After playing with the fuel rod cannon in halo 5 and watching footage of its game play, I’ve come to the conclusion that the fuel rod needs to revert back to halo 4’s mechanics somewhat. A lot of these changes to the weapon in halo 5 have made it less potent in the hands of a competent user, while encouraging players to use the splash damage in order to kill enemies.
-
Halo 5’s projectile speed is much slower in CQC than halo 4. Coupled with halo 5’s overall faster paced game play due to the addition of Spartan abilities, the user would be putting himself at a disadvantage for trying to go for direct impact shots, forcing him or her to use the splash damage to secure safe kills.
-
The rate of fire is much slower for a close range weapon. Now I consider this to be a fine change to the weapon’s mechanics, because players can’t simply spam the trigger to get an easy kill. What is frustrating however is how 343 implemented this change while discouraging players from going for direct impact shots. Why exactly did this change happen then? To make going for splash damage kills even less viable? You’re just nerfing the power weapon for no constructive reason then.
-
We already have enough weapons that rely on the blast radius of projectile weapons to kill, being the hydra, rocket launcher, and fuel rod cannon. There is no need for such a great amount of stale weapons that perform exactly the same in CQC.
What I want 343 to do is make the fuel rod become more effective in going for direct impact kills. All they have to do is just increase the projectile velocity to more easily compensate for the overall increase in movement options for players. Just make it like halo 4 where the projectiles travel slower after a certain distance to discourage long range usage of the weapon. Then just leave the fuel rod alone. At least players are now given the option to go for direct impact/splash damage kills depending on the situation instead of simply relying on one method alone.
No. It’ alright how it is.
If you’d even PLAY Warzone you’d know that the speed varies on the variant you have and the other Fuel Rod variant fires a lot faster.
It’s nice how it is. And perhaps you’re using it wrong if you “want 343 to do is make the fuel rod become more effective”.
> 2533274971171822;2:
> No. It’ alright how it is.
>
> If you’d even PLAY Warzone you’d know that the speed varies on the variant you have and the other Fuel Rod variant fires a lot faster.
>
> It’s nice how it is. And perhaps you’re using it wrong if you “want 343 to do is make the fuel rod become more effective”.
I have no priority towards warzone’s balance at all (like there even is any considering the game mode’s casual nature), my regards go to arena game play, and the fuel rod really needs a projectile velocity increase.
For next time, you need to start explaining why the fuel rod is fine as it is currently instead of simply telling me I’m using the weapon wrong, when 95% of fuel rod game play revolves around using the blast radius to get kills.
> 2533274968707582;3:
> > 2533274971171822;2:
> > No. It’ alright how it is.
> >
> > If you’d even PLAY Warzone you’d know that the speed varies on the variant you have and the other Fuel Rod variant fires a lot faster.
> >
> > It’s nice how it is. And perhaps you’re using it wrong if you “want 343 to do is make the fuel rod become more effective”.
>
>
> I have no priority towards warzone’s balance at all, my regards go to arena game play, and the fuel rod really needs a projectile velocity increase.
>
> For next time, you need to start explaining why the fuel rod is fine as it is currently instead of simply telling me I’m using the weapon wrong, when 95% of fuel rod game play revolves around using the blast radius to get kills.
95%? I get quite a bit of direct hits with it when I use it. I have to agree with Palmer that it’s fine as is. It really doesn’t seem that slow to me and it is a rocket to begin with, people use them wrong if you’re aiming at the body of a player, hit their feet.
All the weapons are fine with me, I just got off another post where it was talking about nerfing ARs and automatics.
> 2533274923562209;4:
> > 2533274968707582;3:
> > > 2533274971171822;2:
> > > No. It’ alright how it is.
> > >
> > > If you’d even PLAY Warzone you’d know that the speed varies on the variant you have and the other Fuel Rod variant fires a lot faster.
> > >
> > > It’s nice how it is. And perhaps you’re using it wrong if you “want 343 to do is make the fuel rod become more effective”.
> >
> >
> > I have no priority towards warzone’s balance at all, my regards go to arena game play, and the fuel rod really needs a projectile velocity increase.
> >
> > For next time, you need to start explaining why the fuel rod is fine as it is currently instead of simply telling me I’m using the weapon wrong, when 95% of fuel rod game play revolves around using the blast radius to get kills.
>
>
> 95%? I get quite a bit of direct hits with it when I use it. I have to agree with Palmer that it’s fine as is. It really doesn’t seem that slow to me and it is a rocket to begin with, people use them wrong if you’re aiming at the body of a player, hit their feet.
You should really look at some videos of halo 4’s fuel rod cannon and then tell me that halo 5’s fuel rod doesn’t fire slow projectiles.
It’s great that you get direct kills with the weapon, and I applaud you for that. But for any competitive game play that features a fuel rod, most pros will use the fuel rod as a rocket launcher, always aiming at people’s feet instead of aiming center mass. You also gotta wander whether players are ever intentional with getting direct impact kills, because the fuel rod’s mechanics really don’t favor that method of getting kills.
> 2533275031293244;5:
> All the weapons are fine with me, I just got off another post where it was talking about nerfing ARs and automatics.
Did you even read my entire post? If you did, what makes you disagree with my points?
> 2533274968707582;7:
> > 2533275031293244;5:
> > All the weapons are fine with me, I just got off another post where it was talking about nerfing ARs and automatics.
>
>
> Did you even read my entire post? If you did, what makes you disagree with my points?
I did, and I’m just saying, all the weapons are fine with ME. Doesn’t mean others won’t have problems.
> 2533274971171822;2:
> No. It’ alright how it is.
>
> If you’d even PLAY Warzone you’d know that the speed varies on the variant you have and the other Fuel Rod variant fires a lot faster.
>
> It’s nice how it is. And perhaps you’re using it wrong if you “want 343 to do is make the fuel rod become more effective”.
Why would you balance the game for Warzone exactly?
> 2533274970658419;9:
> > 2533274971171822;2:
> > No. It’ alright how it is.
> >
> > If you’d even PLAY Warzone you’d know that the speed varies on the variant you have and the other Fuel Rod variant fires a lot faster.
> >
> > It’s nice how it is. And perhaps you’re using it wrong if you “want 343 to do is make the fuel rod become more effective”.
>
>
> Why would you balance the game for Warzone exactly?
Because quite a few people like playing warzone, including myself.
> 2533275031293244;8:
> > 2533274968707582;7:
> > > 2533275031293244;5:
> > > All the weapons are fine with me, I just got off another post where it was talking about nerfing ARs and automatics.
> >
> >
> > Did you even read my entire post? If you did, what makes you disagree with my points?
>
>
> I did, and I’m just saying, all the weapons are fine with ME. Doesn’t mean others won’t have problems.
I guess we’ll just agree to disagree then, because I have a huge problem with halo 5’ weapon sandbox, including the fuel rod cannon.
Fuel rod is and always will be the same. A spam able rocket launcher.
> 2533274968707582;6:
> > 2533274923562209;4:
> > > 2533274968707582;3:
> > > > 2533274971171822;2:
> > > > No. It’ alright how it is.
> > > >
> > > > If you’d even PLAY Warzone you’d know that the speed varies on the variant you have and the other Fuel Rod variant fires a lot faster.
> > > >
> > > > It’s nice how it is. And perhaps you’re using it wrong if you “want 343 to do is make the fuel rod become more effective”.
> > >
> > >
> > > I have no priority towards warzone’s balance at all, my regards go to arena game play, and the fuel rod really needs a projectile velocity increase.
> > >
> > > For next time, you need to start explaining why the fuel rod is fine as it is currently instead of simply telling me I’m using the weapon wrong, when 95% of fuel rod game play revolves around using the blast radius to get kills.
> >
> >
> > 95%? I get quite a bit of direct hits with it when I use it. I have to agree with Palmer that it’s fine as is. It really doesn’t seem that slow to me and it is a rocket to begin with, people use them wrong if you’re aiming at the body of a player, hit their feet.
>
>
> You should really look at some videos of halo 4’s fuel rod cannon and then tell me that halo 5’s fuel rod doesn’t fire slow projectiles.
>
> It’s great that you get direct kills with the weapon, and I applaud you for that. But for any competitive game play that features a fuel rod, most pros will use the fuel rod as a rocket launcher, always aiming at people’s feet instead of aiming center mass. You also gotta wander whether players are ever intentional with getting direct impact kills, because the fuel rod’s mechanics really don’t favor that method of getting kills.
I don’t need vids, I’ve played a lot of h4 and h5 to know the differences, you’re correct in that the velocity differs, but my point still stands.
You said exactly what I said lol, you wonder why people use it like a rocket? Cuz it is a rocket lol. It’s not supposed to hit people dead on but it “can” depending on proximity. Either I’m not understanding what you’re wanting (and I believe you’re asking for the increased velocity to make direct hits more common, rather than it being used for splash damage), or you don’t understand how the fuel rod is supposed to actually be used. The fuel rod is just like any other rocket(but adds to redundancy), in h2-reach, you used it at people’s feet, or vehicles, never for direct hits. I also find it odd that you mention the fuel rod in competitive play, it’s something that would never be a priority In competitive play unless it’s CTF or a stronghold type of game, slayer? Nah.
> 2533274968707582;1:
> After playing with the fuel rod cannon in halo 5 and watching footage of its game play, I’ve come to the conclusion that the fuel rod needs to revert back to halo 4’s mechanics somewhat. A lot of these changes to the weapon in halo 5 have made it less potent in the hands of a competent user, while encouraging players to use the splash damage in order to kill enemies.
>
> 1. Halo 5’s projectile speed is much slower in CQC than halo 4. Coupled with halo 5’s overall faster paced game play due to the addition of Spartan abilities, the user would be putting himself at a disadvantage for trying to go for direct impact shots, forcing him or her to use the splash damage to secure safe kills.
>
> 2. The rate of fire is much slower for a close range weapon. Now I consider this to be a fine change to the weapon’s mechanics, because players can’t simply spam the trigger to get an easy kill. What is frustrating however is how 343 implemented this change while discouraging players from going for direct impact shots. Why exactly did this change happen then? To make going for splash damage kills even less viable? You’re just nerfing the power weapon for no constructive reason then.
>
> 3. We already have enough weapons that rely on the blast radius of projectile weapons to kill, being the hydra, rocket launcher, and fuel rod cannon. There is no need for such a great amount of stale weapons that perform exactly the same in CQC.
>
> What I want 343 to do is make the fuel rod become more effective in going for direct impact kills. All they have to do is just increase the projectile velocity to more easily compensate for the overall increase in movement options for players. Just make it like halo 4 where the projectiles travel slower after a certain distance to discourage long range usage of the weapon. Then just leave the fuel rod alone. At least players are now given the option to go for direct impact/splash damage kills depending on the situation instead of simply relying on one method alone.
“Go back”
oh man that’s so far back man
> 2533274923562209;13:
> > 2533274968707582;6:
> > > 2533274923562209;4:
> > > > 2533274968707582;3:
> > > > > 2533274971171822;2:
> > > > > No. It’ alright how it is.
> > > > >
> > > > > If you’d even PLAY Warzone you’d know that the speed varies on the variant you have and the other Fuel Rod variant fires a lot faster.
> > > > >
> > > > > It’s nice how it is. And perhaps you’re using it wrong if you “want 343 to do is make the fuel rod become more effective”.
> > > >
> > > >
> > > > I have no priority towards warzone’s balance at all, my regards go to arena game play, and the fuel rod really needs a projectile velocity increase.
> > > >
> > > > For next time, you need to start explaining why the fuel rod is fine as it is currently instead of simply telling me I’m using the weapon wrong, when 95% of fuel rod game play revolves around using the blast radius to get kills.
> > >
> > >
> > > 95%? I get quite a bit of direct hits with it when I use it. I have to agree with Palmer that it’s fine as is. It really doesn’t seem that slow to me and it is a rocket to begin with, people use them wrong if you’re aiming at the body of a player, hit their feet.
> >
> >
> > You should really look at some videos of halo 4’s fuel rod cannon and then tell me that halo 5’s fuel rod doesn’t fire slow projectiles.
> >
> > It’s great that you get direct kills with the weapon, and I applaud you for that. But for any competitive game play that features a fuel rod, most pros will use the fuel rod as a rocket launcher, always aiming at people’s feet instead of aiming center mass. You also gotta wander whether players are ever intentional with getting direct impact kills, because the fuel rod’s mechanics really don’t favor that method of getting kills.
>
>
> I don’t need vids, I’ve played a lot of h4 and h5 to know the differences, you’re correct in that the velocity differs, but my point still stands.
>
> You said exactly what I said lol, you wonder why people use it like a rocket? Cuz it is a rocket lol. It’s not supposed to hit people dead on but it “can” depending on proximity. Either I’m not understanding what you’re wanting (and I believe you’re asking for the increased velocity to make direct hits more common, rather than it being used for splash damage), or you don’t understand how the fuel rod is supposed to actually be used. The fuel rod is just like any other rocket(but adds to redundancy), in h2-reach, you used it at people’s feet, or vehicles, never for direct hits. I also find it odd that you mention the fuel rod in competitive play, it’s something that would never be a priority In competitive play unless it’s CTF or a stronghold type of game, slayer? Nah.
Your point stands in that YOU get a lot of direct impact kills, but my point stands that the fuel rod heavily discourages such a method of getting kills with the fuel rod.
You are correct that I’m asking for the fuel rod to have faster projectiles to encourage kills by direct impact. I know how the fuel rod is used currently because I use it as a weaker rocket launcher. I never knew how other games utilized the fuel rod (because my first game was halo 4), but it was the only game (based on your description of how people used the fuel rod) where people were rewarded for direct impacts.
The fuel rod is a great weapon to use in the case of aggressive pushes because of high DPS compared to other tier 1 CQC weapons. Many pros (particularly CLG) play aggressive in slayer to earn as many kills as possible by winning their initial gunfights, then closing in on the last enemies by flooding their base and restarting the cycle until they won the game. The fuel rod is very useful for that type of play style, but in most cases, it isn’t as prioritized as you mentioned because not only is it nerfed from the halo 4 counterpart, but other CQC weapons (like the SMG and storm rifle) are already very fast killing weapons with the advantage in ease of use that is easily accessible. That’s why I believe the fuel rod should receive an increase in projectile velocity.
> 2533274968393436;14:
> > 2533274968707582;1:
> > After playing with the fuel rod cannon in halo 5 and watching footage of its game play, I’ve come to the conclusion that the fuel rod needs to revert back to halo 4’s mechanics somewhat. A lot of these changes to the weapon in halo 5 have made it less potent in the hands of a competent user, while encouraging players to use the splash damage in order to kill enemies.
> >
> > 1. Halo 5’s projectile speed is much slower in CQC than halo 4. Coupled with halo 5’s overall faster paced game play due to the addition of Spartan abilities, the user would be putting himself at a disadvantage for trying to go for direct impact shots, forcing him or her to use the splash damage to secure safe kills.
> >
> > 2. The rate of fire is much slower for a close range weapon. Now I consider this to be a fine change to the weapon’s mechanics, because players can’t simply spam the trigger to get an easy kill. What is frustrating however is how 343 implemented this change while discouraging players from going for direct impact shots. Why exactly did this change happen then? To make going for splash damage kills even less viable? You’re just nerfing the power weapon for no constructive reason then.
> >
> > 3. We already have enough weapons that rely on the blast radius of projectile weapons to kill, being the hydra, rocket launcher, and fuel rod cannon. There is no need for such a great amount of stale weapons that perform exactly the same in CQC.
> >
> > What I want 343 to do is make the fuel rod become more effective in going for direct impact kills. All they have to do is just increase the projectile velocity to more easily compensate for the overall increase in movement options for players. Just make it like halo 4 where the projectiles travel slower after a certain distance to discourage long range usage of the weapon. Then just leave the fuel rod alone. At least players are now given the option to go for direct impact/splash damage kills depending on the situation instead of simply relying on one method alone.
>
>
> “Go back”
> oh man that’s so far back man
Can you be more specific please?
The Fuel Rod Cannon is still capable of getting direct impact kills- it’s just harder to do. In Halo 4, I would only go for direct impact hits since the splash damage was so low and the projectile tracked pretty good. For me, Halo 4’s Fuel Rod Cannon leaned heavily on direct impact kills as they were easier and saved ammo. By making it move slower in Halo 5, it’s more of a risk to go for the enemy rather then a surface nearby them. In Halo 5, I’ve gotten way more splash damage kills then direct impact kills, which is good since one takes less skill then the other! It also adds balance to the weapon since it has 10 shots and it takes at least 2 to get a splash kill. If you made the projectile even faster, then this thing would be insane competitively.
I don’t think it promotes splash damage at all. It still takes 2-3 splash hits to kill someone if they aren’t already weakened. Whereas a direct hit is an instant kill. So ideally you want to focus on direct hits to get the most kills/ammo.
Just because a sniper can kill in two body shots doesn’t mean it promotes aiming for center mass, ya know?
> 2533274822486484;17:
> The Fuel Rod Cannon is still capable of getting direct impact kills- it’s just harder to do. In Halo 4, I would only go for direct impact hits since the splash damage was so low and the projectile tracked pretty good. For me, Halo 4’s Fuel Rod Cannon leaned heavily on direct impact kills as they were easier and saved ammo. By making it move slower in Halo 5, it’s more of a risk to go for the enemy rather then a surface nearby them. In Halo 5, I’ve gotten way more splash damage kills then direct impact kills, which is good since one takes less skill then the other! It also adds balance to the weapon since it has 10 shots and it takes at least 2 to get a splash kill. If you made the projectile even faster, then this thing would be insane competitively.
I see where you’re coming from in your perspective (and thanks for your response). Yes, the fuel rod is capable of direct impact kills. But when you don’t many pros (if any) utilize that advantage, something is fishy with the mechanics of the fuel rod. Like I’ve mentioned before, buffing the fuel rod’s projectile velocity really is meant to become on par with the overall fast pace of halo 5 with the Spartan abilities, especially thrust. This would be the only change needed to make the fuel rod more viable with halo 5’s sandbox, which it kind of needs because of how powerful the tier one CQC weapons already are. Because of this, the fuel rod’s advantage is mitigated when a storm rifle is more than enough to kill a player in close range combat, even against a fuel rod user (assuming he is skilled enough).
> 2533274968707582;1:
> After playing with the fuel rod cannon in halo 5 and watching footage of its game play, I’ve come to the conclusion that the fuel rod needs to revert back to halo 4’s mechanics somewhat. A lot of these changes to the weapon in halo 5 have made it less potent in the hands of a competent user, while encouraging players to use the splash damage in order to kill enemies.
>
> 1. Halo 5’s projectile speed is much slower in CQC than halo 4. Coupled with halo 5’s overall faster paced game play due to the addition of Spartan abilities, the user would be putting himself at a disadvantage for trying to go for direct impact shots, forcing him or her to use the splash damage to secure safe kills.
>
> 2. The rate of fire is much slower for a close range weapon. Now I consider this to be a fine change to the weapon’s mechanics, because players can’t simply spam the trigger to get an easy kill. What is frustrating however is how 343 implemented this change while discouraging players from going for direct impact shots. Why exactly did this change happen then? To make going for splash damage kills even less viable? You’re just nerfing the power weapon for no constructive reason then.
>
> 3. We already have enough weapons that rely on the blast radius of projectile weapons to kill, being the hydra, rocket launcher, and fuel rod cannon. There is no need for such a great amount of stale weapons that perform exactly the same in CQC.
>
> What I want 343 to do is make the fuel rod become more effective in going for direct impact kills. All they have to do is just increase the projectile velocity to more easily compensate for the overall increase in movement options for players. Just make it like halo 4 where the projectiles travel slower after a certain distance to discourage long range usage of the weapon. Then just leave the fuel rod alone. At least players are now given the option to go for direct impact/splash damage kills depending on the situation instead of simply relying on one method alone.
I agree. Fuel Rod is now awful.