Yea, the AR, BR, sidekick balance is arguably my least favorite thing about this game, besides the radar maybe. I think precision weapons should always be the emphasis in Halo like its always been.
I disagree strongly… the Precision meta should only be emphasized in Ranked and competitive play in general… everything should be viable enough everywhere else… it makes it far less stale, more frustrating, sure, but FAR less stale…
I actually find it funny that some of the people complaining about the lack of weapon variety in the game are almost always also the ones advocating for a one weapon meta, you can’t have your cake and eat it too. Although to be fair, I don’t want 100% perfect balance either, because that is frankly not possible, some weapons will inevitably fall to the wayside in a system like this over others, regardless… and in a futile journey to try and achieve perfect balance, weapons will be nerfed and rebalanced to the ground, until eventually everyone is shooting at each other with nerf dart launchers…
id rather the H5 magnum over all of them, but its not in the game is it.
an if you think the BR is OP but the AR is fine, you’re a mongoloid, lol bye window licker
Honestly, once you have them all figured out the Pulse Carbine is probably the only completely bad gun in Infinite. The Plasma Pistol and Ravager are both excellent for noob-combos, the Disruptor is a great at close-mid range and for dealing with encounters where you are outnumbered, and the Commando can really come in clutch with it’s fast TTK once you have a handle on its recoil and strange aim assist ranges.
The Disruptor does need a patch though, it’s DOT randomly stops doing it’s damage sometimes which seems to be more of a networking/server issue than an issue with the gun itself.
The Pulse Carbine much like the Plasma Pistol and Ravager is also best used for noob combos, but without the need to charge it. The issue is that it’s so bad at even doing that against moving targets that it just doesn’t work if the enemy team is even a little competent. I’d love to see it reworked from the ground up into a competent mid-range weapon that relies on shot leading instead of tracking. Make the shots travel slow for a millisecond or two out of the barrel, and then ramp up really quickly in speed to maintain its niche style of needing to lead shots even at close ranges, which would make it pretty ineffective up close, but good mid and even longish ranges if you know where to put the reticle. I kind of think of it with this rework as being similar to Samus’ Super Missile in Smash Bros.
an if you think the BR is OP but the AR is fine, you’re a mongoloid, lol bye window licker
I didn’t say the BR is OP. Are you sure you’re talking to the right person?
all the other weapons besides the commando are in the right place, no we cant ask for them to be buffed because it will destroy the whole balancing system making everything too easy and allowing people to be more of a one man army and killing team work necessity, the AR is too good for a halo game, end of story
Lol its really not. Precision with a BR or a sidekick is rewarded by a lower TTK than an AR. Even at close range.
No, because the other weapons are also generally fine…not all but most or what I consider the core kit.
Assault rifle is fine.
Sidekick is fine.
Battle rifle is fine.
Bulldog is fine.
Commando is fine.
Sniper is fine.
My point is that updating all the guns isn’t an answer…these people don’t want to accept the assault rifle being the best close range to mid range class weapon and starter weapon.
This is more ideological than actually about balance.
They don’t want the game to play a certain way…right or wrong.
No need to unbalance the whole game.
Assault rifle close range to mid range full auto
Commando mid range to long range. Semi auto
Battle Rifle mid range to long range. Burst
Sidekick backup weapon
The game makes sense.
Some want the commando buffed and I don’t disagree but also don’t use it enough to comment…but then again, that is a comment. Lol
If anything make a play list with multiple primary weapon starts.
Start with
Assault Rifle and Sidekick
Commando and Sidekick
Battle Rifle and Sidekick
We could judge it better then overall and it would simply be fun but hated by many in the community or screaming Halo 4
The AR and BR are fine but the Sidekick needs work. Currently the way you use it is spamming at their center of mass as fast as possible then swapping to your AR to clean them up if you didn’t get the headshot.
dude, im sorry but the assault rifle is not ‘fine’ its range is too good rn, i shouldnt be playing btb having my shields ripped off from distance by an AR, this isnt Warzone, this is halo, and while you may be right in alot of us not wanting a strong AR because we feel in halo thats wrong, its because it is wrong, halo has always been about precision weaponry, regardless though, idc if it keeps its damage, but its range needs nerfing slightly, not saying nerf it into the ground, just make it less viable at range so you feel like youre at a disadvantage for not picking up other guns because btb is full of players just running with an AR not bothering with other guns
orrrr keep AR exactly where it is in the balancing, and make it a pick up, make the BR the starter weapon
but like thats the ONLY thing i dont like about this game, i love everything else so at the end of the day its not going to kill the game for me personally
Those are nearly all the good weapons on console controller input. They already have it bad enough with the lack of aim assist.
This is a dishonest and more entitled and elitist behavior. You guys have zero logical answer other than “aaaarrggh cod and muh halo.”
The responses can’t even answer without it and you are factually wrong.
This completely is not true at all… And would be a sign of those other guns being too weak and needing buffed… Not the assault rifle needing nerfed.
It’s dishonesty…
Do you guys get when you are being dishonest?
It is like the twilight zone on these board.
Lies equal the truth and the truth equals lies… You guys are literally manipulating logic to get what you want.
Ahahahaha nostalgia is insanity.
Meaning… Aadrrggghhh cod and muh halos… Make it like I remember and am comfortable with.
25 people are completely dishonest so far and thumbs up this OP’s topic.
Every word of the original post is completely dishonest.
Classic Halo fans are telling fibs… Apparently I need to say it in a nice way for children to not get hurt over even tho the children are telling big fibs ahahhaa… CLASSIC Halo fans are distorting the truth and manipulating in order to force this game to play as the halo of their nostalgia.
This is wrong.
It really is!
I’m above average accuracy but bullets from the sidekick just seem to disappear entirely.
It’s definitely a MnK thing. I see controller players just spamming and wafting all over the place and they tear people up instantly.
Just my two cents and I don’t see someone as ‘wrong’ or ‘dishonest’ for disagreeing here, but I actually don’t mind how they’re currently balanced. At long range I’d rather have a BR, at mid I’d rather have the AR, and up close and personal I’d want the sidekick. They all seem to fill their respective roles in my opinion.
At mid to long range, I never feel like my BR is getting outclassed by the AR. Sure, I lose some of those engagements but it’s never felt like it was the gun’s fault. It’s always felt like I messed up by putting myself in a bad position or the enemy got the drop on me, making me more exposed and an easier target than them. Or I just whiffed some shots I shouldn’t have. It happens, sometimes you’re just not playing at the top of your game or you go up against someone who’s just naturally better.
maybe you didnt know because you coulndt hit a barn door with Rockets splash damage, but the AR kills too fast.
This is probably more of an overall melee issue, but I’d like to see the number of bullets required for a melee kill to be increased. It feels you hardly have to put any shots in before a melee kill. Then again I prefer the damage system in CE and 2 where it was 3 melees to kill full shield (I think brute shot was the only melee exception in 2).
The balance in indeed bad, but I disagree with your reasoning OP
These would fix the sandbox as far as these 3 weapons are concerned.
AR: no headshot multiplier and more base spread
SK: no bloom
BR: projectile based with less bullet magnetism
Disagree I’m always using the ar and always getting outgunned by the sidekick all the friggin time same as the br the ar is underpowered you have enough rounds to Jill someone if you miss the likeliness to kill drops dramatically, sidekick has a better ttk then the ar since I’m always being destroyed by it.
Disagree. I usually ditch the ar for either the br or commando and pistol.
AR may be easier up close, but if your movement is any good, the AR player will have to reload first resulting in their death. AR is fine where it’s at and is easily beatable. It just sounds to me like a lot of classic Halo players can’t wrap their heads around different tactics.