Assault Rifle's range

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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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> > 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.

> 2533274822068856;41:
> > 2533274947805189;40:
> > > 2535458190244984;33:
> > > 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.
> >
> > 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.
> >
> > 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.
> >
> > 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.

I think what you’re suggesting about the AR could possibly work, although it’s hard for me to imagine it in action without trying it.

I would edit the sidekick too, but not necessarily in the same way. Increasing the aim assist is something that is already very discussed, and honestly I think it would do this weapon good, for crossplay-balancing’s sake. I’m not aware how fast this weapon can fire with mouse, but I like that it is fast firing in general.
What I would do with the sidekick is the opposite to what I’d do with the AR, make it a bit more effective in range to compensate for reducing the AR’s range. I would preferably give it an x2 scope too. Basically if you know the h4 magnum well, that’s quite close to how I think the sidekick would fit best.
So I would have to disagree with both changing the fire-rate and changing the spread.

With the BR I unfortunately disagree completely. I don’t like the randomness of spread in precision weapons, I have the opinion that if someone is aiming for a target they should hit that target and be rewarded for their aiming. This is something I’m allergic to in h3, br vs br battles feel partly like a roulette of luck in that game in my opinion because of spread.
In infinite, if this weapon gets reduced in range it will crash even more with the AR’s role and make the issue worse in my opinion rather than solving it.
I would better understand slowing down the rate of fire for the br if it didn’t already have one of the slower ttk’s in the game, If the AR would be adjusted and the BR therefore would need a slower ttk to keep the game balanced, then ok I would get it, but right now, no. And I don’t want the AR to be nerfed that much anyway. And the br’s ttk is currently not faster than in other games either. I really want the AR’s territory to be close-mid range and the BR’s territory to be mid-long. And I want both weapons to have a clear disadvantage in each others territory.
So I’m not feeling it for your idea for the br, sorry.

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> > 2533274822068856;41:
> > > 2533274947805189;40:
> > > > 2535458190244984;33:
> > > > 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.
>
> I think what you’re suggesting about the AR could possibly work, although it’s hard for me to imagine it in action without trying it.
>
> I would edit the sidekick too, but not necessarily in the same way. Increasing the aim assist is something that is already very discussed, and honestly I think it would do this weapon good, for crossplay-balancing’s sake. I’m not aware how fast this weapon can fire with mouse, but I like that it is fast firing in general.
> What I would do with the sidekick is the opposite to what I’d do with the AR, make it a bit more effective in range to compensate for reducing the AR’s range. I would preferably give it an x2 scope too. Basically if you know the h4 magnum well, that’s quite close to how I think the sidekick would fit best.
> So I would have to disagree with both changing the fire-rate and changing the spread.
>
> With the BR I unfortunately disagree completely. I don’t like the randomness of spread in precision weapons, I have the opinion that if someone is aiming for a target they should hit that target and be rewarded for their aiming. This is something I’m allergic to in h3, br vs br battles feel partly like a roulette of luck in that game in my opinion because of spread.
> In infinite, if this weapon gets reduced in range it will crash even more with the AR’s role and make the issue worse in my opinion rather than solving it.
> I would better understand slowing down the rate of fire for the br if it didn’t already have one of the slower ttk’s in the game, If the AR would be adjusted and the BR therefore would need a slower ttk to keep the game balanced, then ok I would get it, but right now, no. And I don’t want the AR to be nerfed that much anyway. And the br’s ttk is currently not faster than in other games either. I really want the AR’s territory to be close-mid range and the BR’s territory to be mid-long. And I want both weapons to have a clear disadvantage in each others territory.
> So I’m not feeling it for your idea for the br, sorry.

Remember, I’m not talking about changing a few weapons. The idea is to slightly reign in the entire weapon sandbox just a little bit. In terms of increased real world TTK and further solidifying weapon niches. The Assault Rifle nerf would make it more of a close to low mid range weapon. The Sidekick nerf would have to come with the Assault Rifle nerf, to keep it as a good sidearm, a weapon that complements the Assault Rifle, not a weapon that competes with the Assault Rifle. The Sidekick has headshot capabilities to make up for other deficiencies relative to the Assault Rifle. My proposed Assault Rifle changes would make the current Sidekick perform too well compared to it.

If the Sidekick isn’t nerfed along with the Assault Rifle, we would get a Halo 2/3 BR, Reach DMR, and Halo 5 pistol situation, where one weapon would clearly be superior in most cases due to its accuracy and headshot capability. Extremely accurate headshot weapons have dominated the Halo sandboxes because of this headshot ability combined with extreme accuracy. And yes, aim assist needs to be increased. That alone would be a strong buff to the Sidekick. But it has another trick up its sleeve in the form of a very fast reload speed.

The Battle Rifle changes would be alongside the AR and Sidekick changes. This is not a separate nerf idea designed purely for the current weapon sandbox. The change would be needed to ensure it stays a mid range weapon (Relative to the changes the AR and Sidekick would receive, the current Battle Rifle would shred my proposed changes to Assault Rifle and Sidekick.) that doesn’t do well up close, but also doesn’t do too well at longer ranges, where the DMR should be dominant. The accuracy nerf forces it to not compete too heavily with the DMR at long range, and the forced rate of fire reduction makes it so you can’t simply out DPS an Assault rifle by spamming the trigger. Again, aim assist does need to be increased on all of the weapons.

The changes would have to take into account the fact that aim assist has zero limiting effect on PC players. This is why the reduced rate of fire and accuracy changes would be needed on top of improved aiming mechanics. This is difficult for most people to visualize. Not only do you need good experience with the controller and Halo gameplay in general, you need to be at least competent with a mouse as well. I’m also talking about a 100% altered weapon sandbox from what Infinite has now. I’m not saying you aren’t knowledgeable in these areas, but it is a whole lot to keep track of, and even more difficult to explain to others on paper.

I think the one thing we can agree on, is that a fair amount of playtesting would be required to find the right balance. Some of your ideas might be right, and then some of my ideas in other areas might be better. Maybe we’re both wrong, and someone else comes up with a better idea. We just won’t know unless 343 gives us the ability to try out some ideas. And I think everyone is salivating over another flight with altered settings.

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> > 2533274947805189;42:
> > > 2533274822068856;41:
> > > > 2533274947805189;40:
> > > > > 2535458190244984;33:
> > > > > 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.
> >
> > I think what you’re suggesting about the AR could possibly work, although it’s hard for me to imagine it in action without trying it.
> >
> > I would edit the sidekick too, but not necessarily in the same way. Increasing the aim assist is something that is already very discussed, and honestly I think it would do this weapon good, for crossplay-balancing’s sake. I’m not aware how fast this weapon can fire with mouse, but I like that it is fast firing in general.
> > What I would do with the sidekick is the opposite to what I’d do with the AR, make it a bit more effective in range to compensate for reducing the AR’s range. I would preferably give it an x2 scope too. Basically if you know the h4 magnum well, that’s quite close to how I think the sidekick would fit best.
> > So I would have to disagree with both changing the fire-rate and changing the spread.
> >
> > With the BR I unfortunately disagree completely. I don’t like the randomness of spread in precision weapons, I have the opinion that if someone is aiming for a target they should hit that target and be rewarded for their aiming. This is something I’m allergic to in h3, br vs br battles feel partly like a roulette of luck in that game in my opinion because of spread.
> > In infinite, if this weapon gets reduced in range it will crash even more with the AR’s role and make the issue worse in my opinion rather than solving it.
> > I would better understand slowing down the rate of fire for the br if it didn’t already have one of the slower ttk’s in the game, If the AR would be adjusted and the BR therefore would need a slower ttk to keep the game balanced, then ok I would get it, but right now, no. And I don’t want the AR to be nerfed that much anyway. And the br’s ttk is currently not faster than in other games either. I really want the AR’s territory to be close-mid range and the BR’s territory to be mid-long. And I want both weapons to have a clear disadvantage in each others territory.
> > So I’m not feeling it for your idea for the br, sorry.
>
> Remember, I’m not talking about changing a few weapons. The idea is to slightly reign in the entire weapon sandbox just a little bit. In terms of increased real world TTK and further solidifying weapon niches. The Assault Rifle nerf would make it more of a close to low mid range weapon. The Sidekick nerf would have to come with the Assault Rifle nerf, to keep it as a good sidearm, a weapon that complements the Assault Rifle, not a weapon that competes with the Assault Rifle. The Sidekick has headshot capabilities to make up for other deficiencies relative to the Assault Rifle. My proposed Assault Rifle changes would make the current Sidekick perform too well compared to it.
>
> If the Sidekick isn’t nerfed along with the Assault Rifle, we would get a Halo 2/3 BR, Reach DMR, and Halo 5 pistol situation, where one weapon would clearly be superior in most cases due to its accuracy and headshot capability. Extremely accurate headshot weapons have dominated the Halo sandboxes because of this headshot ability combined with extreme accuracy. And yes, aim assist needs to be increased. That alone would be a strong buff to the Sidekick. But it has another trick up its sleeve in the form of a very fast reload speed.
>
> The Battle Rifle changes would be alongside the AR and Sidekick changes. This is not a separate nerf idea designed purely for the current weapon sandbox. The change would be needed to ensure it stays a mid range weapon (Relative to the changes the AR and Sidekick would receive, the current Battle Rifle would shred my proposed changes to Assault Rifle and Sidekick.) that doesn’t do well up close, but also doesn’t do too well at longer ranges, where the DMR should be dominant. The accuracy nerf forces it to not compete too heavily with the DMR at long range, and the forced rate of fire reduction makes it so you can’t simply out DPS an Assault rifle by spamming the trigger. Again, aim assist does need to be increased on all of the weapons.
>
> The changes would have to take into account the fact that aim assist has zero limiting effect on PC players. This is why the reduced rate of fire and accuracy changes would be needed on top of improved aiming mechanics. This is difficult for most people to visualize. Not only do you need good experience with the controller and Halo gameplay in general, you need to be at least competent with a mouse as well. I’m also talking about a 100% altered weapon sandbox from what Infinite has now. I’m not saying you aren’t knowledgeable in these areas, but it is a whole lot to keep track of, and even more difficult to explain to others on paper.
>
> I think the one thing we can agree on, is that a fair amount of playtesting would be required to find the right balance. Some of your ideas might be right, and then some of my ideas in other areas might be better. Maybe we’re both wrong, and someone else comes up with a better idea. We just won’t know unless 343 gives us the ability to try out some ideas. And I think everyone is salivating over another flight with altered settings.

Yeah I think we have two quite different images of how the sandbox and the guns roles should be, which is completely fine.

I do sort of see what you mean with the Sidekick now after looking into it more, it does have a very fast ttk. Since the aim assist is extremely low it just never goes that quickly on gamepad, it was the one weapon I always threw away asap for something else, but if the aim assist is increased, which I’m almost assuming by now that it will be, it’ll probably feel more powerful. You’re right about the bots killing awkwardly fast with it, and when looking into this weapon more I did come across pc players going nuts with it.
So I do think you may be on to something with lowering the fire rate slightly. It probably wouldn’t need to become slow firing to make a noticeable difference.

While looking at it even more I noticed that the Sidekick has the exact same damage stats and clip size as the H4 magnum, and I thought to myself that I never felt like the h4 magnum was bad for the sandbox, quite the opposite. But then I also noticed that the h4 magnum does have slower fire rate (and I still consider this a very fast firing weapon), and the h4 magnum also has a hint of bloom when firing it fast, not close to as much as in Reach, but it exists.
I guess what differentiates them is that the Sidekick doesn’t really have those limitations, I just could not for the life of me get any clean kills with that gun on gamepad in the flight.
However I would still like an x2 scope on this gun if the AR range is reduced, and if the sidekick is balanced in a way so it doesn’t become too op with one.

Forgot to quote.

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> > > 2533274947805189;42:
> > >
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> Yeah I think we have two quite different images of how the sandbox and the guns roles should be, which is completely fine.
>
> I do sort of see what you mean with the Sidekick now after looking into it more, it does have a very fast ttk. Since the aim assist is extremely low it just never goes that quickly on gamepad, it was the one weapon I always threw away asap for something else, but if the aim assist is increased, which I’m almost assuming by now that it will be, it’ll probably feel more powerful. You’re right about the bots killing awkwardly fast with it, and when looking into this weapon more I did come across pc players going nuts with it.
> So I do think you may be on to something with lowering the fire rate slightly. It probably wouldn’t need to become slow firing to make a noticeable difference.
>
> While looking at it even more I noticed that the Sidekick has the exact same damage stats and clip size as the H4 magnum, and I thought to myself that I never felt like the h4 magnum was bad for the sandbox, quite the opposite. But then I also noticed that the h4 magnum does have slower fire rate (and I still consider this a very fast firing weapon), and the h4 magnum also has a hint of bloom when firing it fast, not close to as much as in Reach, but it exists.
> I guess what differentiates them is that the Sidekick doesn’t really have those limitations, I just could not for the life of me get any clean kills with that gun on gamepad in the flight.
> However I would still like an x2 scope on this gun if the AR range is reduced, and if the sidekick is balanced in a way so it doesn’t become too op with one.

You’re starting to see the picture I’m trying to paint. One where each weapon has a more defined purpose (On small maps). And yeah, a scope on the Sidekick could work. It would help it stand out as a starting weapon. Combined with other changes, the small magazine and greater number of shots required to kill, is likely enough to keep it from competing with other headshot weapons too much. Being able to touch people at some distance off spawn is important for balance, or people who pick up ranged weapons will be really hard to compete with. Could you imagine spawning with the current Assault Rifle and Sidekick on larger maps? Then we’re stuck with a Battle Rifle/Commando dominated gametype, repeating the same mistake other Halo games have made. Many of the weapons just have to change. Whether they reduce the effective range of the weapon sandbox or not, you’re still going to start matches and have to fight against people who pick up longer ranged weapons. The Assault Rifle just can’t compete there unless you make it overpowered. So a scope on the Sidekick would help you fight back moderately well.

But without playtesting, who knows? 343 needs to not be shy about altering the weapon sandbox in a designated playtest playlist. Ongoing “flights” like that should even happen long after release. This would be the best way to perfect the sandbox, and introduce new weapons over the years. It should at least be non-ranked, and stats probably shouldn’t be tracked as part of the normal Infinite stats, to avoid people looking to pad their stats against people who are just trying to experiment. This would encourage players to be more experimental and creative when using the altered weapons. Maybe even make it bots only. Maybe a PvP playlist and a bot playlist?

I disagree with everything you said . The AR should be really good at most arena range AR should only loose a bit of effectiveness in larger maps … Ask for other map design not to nerf the AR to fit the insanely small range of the 3 techtest maps

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> I disagree with everything you said . The AR should be really good at most arena range AR should only loose a bit of effectiveness in larger maps … Ask for other map design not to nerf the AR to fit the insanely small range of the 3 techtest maps

Alrighty fair enough.
There were plenty of mid-long range areas on the maps, and it is 4v4 maps not BTB maps, so I don’t agree that the maps were the problem, the maps were fine.

Thing is, if the AR is supposed to be good at all/most ranges in a 4v4 map, there isn’t very much reason to pick up other spawned weapons on the map. Hence somewhat damaging the idea of a sandbox.
But these are all my own interpretations and opinions ofc.

I didn’t get into the flight, but I have something to say from what I saw. Not only the AR but EVERY single gun in the flight did it’s work too well. Every gun has extreme accuracy. You rarely needed to ADS. So I think it needs to be balanced. EVERY gun needs to be balanced.

Certain guns in the flight definitely felt too strong. Specifically the AR and Needler. Zooming in with the AR gave it way too much range.

The AR is finally useful its good this way

> 2535427478560518;49:
> I didn’t get into the flight, but I have something to say from what I saw. Not only the AR but EVERY single gun in the flight did it’s work too well. Every gun has extreme accuracy. You rarely needed to ADS. So I think it needs to be balanced. EVERY gun needs to be balanced.

Thankfully, Infinite will be treated as a live service game. Even after release, 343 could change things around. I’m really hoping for a weapon sandbox rebalance along the lines of what I posted. Preferably by release. Remember! The Battle Rifle would still be superior to the Assault Rifle at high medium range and above, the Assault Rifle would be low medium range, and they would trade blows at mid medium range, with the Battle Rifle getting the slight advantage there. The Assault Would be moderately competent at mid medium range, and the Sidekick (with a scope) would help clean up Assault Rifle kills at this range. This way, the Assault Rifle and Sidekick would complement each other nicely as starting weapons.

A total rebalancing in my head, is more of a redefinition of what medium and long range is. I don’t exactly know what 343 currently defines as “midrange”, but for the sake of the argument, lets say it’s 300 feet. My redefinition of “midrange” would be 240 feet (or something like that). The whole weapon sandbox would be pulled back and rebalanced around this new midrange. This way, the weapon sandbox would feel more varied on smaller maps. Right now, just about everything is too good in all situations on small maps, because of their effective ranges. My general idea would solve this issue.

I’m just surprised that it even has a headshot multiplier. The AR already has great ttk and range, adding the headshot multiplier was just overkill imo.

ok but hear me out, how about don’t nerf it and instead make it the bottom line for all weapons. if its worse than the ar buff it a bit so its on the same playing field, I peronsally have yet to play infinite but from pervious years of experience, the ar needed the buffs so don’t go all “its the worst thing to come to halo, it needs to be put in the ground” I have spent far too long being the butt end of nothing but headshot midrange weapons for all these games so at least give people the variety of gun play they deserve, the br is now long range instead of midrange, play into how each gun is different than the rest and youll be fine.

Fact is if you can’t out play the standard gun, you ain’t playing right, its not shoot and melee anymore. Games are supposed to test how you play and not mindlessly use any weapon to just stomp, Git gud, instead of just brainlessly complaining about good weapons

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> ok but hear me out, how about don’t nerf it and instead make it the bottom line for all weapons. if its worse than the ar buff it a bit so its on the same playing field, I peronsally have yet to play infinite but from pervious years of experience, the ar needed the buffs so don’t go all “its the worst thing to come to halo, it needs to be put in the ground” I have spent far too long being the butt end of nothing but headshot midrange weapons for all these games so at least give people the variety of gun play they deserve, the br is now long range instead of midrange, play into how each gun is different than the rest and youll be fine.
>
> Fact is if you can’t out play the standard gun, you ain’t playing right, its not shoot and melee anymore. Games are supposed to test how you play and not mindlessly use any weapon to just stomp, Git gud, instead of just brainlessly complaining about good weapons

Before I reply to this I should ask, did you actually read the op?

> 2533274947805189;55:
> > 2535459108035924;54:
> > ok but hear me out, how about don’t nerf it and instead make it the bottom line for all weapons. if its worse than the ar buff it a bit so its on the same playing field, I peronsally have yet to play infinite but from pervious years of experience, the ar needed the buffs so don’t go all “its the worst thing to come to halo, it needs to be put in the ground” I have spent far too long being the butt end of nothing but headshot midrange weapons for all these games so at least give people the variety of gun play they deserve, the br is now long range instead of midrange, play into how each gun is different than the rest and youll be fine.
> >
> > Fact is if you can’t out play the standard gun, you ain’t playing right, its not shoot and melee anymore. Games are supposed to test how you play and not mindlessly use any weapon to just stomp, Git gud, instead of just brainlessly complaining about good weapons
>
> Before I reply to this I should ask, did you actually read the op?

yeah, and have you ever complained about br starts in the other games? no? then you know what its like playing mcc and trying to have fun, except this time around there are more viable weapons to use than the rest of the games! If its super bad, they can lower the range a bit but overall its an assault RIFLE, it should be able to hit you at farther ranges than that of a shotgun, the fact is people are so used to what mcc is like they can’t handle the slightest changes cuz they are so used to all the same balancing across all the halo games

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> > 2533274947805189;55:
> > > 2535459108035924;54:
> > > ok but hear me out, how about don’t nerf it and instead make it the bottom line for all weapons. if its worse than the ar buff it a bit so its on the same playing field, I peronsally have yet to play infinite but from pervious years of experience, the ar needed the buffs so don’t go all “its the worst thing to come to halo, it needs to be put in the ground” I have spent far too long being the butt end of nothing but headshot midrange weapons for all these games so at least give people the variety of gun play they deserve, the br is now long range instead of midrange, play into how each gun is different than the rest and youll be fine.
> > >
> > > Fact is if you can’t out play the standard gun, you ain’t playing right, its not shoot and melee anymore. Games are supposed to test how you play and not mindlessly use any weapon to just stomp, Git gud, instead of just brainlessly complaining about good weapons
> >
> > Before I reply to this I should ask, did you actually read the op?
>
> yeah, and have you ever complained about br starts in the other games? no? then you know what its like playing mcc and trying to have fun, except this time around there are more viable weapons to use than the rest of the games! If its super bad, they can lower the range a bit but overall its an assault RIFLE, it should be able to hit you at farther ranges than that of a shotgun, the fact is people are so used to what mcc is like they can’t handle the slightest changes cuz they are so used to all the same balancing across all the halo games

It doesn’t feel like you read op with any interest in what I was really saying. People might find it easier to hear you out if you just drop the bully-behavior, saying stuff like “brainless complaining” just doesn’t ad anything good to the conversation.
If you wanna have a more constructive and less aggressive conversation about it, I’d recommend re-reading the op, otherwise I unfortunately don’t think there is any point starting anything here.

The last half of this video really helps explain the problem with the newer Halo weapon sandboxes. https://www.youtube.com/watch?v=p35lYU_zvJc

I believe 343i is well aware that the AR is quite strong at medium range.
What I think is happening is that they want to make it a beginner friendly weapon.
Halo is a hard game and by making the AR strong enough they can decrease the “entry skill gap” for new players. By design the AR is way easier to use than the pistol and if I had a friend who never played Halo before I know that he could use he AR and have a decent chance to kill someone. The pistol on the other hand is 343i way to say, “well you think you’re a good player then use that weapon instead of the AR it has a faster TTK and kind of the same effective range, so if you don’t miss you win, but that’s a gamble”.
And I think they just won’t put the AR in competitive settings.

> 2533274817157770;59:
> I believe 343i is well aware that the AR is quite strong at medium range.
> What I think is happening is that they want to make it a beginner friendly weapon.
> Halo is a hard game and by making the AR strong enough they can decrease the “entry skill gap” for new players. By design the AR is way easier to use than the pistol and if I had a friend who never played Halo before I know that he could use he AR and have a decent chance to kill someone. The pistol on the other hand is 343i way to say, “well you think you’re a good player then use that weapon instead of the AR it has a faster TTK and kind of the same effective range, so if you don’t miss you win, but that’s a gamble”.
> And I think they just won’t put the AR in competitive settings.

You’re probably on to something with this. It makes sense in that way.