AR outclasses all the close range weapons right now.
AR should do less damage to shield, Storm rifle should do much more damage to shield but pitiful damage vs health, and Suppressor (forerunner) should be a healthy medium
as it stands now, AR just eats up shield as fast as the rest.
P.S. itd be cool if a weapon had a 2ndary function that blew back nades as they were being thrown, i.e. like flamethrower in TF2. well just a suggestion, thanks
Shotgun > AR
Needler > AR
In some cases, ES/GH > AR
You probably should revise your post
…ES…GH? Not kidding, I’m terrible with acronyms.
Make multiplayer sentry return grenades thrown like Watchers in campaign XD
Energy Sword
Gravity Hammer
AR is Accurate and good for Health.
SR is accurate and good for Shields.
Suppressor is inaccurate and has a much higher fire rate.
AR and Storm Rifle should work just about the same except that the Assault Rifle is better at finishing a guy off whereas a Storm Rifle is better for initially injuring him.
The Suppressor is just a purely close range weapon. The fire rate means it should just barely top the AR and SR at closer ranges. It takes slightly less time firing off Suppressor to drop a Spartan’s shield to a point where Melee kills them.
This is, of course, just my current understanding of the weapons. I’m not sure of the actual facts on the matter.
Thanks, cool.
Okay, Assault rifle Vs Storm Rifle
The storm rifle never needs reloading. The downside is you have to be a tad bit closer and much more concious of how long you hold the shot down, you have to feather the trigger heavily.
The suppressor now, I still haven’t worked this one out. to me the suppressor is useless. not that it can’t kill anyone, but it has such a disgustingly wide spread/bloom that the only thing I can imagine its good for is an entire team spraying down a hallway.
Assault Rifle kills pretty damn fast. Stop asking for damage buffs of any kind, it doesn’t need it. Apologies, the constant asking of nerfs and buffs for this weapon is getting on my nerves because it’s very strong now.
I’ve tried the very -Yoink!- Storm Rifle and seems like it drains shields pretty fast and pwns health too (just not as fast as the AR but certainty faster than the Repeater or classic Plasma Rifle). It can kill on it’s own but if it’s real strength lies a support weapon. Nets you a ton of assists if buddy system with a friend. You have lead when they strafe though and without ammo mod, it’s battery drains real fast. Solid ROF and you don’t ever have to reload (you have to manage your heat build up though).
The Suppressor has the least amount of range but highest amount of shots and ROF. You have to be really close to make this thing shine but once you do, it’s insane at close range. It’s spread is pretty brutal though and like the Storm Rifle, you’re going to have to lead your target a bit when you fire if they are not in your face and they strafe.
> Shotgun > AR
> Needler > AR
> In some cases, ES/GH > AR
>
> You probably should revise your post
All of the weapons you listed are power weapons you get from ordinance drops, obviously they will beat a default weapon. You should probably rethink your post.
The drawback of Storm rifle is that you can overheat, but you dont have to reload. The drawback of Suppressor is severe bloom, but you get increasing rate of fire as you shoot (which exacerbates the bloom). AR is the only one that does well mid-range, and Im pretty sure they meant that because it says so in the description they made for it.
> Thanks, cool.
>
> Okay, Assault rifle Vs Storm Rifle
>
> The storm rifle never needs reloading. The downside is you have to be a tad bit closer and much more concious of how long you hold the shot down, you have to feather the trigger heavily.
>
> The suppressor now, I still haven’t worked this one out. to me the suppressor is useless. not that it can’t kill anyone, but it has such a disgustingly wide spread/bloom that the only thing I can imagine its good for is an entire team spraying down a hallway.
In terms of guns fire rate drastically increases lethality as the range gap closes.
Because the Suppressor puts out more rounds in a very short time anyone caught up close to that hail of fire will be hit with more bullets in a short period of time then a slower firing weapon.
That said, I’m not 100% sure this is accurate, but that would mean at melee range an AR would damage slightly slower then a Suppressor and ultimately lose out. Particularly when you consider that you no longer have to drop a players shields 100% to melee them to death in Halo4, Suppressor’s superior fire rate SHOULD allow you to damage them enough to throw the elbow earlier and secure a close quarters kill faster then the other automatic rifles.
WOO for Theorycrafting. Someone really ought to test this stuff.
Um, the “variations”, still makes them all the same weapon. It doesn’t matter if one does take out health or shields faster, the end result is the same rate.
If one weapon is twice as effective against shields but half as effective against health, then it will take just as long as a weapon that’s half as effective against shields but twice as effective against health. Presuming that shields and health are worth the same. You can shift the ratio all you want, but it will always remain the same until you look at alternative differences that a lot of people have argued against (like bloom and non-hit scan).
Also, health doesn’t exist in Halo 4.
I just grab my trust BR and wreck havoc with anyone who trys to shoot at me and also when in doubt know your way out which means if you see a cornor cover also a nice regeneration abillity too will help you
> Also, health doesn’t exist in Halo 4.
Then what has to drain when your shields are out?
As far as I understand it, Health returned tot he Halo 3 method. Where the actual health is invisible again. Headshot capable weapons bypass it if shields are down, just like Halo 3, and each weapon has its own impact on it.
You don’t just die to the next shot when your shields popped. You have health.
> Um, the “variations”, still makes them all the same weapon. It doesn’t matter if one does take out health or shields faster, the end result is the same rate.
>
> If one weapon is twice as effective against shields but half as effective against health, then it will take just as long as a weapon that’s half as effective against shields but twice as effective against health. Presuming that shields and health are worth the same. You can shift the ratio all you want, but it will always remain the same until you look at alternative differences that a lot of people have argued against (like bloom and non-hit scan).
>
> Also, health doesn’t exist in Halo 4.
actually not really, teammate #1 runs a plasma weapon, teammate #2 runs an AR/BR. #1 takes down shields for #2 to kill them, its faster to teamshoot people and better if you run strategies like this.
shields and health are not worth the same. shields should be 70, health is 35. (last I checked).
the more you know 
> AR outclasses all the close range weapons right now.
>
> AR should do less damage to shield, Storm rifle should do much more damage to shield but pitiful damage vs health, and Suppressor (forerunner) should be a healthy medium
>
> as it stands now, AR just eats up shield as fast as the rest.
>
>
> P.S. itd be cool if a weapon had a 2ndary function that blew back nades as they were being thrown, i.e. like flamethrower in TF2. well just a suggestion, thanks
Wait, so now the AR can actually kill something?
Finally! Thing was a pea shooter in reach! Now it might actually be worth using in clos quarters for anything outside of the ar death pummel.
> Um, the “variations”, still makes them all the same weapon. It doesn’t matter if one does take out health or shields faster, the end result is the same rate.
Not really…
> If one weapon is twice as effective against shields but half as effective against health, then it will take just as long as a weapon that’s half as effective against shields but twice as effective against health. Presuming that shields and health are worth the same. You can shift the ratio all you want, but it will always remain the same until you look at alternative differences that a lot of people have argued against (like bloom and non-hit scan).
… Plasma rifle a guys sheilds down, shoot him with magnum/melee him (in reach) will kill a person faster than trying to gun someone down with an AR. Boom strategy.
Likeways, plasma pistol someone and then gun them down with an AR will kill someone faster than shooting them with just a plasma rifle. If you shoot an unshielded opponent and shoot him with an AR, he will die faster than if you shot him with a plasma riifle.
Likewise, if you shoot a sheilded opponent with a plasma rifle, his shields will go down faster than if you shot him with an assualt rifle.
Get the formula here?
> Also, health doesn’t exist in Halo 4.
Actually, it does. It is simply invisible Kaiser.
Here we go another thread:
“This weapon killed me - nerf it!!!111!”
“I can’t play this game like I played Halo 3 with only one weapon - nerf everything!”
The game is perfectly and fun to play. Every weapon should have a purpose - not just one. People should think about their weapons and engagements more.
> > Um, the “variations”, still makes them all the same weapon. It doesn’t matter if one does take out health or shields faster, the end result is the same rate.
> >
> > If one weapon is twice as effective against shields but half as effective against health, then it will take just as long as a weapon that’s half as effective against shields but twice as effective against health. Presuming that shields and health are worth the same. You can shift the ratio all you want, but it will always remain the same until you look at alternative differences that a lot of people have argued against (like bloom and non-hit scan).
> >
> > Also, health doesn’t exist in Halo 4.
>
> actually not really, teammate #1 runs a plasma weapon, teammate #2 runs an AR/BR. #1 takes down shields for #2 to kill them, its faster to teamshoot people and better if you run strategies like this.
>
>
> shields and health are not worth the same. shields should be 70, health is 35. (last I checked).
>
> the more you know 
Those are forced variables, I was strictly talking about about firing one person without doing anything else. Force variables are one of the reasons why people hated Reach.
> Those are forced variables, I was strictly talking about about firing one person without doing anything else. Force variables are one of the reasons why people hated Reach.
so past the jargon, what you mean is you’re talking about a hypothetical situation not in the context of an actual game, which is not useful at all.
Lol ok
@Trance I’m not complaining because I die to the AR, I actually use it on all my classes lol its just that I like variety, and I wouldnt mind putting storm rifle on some classes if i didnt think it was a crutch
“Storm rifle a crutch”?
Meh, I don’t notice that much difference between them.
I used to hate the Supressor until I understood the purpose of the weapon. As someone jokingly said “spamming it down hallways”, it is actually pretty good at holding chokepoints. It also out-performs the others at close range.
The issue though is the difference at close range is hardly significant compared to the others.
You can pick the Suppressor which kills slightly faster at close range, or you can pick the AR and do about the same damage along with better accuracy.
The suppressor is more like the SMG than an assault rifle, with that high rate of fire and bullet spread. It’s easier to get the hang of it if you treat it like an SMG, you wouldn’t try to shoot someone at mid range with an SMG would you?
ps, it will never replace the SMG, but it’s easier to think of it as a forerunner SMG
*lol, I said SMG 5 times! Well, 6 if you count this one.
*