Halo 4 doesn't need 4sk guns and quick KT's

KT’s=Kill Times.

See there’s a problem if you want to make the DMR or Battle Rifle a 3-4 sk (body shots). Because there’s too many problems that arise from this.

First off lets get Halo:CE out of the way. Halo:CE was well balanced and skilled. However it’s not on live, had a small amount of weapons, and due to it’s un-laggy non-internet it’s guns worked more fine. It’s not an example to be used while talking about an un perfect online system. So don’t bring up Halo 1

In Halo 2 the Battle Rifle was not a 4sk, (body shots). And honestly the balance and skill of Halo 2 was wack. SMG/Plasma Pistol/Rifle/Pistol were all trash, Battle Rifle was way too OP, Yet it overall worked out, to some degree. Yet it wasn’t a 4sk.

In Halo 3 they fixed a few things. The BR again was not a 4sk, Pretty much the same as I remember from Halo 2. Just took a few more skill shots, overall Halo 3 was pretty well balanced and skilled. More guns worked. It was fine. Yet kill times again were pretty average for a Halo Title.

blablabla

GOing to Halo 4. A 4sk weapon has too many problems. Lets say you have 3-4 four shot kill guns (BR,DMR,Carbine,W/E). Ok fine, they balance out. Yet how do you balance the AR, SMG, Plasma Weapons, Etc?

Well you either

A-Make them really strong. Which in turn means you would cut kill times in half, if not 75% Why is this bad BEcause short kill times means it takes less skill in an encounter. First shot=First win. If all guns kill within seconds, then winning a battle you didn’t start would be nearly impossible. It would be more like COD then you think.

B-Don’t balance other guns. Keep them 4sk. But other guns take long to kill with, somewhat balancing the kill time aspect. However killing balance, killing variety, and having a mess of guns nobody wants to use outside of Campaign. And thats NOT what Halo should be. Ever.

B2- Well you could make the DMR/BR/Etc really hard to use. However in no Halo game has the rifle/quick kill gun ever taken that long to master. And with kill times, balance, and skill in the gamble it wouldn’t be worth it. It would ruin the game.

And

Keep it to a 5-6-7sk. Make the other guns well balanced against them. And of course make options to allow 4sk games and such for those who want it. Options are key

Why should KT’s be drawn out so much that Teamwork is always over individual skill? The two are meant to complement each other, but longer killtimes make it that much more necessary to have two shooting on one, or else, via AA’s or common tactics, the kill get’s away.

I’m not saying that CoD-esque Killtimes are in order, but when the balance of individual ability and teamwork is weighted too much on one side, it’s ultimately detrimental to the game.

And lengthening killtimes on the utility weapons simply make OHK weapons like the Shotgun and Sniper that much more powerful, so your thinking is flawed in a weapon balance respect as well. Especially since that the general sandbox would also feel the effects of the KT increase as well, in that their KT’s would also be increased.

4sk is the sweet spot that has worked quite well in the past. The only things that need be changed are RoF, range-limiting mechanics, and ammunition. Damages of other weapons can simply be increased to accommodate it. Not to mention the plethora of mechanics that can be applied to further “buff” any weapon in the game.

It also means you have to consider your positioning and second weapon. Knowing where and when to use the right weapon, when the right moment to reload or switch weapons. Consider giving up your favourite weapon in favour of a weapon that’s better suited for the situation you’re in. Right now it’s just, “Equip DMR, grab Power Weapon if you can”.

When has Halo ever had 4sk guns outside of Halo1?

The BR and Halo 2/3 were not four hit kills, at all, Not counting head shots.

> When has Halo ever had 4sk guns outside of Halo1?
>
> The BR and Halo 2/3 were not four hit kills, at all, Not counting head shots.

You always count headshots, because that’s the maximum ability of the gun. To simply not count it is ignorance on your part.

> When has Halo ever had 4sk guns outside of Halo1?
>
> The BR and Halo 2/3 were not four hit kills, at all, Not counting head shots.

With your own logic this post is wrong because the HCE pistol is a 5sk and not a 4sk.

> It also means you have to consider your positioning and second weapon. Knowing where and when to use the right weapon, when the right moment to reload or switch weapons. Consider giving up your favourite weapon in favour of a weapon that’s better suited for the situation you’re in. Right now it’s just, “Equip DMR, grab Power Weapon if you can”.

So buff those other weapons. Why is it that people seem to think that the only weapons available for change are the utilities and that the general sandbox should remain the same? Is it really that hard to makes the AR/Plasma Rifle/Spiker more effective over just nerfing weapons, further killing the pace of the game?

Plus, only fast kill times make you think about microdetails such as the right moment to reload and such. Slow killtimes inevitably give more time for additional input, whether it be from other players or from yourself, and this tremendously improves one’s survival rate since it makes it more likely that one can pull something off to escape or get “lucky”.

OP seems to be forgetting about quad shotting and other glitches that made killing with the BR insane in Halo 2. The kill times were extremely quick because of this.

Halo 2 and 3 were 4sk with headshots, reach and 4 are 5sk with headshots, so yeah. I’m not totally against longer kill times (Definitely don’t want 3sk), but from what I’ve seen in the video, it looks like it’s harder to aim, which may justify a 4sk.

Also duals were not useless in Halo 2, you have to be thinking of 3…I remember the noob combo(pp/pistol), smg/plasma rifle, and smg/pistol being pretty decent.

> OP seems to be forgetting about quad shotting and other glitches that made killing with the BR insane in Halo 2. The kill times were extremely quick because of this.

If you could quad-shot or at least double shot in Halo 2, you could pull a KT similar to the HCE pistol.

Example of a quad-shot

It sucks that the Halo games are getting slower and slower.

> When has Halo ever had 4sk guns outside of Halo1?
>
> The BR and Halo 2/3 were not four hit kills, at all, Not counting head shots.

OP you sadden my heart…

> > It also means you have to consider your positioning and second weapon. Knowing where and when to use the right weapon, when the right moment to reload or switch weapons. Consider giving up your favourite weapon in favour of a weapon that’s better suited for the situation you’re in. Right now it’s just, “Equip DMR, grab Power Weapon if you can”.
>
> So buff those other weapons. Why is it that people seem to think that the only weapons available for change are the utilities and that the general sandbox should remain the same? Is it really that hard to makes the AR/Plasma Rifle/Spiker more effective over just nerfing weapons, further killing the pace of the game?
>
> Plus, only fast kill times make you think about microdetails such as the right moment to reload and such. Slow killtimes inevitably give more time for additional input, whether it be from other players or from yourself, and this tremendously improves one’s survival rate since it makes it more likely that one can pull something off to escape or get “lucky”.

How come the general idea of balance is opposite for console gamers? On PC, if one weapon/ability/class/unit or a couple were making the rest of the game collection pointless it would be nerfed within a month. Modded even during that time until it is nerfed. But for console gamers, if something is stronger and makes everything else pointless, then it’s considered “awesome” and “skillful”.

OP/Overpowered, its very definition is making everything else redundant.

> > OP seems to be forgetting about quad shotting and other glitches that made killing with the BR insane in Halo 2. The kill times were extremely quick because of this.
>
> If you could quad-shot or at least double shot in Halo 2, you could pull a KT similar to the HCE pistol.
>
> Example of a quad-shot
>
> It sucks that the Halo games are getting slower and slower.

Quad Shot <3

True, but i hope at least Halo 4 turns this around. I can’t imagine a Halo game slower than Reach :confused:

> > > It also means you have to consider your positioning and second weapon. Knowing where and when to use the right weapon, when the right moment to reload or switch weapons. Consider giving up your favourite weapon in favour of a weapon that’s better suited for the situation you’re in. Right now it’s just, “Equip DMR, grab Power Weapon if you can”.
> >
> > So buff those other weapons. Why is it that people seem to think that the only weapons available for change are the utilities and that the general sandbox should remain the same? Is it really that hard to makes the AR/Plasma Rifle/Spiker more effective over just nerfing weapons, further killing the pace of the game?
> >
> > Plus, only fast kill times make you think about microdetails such as the right moment to reload and such. Slow killtimes inevitably give more time for additional input, whether it be from other players or from yourself, and this tremendously improves one’s survival rate since it makes it more likely that one can pull something off to escape or get “lucky”.
>
> How come the general idea of balance is opposite for console gamers? On PC, if one weapon/ability/class/unit or a couple were making the rest of the game collection pointless it would be nerfed within a month. Modded even during that time until it is nerfed. But for console gamers, if something is stronger and makes everything else pointless, then it’s considered “awesome” and “skillful”.
>
> OP/Overpowered, its very definition is making everything else redundant.

Overpowered is a term that’s only relative to a weapon’s/s’ effectiveness by comparison to the rest of the sandbox. It’s fixed by either nerfing the weapon(s) or buffing the weapons around it/them.

In this case, with the pace of Halo at stake, it would be necessary to buff the general weapons rather than continue to nerf the utilities. A 4sk was good for a utility because it was good enough to challenge power weapons, but weak enough to allow power weapons their worth. The general sandbox simply needs to be buffed in a number of ways to suit it, and everything would have been fine. There’s no need to screw up the equation by unnecessarily changing variables that need no different input.

You seem to think that we like it when weapons are OP, but the fact of the matter is that we prefer the pace that such alleged “OP” weapons create, and the only thing that need be done is to bring the rest of the weapons around to suit it, thereby creating a balance of weapons and keeping the pace of the game where it need be.

> KT’s=Kill Times.
>
>
> See there’s a problem if you want to make the DMR or Battle Rifle a 3-4 sk (body shots). Because there’s too many problems that arise from this.
>
> First off lets get Halo:CE out of the way. Halo:CE was well balanced and skilled. However it’s not on live, had a small amount of weapons, and due to it’s un-laggy non-internet it’s guns worked more fine. It’s not an example to be used while talking about an un perfect online system. So don’t bring up Halo 1
>
> In Halo 2 the Battle Rifle was not a 4sk, (body shots). And honestly the balance and skill of Halo 2 was wack. SMG/Plasma Pistol/Rifle/Pistol were all trash, Battle Rifle was way too OP, Yet it overall worked out, to some degree. Yet it wasn’t a 4sk.
>
> In Halo 3 they fixed a few things. The BR again was not a 4sk, Pretty much the same as I remember from Halo 2. Just took a few more skill shots, overall Halo 3 was pretty well balanced and skilled. More guns worked. It was fine. Yet kill times again were pretty average for a Halo Title.
>
> blablabla
>
> GOing to Halo 4. A 4sk weapon has too many problems. Lets say you have 3-4 four shot kill guns (BR,DMR,Carbine,W/E). Ok fine, they balance out. Yet how do you balance the AR, SMG, Plasma Weapons, Etc?
>
> Well you either
>
> A-Make them really strong. Which in turn means you would cut kill times in half, if not 75% Why is this bad <mark>BEcause short kill times means it takes less skill in an encounter.</mark> First shot=First win. If all guns kill within seconds, then winning a battle you didn’t start would be nearly impossible. It would be more like COD then you think.
>
> B-Don’t balance other guns. Keep them 4sk. But other guns take long to kill with, somewhat balancing the kill time aspect. However killing balance, killing variety, and having a mess of guns nobody wants to use outside of Campaign. And thats NOT what Halo should be. Ever.
>
> B2- Well you could make the DMR/BR/Etc really hard to use. However in no Halo game has the rifle/quick kill gun ever taken that long to master. And with kill times, balance, and skill in the gamble it wouldn’t be worth it. It would ruin the game.
>
>
> And
>
> Keep it to a 5-6-7sk. Make the other guns well balanced against them. And of course make options to allow 4sk games and such for those who want it. Options are key

Highlighted makes me not want to listen…

Your forgetting the other half of halo skill, you know, the one thats NOT shooting?

> When has Halo ever had 4sk guns outside of Halo1?
>
> The BR and Halo 2/3 were not four hit kills, at all, Not counting head shots.

What the…

Thats like saying rockets take 5 hits to kill, not counting if they are close. So we should make rockets 5 times stronger.

> It also means you have to consider your positioning and second weapon. Knowing where and when to use the right weapon, when the right moment to reload or switch weapons. Consider giving up your favourite weapon in favour of a weapon that’s better suited for the situation you’re in. Right now it’s just, “Equip DMR, grab Power Weapon if you can”.

Positioning matters much more with quick kill times, since you have less time to move during the encounter.

Longer kill times = more time to correct your positioning

They should just buff other weapons.

> Keep it to a 5-6-7sk. Make the other guns well balanced against them. And of course make <mark>options</mark> to allow 4sk games and such for those who want it. Options are key

Theres already a double shield option, maybe youd be interested in playing that in halo 4 custom games?

What? Noone wants a 3 shot body shot kill BR, or a 4 shot one for that matter.

What we want and expect from the BR is that it will kill in 4 HEADSHOTS, or 7 Bodyshots. And it should also kill faster overall than the DMR IF every shot from your bursts hit the enemy.

While the DMR will kill in 5 headshots, or 8 body shots, but will be much more effective with range than the BR, due to BR spread and recoil getting in the way, and the DMR having no recoil, and no spread.

> > When has Halo ever had 4sk guns outside of Halo1?
> >
> > The BR and Halo 2/3 were not four hit kills, at all, Not counting head shots.
>
> With your own logic this post is wrong because the HCE pistol is a 5sk and not a 4sk.

UGH. Why is this forum full of players who have NEVER PLAYED THESE GAMES.

Halo CE’s Magnum was a 3 shot kill with a finishing headshot.

Halo 2/3’s BR was a 4 shot kill with a finishing headshot.

BOTH OF YOU ARE VERY WRONG.

Halo Reach introduced the 5 shot kill with a finishing headshot using a DMR.

In Halo 4, the BR should be less accurate, but have the power to 4sk, while the DMR should be very accurate, but require a 5th shot to kill.