I see people saying the smg’s will be overpowered and the fact you can aim down sights with weapons, this is FALSE. Yes the smg is back (YAYYYY) and yes it was improved but it has so much recoil and hip-fire spread lol, so i think the BR and AR can still win in a gun fight especially when the smg runs out of bullets very fast, which gives you a chance the dodge to the side. Now for what made the Halo community mad… the aim down sights. This was all ready in the game somewhat with the BR and DMR/pistol, plus hipfire is more accurate. Its just there for longshots and what not.
I personally think that it adds more variety to the sandbox.
Also I agree with what you said.
why cant they just add ALLLLL the guns from all the games!!!
needle rifle, focus rifle, nade launcher, sticker launcher. come to think of it…Reach had some pretty cool -Yoink- guns
and what about the halo 2 pistol? weaker but shoots faster. maybe duel wield-able in the same game as (hear me out) a single handed magnum ??
they likely put it in because having mid range automatic capabilities off spawn in breakout would be op with the low shields, the AR has that, while the smg is strictly close range.
Double post, my bad.
More details on Smart Scope here, explaining it in detail the differences.
Personally I wouldn’t call the SMG OP, it’s just that me and 343 seem to have very different ideas on how the SMG should function in a sandbox without duel wielding.
I’d like to see the SMG to become a secondary and a compensation weapon to long range rifles like the DMR. So you’d have a long range primary and a close range secondary as compensation for your CQC weakness which would create a lot of versatility for the player off spawn. Versatility is important and is what made BR starts so favorable in the past. So if there’s ever a game type that features long range rifle starts whether it be a big map, a small map or some crazy invasion game type we could start with a versatile little combo like that.
The Magnum already functions this way when it’s paired up with close range rifles like the AR. In all the Halo 5 game play I’ve seen the players are constantly switching between their ARs and Magnums as the distance between their opponents changes which IMO is a lot more interesting than the player being able to rely on a single weapon every time they re spawn. The same should be the case for for someone carrying a long range rifle and close range secondary. I just hope that these weapon combos will be versatile enough to the point where we don’t end up with the community wanting BR starts and BR starts only again and since the automatic weapons still don’t have head shot multipliers that’s still a real possibility regardless of how good the Magnum is.
343 seems to want the SMG to be something of an automatic primary that’s restricted to close range and close range only. Which is ok I guess but I don’t really see why Halo needed a weapon like this, especially since it appears that an entirely new game type and breed of map was created in order for the weapon to be optimized.
> 2535473152030881;7:
>
What I don’t get is why they think Halo has to hold tight on this useless tradition of AR/Pistol starts while placing the actual primaries on the map when it has proofed itself to be unpopular starting equipment/gameplay concept for same starts arena gameplay in every single Halo.
However, what I’ve seen of the weapon sandbox so far (though actually also in regards to general arena gameplay but I do not want to digress) is a bit of a bummer because I haven’t seen any actual improvements, let alone which would improve arena gunplay but more like old and mundane basics mixed with modern trends.
In specific regard to the SMG, like you, I actually don’t really see the point in it but more because there is already a weapon, the AR, which does apparently exactly the same but has a zoom instead of “fancy” ADS. The only thing that generates is a “bloated” arena weapon sandbox in my opinion.
Besides, since you have touched on headshot multipliers. personally I would not only have liked to see how Halo’s automatics would have played with such a mechanic but also weapons like BR/DMR/etc. So basically how i.e. BR gameplay would be when the BR’s 4sk is 4 headshots instead of 3 bodyshots and one headshot.
In addition, perhaps we will see something like your mentioned complementing weapon loadouts in BTB. I have a feeling that BTB will be loadout based, considering that arena has been said to be just a small segment of H5’s multiplayer which eventually the beta presents.
It just looks so OP imo. But it’s the beta so no worries
> 2533274800686626;3:
> why cant they just add ALLLLL the guns from all the games!!!
>
> needle rifle, focus rifle, nade launcher, sticker launcher. come to think of it…Reach had some pretty cool -Yoink- guns
>
> and what about the halo 2 pistol? weaker but shoots faster. maybe duel wield-able in the same game as (hear me out) a single handed magnum ??
Have you ever heard the term weapon-balance?
I think the smg needs even more spread and recoil that thing looks to good at too far of a range I’ve been analyzing green skulls gameplay and the smg comes across as op to the point nobody was using the assault rifle which is a problem.
Eh, I could not really say how balanced the SMG is since we have not seen BR start gametypes yet. I have no idea why 343 keeps making the same mistakes that Bungie and 343 have been making from the beginning by bringing in AR starts over and over again. They never work properly as they limited by their very nature smart scope or not.
I would like to see how BR/AR starts perform before I judge the balance of the overall sandbox. Some posts from Quinn on Beyond have indicated that the SMG and DMR are supposed to be tier 2 weapons(AR/BR being tier 1), so they are supposed to be a bit more powerful within their own niches, short and long range respectively, while the BR/AR are more general purpose.
I feel that I also need to point out that breakpoint has reduced player shields/health in case anyone didn’t know, which is why the SMG may seem more powerufl than it actually is.
yes it does. becuase of the fire rate and the kick. and they already have it in the game if you would look at roster teeth playing the game, the eliminate all enemy game type
I always disliked the idea of scoped automatics because I see them as a major problem when balancing them against the BR at mid ranges. When it’s BR vs BR in ranged combat, there is always a split second break for you to scope back in and fight back. With scoped full autos, BR’s are now going to be constantly descoped at a range they are supposed to excel in, while full autos are going to excel in a range that they’re not supposed to. It’s really disappointing, because 343 got the AR down quite nicely in Halo 4, and now they’re giving it a massive overhaul that’s probably going to create more balance issues that wouldn’t have been there in the first place if they stuck with what worked.