I wanted to get a discussion going about the AR and what the general thoughts are about it. If you have criticism make sure to list what you would do to fix it and if you like its current direction make sure to explain why! All thoughts are appreciated!
its strong close range and mid-long range utility makes it too powerful for a starting weapon, it effectively lowers the TTK of the entire game. it’s full auto, easy to use, its headshot multiplier makes it feel inconsistent, and it pushes too far into the role of the BR for my liking.
Spartan bots would drop my shields 1v1 with the AR cross-map on Behemoth. It definitely needs at least a slight range nerf.
The pistol could honestly use a small range buff as well.
Small range nerf, I’m not fond of the headshot damage multiplier.
It’s perfect. I could always get a kill with it if I needed or wanted to, but I also had no problem ditching it for other weapons.
The AR is dominating the sandbox in the same manner that for the last decade I had to listen to the community complain about BR starts, except now you die from a player not exerting any effort or skill into killing you.
In addition the AR is stripping shields about a fast as energy weapons did in past halos.
Nerf it’s range
Remove it’s headshot multiplier
Reduce it’s dmg against shielded enemies
To balance the sandbox I would also slow the pistols fire rate.
The AR is fine where it is, its actually a useable weapon this time around.
I’m not sure where these people are seeing this mid-range domination with the AR, but I’d love to see videos of this supposed OP range and people actually killing with it mid range.
The real problem is that the sidekick completely overshadows it in every way. that’s what everyone in 4v4 uses anyway so how is the AR a problem?
TLDR: Sidekick replaces AR in every situation.
It needs a range nerf and the removal of its headshot multiplier.
> 2535441684912240;7:
> The AR is fine where it is, its actually a useable weapon this time around.
>
> I’m not sure where these people are seeing this mid-range domination with the AR, but I’d love to see videos of this supposed OP range and people actually killing with it mid range.
>
> The real problem is that the sidekick completely overshadows it in every way. that’s what everyone in 4v4 uses anyway so how is the AR a problem?
>
> TLDR: Sidekick replaces AR in every situation.
I don’t get why this isn’t a bigger part of the conversation.
So many bring up the AR as an issue yet in the kill feed I constantly see the sidekick with the crosshair indicating a headshot. On BTB maps you see even less kills with it, so clearly the BR and Commando are doing their jobs
I was just about to start a thread on it. I think there’s something wrong in Halo, when some people prefer to keep going into battle with the AR instead of picking up a BR or another weapon, When you see the kill feed is all about ARs, when ARs are beating pistols and BRs 1v1 against accurate players.
I think accuracy should be rewearded and semi automatic should be a little bit more powerful.
In my opinion, the AR needs a small nerf in damage, range and accuracy.
BTW, the shotguns need a damage buff.
Not much I can say that hasn’t already been said.
I understand the argument for it being powerful fresh out of spawn. Giving everyone a more equal chance with spawn weapons is a great idea if done right.
The problem is, those weapons are currently too powerful. And they outclass a good chunk of other weapons.
The AR needs to be balanced, yes. The only issue I see is that if the damage itself gets changed too much, then it may become far less useless overall.
The AR’s TTK is actually the same as past Halo games when up close. The issue is that there doesn’t seem to be a whole lot of dropoff for its damage output.
It feels more like a BR.
A slight nerf would make players less reliant on the AR. Of course, it would still have its uses, but lowering its range would drastically improve the usefulness of other weapons
Stuff like the Skewer, Heatwave, BR, and sniper would all feel a lot more impactful when you’re not getting outgunned or forced into cover 50 meters away by some fresh out of spawn.
A lot of the new weapons are interesting, and I think giving the AR a bit of a nerd would allow them time to shine.
There’s an issue with this however, nerfing the damage output or raising the recoil would make it functionally useless. There is a set line somewhere for where the AR would be comfortable in, and I’m sure 343I can find it given all the feedback.
Too strong. I get my shields dropped on snipe tower from flag spawn on Behemoth.
> 2533274805101315;10:
> I was just about to start a thread on it. I think there’s something wrong in Halo, when some people prefer to keep going into battle with the AR instead of picking up a BR or another weapon, When you see the kill feed is all about ARs, when ARs are beating pistols and BRs 1v1 against accurate players.
> I think accuracy should be rewearded and semi automatic should be a little bit more powerful.
> In my opinion, the AR needs a small nerf in damage, range and accuracy.
> BTW, the shotguns need a damage buff.
I agree, the shotgun feels a bit lacking for damage. I found it quicker and easier to use combinations of shotgun + melee, rather than strictly sticking to the shotgun.
The iconic Halo weapon finally isn’t a worthless peashooter you want to ditch asap and people get mad about it.
I don’t see what’s so bad about the AR being viable for once. I hope they don’t nerf my all time favourite weapon into the ground again.
> 2535441684912240;7:
> The AR is fine where it is, its actually a useable weapon this time around.
>
> I’m not sure where these people are seeing this mid-range domination with the AR, but I’d love to see videos of this supposed OP range and people actually killing with it mid range.
>
> The real problem is that the sidekick completely overshadows it in every way. that’s what everyone in 4v4 uses anyway so how is the AR a problem?
>
> TLDR: Sidekick replaces AR in every situation.
This. In a mid-long range fight, the AR still lose out to the BR and commando and if it’s AR vs AR, the better player wins.
I feel like it could use an accuracy nerf to keep it from being so effective at range, maybe reduce or even remove the headshot multiplier since it’s already so inconsistent. Other than that the AR feels fine.
The Sidekick is the weapon in need of serious tweaking, though. I feel like it should be more like the H2A pistol, being accurate with slow-paced firing, but better used as a quick-switch finisher up close.
I think this time around it is where it should be in the sandbox. The AR is supposed to be the simple old reliable starting rifle of these games and for once I actually think it does feel reliable instead of just being the first gun you want to replace when you spawn. Yet despite that, it still doesn’t feel OP to me either which is great. You have a fighting chance, but it can still be outshot by precision weapons like the BR and Sidekick if they land their shots properly or outrange you. So yeah, I think it’s in a pretty good spot as it is now.
The sidekick is in need of some nerfing far more than the AR, I feel, but I do think the AR needs it to some moderate degree too – at least with range, if not damage output.
As I’ve said in other threads, one of my biggest concerns with Infinite thus far is that it just feels like I’m killing (and getting killed) way too quickly. Obviously the starting weapons should feel somewhat reliable, but I also have virtually no desire to switch them out at any point.
Up close I think it’s pretty reasonable, but at range it’s op. I want ADS gone, and possibly even a slightly bigger reticle with more spread
I don’t think it needs a nerf to its damage, it needs to be a usable weapon after all. A slight nerf to its range might be good though. Was getting kills and killed at quite a surprising range during the btb test. Might have to wait and see what the whole sandbox is like though before demanding any adjustments.
I don’t want them to make it more difficult to use, but I also don’t want a weapon that is so easy to use to be so threatening that the more difficult sidekick and Commando literally can’t beat it without scoring a perfect kill. Right now it kills in 1.15s compared to the Commando’s 1.0 and Sidekick’s 1.1.
If it was nerfed just enough so that the Sidekick could be afforded even a single miss and still win, and the Commando barely scraping by on two misses I think we’d find the right spot for it. Which is why I advocate for a 1.3s killtime on the AR. The Commando can fire 9 shots in 1.28s, and the Sidekick can fire 8 in 1.25. And as a bonus 1.3s is still faster than the BR’s 1.45s TTK.
So yeah, that’s where I stand. Nerf the AR’s killtime to 1.3s and we should have a winner.