Gun Damage is bonkers

I find that the Balancing in this game is all wrong apart from the AR’s all the other guns seem like they hardly do any damage the bulldog seem completely useless a shot gun should be two shot at mid to kill and one shot from close range to kill, the sword runs out way to fast its battery runs out like after 3 hits whats the point in that, the gravity hammers animation is way to slow and every other weapon just seems super under powered whats the go with these guns?

1 Like

most guns feel like they shoot marshmallows and its annoying

I disagree and think time to kill (TTK) is way too fast.

Br should be 5 shots not 4. With 4 shots you can get double shot without being able to react with a kite play.

Etc

And yet the AR keeps beating the BR. Everyone who keeps saying the TTK is too short has lost their mind. The TTK is slow. Other factors like lack of magnetism effect the TTK when a player is moving and it grinds matches to a halt. There’s far too much chasing going on in the game.

2 Likes

The BR will never be a 5 shot kill.

Whats worse is when your weekly wants you to kill 10 people with a crap gun.

Thanks Sherlock, how about you be constructive in addition?

What? The sword definitely does not run out in three hits. It can do at least seven.

same with the bulldog and that’s a shotgun just stick to AR or sidekick dont bother picking up any other weapon

Chasing as in movement? XD OMG
that’s literally what made this arena shooter called halo the most competitive and engaging back in MLG days?

Look in physics based environment + skilled play there is no RNG or over complicated spray patterns.
fps on the other side of that spectrum (no physics, spray patterns being the main gameplay component) have lower time to kill.
Build on that you whiney undifferentiated gamers telling us now you want a csgo with no recoil and spray patterns?

Make csgo have halo crosshairs and see how interactive your game design is mr Senior designer gamers
:laughing:

The BR already feels slow to kill. When you shoot someone with that thing it’s like your first burst is a warning to skip town.

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Yeah, chasing as in people are getting into battles and deciding to exit mid-fight thus creating a bad environment for Halo. This doesn’t need to be overly technical. It’s just the meta of this game. Saying the TTK is “Too short” is ridiculous. Challenging and gun battles are being pushed aside due to certain game mechanics and exploits which is causing way too much cat and mouse gameplay. Halo was never this bad with chasing.

Another approach would be toning down crouch slide, thrusters and sprinting more (which when balanced better could be enough to end “cat and mouse” play you’re talking about)

  • Make thrusters anticipatable with a charging time that let’s enemies react for example

  • Crouch slide just messes with hitboxes and is tiring due to artificial increase in apm(actions per minute) why would you really want that

  • Make sprinting more punishing by delaying the sprinting player’s ability to shoot when ending a sprint
    (currently you spam sprint, theres not enough meaningful descission behind using it or not-no the current system is not enough to encourage a descission here)

I really hope customs let us modify these mechanics and make competitive mode appealing long term that way