Assault rifle is far too strong

Right now there is no reason to use anything else
this thing is broken

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What are you talking about? The pistol, BR, and the Commando are all great choices.

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I have had no issue taking out AR spammers and finding equal footing with the BR and sidekick

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Eh, disagree. The assault rifle is actually a viable weapon, unlike in most of the series. It’s balanced by its massive bloom.

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Personally feels way too strong
Being viable is one thing, having a head shot multiplyer while being this strong, while not being able to be knocked out of zoom at this range is re-donk-ulis

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Oh i havent noticed that you’re not knocked out of zoom when you’re hit, that needs to be fixed.

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This feels like a troll post lol I absolutely destroy people with the pistol unless it’s incredibly close range. This is the actually the first game, where the AR feels useful though. I think pretty much every gun has its use except for the new plasma rifle, can’t seem to get a kill with that.

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I said what I said, and I meant it lol
Not a troll post, I feel that the AR could do with a range and slight DMG nerf
OR
a Nerf to its range and get rid of the headshot multiplyer

either one but not both of those

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Is there a headshot multiplayer? I didn’t think any of the weapons had a damage multiplier until shields are down, in which case props to the person for getting a headshots in the tiny amount of time.

The new plasma rifle is amazing! You probably arnt using it right. It has a sweet spot in mid range where the tracking is insane, but if you get up close it loses its tracking. So dont use it for CQB its garbage, but mid range will easily beat a pistol, ar, and even can compete against br.

Try it again :slight_smile:

1 Like

Whoa that’s good to know! Have only been using it for close range so that makes sense. Thanks!

It’s has been a viable weapon in every game except for Reach, IMO. It is very clearly the best it has ever been in this game, and that makes for some not so interesting engagements. Having a precision weapon as the primary weapon allows for clever movement to be an effective defensive tool. Zigging at the right moment can cause your opponent to miss their BR burst, giving you a moment to 1-up them. AR being an automatic weapon removes that from the game. Sure, you can strafe and cause them to miss a couple of shots, but because the weapon is an automatic it significantly reduces the effectiveness. More fights feel like the first shot determines the outcome than ever before in the series.

It also makes it essentially impossible to fight a 2v1. In all previous games, proper movement and perfect aim made 2v1s feel hard but possible. Hell, a 3v1 could even be done. Good luck with that with 2 or 3 people gunning you down with an AR in this game. There is basically nothing you can do but hope that they are bad and miss.

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I have rather mixed reviews, in that the AR is too strong at the same time that it is not too strong but, overall, The AR is geared towards inexperienced players or players who lack accuracy, as for these players, the weapon is easy to pick up and use.

  1. The high rate of fire means that missing shots is not particularly punishing.

  2. The AR’s high spread (or bloom you would call it) means that accuracy is not too important when firing in full-auto, since even if you don’t aim quite on target, some of your shots are still likely to hit. On the other hand, even if your aim perfect, the high spread means that many of your shots will miss the target anyway.

  3. Recoil is a fairly negligible factor as I find that it is easily mitigated just by slightly holding down the right stick on your controller, so this is yet another area where not a lot of skill is required.

If it were to be close to perfectly balanced as possible (especially with the optimal TTK that it has), then the AR should have its spread angle drastically tightened (or its bloom reduced drastically) so its bullets hit the center of the crosshairs much more frequently, to increase the impact and importance of accuracy. Balancing this though (at range) would be to increase gun’s recoil significantly, making it more volatile and difficult to overcome compared to other weapons like the BR and Commando which are supposed to be more adept for fighting at longer ranges.

Only then would you actually start to see the differences between players who are perfectly accurate versus players who are only near-perfectly accurate, and so on.

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The AR is ok how it is. But I will say the Plasma Pistol, Shotgun, and Heatwave need a serious buff. Because as it is now those weapons are just useless in killing with the weapon itself.

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In my opinion, the AR as it stands currently feels like it is too good at medium and long range. the AR in previous games (Combat Evolved through Halo 4 I personally never played 5) has always been a weapon that you use to deal damage while closing the distance for a melee on a single target, or to clean up after a grenade. and its use in mid range was usually limited, since the poor accuracy would mean most of your shots wouldn’t connect. In infinite the same strategies work but they are effective at a much greater range than previous titles, and it pushes the mid range guns like the battle rifle, pulse carbine, and commando out of their place in the sandbox a bit.

Add in the fact that the sidekick is very viable at longer ranges and grenades are capable of greater range too, and you get combat engagements that are uncharacteristically long range for an AR in a Halo title.

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If you are beating everyone with the pistol like you say then you are playing against worse enemies. The longest ttk with the assault rifle (17 shots) takes 1.44 seconds. If they headshot you with the AR it takes 1.26 seconds to kill. If you get a perfect with the sidekick you kill the enemy in 1.57 seconds. There is absolutely no reason to use it in slayer because the AR has insane range and can crossmap.

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Traditionally I would disagree, but considering everyone is playing with Call of Duty controls, I think it makes no sense in this game. You shouldn’t be knocked out of your zoom for being hit.

The AR does need to catch a nerf at least at longer ranges with its damage and accuracy I can cross map players and out gun BR and Commando users at mid-ranges. And the same has been done to me as well. Also since we are on weapons, the Commando has Bloom and Recoil, not a fan of both on a gun lol.

Lots of good feedback above. While I’m for the AR being a viable weapon in Close to Medium-ish I feel it needs to not be able to chew through the shield at what feels medium-long range where the Commando, BR, or Pistol (assuming you are hitting shots) should be dominant. I believe HS multipliers have been part of the AR since H3 as I remember eeking out a 50-50 AR spray with an opponent but focusing on the Head being the difference to surviving with a sliver of health. While the game is in Beta I feel this will all be tweaked as the sample size increases as we approach 12/8 and beyond.

I agree that it’s a little too strong but I wouldn’t go that far. A very minor nerf to it’s damage would make other weapons much stronger in their niche such as the Heatwave and Commando. I highly doubt it’ll be significantly nerfed though as it seems to me that it’s as strong as it is solely because it’s easy to use so that noobs and little kids won’t get dunked on.

1 Like