Okay so in halo 4 the Dmr was over powered until they buffed every other gun. Now it is kinda weak. The problem is that the BR is so powerful that even at longer ranges it can beat the DMR. The BR is supposed to be a close - medium range rifle. While the DMR is supposed to be medium - Long range. So the question becomes how do you keep the BR from being overly effective at long range while still keeping it powerful. The answer is simple. Make it a projectile weapon. At long ranges you would need to lead the shots a bit where the DMR would just need to have the target in the cross hairs. This would give the DMR a better chance at long ranges, however at short ranges the BR projectiles would move fast enough so it would win. This way you can keep the BR a 4 shot and keep the DMR a 5 shot.
TLDR: Make BR projectile to make it less effective at long ranges. Keep it at a 4 shot and keep the DMR at a 5 shot.
Why is the only solution in Halo to overpowered weapons is to buff up every other weapon unlike every other franchise where they nerf the one overpowered weapon?
Anyways, they should give the BR bloom and spread.
> > Anyways, they should give the BR bloom and spread.
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> Unless I’m mistaken and they’ve drastically changed it from how it operated in H3, it does.
I never took the time to actually test the BR in Halo 4 (mostly because I don’t care about that game) but from what I remember the spread was so low it didn’t make a different and the reticle was static. Which makes no sense why a single fire weapon would have bloom (that made no difference) and a burst fire weapon had none.
Although it probably wouldn’t matter. I actually tested the automatics and was shocked to find out that the bloom and reticle does nothing. The spread never expanded beyond the size of the Halo 3 reticle, despite having a Reach size reticle.
I’m great with the Halo 3 BR, and complete rubbish with the BR in Halo 4. The only big difference is that Halo 3’s is projectile. A lot of the problems in the past with projectile weapons had to do with lag, which with dedicated servers shouldn’t be a problem.
I use the Carbine in Halo 4 and I can go toe to toe with most BR & DMR users. The Carbine is projectile, not hitscan. The DMR and BR are both hitscan. Seeing a pattern here? I’m a projectile guy; it’s not really a preference, it just works better for me. Not sure why, it just does. Although I’m decent with a DMR.
So I’m obviously going to vote “yes” since projectile works best for me personally.
> I never took the time to actually test the BR in Halo 4 (mostly because I don’t care about that game) but from what I remember the spread was so low it didn’t make a different and the reticle was static. Which makes no sense why a single fire weapon would have bloom (that made no difference) and a burst fire weapon had none.
It’s not the type of bloom/spread you see on the automatics.
Reticule is static. All three bullets from the burst will land inside the reticule. First bullet is near perfectly accurate, second is less so, and third is even less so.
This does make a difference as you move father and farther from the target, the BR goes from being a 4SK to a 5SK, or if you were trying to shoot from the sea wall to the base on Zanzibar, a 7SK.
> The problem is that the BR is so powerful that even at longer ranges it can beat the DMR. The BR is supposed to be a close - medium range rifle. While the DMR is supposed to be medium - Long range. So the question becomes how do you keep the BR from being overly effective at long range while still keeping it powerful. The answer is simple. Make it a projectile weapon. At long ranges you would need to lead the shots a bit where the DMR would just need to have the target in the cross hairs. This would give the DMR a better chance at long ranges, however at short ranges the BR projectiles would move fast enough so it would win. This way you can keep the BR a 4 shot and keep the DMR a 5 shot.
This is a very bad idea, but I’m not saying that to be annoying.
Having a projectile BR go against a red-reticule, hitscan DMR will leave the BR without any chance at all. Between two players with even remotely similar ability the BR user just won’t be able to do it. They can’t even put bullets on the DMR user while retreating to keep them out of scope and red-reticule range.
The BR does not kill too much quicker than the DMR to warrant it being made projectile while the DMR remains hitscan.
Don’t forget that 343 wants the weapons to have their niches. The DMR is supposed to lose up close, which it is likely to, and it’s supposed to win at range, which it definitely does.
To think about your point from another angle, how about we make the DMR projectile and remove a lot of the bullet magnetism it has?
This would serve to make it less oppressive on long-range maps to encourage --permit-- map movement again, even by other players with DMRs. Given the sticky reticule you should still be able to land hits on people by adjusting your aim appropriately but you’re no longer guaranteed a five-shot kill against people who are absolutely helpless against you.
You still won’t lose against BR users outside of their RR range because they won’t have any aim assistance and a simple strafe will ensure they aren’t landing full bursts on you when you are still hitting them with your shots.
I am not trying to rain on anyones day…as a CC supporter it pains me to say that the BR and DMR are just too diff to balance out like that…the long range weps just need to move to map pick-ups.
I would prefer to see the DMR buffed to a 3 shot kill, nerfed to a 10 or 12 round magazine, nerfed to a slower fire rate, and accepted as being a map pick up. It should essentially be an upgrade to the BR, but bad at close range.
> I would prefer to see the DMR buffed to a 3 shot kill, nerfed to a 10 or 12 round magazine, nerfed to a slower fire rate, and accepted as being a map pick up. It should essentially be an upgrade to the BR, but bad at close range.
I like this direction. If the DMR returns it needs to be the quintessential long distance scoped rifle. It can’t have any business being effective at a close or medium range.
A smaller clip, slower ROF, and a RRR that kicks in only several meters after the BR’s RRR will make sense. However the 3-shot kill puts it too close to the sniper in terms of power; I’d keep it at 3 or 4.
Basically, it will only work if you’re scoped in; it will be too slow and inaccurate to wield at any closer distance.
> Anyways, they should give the BR bloom and spread.
The majority of people hated the bloom and randomness of the DMR in Reach. They still hate it in H4 because it adds randomness still. So no bloom on the the BR, because that would make everyone angry at 343 again.
Every BR minus the post patch H2 BR has had spread. I don’t know what BR you are using in H4 that doesn’t have spread, but every BR has had spread since H3. You can even see the bullet tracers coming out in different lines towards the target. If anything, they should reduce the spread so it’s less random and inconsistent and just get rid of the DMR. That way people don’t hate the randomness that comes with the spread and 343 won’t have to worry about balancing two separate utility weapons. And besides, in the lore of the game, the BR is supposed to be the DMRs replacement because the BR was proven to be better. So no more DMR and let the BR reign like it is supposed to.
> I would prefer to see the DMR buffed to a 3 shot kill, nerfed to a 10 or 12 round magazine, nerfed to a slower fire rate, and accepted as being a map pick up. It should essentially be an upgrade to the BR, but bad at close range.
Check the story of the game, the BR replaced the DMR after Reach, so the DMR shouldn’t be better than the BR and in no way would the DMR be an upgrade to it successor. Otherwise if the DMR was supposed to be better, it wouldn’t have been replaced in the game. That’s why the DMR was a 5 shot and not a 4 shot.
> > Anyways, they should give the BR bloom and spread.
>
> The majority of people hated the bloom and randomness of the DMR in Reach. They still hate it in H4 because it adds randomness still. So no bloom on the the BR, because that would make everyone angry at 343 again.
>
> Every BR minus the post patch H2 BR has had spread. I don’t know what BR you are using in H4 that doesn’t have spread, but every BR has had spread since H3. You can even see the bullet tracers coming out in different lines towards the target. If anything, they should reduce the spread so it’s less random and inconsistent and just get rid of the DMR. That way people don’t hate the randomness that comes with the spread and 343 won’t have to worry about balancing two separate utility weapons. And besides, in the lore of the game, the BR is supposed to be the DMRs replacement because the BR was proven to be better. So no more DMR and let the BR reign like it is supposed to.
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> > I would prefer to see the DMR buffed to a 3 shot kill, nerfed to a 10 or 12 round magazine, nerfed to a slower fire rate, and accepted as being a map pick up. It should essentially be an upgrade to the BR, but bad at close range.
>
> Check the story of the game, the BR replaced the DMR after Reach, so the DMR shouldn’t be better than the BR and in no way would the DMR be an upgrade to it successor. Otherwise if the DMR was supposed to be better, it wouldn’t have been replaced in the game. That’s why the DMR was a 5 shot and not a 4 shot.
Ok, bringing the conversation back into reality, the reason the two weapons behave differently is for gameplay purposes, NOT story purposes. According to your logic, the DMR should not be in the game at all. Canon and gameplay are drastically different things. There have been multiple variants of both the BR and DMR throughout the franchise, I think that (for gameplay purposes) a variant of the DMR that I described would make sense. The lore behind the weapon will always be created after the idea of the weapon.
Anytime people discuss nerfing things, it sounds like COD players trying to make things better lol.
This should be in the Halo 4 forum.
halo 5 will have arena style gameplay, meaning every player will start off equal. no rock paper scissor yoink!
> Anytime people discuss nerfing things, it sounds like COD players trying to make things better lol.
> This should be in the Halo 4 forum.
> halo 5 will have arena style gameplay, meaning every player will start off equal. no rock paper scissor yoink!
> Anytime people discuss nerfing things, it sounds like COD players trying to make things better lol.
> This should be in the Halo 4 forum.
> halo 5 will have arena style gameplay, meaning every player will start off equal. no rock paper scissor yoink!
The rock, paper, scissors, -Yoink- refers to arena gameplay. Not Halo 4 gameplay.
> Anytime people discuss nerfing things, it sounds like COD players trying to make things better lol.
> This should be in the Halo 4 forum.
> halo 5 will have arena style gameplay, meaning every player will start off equal. no rock paper scissor yoink!
This conversation is dealing with how the BR vs the DMR should work in the future. I would say this is well suited here. Just because Halo 5 will be an arena style shooter doesn’t mean all weapons will be balanced. That is a separate discussion all together.
example) Everyone starts a game with an assault rifle and then one player finds a battle rifle picks it up, shoots a player twice and it kills them. That weapon isn’t balanced with the rest of Halo’s sandbox, that battle rifle is way too powerful just like the Halo CE pistol was.