Do you want niche weapons or a utility weapon?

just wondering.

answer and discuss pls

A powerful utility weapon that will be beaten by niche weapons used in their respective niches.

Both. A jack of all trades weapon that CAN be used in a lot of situations, but will be beaten in a fair fight by the appropriate niche weapon.

> Both. A jack of all trades weapon that CAN be used in a lot of situations, but will be beaten in a fair fight by the appropriate niche weapon.

This, what I feel would do it is having a lot of the combat evolved weapons but, not the pistol but a DMR with no bloom and fixed fire rate. The BR takes hardly any skill once their shields are down because all you have to do is sweep to get a head shot.

> Both. A jack of all trades weapon that CAN be used in a lot of situations, but will be beaten in a fair fight by the appropriate niche weapon.

Exactly this. But the DMR and Pistol witch should be utility weapons are falling out of their primary niche’s due to the imbalanced Bloom mechanic.

> Both. A jack of all trades weapon that CAN be used in a lot of situations, but will be beaten in a fair fight by the appropriate niche weapon.

Pretty much this. This is what CE had.

> A powerful utility weapon that will be beaten by niche weapons used in their respective niches.

i like this idea

> A powerful utility weapon that will be beaten by niche weapons used in their respective niches.

Utility Weapon:
Pros

Individual player skill is more important

Cons

Can be problematic if the weapon is OP. (Halo 3 and Halo Reach)
Can result in useless weapons.
Demotes map movement.

Niche Weapons:
Pros

Teamwork is more important
Allows players to specialize in 2 or 3 weapons and promotes it.

Cons

Can create paper, scissors, rock scenarios.

In my opinion, niche weapons would be better with the AR acting as an utility weapon. Seeing as it has always been described as a well rounded weapon.

But the real question is: Do you want Halo 4 to be a team game or an ffa game?

> A powerful utility weapon that will be beaten by niche weapons used in their respective niches.

This.

Right now, most of Reach’s niche weapons are absolutely terrible even in their respective niches. That needs to change.

The Plasma Pistol is an example of a weapon that is highly effective in its two narrow niches (extreme-CQC and vehicle-stopping), but worthless otherwise; it is a good niche weapon. The Assault Rifle is an example of a weapon with a wide niche, that is absolutely worthless in all situations including those ostensibly in its niche; it is a bad niche weapon.

An all around powerful/dynamic Sandbox like in HCE that enables the player, that has a dynamic skillful utility weapon (IE: Ce pistol)that gives you a chance in all situations. I would rather them make the all -around sandbox more dynamic and powerful then get a 5SK or 6SK utility weapon that is random or has bloom.

> Both. A jack of all trades weapon that CAN be used in a lot of situations, but will be beaten in a fair fight by the appropriate niche weapon.

this.

we need a primary weapon spawn that does the following things:

1.) first and foremost it makes the player who shoots better WIN THE 1v1 battle (primary weapon spawn vs primary weapon spawn)
2.) helps a player defend himself in especially close and long ranges. this is because if you spawn and someone has a sniper rifle, you auto lose if you cannot shoot him from distance. just look back to the ATROCIOUS halo 2 SMG spawns. holy cow was that horrid or what! also, you shouldnt auto-lose if you get into a battle against an AR user at close range (if hes outside your spawn, and you dont have access to one). the AR should be SLIGHTLY better at close range (niched at close to close-mid ranged optimal effectiveness), but shouldnt just DECIMATE the primary weapon spawn.

and niche weapons should be optimal for their niche.

EVERY SINGLE WEAPON, in the ENTIRE SANDBOX should let the person who SHOOTS BETTER WIN 100% of the time.

there is LITERALLY NO REASON why someone who shoots worse should be able to win battles. prime example of this is the reach DMR where someone who just mashes his R trigger can beat someone using a cadence in a 1v1 battle at mid range.

luck should be AVOIDED at ALL COSTS in EVERY area it can be, shooting being the most important area to keep luck out of the picture.

> Utility Weapon:
> Pros
> -----
> Individual player skill is more important
>
>
> Cons
> -----
> Can be problematic if the weapon is OP. (Halo 3 and Halo Reach)
> Can result in useless weapons.
> Demotes map movement.
>
> Niche Weapons:
> Pros
> -----
> Teamwork is more important
> Allows players to specialize in 2 or 3 weapons and promotes it.
>
> Cons
> -----
> Can create paper, scissors, rock scenarios.
>
> In my opinion, niche weapons would be better with the AR acting as an utility weapon. Seeing as it has always been described as a well rounded weapon.
>
> But the real question is: Do you want Halo 4 to be a team game or an ffa game?

i completely disagree with your pros and cons.

the ‘utility’ weapon is usually the primary weapon spawn. if everyone starts with the same weapon, its power level doesnt really matter. sure its better that it doesnt just DECIMATE everything. it should be just that, a UTILITY weapon. niche weapons should beat it at their niches. AR should beat the utility weapon at close range, but the utility weapon should still have a chance (or we get into mindless charging mindsets, which is horrible for halo i’d say. lets keep mindless charging in call of duty ok? lol).

i have no idea how utility weapons somehow demote map movement. map layout, spawns, weapon spawns, power ups, are what promote or demote map movement, not utility weapons.

i also MASSIVELY disagree with AR spawns (especially without a pistol or some long range weapon as a backup). if you spawn with only a AR, someone with a DMR-esque weapon (DMR/Pistol/Needle Rifle/Pistol), or a sniper, just DECIMATES you, and you cant do anything. you cant move around because you get sniped. you cant fight back because you have an AR niched at close to close-mid range combat.

You really need only four weapons:

  1. A weapon like the BR, DMR, or H:CE’s pistol that’s effective on all ranges and servers as your main weapon.

  2. Sniper rifle for long-range superiority.

  3. A shotgun that easily beats the main weapon at close range.

  4. A heavy weapon like the rocket launcher for crowd control and taking out vehicles.

Everything else is just superfluous.

> You really need only four weapons:
>
> 1. A weapon like the BR, DMR, or H:CE’s pistol that’s effective on all ranges and servers as your main weapon.
>
> 2. Sniper rifle for long-range superiority.
>
> 3. A shotgun that easily beats the main weapon at close range.
>
> 4. A heavy weapon like the rocket launcher for crowd control and taking out vehicles.
>
> Everything else is just superfluous.

agreed but random weapons for custom games are fun.

> > You really need only four weapons:
> >
> > 1. A weapon like the BR, DMR, or H:CE’s pistol that’s effective on all ranges and servers as your main weapon.
> >
> > 2. Sniper rifle for long-range superiority.
> >
> > 3. A shotgun that easily beats the main weapon at close range.
> >
> > 4. A heavy weapon like the rocket launcher for crowd control and taking out vehicles.
> >
> > Everything else is just superfluous.
>
> agreed but random weapons for custom games are fun.

Yea but the smaller weapons to have interesting niches, such as the needler which decimates close range if locked on for enough time or the Plasma Repeater which could be buffed to become more of a covenant shotgun making it a power weapon actually worth rushing to at the start of a game. Repeater vs Shotgun battles would be awesome.