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> > From what I remember the problem wasn’t ADS specifically because ADS gave the AR a lot more spread. The problem is that the AR is just too accurate in mid range fights while hip firing. I think they need to slightly nerf the range. The AR was outperforming the pistol in mid range fights a lot of the time. Too much of the time. Also a side note, needler needs a nerf too, more so than the AR.
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> I believe that the ADS doesn’t give any extra spread, pretty sure the reticle gets a little bigger just because it’s in zoom where everything gets a bit bigger. If the reticle were it stay the same sice in zoom it would mean that you’d get less spread. I wouldn’t swear on my life it’s this way, but I’m pretty sure the spread is unchanged in ADS.
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> The other things you’re saying I mostly agree with, I kinda felt like the Sidekick was left in the corner of the sandbox and was pretty useless, I agree that the AR outperformed it in literally every single situation. Some are saying that it’s role is just to get those last shots in if the AR ammo runs out, but I find that a silly role because you can do that with literally any other weapon just as well as. It would be way better if the pistol and AR complimented each others flaws in my opinion.
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> > 2533274883624877;34:
> > I love how the MA40 AR had a bit of a buff to it, was nice to drop a few Spartans with 1 mag for once.
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> I agree with you on this. But that isn’t really the point.
As far as the Assault Rifle and Sidekick are concerned:
The Assault Rifle’s headshot damage multiplier could be reduced to make it take more headshots to kill, and max bullet spread could be increased a little. This way, the AR could have its effective range reduced by nerfing it’s accuracy at longer distances, without totally ruining its ability to hit targets at range when feathering the trigger. It would also give a touch more value to the Sidekick, as it would be able to kill in 1 headshot.
The sidekick needs a significant reduction in fire rate, because bots and good PC players are currently able to pistol snipe people. Remember: aim assist disappears past a certain range on controller to help balance the Sidekick and enforce it as a close range weapon that can still do something at mid range, but bots and mouse users aren’t affected by this balancing attempt. The bots especially abused this in the flight. Another change would be a slight increase in bullet spread.
Most of the other weapons would need changes to. One example is the Battle Rifle. As it currently is, it just doesn’t fit with my proposed weapon sandbox design philosophy. A slight increase to bullet spread so you miss a little more at longer ranges, and a slightly reduced rate of fire to keep it from heavily competing up close, would simultaneously reduce its effective range, and also cement it as inferior to the Assault Rifle up close. This change would make room for the fan favorite DMR in a mid to long range light sniper role, with a significant lower rate of fire than the BR. I’m not even a fan of the DMR, I just know my sandbox theory would leave more room for more weapons In infinite. People would scream to the heavens about changing the Battle Rifle, but the dominant utility weapon tradition in Halo needs to end very badly. People should actually have to think about what weapons they’re using, and adapt their playstyle to them.
This is why the Needler is so loved in every Halo game. It’s not because it tracks and sounds cool (Even though these are cool visual and audio flairs.), it’s because it has a very clear and defined role within the weapon sandbox, and it doesn’t suck when used in that role.
The overall idea is that weapons would still be balanced relative to each other, but they would all have a bit less range, which would make each weapon more solidified in its niche, make them work better on the small maps, and increase player engagement by increasing TTK. The game becomes more varied and personal this way. 343 really is almost there.
One final effort is all that remains.