> If a weapon has random spread, it should not be headshot capable.
Please read my OP. I am specifically not proposing headshot capable ARs. I have said in a couple different ways that that sort of thing does not belong in Halo. It is merely an ever-so-slight increase in damage to the head. Not a headshot.
> If a weapon has random spread, it should not be headshot capable.
It wont be head shot capable. It’ll have a head shot multiplier.
This means that the player will have to hold their aim over their targets head in order to get the decreased kill time.
There should be no headshot bonus for weapons with random spread. Not aiming for the head but dealing bonus damage anyway because of random spread is not ideal.
> There should be no headshot bonus for weapons with random spread. Not aiming for the head but dealing bonus damage anyway because of random spread is not ideal.
I think you’re over exaggerating how bad the spread will be. It isn’t magic that draws all of the bullets to your targets head. People aren’t gonna be getting faster kills because of this. If they want the faster kill they’ll have to hold their aim.
You aim for the head. You get a faster kill. Simple.
As it is the automatics are like beginner weapons that expect less skill from their wielders but their potential for power is less then that of their precision counter parts. In situations where aiming for the head is what’s going to win a fight the automatics are at a disadvantage and they have no way of countering it.
Head shot multipliers mean that the automatics will require the same amount of skill and be just as effective as the precision weapons.
> > There should be no headshot bonus for weapons with random spread. Not aiming for the head but dealing bonus damage anyway because of random spread is not ideal.
>
> People aren’t gonna be getting faster kills because of this.
Yes they will. When I am aiming at your chest and one of the bullets I fired randomly flies off and happens to hit you in the head I will achieve a faster killtime than if the weapon’s projectiles did not deal bonus headshot damage.
> > > There should be no headshot bonus for weapons with random spread. Not aiming for the head but dealing bonus damage anyway because of random spread is not ideal.
> >
> > People aren’t gonna be getting faster kills because of this.
>
> Yes they will. When I am aiming at your chest and one of the bullets I fired randomly flies off and happends to hit you in the head I will achieve a faster killtime than if the weapon was not headshot capable.
And that’s one bullet out of how many that will be required to get an decrease in time that matters?
This is apposed to the insta-kill that the BR can get.
If the AR user wants a decreased kill time that’s going to compete with that than the AR user is going to have to hold their aim over their targets head.
If you want bonus damage for an automatic weapon’s headshots why not apply it to an automatic weapon without spread like the Sentinel Beam?
> If you want bonus damage for an automatic weapon’s headshots why not apply it to an automatic weapon without spread like the Sentinel Beam?
Because there’s no reason why all automatics can’t have this.
The spread isn’t an issue.
> If you want bonus damage for an automatic weapon’s headshots why not apply it to an automatic weapon without spread like the Sentinel Beam?
That’s not an automatic weapon, that’s a beam weapon. The sentinel beam and the focus rifle have a different mechanic than other weapons ins the sandbox. And why shouldn’t they have a bonus. The focus rifle is an alleged long-range weapon. It still has a relatively long kill time compared to a sniper rifle or a beam rifle. They could very well join in on the headshot multipliers… but they are not automatic weapons.
Rewarding inaccuracy with a faster killtime is a problem.
> Rewarding inaccuracy with a faster killtime is a problem.
It’s rewarding the opposite!
> > Rewarding inaccuracy with a faster killtime is a problem.
>
> It’s rewarding the opposite!
Not if the weapon has random spread. You already conceded that fact but tried to downplay its importance.
> And that’s one bullet out of how many that will be required to get an decrease in time that matters?
> > If you want bonus damage for an automatic weapon’s headshots why not apply it to an automatic weapon without spread like the Sentinel Beam?
>
> That’s not an automatic weapon, that’s a beam weapon. The sentinel beam and the focus rifle have a different mechanic than other weapons ins the sandbox. And why shouldn’t they have a bonus. The focus rifle is an alleged long-range weapon. It still has a relatively long kill time compared to a sniper rifle or a beam rifle. They could very well join in on the headshot multipliers… but they are not automatic weapons.
They continuously fire when the trigger is held down and deal damage over time rather than discrete packets of damage like a semi automatic weapon. The Sentinel Beam and Focus Rifle are effectively automatic weapons.
> > > If you want bonus damage for an automatic weapon’s headshots why not apply it to an automatic weapon without spread like the Sentinel Beam?
> >
> > That’s not an automatic weapon, that’s a beam weapon. The sentinel beam and the focus rifle have a different mechanic than other weapons ins the sandbox. And why shouldn’t they have a bonus. The focus rifle is an alleged long-range weapon. It still has a relatively long kill time compared to a sniper rifle or a beam rifle. They could very well join in on the headshot multipliers… but they are not automatic weapons.
>
> They continuously fire when the trigger is held down and deal damage over time rather than discrete packets of damage like a semi automatic weapon. The Sentinel Beam and Focus Rifle are effectively automatic weapons.
But you just told me that they are different than automatic rifles…
And about what you said to Mega066: ARs start out with a small reticule. The point is to optimize the use of that, instead of the fully bloomed reticule. Giving the AR an extra bit of oomph with accurate fire at close ranges and giving it a little more reach by allowing you to-by using short, controlled bursts-effectively engage a target at moderate range. If you spray your full clip at an enemy and get one little tidbit of damage (a fifth or fourth of the damage of a full bullet), you are not going to even notice a faster kill time. The headshot damage multiplier only becomes effective if you can land several hits accurately.
I can see the reasoning behind what you are saying. I get your concern. I poured a lot of thought into this and I can tell you that your concern has been addressed within the folds of my proposed methods if implementation.
> But you just told me that they are different than automatic rifles…
The Focus Rifle and Sentinel Beam are different from traditional automatics, like the AR, in that they are perfectly accurate. A player who is not aiming at a target’s head has a zero percent chance of hitting a target’s head. The same can’t be said for weapons with random spread like the AR.
> > > Rewarding inaccuracy with a faster killtime is a problem.
> >
> > It’s rewarding the opposite!
>
> Not if the weapon has random spread. You already conceded that fact but tried to downplay its importance.
>
>
>
> > And that’s one bullet out of how many that will be required to get an decrease in time that matters?
I down played it because it really isn’t important.
It wont matter if your kill time’s slightly faster because of a random bullet. It’s only gonna matter if you’re aiming for the head when it comes to situations where it’s competing against a head shot insta-kill capable BR.
A minuscule amount of time taken off of the kill time isn’t going to change the fact that a player aiming for the head is going to win every single time.
The automatics are supposed to have shorter body shot kill times anyway so with or without head shots multipliers they’re going to be out body shooting the precision weapons so nothing has really changed.
You’re over exaggerating on just how big of a problem this could present.
> You’re over exaggerating on just how big of a problem this could present.[/color]
You and I begin shooting each other in the chest at the exact same time. One of your bullets randomly flies off and hits me in the head. Two of my bullets randomly fly off and hit you in the head. You die while I live. Is this fair?
> > You’re over exaggerating on just how big of a problem this could present.[/color]
>
> You and I begin shooting each other in the chest at the exact same time. One of your bullets randomly flies off and hits me in the head. Two of my bullets randomly fly off and hit you in the head. You die while I live. Is this fair?
Granted, its a concern.
But that’s a lot more fair than how it is now.
I have a BR, you have an AR. We’re in a CQC situation where both our shields are down and who wins is down to who can get a head shot. Despite the fact that this is a CQC situation and you should have the advantage I get a head shot and win and there’s nothing you could have done about it. That’s not fair either and it’s a bigger issue than what you’re worried about. There’s more room for the player to take action in your scenario than there is in mine. In your situation one of us could be aiming at the head and victory would be ensured and that’d be based on our ability to aim. In my situation I always win because the AR has no way of countering the BR when it comes to head shots. No skill is involved in my situation, it goes down to who has the better weapon.
The automatics are supposed to be the dominant close quarters primaries in the sand box and this isn’t being accomplished.
I’d take a balanced sand box where all the weapons successfully fill their purposes with this one isolated issue present instead of leaving things as they are where an entire class of weapons is crippled.
I agree, sort of.
Headshot multipliers should only apply for automatics in instances where precision weapons can one shot headshot (no shields) or also get a headshot multiplier (think Halo 1).
As far as the actual multiplier is concerned, it should NOT change based on distance as Halo does not have damage drop off. Though, I feel there is room for the multiplier to vary between weapons.
Also, automatics should generally be more useful than precision weapons in CQC.
Maybe but I like how it is already