> Okay, I know there are probably a lot of threads talking about the Battle Rifle vs other precision loadout weps. While this may or may not be true, I’m here to discuss what really bugs me about the Battle Rifle.
>
> Okay, so I’m just a regular gamer, I’m not a casual, but I’m not hardcore/MLG either. I play games to have fun, and winning is just an added bonus. Something that I’m having a very hard time coping with in this game (I got it for Christmas 2013, so post weapon balancing title update, meaning that I don’t know how weapons handled prior to the TU) is the fact that a weapon intended for accuracy at mid/short range can easily best an Assault Rifle, Suppressor, Storm Rifle, and sometimes even a SAW. (Very rarely with that last one) in very short range.
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> Could someone be kind enough to tell me why it makes sense for a semi-automatic, accuracy dependent, burst firing weapon to beat something that is fully automatic? If you can come up with a reasonable explanation as to how that’s fair/balanced I would love to hear it.
The way the the BR (as well as the LR and DMR and Carbine) work is it rewards users who have a greater accuracy over those who don’t…meaning hit your shots, you’ll get kills. Now why is the BR “OP”…because it offers the most effect damage output at the most ranges in the sandbox. Before the TU, the DMR was king, now the BR and DMR are neck and neck depending on the map size (Personally I prefer the BR due to my playstyle and shot mechanics).
> The BR just needs two things adjusted:
> 1) RoF (Priority)
> 2) Spread
>
> Lower the RoF just a tad bit. Currently, it’s a 4sk DMR (without the range), which is what everyone was complaining about in the first place, so it doesn’t make much sense to have another weapon do the same thing in a way but better. In most fights, the BR is the better weapon, against both Carbines and ARs. A very slight RoF reduce would make the BR perfect in the balance. Right now, it’s just a tad bit too much.
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> As for the spread, seeing BRs on big maps, doing good at long-range, is beyond stupid. We complained about how seeing DMRs on small maps, doing good at close-range. It’s kind of the same thing now. Obviously the BR isn’t dominate at long-range, but the fact that it can suppress DMR/LR users is stupid. Have you looked at the BR’s spread? It doesn’t look like there’s any. A slight spread increase would help (however, if you reduce the RoF, I’m not too sure if a spread increase would be necessary).
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> Another thing that bugs me is the fact that the BR requires 11 shots, not all 12. This is to compensate for lag, which makes sense, but I got two things to say about that.
> One is why didn’t the LR require 11 shots also? I’m pretty hurt about that. I’d say that the LR needed it more than the BR.
> Two is that, for me and my friends at least, we don’t see much lag in Halo 4. Which means majority of our games, the BR doesn’t need compensating, meaning it’s slightly doing better than wanted in majority of our games.
>
> If the BR doesn’t get adjusted in Halo 4, I won’t be too hurt. I’ll deal with it. But (assuming all the weapons stay the same) in Halo 5, if the BR behaves like this again, I won’t be very happy about it.
Honestly I’d like to see a much tighter spread on the BR, as to keep the bullet hit requirements to kill clean. Online, the game is greatly affected by latency issues, reduces to bullet spread would actually make the game more enjoyable from a shot registration point of view.
As for the BR out competing the DMR/LR at range on BTB type maps…Honestly a lot of that is more shooting skill based (as well as the flinch mechanics) then the BR being better.
Also I believe the BR has one of the higher aim assist settings in the sandbox, if anything needs to be changed its that.