I just want to give some thoughts on the Assault Rifle which is kind of controversial. Many don’t like it in Arena Gameplay. It feels out of place because it isn’t headshot oriented so it defeats the point of a competitive playlist in their eyes. Others feel like the game is pretty well balanced and want to maintain the similarities of vanilla and competitive play as much as possible to make transition from casual to competitive play as easy as possible. I have thought that it might be worth removing SMGs/Storms with ARs on Arena Maps and then just removing AR as starting weapon. But I was thinking the mechanincs could simply be tweaked a little bit just to add some nuance to the gun. There isn’t a whole lot one can do, but if anyone has picked up the SAW tap the RT when firing it. It worked in H4 and it seems to in here too, but your shots have SO much range and it really makes you aware of how much the spread makes one miss at even close/med range. The opponents melt away. Shadowrun’s SMG which operates similarly to the AR operated like this too. The game did not want you to just hold it down. I would like to see the bloom expand a little more easily, but then retract more quickly. This does matter for the AR as is at medium ranges even (crouching and controlling the spread I mean). I think that would be good for non-headshot oriented weapons like the AR. It encourages more discretion with the gun.
“Many don’t like it in Arena gameplay”
Well too bad. It’s been a staple weapon since the very beginning of Halo, and is staying that way.
As someone who mainly plays competetitive stuff and always has with Halo since late H2 I actually agree with you. Its balanced enough imo to let it be a spawning weapon. I’d still like to see more of a Shadowrun/CS:GO type of spray control tho.
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> As someone who mainly plays competetitive stuff and always has with Halo since late H2 I actually agree with you. Its balanced enough imo to let it be a spawning weapon. I’d still like to see more of a Shadowrun/CS:GO type of spray control tho.
That’s cs:go… If you wanna do that then go play it. This is Halo where game mechanics are different.
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> > 2716903703776124;3:
> > As someone who mainly plays competetitive stuff and always has with Halo since late H2 I actually agree with you. Its balanced enough imo to let it be a spawning weapon. I’d still like to see more of a Shadowrun/CS:GO type of spray control tho.
>
>
> That’s cs:go… If you wanna do that then go play it. This is Halo where game mechanics are different.
Yeah, I want to replicate Shadowrun’s SMG bloom on Halo 5’s Assault Rifle. Can’t play CS or SR on the Xbone. But SR’s SMG and H5’s AR are very similar and it would just add a little more skill to the gun. Not much, its a pretty small but reasonable and healthy thing for the game.
Do you not remember how bad the AR was in halo 3? It took the full clip to even knock down. A person shield and at the rate they already have you 4 shotted with a br. In this game the AR and the SMG do what they are made for. Destroying in cqc like they ment to do.
And they still would.
The AR does have a headshot multiplier
Get gud with it
Also you are a biased PC gamer that THINKS you undersrand the skill gap
You don’t
Halo is not CSGO or COD or Destiny
I love the h5 ar, and desire it to remain unchanged.
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> The AR does have a headshot multiplier
>
> Get gud with it
>
> Also you are a biased PC gamer that THINKS you undersrand the skill gap
>
> You don’t
>
> Halo is not CSGO or COD or Destiny
Shadowrun was mainly an Xbox 360 game. I think it was worked on by Halo CE multiplayer dudes who loved CS. Thats what I understand anyway. And its SMG does operate very similarly to the H5 AR and I do think the H5 AR is probably the best Halo AR yet in terms of balance.
So its been ruled. The H5 AR kicks butt and changing it should never be even be considered. It would all be a distraction from getting our precious black undersuits anyway.