables different variables of aim assist and bullet magnetism. Generally RRR is used to make using weapons when scoped in more precise than when unscoped within set range parameters. Generally these parameters consist of the range 0 through X. Rather than continuing this method of RRR, what if we were to set it instead to X1 through X2 for various weapons. For example:
> > >
> > > AR Range: 0 through 30m
> > > BR Range: 30m through 60m
> > > DMR Range: 60m through 90m
> > >
> > > Now all three weapons can be powerful, but have different ranges in which the weapons can be used proficiently without conflicting with each others niche roles.
> > >
> > > Why do I propose such a system? Because AR fans believe (and rightfully so) that the AR should be more powerful in its niche role than the other weapons, while BR and DMR fans believe they should be able to beat AR users because they’re more “skilled”. This pleases both crowds as the AR is easier to use and is powerful enough to beat the BR or DMR at close range, but the BR and DMR user can still come out the victor if the player is skilled enough; only they have significantly more difficulty aiming within the close range niche.
> > >
> > > Thoughts and opinions are welcome.
> > > And always, keep it clean and civil guys.
> >
> >
> >
> > I know i bring it up alot but all 343i has to do is look at the sandbox of halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr.
> >
> > check out the kill time . wayyyy diff from dreadful killtime in halo 5.
> >
> > https://www.youtube.com/watch?v=UFHes8plrc4
>
>
> I’m a big proponent of fast kill times actually. CE was my favorite game and one of the reasons for that was kill times. Of course, by quick kill times I’m reffering to quick optimal kill times (all shots landed perfectly), while average kill times remain lengthy. This is extremely empowering of the individual player, allowing them the opportunity to fight back and win despite being shot first.
I dont want em too quick but i agree with you. As long as there is a noticeable gap between how fast you can spam the gun vs how you pace your shots in a battle im all for it. But ever since halo 4 there is no pacing your shots. You just mash that right trigger.
> 2533274822537587;12:
> > 2533274851697025;8:
> > > 2533274822537587;5:
> > > > 2533274851697025;1:
> > > > Every one is always clamoring on about how X weapon is overpowered or Y weapon is underpowered, or that Z weapon should always beat X weapon because of their niche role in the sandbox. Personally, I like all the weapons being powerful and have a preference towards precision weapons. When you think long and hard, its difficult to make a regulate a weapons efficiency to their particular range niche without breaking the balance through damage output some how, or altering the amount of bloom/spread of a weapon. What other way could we possibly balance the weapons so they only truly excel in their niche ranges? My answer, Red Reticule Range (RRR).
> > > >
> > > > What does RRR do? It is the range in which your reticule turns red, of course, but what does it do mechanically? It enables different variables of aim assist and bullet magnetism. Generally RRR is used to make using weapons when scoped in more precise than when unscoped within set range parameters. Generally these parameters consist of the range 0 through X. Rather than continuing this method of RRR, what if we were to set it instead to X1 through X2 for various weapons. For example:
> > > >
> > > > AR Range: 0 through 30m
> > > > BR Range: 30m through 60m
> > > > DMR Range: 60m through 90m
> > > >
> > > > Now all three weapons can be powerful, but have different ranges in which the weapons can be used proficiently without conflicting with each others niche roles.
> > > >
> > > > Why do I propose such a system? Because AR fans believe (and rightfully so) that the AR should be more powerful in its niche role than the other weapons, while BR and DMR fans believe they should be able to beat AR users because they’re more “skilled”. This pleases both crowds as the AR is easier to use and is powerful enough to beat the BR or DMR at close range, but the BR and DMR user can still come out the victor if the player is skilled enough; only they have significantly more difficulty aiming within the close range niche.
> > > >
> > > > Thoughts and opinions are welcome.
> > > > And always, keep it clean and civil guys.
> > >
> > >
> > >
> > >
> > > I know i bring it up alot but all 343i has to do is look at the sandbox of halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr.
> > >
> > > check out the kill time . wayyyy diff from dreadful killtime in halo 5.
> > >
> > > https://www.youtube.com/watch?v=UFHes8plrc4
> >
> >
> >
> > I’m a big proponent of fast kill times actually. CE was my favorite game and one of the reasons for that was kill times. Of course, by quick kill times I’m reffering to quick optimal kill times (all shots landed perfectly), while average kill times remain lengthy. This is extremely empowering of the individual player, allowing them the opportunity to fight back and win despite being shot first.
>
>
> I dont want em too quick but i agree with you. As long as there is a noticeable gap between how fast you can spam the gun vs how you pace your shots in a battle im all for it. But ever since halo 4 there is no pacing your shots. You just mash that right trigger.
Nothing wrong with spamming the trigger so long as the gun is hard to aim. I pace my shots simply because my aim is bad (and I still miss most haha).
Funny thing about automatic weapons is, the tighter the spread on them, the harder it is for them to actually aim. In close range, wider spread makes it easier to hit targets as there’s a cone of bullets so if you’re off slightly, some are at least hitting.
> 2533274822537587;5:
> > 2533274851697025;1:
> > Every one is always clamoring on about how X weapon is overpowered or Y weapon is underpowered, or that Z weapon should always beat X weapon because of their niche role in the sandbox. Personally, I like all the weapons being powerful and have a preference towards precision weapons. When you think long and hard, its difficult to make a regulate a weapons efficiency to their particular range niche without breaking the balance through damage output some how, or altering the amount of bloom/spread of a weapon. What other way could we possibly balance the weapons so they only truly excel in their niche ranges? My answer, Red Reticule Range (RRR).
> >
> > What does RRR do? It is the range in which your reticule turns red, of course, but what does it do mechanically? It enables different variables of aim assist and bullet magnetism. Generally RRR is used to make using weapons when scoped in more precise than when unscoped within set range parameters. Generally these parameters consist of the range 0 through X. Rather than continuing this method of RRR, what if we were to set it instead to X1 through X2 for various weapons. For example:
> >
> > AR Range: 0 through 30m
> > BR Range: 30m through 60m
> > DMR Range: 60m through 90m
> >
> > Now all three weapons can be powerful, but have different ranges in which the weapons can be used proficiently without conflicting with each others niche roles.
> >
> > Why do I propose such a system? Because AR fans believe (and rightfully so) that the AR should be more powerful in its niche role than the other weapons, while BR and DMR fans believe they should be able to beat AR users because they’re more “skilled”. This pleases both crowds as the AR is easier to use and is powerful enough to beat the BR or DMR at close range, but the BR and DMR user can still come out the victor if the player is skilled enough; only they have significantly more difficulty aiming within the close range niche.
> >
> > Thoughts and opinions are welcome.
> > And always, keep it clean and civil guys.
>
>
>
> I know i bring it up alot but all 343i has to do is look at the sandbox of halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr.
>
> check out the kill time . wayyyy diff from dreadful killtime in halo 5.
>
> https://www.youtube.com/watch?v=UFHes8plrc4
halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr. <–THIS. I think the balance and performance of weapons was best in reach.
> 2533274853412276;16:
> > 2533274822537587;5:
> > > 2533274851697025;1:
> > > Every one is always clamoring on about how X weapon is overpowered or Y weapon is underpowered, or that Z weapon should always beat X weapon because of their niche role in the sandbox. Personally, I like all the weapons being powerful and have a preference towards precision weapons. When you think long and hard, its difficult to make a regulate a weapons efficiency to their particular range niche without breaking the balance through damage output some how, or altering the amount of bloom/spread of a weapon. What other way could we possibly balance the weapons so they only truly excel in their niche ranges? My answer, Red Reticule Range (RRR).
> > >
> > > What does RRR do? It is the range in which your reticule turns red, of course, but what does it do mechanically? It enables different variables of aim assist and bullet magnetism. Generally RRR is used to make using weapons when scoped in more precise than when unscoped within set range parameters. Generally these parameters consist of the range 0 through X. Rather than continuing this method of RRR, what if we were to set it instead to X1 through X2 for various weapons. For example:
> > >
> > > AR Range: 0 through 30m
> > > BR Range: 30m through 60m
> > > DMR Range: 60m through 90m
> > >
> > > Now all three weapons can be powerful, but have different ranges in which the weapons can be used proficiently without conflicting with each others niche roles.
> > >
> > > Why do I propose such a system? Because AR fans believe (and rightfully so) that the AR should be more powerful in its niche role than the other weapons, while BR and DMR fans believe they should be able to beat AR users because they’re more “skilled”. This pleases both crowds as the AR is easier to use and is powerful enough to beat the BR or DMR at close range, but the BR and DMR user can still come out the victor if the player is skilled enough; only they have significantly more difficulty aiming within the close range niche.
> > >
> > > Thoughts and opinions are welcome.
> > > And always, keep it clean and civil guys.
> >
> >
> >
> >
> > I know i bring it up alot but all 343i has to do is look at the sandbox of halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr.
> >
> > check out the kill time . wayyyy diff from dreadful killtime in halo 5.
> >
> > https://www.youtube.com/watch?v=UFHes8plrc4
>
>
>
> halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr. <–THIS. I think the balance and performance of weapons was best in reach.
And that is exactly what I’m aiming for here, albeit with giving the BR and DMR a fair fighting chance at close range and giving the AR a fair fighting chance at longer range.
> 2533274851697025;17:
> > 2533274853412276;16:
> > > 2533274822537587;5:
> > > > 2533274851697025;1:
> > > > Every one is always clamoring on about how X weapon is overpowered or Y weapon is underpowered, or that Z weapon should always beat X weapon because of their niche role in the sandbox. Personally, I like all the weapons being powerful and have a preference towards precision weapons. When you think long and hard, its difficult to make a regulate a weapons efficiency to their particular range niche without breaking the balance through damage output some how, or altering the amount of bloom/spread of a weapon. What other way could we possibly balance the weapons so they only truly excel in their niche ranges? My answer, Red Reticule Range (RRR).
> > > >
> > > > What does RRR do? It is the range in which your reticule turns red, of course, but what does it do mechanically? It enables different variables of aim assist and bullet magnetism. Generally RRR is used to make using weapons when scoped in more precise than when unscoped within set range parameters. Generally these parameters consist of the range 0 through X. Rather than continuing this method of RRR, what if we were to set it instead to X1 through X2 for various weapons. For example:
> > > >
> > > > AR Range: 0 through 30m
> > > > BR Range: 30m through 60m
> > > > DMR Range: 60m through 90m
> > > >
> > > > Now all three weapons can be powerful, but have different ranges in which the weapons can be used proficiently without conflicting with each others niche roles.
> > > >
> > > > Why do I propose such a system? Because AR fans believe (and rightfully so) that the AR should be more powerful in its niche role than the other weapons, while BR and DMR fans believe they should be able to beat AR users because they’re more “skilled”. This pleases both crowds as the AR is easier to use and is powerful enough to beat the BR or DMR at close range, but the BR and DMR user can still come out the victor if the player is skilled enough; only they have significantly more difficulty aiming within the close range niche.
> > > >
> > > > Thoughts and opinions are welcome.
> > > > And always, keep it clean and civil guys.
> > >
> > >
> > >
> > >
> > > I know i bring it up alot but all 343i has to do is look at the sandbox of halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr.
> > >
> > > check out the kill time . wayyyy diff from dreadful killtime in halo 5.
> > >
> > > https://www.youtube.com/watch?v=UFHes8plrc4
> >
> >
> >
> > halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr. <–THIS. I think the balance and performance of weapons was best in reach.
>
>
> And that is exactly what I’m aiming for here.
There are a lot of complaints regarding sprint, ground pound, control config, whatever; I think if the performance of weapons was tweaked to match reach, and everyone gave the game a chance and experienced a few different maps in the weeks to come, they will fall into their groove in halo 5 and become pleased. sprinting, hovering, ground pounding, thrusting/dashing are all a choice by the player to use or not use. if you don’t like them, don’t use them. but the power of weapons is not a choice. fixing this will make a huge difference in the overall experience and make the other “issues” less prevalent
> 2533274853412276;18:
> > 2533274851697025;17:
> > > 2533274853412276;16:
> > > > 2533274822537587;5:
> > > > > 2533274851697025;1:
> > > > > Every one is always clamoring on about how X weapon is overpowered or Y weapon is underpowered, or that Z weapon should always beat X weapon because of their niche role in the sandbox. Personally, I like all the weapons being powerful and have a preference towards precision weapons. When you think long and hard, its difficult to make a regulate a weapons efficiency to their particular range niche without breaking the balance through damage output some how, or altering the amount of bloom/spread of a weapon. What other way could we possibly balance the weapons so they only truly excel in their niche ranges? My answer, Red Reticule Range (RRR).
> > > > >
> > > > > What does RRR do? It is the range in which your reticule turns red, of course, but what does it do mechanically? It enables different variables of aim assist and bullet magnetism. Generally RRR is used to make using weapons when scoped in more precise than when unscoped within set range parameters. Generally these parameters consist of the range 0 through X. Rather than continuing this method of RRR, what if we were to set it instead to X1 through X2 for various weapons. For example:
> > > > >
> > > > > AR Range: 0 through 30m
> > > > > BR Range: 30m through 60m
> > > > > DMR Range: 60m through 90m
> > > > >
> > > > > Now all three weapons can be powerful, but have different ranges in which the weapons can be used proficiently without conflicting with each others niche roles.
> > > > >
> > > > > Why do I propose such a system? Because AR fans believe (and rightfully so) that the AR should be more powerful in its niche role than the other weapons, while BR and DMR fans believe they should be able to beat AR users because they’re more “skilled”. This pleases both crowds as the AR is easier to use and is powerful enough to beat the BR or DMR at close range, but the BR and DMR user can still come out the victor if the player is skilled enough; only they have significantly more difficulty aiming within the close range niche.
> > > > >
> > > > > Thoughts and opinions are welcome.
> > > > > And always, keep it clean and civil guys.
> > > >
> > > >
> > > >
> > > >
> > > > I know i bring it up alot but all 343i has to do is look at the sandbox of halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr.
> > > >
> > > > check out the kill time . wayyyy diff from dreadful killtime in halo 5.
> > > >
> > > > https://www.youtube.com/watch?v=UFHes8plrc4
> > >
> > >
> > >
> > >
> > > halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr. <–THIS. I think the balance and performance of weapons was best in reach.
> >
> >
> >
> >
> > And that is exactly what I’m aiming for here.
>
>
>
> There are a lot of complaints regarding sprint, ground pound, control config, whatever; I think if the performance of weapons was tweaked to match reach, and everyone gave the game a chance and experienced a few different maps in the weeks to come, they will fall into their groove in halo 5 and become pleased. sprinting, hovering, ground pounding, thrusting/dashing are all a choice by the player to use or not use. if you don’t like them, don’t use them. but the power of weapons is not a choice. fixing this will make a huge difference in the overall experience and make the other “issues” less prevalent
While the balance of Reach’s weapons was pretty solid, the power of them is not what I’d like to see return. Vanilla Reach featured weapons that were extremely easy to use, and far too weak, resulting in long kill times and little variation between optimal kill time and average kill time (resulting in a lessened skill gap).
But I digress, the purpose of this thread is not to discuss the power of the weapons in relation to kill times, but rather how to balance them in relation to each other to fill their particular niche while not contesting each other.
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> > > > > > Every one is always clamoring on about how X weapon is overpowered or Y weapon is underpowered, or that Z weapon should always beat X weapon because of their niche role in the sandbox. Personally, I like all the weapons being powerful and have a preference towards precision weapons. When you think long and hard, its difficult to make a regulate a weapons efficiency to their particular range niche without breaking the balance through damage output some how, or altering the amount of bloom/spread of a weapon. What other way could we possibly balance the weapons so they only truly excel in their niche ranges? My answer, Red Reticule Range (RRR).
> > > > > >
> > > > > > What does RRR do? It is the range in which your reticule turns red, of course, but what does it do mechanically? It enables different variables of aim assist and bullet magnetism. Generally RRR is used to make using weapons when scoped in more precise than when unscoped within set range parameters. Generally these parameters consist of the range 0 through X. Rather than continuing this method of RRR, what if we were to set it instead to X1 through X2 for various weapons. For example:
> > > > > >
> > > > > > AR Range: 0 through 30m
> > > > > > BR Range: 30m through 60m
> > > > > > DMR Range: 60m through 90m
> > > > > >
> > > > > > Now all three weapons can be powerful, but have different ranges in which the weapons can be used proficiently without conflicting with each others niche roles.
> > > > > >
> > > > > > Why do I propose such a system? Because AR fans believe (and rightfully so) that the AR should be more powerful in its niche role than the other weapons, while BR and DMR fans believe they should be able to beat AR users because they’re more “skilled”. This pleases both crowds as the AR is easier to use and is powerful enough to beat the BR or DMR at close range, but the BR and DMR user can still come out the victor if the player is skilled enough; only they have significantly more difficulty aiming within the close range niche.
> > > > > >
> > > > > > Thoughts and opinions are welcome.
> > > > > > And always, keep it clean and civil guys.
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > I know i bring it up alot but all 343i has to do is look at the sandbox of halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr.
> > > > >
> > > > > check out the kill time . wayyyy diff from dreadful killtime in halo 5.
> > > > >
> > > > > https://www.youtube.com/watch?v=UFHes8plrc4
> > > >
> > > >
> > > >
> > > >
> > > > halo reach. The ar could beat the dmr and the dmr could beat the ar; evenly matched as long as the ar had rrr. <–THIS. I think the balance and performance of weapons was best in reach.
> > >
> > >
> > >
> > >
> > > And that is exactly what I’m aiming for here.
> >
> >
> >
> >
> > There are a lot of complaints regarding sprint, ground pound, control config, whatever; I think if the performance of weapons was tweaked to match reach, and everyone gave the game a chance and experienced a few different maps in the weeks to come, they will fall into their groove in halo 5 and become pleased. sprinting, hovering, ground pounding, thrusting/dashing are all a choice by the player to use or not use. if you don’t like them, don’t use them. but the power of weapons is not a choice. fixing this will make a huge difference in the overall experience and make the other “issues” less prevalent
>
>
>
> While the balance of Reach’s weapons was pretty solid, the power of them is not what I’d like to see return. Vanilla Reach featured weapons that were extremely easy to use, and far too weak, resulting in long kill times and little variation between optimal kill time and average kill time (resulting in a lessened skill gap).
>
> But I digress, the purpose of this thread is not to discuss the power of the weapons in relation to kill times, but rather how to balance them in relation to each other to fill their particular niche while not contesting each other.
not to discuss the power of the weapons in relation to kill times, but rather how to balance them in relation to each other to fill their particular niche while not contesting each other.
I think ^ sums it up perfectly. focus not on the damage inflicted by the weapon in general or the time it takes to get killed with the weapon, and rather on the performance of 1 weapon in relation to another in terms of range and power.