I want to open by saying I really do like the feel of Halo 4 and enjoy playing it often.
However, after checking hit boxes and auto-aiming, it’s clear that the DMR needs a bit of tweaking. It has the fastest kill time (aside from scoped LR) and dominates the battlefield consistently.
Why, you ask?
Because every shot is a first shot. The DMR’s semi-slow pace allows one single shot to be lined up consistently. The BR’s burst requires at least a bit of tracking, same with LR (scoped LR suffers too much from flinching and NO bullet magnetism). Carbine has a high rate of fire, but, because it takes so many shots to kill, it can be easily strafed. Every other weapon has burst (I count the Carbine’s fast pace as burst); therefore, they all suffer extreme loss to twitch. The DMR has the PERFECT pace to out-preform all other rifles in a twitch environment; just enough time to realign single shots but still more deadly than other precision weapons.
6 SHOT KILL OR PACE EXTENSION
Instead, the DMR either needs 5 shots to pop shields (which would make more sense), or it needs it’s pace extended. To be honest, the BR/Carbine should be dominating the 4v4 arena. I’ve seen some teams make BR/Carbine work occasionally, but more often than not the team with the most DMRs wins. I’ve even seen the DMR outperform the AR close range. The DMR needs to live between the sniper and the BR, not be the one weapon to rule them all and in the darkness bind them…
ADDING BLOOM IS NOT THE ANSWER!
Bloom may help on Ragnarok, but that’s the type of map the DMR should dominate. What the DMR shouldn’t dominate is Haven and Adrift. Bloom won’t do much to dampen it’s effectiveness on 4v4 maps because your entire reticle is (or should be) full at such close ranges.
EDIT: Bloom may be an answer?
Check out this video of a medium range weapon test of the Reach DMR. The kill time with ZB is 1.6 sec. (5 shots), but with bloom, it’s about 2.7 sec. (about 8 shots). This did dampen the weapon at medium range, but I feel its effectiveness would be crushed at long range in comparison to the BR/LR if this bloom returned. Maybe the long-range inconsistency of the BR’s burst would compensate for time lost waiting for bloom? This still wouldn’t balance the DMR’s changes with the LR(S)'s 4SK. I also didn’t like that spamming could maybe get a headshot over waiting for bloom to recede; too much RNG for my preference. I’d much rather see a 6 shot or pace reduction; keep the accuracy but simply increase the kill time.
Thanks to Darches for making me look into the Bloom a bit more…
NEITHER IS BUFFING OTHER WEAPONS!
Buffing the other weapons isn’t the answer either; this isn’t COD. By that, I mean the maps are not set up for players to be killed quickly. There are long lines of sight, little cover, and PLAYERS ARE FORCED PRIMARY COLORS. There is no gilly suit and the UAV is always up. This isn’t the place for brainlessly fast kills; this is the place for planning 3 steps ahead…
way to sneak that one in there.