So a handful of people have made a brilliant spreadsheet, and i think that it would benefit everyone to look through it. It’s been the subject to massive, massive peer review, and as a person in that peer review process, I find it to be astoundingly accurate.
What do you think?
Notice the kill time for the DMR?
Interesting, isn’t it?
Other questions I have for people that think the DMR is overpowered notwithstanding, I think everyone should be very familiar with this info.
Is the TPK on the DMR at max RoF, or is it with bloom fully reset?
Also, it’s the DMR’s range and accuracy at range, coupled with the ease of use that are what make it overpowered. So, really this spreadsheet is meaningless.
EDIT: And the LR is a 4 shot as long as the first shot is scoped. The following 3 can be done as a burst. This is not accounted for.
ToK is with reticle reset.
And IRT to your lightrifle comment, no. Combinations of use were not taken into consideration, since such an undertaking would be amazingly daunting.
Edit: So your problem with the DMR is it’s versatility, not it’s “power.”
> So your problem with the DMR is it’s versatility, not it’s “power.”
While I can only speak for myself, I would guess that this is what people mean when they say it is “overpowered”. If anyone actually thinks that from a kill time standpoint the gun is too powerful, they need to go play CE and learn to Magnum.
It’s just so incredibly effective, even at Sniper range, but it’s also very easy to use with the auto-aim, magnetism and complete lack of recoil.
I have no problem with the dmr being a long range weapon that’s it’s job, what I don’t like is in the hand’s of most people who use it can beat mostly any gun in CQC <mark>unless you get the drop on them.</mark>
I highlighted the above because I hardly see any real strategy’s being used to combat the thing.
> Is the TPK on the DMR at max RoF, or is it with bloom fully reset?
>
> Also, it’s the DMR’s range and accuracy at range, coupled with the ease of use that are what make it overpowered. So, really this spreadsheet is meaningless.
>
> EDIT: And the LR is a 4 shot as long as the first shot is scoped. The following 3 can be done as a burst. This is not accounted for.
The DMR was made to be a less power sniper rifle. It’s in the name of the flipping gun. Designated Marksman Rifle. It is supposed to be better at range than the others. Not to mention that 343i told us it would be this way mid summer when they release info on the UNSC weapons. The gun being used the way it was made to be used does not make it over powered. It’s like calling the shotgun OP for being a 1 shot kill at Close Quarters.
Most of the complaint threads I have read through call it OP at ALL ranges and in every encounter. That makes this chart super useful, although I have already proven that those people who are complaining about the DMR being OP are those who simply like to complain about things in halo as I posted a lot of these same stats in a thread that was saying that the DMG was more and ROF was faster than all the other guns in the game. Their reply was that I did not take into account players skill. A skilled player killing you with the DMR is just that. A skilled player killing you with the DMR.
Original Poster thank you for posting your chart. A friend and I found some of this out but your chart is much more detailed.
Mr Show Stopper, at first I agreed with you. I really did, even though you have no incentive to believe me. However, after the play-testing, especially the Suppressor is a superior CQC weapon. Also, since it is a spray weapon, you can focus more on not running in a straight line.
If you do in fact get the drop on anyone without a power weapon, the suppressor is a very fast kill.
> I have no problem with the dmr being a long range weapon that’s it’s job, what I don’t like is in the hand’s of most people who use it can beat mostly any gun in CQC <mark>unless you get the drop on them.</mark>
> I highlighted the above because I hardly see any real strategy’s being used to combat the thing.
I win most of my CQC matches against the DMR. My strategy is to pull out the magnum then when we punch each other I get my head shot or simply punch again.
I have no issue with the DMR. Believe it or not, the weapon is not invincible, even at long distances. I find that the Light Rifle can be just as good, if not better, at those ranges.
The aim assist messes me up more than it helps. I am already tracking a target and shooting him down and then one of his allies runs infront of him and the auto aim starts following the closer enemy making me shoot in the middle of the 2.
Also I have yet to see any shots curve towards any heads indicating bullet magnetism. If I miss by shooting over his shoulder it goes over their shoulder.
Theres videos and all kinds of stuff, the DMR is beaten by the LR at range and loses out to everything up close. Miss one or two shots with the DMR and its all over.
Its not that good, all this is just H3 crybabies and their bias towards a weapon from Reach, the same game where they -Yoinked!- and moaned until a H3 TU arrived… then didnt play it.
They’re trying to play this game like its H3 using the precious BR. Once they realise their opponent is using the DMR and hands their -Yoink- to them at range on maps like Ragnorak and complex they feel like they’re being forced to use the DMR.
Which they have a problem with for some reason.
Erm… hello… long range maps.
I recommend Regicide if you dont like the DMR… The AR and BR rule on that playlist.
What the DMR was meant for is irrelevant. It’s bad for gameplay, especially in a game that offers virtually no incentive to leave the safety of your base. Spawn with a DMR, post up at your base, get kills by cross mapping, game hand delivers power weapons.
This is something you can’t do with, to use your example, a shotgun.
Now, I’m a firm believer in having a good, useable spawn weapon that is effective in some way at all ranges. The DMR is just too easy and too effective at, as you put it, its intended range.
EDIT: @Geordie P, I chose to use the DMR because it’s so effective. It has nothing to do with H3. In fact, I wished I had a ranged single shot weapon in H3 (when there wasn’t hitscan), because it would have worked very well. In Reach and now H4, thanks to hitscan, the range it was given is just too large.
Indeed! If you look at the chart, in pure CQC, the DMR is not the quickest kill. Far from it. If you are playing a CQC game style, you should try to stay indoors anyways, shouldn’t you?
And I must confess, the idea of “bullet magnetism” is hard for me to wrap my head around. Is there a difference between Aim Assist and Bullet Magnetism?
The range on the dmr makes it so there is no reason to move, until you run out of ammo since there is no weapon spawns. While in halo 3 even though the br was the only weapon to use besides power weapons the spread from long range encouraged map movement. But with the dmr its a long range mini sniper fight, so exciting.
Why not nerf the BR in SWAT while your at. I’ve seen double and triple kills with one pull of a trigger. Everyone can start with and the only reason people complain is because they get out played with it while most likely using it or panicking too much to counter. Go play 1v1 with your girlfriend to feel better about yourself and keep being a angry -Yoink!- while wondering why every girl won’t touch you because of your rage issues. Pandas.
> Indeed! If you look at the chart, in pure CQC, the DMR is not the quickest kill. Far from it. If you are playing a CQC game style, you should try to stay indoors anyways, shouldn’t you?
>
> And I must confess, the idea of “bullet magnetism” is hard for me to wrap my head around. Is there a difference between Aim Assist and Bullet Magnetism?
Aim assist is when a player moves in front of you, your reticle is red, and it follows them shortly.
Bullet magnetism is when you fire at an enemy without the reticle even on them and it hits them. The video of the dmr going around has the reticle not on the guy and he gets a 5 shot. You can also watch the sticky detonater curve into the other player.
At least that’s always been my understanding of it.
> Is there a difference between Aim Assist and Bullet Magnetism?
Aim Assist pulls your reticle toward an opposing player. It is a way of making up for using a clunky thumbstick controller.
Bullet Magnetism will actually pull your shots toward the opposing player. This means that you can net a head shot by having the outside of your reticle on your opponent’s head. In CE, the bullet fired almost completely dead center of your reticle, whether your opponent was there or not (that game had the least amount of bullet magnetism of all the Halo games).