BS Redesign; CQC Charge Sniper...

Scenario: 1v1 precision weapon battle on side basement hallway of Haven, grenades spent (no resupply)

  • one player takes down the other’s shields
  • weak player sprints behind cover block
  • shielded player moves on the opposite edge of block against wall

Conclusion: Unshielded player charges boltshot from back corner of block and, using radar/PV, OSK’s shielded player who is moving in on the cleanup in the safest way possible.

Yes, it’s frustrating going in on someone who is OSK and getting boltshotted.

It’s not just the boltshot, though, it’s the boltshot in this particular environment. It’s the perfect storm, if you will.

The boltshot, coupled with no default resupply of grenades, default sprint, and promethean vision, paralyzes the pace of gameplay. A player stripped of shields can run away around a corner and wait with a boltshot, rarely being flushed with grenades because the only two grenades players ever get per life have generally been spent (who the -yoink- takes grenades over a power weapon in ordnance?). The lack of grenade resupply punishes players for living for extended periods of time (yes, I can blow a loadout slot for resupply, but there should never be a game mechanic that punishes players for living). I do hail the addition of standard sprint (even so far as to say remove bullet stopping; it wasn’t an issue in Reach). And while radar is a part of halo (and should be because of the FP view), PV allows shots to be lined up without the hassle of looking at radar and then back to the reticule.

What’s the point in having variety if there is one loadout to rule them all?

  • DMR, BS, Frag, PV, Resupply, Explosives

So, no, the boltshot’s OSK isn’t the only factor overpowering it in the sandbox. However, addressing it’s OSK could restore gameplay balance.

I propose the boltshot’s overcharge be changed:

  • railgun-like beam/bolt replaces shotgun
  • shoots a distance of ± 10 meters
  • OSK headshot
  • kills players with less than 1/2 shields
  • shields striped for body shot
  • radius of shield stripping at 1 meter (CQC will pop boltshotter’s shields as well)

Yes, it will be a CQC pocket sniper, but a charge-sniper in CQC takes a bit more skill than a charge-shotgun.

No, this isn’t a Plasma Pistol rehash. The boltshot should not EMP vehicles and does not have the longer range of the PP. It does have the ability to actually kill other players that the PP lacks.

I feel that these changes would balance the boltshot without eliminating it’s usefulness. Alternatively, addressing other issues, such as grenade resupply or PV, could also restore sandbox balance while keeping the BS OSK a pocket shotgun. However, in it’s current state, I feel like the boltshot benefits too heavily from the current game settings.

I just think the bolt shot range needs to be toned down.

When you hear the charge, hard light shield and then Melee.

/thread.

If you’re going to theoryHalo, include all the variables.

> When you hear the charge, hard light shield and then Melee.
>
> /thread.
>
> If you’re going to theoryHalo, include all the variables.

Yes, and I could run stealth to counter PV, or I could have grenadier/resupply for an extra frag, or I could use PV to see their boltshot, or I could thruster pack at the last second, or…

Is that enough variables for you? Logic 101: don’t critique someone’s depth on an issue, make a single statement, and then claim /thread…

In case you missed my general point (tl;dr?), I’ll recap.

  • Frags were always a part of halo and now they’re funeral gifts.
  • PV puts radar on the reticule
  • Sprint makes getting to cover easier

~* ULTRA-MEGA POINT *~
The boltshot benefits too heavily from these three factors in combination.

So, yes, you can have a loadout that counters the BS. I wasn’t arguing that there was no counter, like so many people here do. I’m critiquing the effort it takes to kill someone with a BS. Why should I put 4 shots into someone and still need an armor ability timed just so (of which not timing the AA just so will get me insta-gibbed) to kill them?

The halmark of Halo gameplay is long encounters and placing multiple shots to kill.

The BS is a low-risk (anything’s better than respawning?), high reward weapon that is amplified by the current sandbox settings, swinging Halo gameplay in the general direction of the GoW Gnasher.

I’ve got a better idea: get rid of the whole loadout -Yoink- or at least make weapons like the BS and the PP pick ups again and remove the ordnance system from the main slayer mode.

Jump right as you pop around the corner or strafe, it’s what I do and I’ve been killed by the boltshot only 15 times, that I could tell at least.

> I’ve got a better idea: get rid of the whole loadout -Yoink!- or at least make weapons like the BS and the PP pick ups again and remove the ordnance system from the main slayer mode.

I like the loadouts because they add variety to gameplay; it’s not BR vs. BR every single game (It’s DMR/BR/LR/CB every game, so that’s kind of variety?). I play with good friends IRL who are above my skill level, and I like the option to be a support class (LR with regen/turret). I’ve had much more fun with Halo 4 than any other previous title because of the loadouts, and for the most part, everything is well balanced. With a few teaks, BS included, I think H4 would have the best multiplayer ever seen in an FPS.

I understand your frustration.

And I acknowledge how stupid the design idea was.

You could just find a way to deal with it instead of coming on the forums and crying about it…

Some people drink, some people forge, some go to cod. But the real players here FIND a way to adapt…

> - Sprint makes getting to cover easier

Its not true. Have you ever tried to run while getting hit? It slows you down considerably even when on sprint…

> You could just find a way to deal with it instead of coming on the forums and crying about it…
>
> Some people drink, some people forge, some go to cod. But the real players here FIND a way to adapt…

Yes, I spent hours redesigning a weapon by crying tears of introspection…

Because you obviously don’t know, this is what crying sounds like:

OMG BS SO OP 343 SUX HATE/BLARGG ASDFGREAS!!1!11!!

I’m not sure if you’re aware, but things called “Title Updates” exist. They are, in fact, quite frequently used. Post launch, after player data/input has been processed, TUs help a game… omg no wai…

> … ADAPT.

You think I need to adapt to a weapon? I can do that. I just pop on PV, HLS, Thruster, resupply, or any of the other abilities available to me. I can embarrass BSers, but not all the time, especially when the two conditions (PV, no grenade) exist. That I can kill them still doesn’t make the BS balanced!. There is a difference between being actually able to beat someone with a weapon and having it conceptually balanced under theory crafting. I’m saying I shouldn’t even have to beat it. It’s an extra step in the kill process that shouldn’t exist, and potentially a get out of respawn free card.

> > - Sprint makes getting to cover easier
>
> Its not true. Have you ever tried to run while getting hit? It slows you down considerably even when on sprint…

Yeah I’m definitely all too aware of bullet stopping which needs to be removed from the game altogether. It defies the laws of physics most times (the outside force acting on me is pushing my body in the same direction as it’s motion, yet I’m decelerating…). However, if you can manage to get out of fire by cutting a corner, you can make the longer distance to cover much easier. In this way, I see an environment where sprint is available as advantageous to those with the boltshot, but I am in no way suggesting sprint be removed from Halo 4. Bullet stopping wasn’t in Reach and I never had issue with sprint while playing that title. I think bullet stopping is a detrimental addition to the Halo sandbox because it takes away predictable control of your character.

> You could just find a way to deal with…
>
> Some people drink, some people forge, some go to cod…

I like your examples ^.^.

In all seriousness though, the point of people posting on these forums is not just to communicate with each other; we’re also attempting to communicate with 343i. By posting our complaints, the theory is that 343 will see them, understand our frustration, and try to alleviate it through changes to the gameplay. Providing ways to do this makes the process even easier for 343 to think over options and make the changes after.

Sometimes chasing just isn’t worth it. I’ve always naded run aways so the issue isn’t that big for me. I now always expect Boltshot too so I usually stay back a bit. I WILL however constantly use the Boltshot against kids that refuse to get away from rush tactics the whole game. I would have killed them anyways with the DMR might as well wait it out let them rush and get em with the OSK.

Good read.

Well constructed and supported. It’s not just a cry post due to recently suffering from a boltshot to the back.

You mentioned it, but it seems like your changes would make it a little too similar to the PP. Also, I don’t know about the feasibility of changing how the gun works, making it like a railgun. I think only tweaks would be done. Not considerable changes.

I’ve come to grips to accept that it may be the range that makes it unbalanced. Keep posting though and figure it out. Many people want changes to it, so you aren’t alone.

I just don’t want 9 TUs. If we are going to do one, make it right the first time. XD

I just want to facepalm to every topic like this, if you can’t counter it, then that’s your problem, better player always walks away. Its a strategy, get over it.

In this senario its the players fault for moving into the range of the BS. There are plenty of things in your load out to counter a BS user.

Also your “one load out to rule them all” doesn’t fit all instances. And it doesn’t work for everyone. It doesn’t even work for me.