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.