Not exactly, as the cindershot cant one shot and that’s a power weapon, while the shock rifle can and it’s not.
Power weapons are found on floor pads instead of racks, your AI tells you when they respawn and you get a timer on your hud when they’re about to. Plus they have a yellow outline around them.
Good point. All I’m saying is, 343 clearly outline what their power weapons are going to be and the AR isn’t one of them like @M1STA_WU1FY claimed. Regardless of whether it’s on the racks, in ranked.
Just because it can outpace a BR in some instances does make it better than it necessarily as the BR was placed in a specific spot intentionally.
The AR’S optimal time to kill is 1.25s; 12 shots to shields and 3 to the head. That’s 30ms faster than the BRs optimal of 1.55s. They set it that way to lock the BRs place to mid-long battles. Not close-mid as that’s the ARs place in this game.
It’s not fine as is. It needs more bloom so you must actually burst fire to hit more distant targets. Currently there is like never any reason to do that, and you just get out damaged by someone holding down the trigger if you try. And speaking of being out damaged. The Sidekick kills faster at close range than the AR if you just shoot as fast as possible. It’s the Sidekick that needs the nerf to it’s max fire rate.
The sidekick is supposed to do that. The pistol and the AR have swapped roles in infinite. The AR handles mid range combat and the pistol handles close range.
And I do need to burst while handling the AR at longer ranges while with the BR, it already does that.
just because you cant doesnt mean no one can, get better tracking and fire control, and stop stating you terrible skills as facts for everyone
Then you wouldn’t mind showing as a video of someone lasering across the map?
Because I’m incredibly good with the AR and haven’t been able to cross map with it no matter how hard I try.
Actually I think it was Aozolai that showed the AR accuracy doesn’t improve with burst firing, at least not enough to do it. The main reason to burst fire is to Descope someone while you dive behind cover, the spread and bullet pattern is roughly the same as full auto. They changed this from the flight because the flight AR could work at absurd ranges compared to the current one
It does improve with burst firing.
Aozolai showed accuracy doesn’t improve while aiming not burst firing. I know what video you’re talking about.
Is this the one?
https://youtu.be/XBKpp6DwgA8
It’s not really the range that makes the AR a problem. It’s simply how stupidly easy it is to use the gun combined with the fact that its TTK is significantly quicker than even a Perfect kill with a BR.
The Halo 5 AR was a monster, too. But a Perfect with the Magnum could outpace it. That’s not the case in Infinite. The AR can miss several bullets and still kill faster than the BR can possibly kill, and once you’re playing against people who are Diamond and up, no one misses with the AR to any appreciable degree. At Onyx, people laser you with the AR every time. The other poster who called it a power weapon in Ranked is not wrong, though I would label it as a “Tier 2” weapon moreso than a power weapon. Either way, it’s a chainsaw that will hand you kills at anything even resembling close range and that’s why you see pros grabbing it very regularly even in scrims now.
And, to be fair, I’m not necessarily opposed to that at all. The fact that the AR is strong and worth taking as a map pick-up is cool. But the strength and ease of use is also why social playlists become so insanely dull once your hidden MMR starts to climb. The Sidekick is cool and all, but the bloom and tiny mag size force the AR into play, and AR fights at higher MMR are just the most boring gameplay you can imagine.
Sidekick is not OP lol. Go into training and set BR and sidekick as your weapons and just see how much stronger the aim assist is with the BR, both in terms of tracking and distance. The bullet mag of the BR is also stronger, and obviously the sidekick has bloom to account for. Oh and the clip size… a BR can perfect 3 enemies without reloading, the sidekick can only kill 1 enemy without reloading.
For the sidekick’s role in the sandbox it is actually perfect. In ranked it also has the utility of killing quicker than the BR at really close range if you land all your shots, as well as a slightly faster melee animation.
What makes the AR powerful is not its range. I actually like the AR overall, but its bullet spread works in such a way that the player getting shot has very little counterplay. This is fine for a weapon like a shotgun, sniper, etc. that you have to fight for control of on the map, but for a starting weapon, having such little counterplay is frustrating to the player being shot, but is great for the player doing the shooting. With the sidekick if you make the enemy miss a shot that is all it takes for you to win the fight because missing 1 bullet is so punishing with a precision weapon, with the AR its high rate of fire means missing 1, 2, or 3 bullets doesn’t even matter, and the person getting shot can’t strafe to make the AR miss because of its spread and bullet magnetism.
Overall in ranked, the AR as a map pickup is fine. In quick play it makes getting kills as easy as they are to get in a game like Call of Duty which isn’t the best for the game. But it’s really close to being balanced as a starting weapon.
If you think the AR needs a buff you just simply aren’t using it right. I feel so dirty with it in quick play that I try to rarely use it.
But should moving back and fourth, left to right in a miniscule manner truly make a person miss?
Not arguing but I attempted to have this discussion with someone and it derailed due to what is and isn’t or shouldn’t be in Halo in their minds…etc
But real question…should you really miss because of that or is that what Halo players got used to from a game where you simply weren’t as mobile…so strafing back and fourth allowed you to survive somehow? And should it?
That one is a good one too, but I mean the bullet spread does not improve. You can test it yourself in a custom (don’t use the shooting range, it’s bugged to be flight versions of most weapons still).
Try to test a bullet pattern on a flat wall and you can see how little a difference it makes. This was their solution to it feeling op in the flights I guess
Getting good at the gunplay in Halo is not like in other shooters. It’s not like COD where the only skill is to acquire the target faster and fire first.
Halo’s gunplay is actually more akin to a dance. You have multiple factors going into who wins the majority of fights:
who has the better target acquisition?
who has the better aim?
who has the better strafe?
who has the better aim WHILE strafing?
who is better able to utilize cover and mobility while also strafing (making the opponent miss shots) and also landing their own shots?
All these things play a factor into the gunplay. So to answer your question directly:
But should moving back and fourth, left to right in a miniscule manner truly make a person miss?
SHOULD it? That depends on if you want Halo to be Halo or play like any of the other multitude of shooters on the market. Halo developed its gunplay around the fact that the better player has a better aim AS WELL AS the ability to make the opponent miss.
IMO yes, making the opponent miss and making yourself a hard target to hit is absolutely core to getting better at Halo and it makes the skill gap wider than in many other shooters.
Lol I answered your question directly you just refuse to acknowledge the valid points that differentiate Halo from every other shooter on the market because you have no actual rebuttal to them.
How else are you going to explain why Halo is different than to compare the game to other shooters? If your aim is to make it more like other games then yeah, you would want to change the core gunplay of the franchise.
It’s not reaction time based like COD, it’s not realistic big battle like Battlefield, it’s not recoil control based like counterstrike, it’s actually its own thing.
If you want me to explain why I think you should indeed miss bullets if the enemy moves out from the center of your crosshairs without relating to any other game… then I think the answer there speaks for itself lmao. If you’re not directly over their body while firing, you should definitely miss. The bullet spread and bullet magnetism should not be a crutch for people with bad aim. It’s not even needed with how strong the AR is currently.
https://files.catbox.moe/wwesx8.mp4
It definitely makes a difference.
Imo the starting weapons are fine I say buff the other weapons. I don’t see many people pick up the needler and dam they have to buff the ravenger like they nerfed that thing into the ground.
It doesn’t, you can test it and see. The bullet spray pattern difference is almost negligible, unless you’re very close. It really has no impact on mid range fights.
Edit: that video didn’t show what we’re discussing, it was also against bots at close range. If I can ever get off work at a decent time today I’ll show in a video what I’m talking about.
All you have to do is tap the trigger. Don’t worry about the spray pattern on the wall. Burst firing is a viable technique for the AR. In that video, I’m bursts my shots so majority of them hit.
If you hold down the trigger too long, it will widen the spread.
That’s not how Halo works, Halo has never been a game where weapons have been chiefly decided by their range category, but instead their utility role in the game. Infinite’s AR is completely braindead and rewards nothing more than running towards someone holding RT. H3’s AR is the most balanced in the franchise within it’s respective sandbox.
The Assault Rifle is actually fun. Nerfing it would just put it in the same place as the Commando. Mediocre weapons like the latter need to be buffed. I don’t want 343 to think they should be nerfing fun weapons and not instead making mediocre/bad weapons more fun to use.