> 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.
Although the AR and sidekick have a similar optimal TTK it’s more likely to hit it with the pistol from most ranges and that favorability caused many players during the 2 hours of PVP to mainly use the sidekick. The AR has its place as a great arena weapon at the moment and nerfing it would just make it the “respawn and swap to secondary” weapon.
I see ADS mentioned a lot in this topic but someone put some time into what ADS does in Infinite and it doesn’t improve magnetism and bullet spread, only extends the RRR to help with aiming. Think it’s a video of Azolai on Youtube.
Increase recoil and reduce bullet magnetism to reward skillful AR use and make it less of a dominating weapon at lower ranks. Perhaps remove ADS too so it’s more of a close range weapon.
> 2533274947805189;1:
> At first I though that not very many were too bothered about this, but I’ve learned that there are quite a few people who agree with this, so I though I’d make a thread for it and see where it goes.
> I appreciate those who read it all to get a better picture of what I’m saying, but it’s your choice.
>
> The AR in infinite has a very long effective range, with the ADS which can not be de-scoped it really creates an issue in my opinion. We can get peppered by this from the other side of the map now, and shooting back does not affect the accuracy of the opponent.
> I can’t help but feel that the AR, BR and Commando are kinda wrestling in a bit of a sandbox role identity-crisis.
>
> I wanna be clear, I love that the AR is now a better “killing machine”, this was a good move, I just don’t think it should be this from so far away to encourage usage of other non-power-weapons to compliment the flaws of the weapons you spawn with. I feel now I pick up certain weapons mostly because I want variation, not so much to be able to do something I can’t with the AR.
> The way I interpret the role of the AR compared to the BR is, AR should have the advantage at close-mid range, BR should have the advantage at mid-long, where as now I feel like AR is very dominant and easy to use. The BR has perhaps been a bit too dominant in past games, I’m glad they tried to change that, but now I just think it’s the opposite.
>
> Solution:
> Well I really don’t know what would be best, but my gut tells me that removing ADS completely from the game would solve this problem, I would just be sooo pleased to not have ADS. Since that’s very unlikely maybe at least make us de-scope when we are shot or just reduce effective range.
>
> Feel free to disagree that there is a balancing issue here. Also feel free to enjoy that the AR is dominant, I’m not trying to criticise your taste.
>
> But most of all I’d like to hear different suggestion how you would improve the AR if you could. Any ideas? Or is it perfect?
I agree. The range was way too long. Maybe it was the bots ability to use it but it was very frustrating to be taken out of zoom consistently from an AR at over 100 yards. Some times it seemed like from across the map.
I get the criticism but at the same time I think we’ve had a long while of relatively lack luster assault rifles, so it feels like a nice change of pace. Maybe decrease the range but only slightly, I’d hate to see it get nerfed into oblivion.
I think the AR has always been pretty meh and now that it finally has some range you can actually kill people with it, it also has skill to it in the form of tracking.
The precision weapons are for people who are good at flicking while the AR can benefit people who enjoy locking on to someone and tracking.
Over all I think that its a nice change not wanting to instantly drop it
> 2535433953554314;64:
> I get the criticism but at the same time I think we’ve had a long while of relatively lack luster assault rifles, so it feels like a nice change of pace. Maybe decrease the range but only slightly, I’d hate to see it get nerfed into oblivion.
I would say reduce the range and make it kill faster in close combat if you don’t miss. That’s the entire point of a high rate of fighter weapon like the AR. No high rate of fire hand held weapon should be accurate at range.
I may be wrong, but from my perspective, a few people are missing the beat. Nerfing the Assault Rifle, and altering (This means positive and negative changes.) nothing but the Assault Rifle, would lead to a worthless weapon relative to the rest of the unchanged weapon sandbox. The weapon sandbox as a whole needs to change a bit, so weapons more solidly fill their intended rolls, but their shortcomings also become more apparent. Like the Needler, weapons need to have different uses and players need to pick and choose their playstyles via their weapons. In other words: No utility weapons at all.
Require the player to actually think about the weapons they’re picking up, instead of sticking with the utility weapon and a power weapon as a default reaction. This would actually evolve the combat within Halo. CE was in this direction, although a bit messy with an Assault Rifle that just plain sucked past 20 feet, and a certain famously OP pistol.