Descope has no place in this sandbox

I for one like descope. Didn’t like it when they took it out in H4 and H5.

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Also I hate the lense glare some weapons have when scoped in they sould not have it

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imagine if you had a constructive reply

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No it doesnt “sound like someone has to get better” , you’re just hearing things, you should probably get that checked out.

What it does sound like is someone unable to discuss sandbox design independent of player skill right. There’s always got to be that fool who responds to any criticism of game mechanics with some variation of the same brain dead troll response of “get good”. Instead of saying anything constructive, you had to be that fool, congratulations.

I agree with the idea of what you’re saying in this opening but I think you’ve got it backwards. First of all, BR is a precision weapon so I’d throw that into the mix as well. I would add descope to pistol and AR to allow precision weapons to better handle fights at medium/long range. Removing descope would be H4 all over again.

Personally, I think there’s a problem with the starting weapons in this game. I’ve been analyzing both AR/SK weapons in training mode and have discovered strong bullet magnetism on the SK and the AR recoil/bloom doesn’t spread until after the first 12 shots. This combined with headshot multiplier allows players to spray others down at 40–50m or more. I see so many people holding the trigger down for an entire clip and post it as evidence that it’s not OP because they didn’t get the kill.

They ARE catering to the “broader audience” meaning they want average players to be able to get easy kills to make it fun for them.

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It baffles me that this game has every single mechanic any previous Halos had to throw off your aim simultaneously (where those haves only had a few). It has: bullet spread, recoil (both vertical and horizontal), bloom, flinch, descope, projectile (non Hitscan) weapons, bullet drop, smaller reticle (hence less AA/BM) & scope glare.

Bloom alone annoyed the community back in Reach, now we seem to have so many mechanics designed to make stable long distance shooting painful.

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You’ve nailed it. Descope isn’t necessarily a problem, the default weapons are just a little too strong. The SK is the best tier 1 weapon in the game (at optimal range) and you start with it as a secondary. The AR is also a little too good considering its damage output is on par with the BR and the Commando but it isn’t susceptible to descope. With the Commando in particular, an AR user can outgun the Commando at range because of descope and the Commando’'s bloom which requires you to zoom at longer ranges.

I would increase the minimum amount of shots required for an optimal AR kill from 15 to 16 while reducing the ammo capacity from 36 to 32. I would also increase the minimum amount of shots required for an optimal kill with the Sidekick from 7 to 8. The sidekick would still be extremely viable but now it wouldn’t be one of the best weapons in the game, its function would be that it’s the fastest gun to switch to (and reload) making it ideal for finishing enemies off.

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I think it should stay. Its not that big a deal if your poking in and out of cover. If youre out in the open, youre screwed.

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I would do this exact same thing as well. The original mag size for the AR is 32 anyways. I would increase the bloom build up of the AR to make it less accurate at longer ranges and less rewarding to players that just spray vs the players that use it in controlled precise bursts

The sidekick has a bullet magnetism issue.
https://www.youtube.com/watch?v=u_7Jy_r9WOs&ab_channel=perfectxzero

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This will not do anything as smart linking in doesnt increase accuracy in infinite

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I feel like descope actually makes it the other way around, whoever lands the first shot in keeps the other descoped at a longer range ruining their accuracy more than the other usually, making it so that the one who shot first has an easier time staying scoped.

Aim assist doesnt work that well over long ranges with unscoped weapons…

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I’m gonna disagree with you there.
I did an analysis on this way back during the flighting for the game. I did the best I could with the limited content of the flight. And I can’t say how much of this could have changed since then so I don’t know how many grains of salt to take it with today, but nevertheless here you are: https://forums.halowaypoint.com/t/i-myth-busted-ads/259190
I cringe slightly at myself for seeming so excited about writing this thing that I spent hours analysing, but then got 5 views and 0 replies. I totally overestimated people’s interest in the topic lmao :joy:

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it isnt. it had changed after some games.
60-ce
32-3/reach/4
36-4/infinite
so 32 is the same amount as not 32 ammo in the series

Like @Shaheer_9996998 already said, the original mag size is 60 as it was in CE. The CE AR just had horrible range and accuracy.

I shouldn’t have said “original”. Technically you’re correct. However, I wasn’t including Halo CE as that game did not have multiplayer at launch. Yes, you can play it via MCC as they brought the ability to play MP there but the game wasn’t designed for online multiplayer. Only Local multiplayer. I think you’d find most people agree the AR was useless as a MP weapon in Halo CE.
So as you stated, Halo 3, Reach and H4, which was designed for MP and had the AR, all had 32 mag size. The peak of Halo multiplayer with an AR had 32mag size. Case and point

I’m not sure what you’re saying here

What game are you playing?

Marksman weapons, especially snipers, are incredibly (arguably too) dominant in this sandbox. Descope and scope glare are both counterbalances, but neither of them prevent marksman weapons from being some of the most desired weapons in the sandbox, and players who know their way around these weapons routinely net tons of kills with them especially in BTB.

Without descope, the S7 and Skewer would just be completely broken.

That’s exactly what Ken is saying there. If you don’t descope, meaning you stay scoped in, like Halo 4, whoever shoots first would win.

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Right now the AR has far too much range, in my opinion.

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AA is not as strong as you make it out to be but you make a really strong case for removing descope.