Halo 4 is pretty O.K..... But

I have not encountered any 1 issue that is game breaking. Just few… tiny things.

DMR:

  1. range, perfect
  2. Rate of Fire… Why does this kill faster than BR?
    I got a 3.0 with this weapon so far… But really, it needs to shoot a bit slower to encourage the use of the secondary at close range.

When it comes to Automatic Rifles the closer ranged ones have faster rate of fire… Same should apply to your precision rifles. DMR should have a kill time about .07 slower than BR.

Boltshot: I don’t like the concept of it, but out of 500 deaths I’ve died less than ten times to this weapon. I am ok with it punishing players for getting into melee range. But to counter corner/camo/boltshot campers. An increase of charge sound and glow would be nice. (I hear people crying for a nerf in its range, but I think reducing its tracking/magnetism would be best)

Plasma nades are supposed to be rare. But since they are available in load outs and needed to deter drivers from splattering everthing… Removing them from loadouts would be bad. However, reducing magnetism here would mean people would have to be closer to targets to get the stick… Make it harder to stick vehicles would be much better than removing them.

Magnetisml on all weapons in general seem to be over the top. Fine for things like needler and sticky detonator… But not for DMR, sniper (especially beam rifle, way too much)

Regicide: I would prefer the person who holds the crown longest to win. With its current score system a player with 5 min as king can easily lose to a player with less than 1 min. I really wouldn’t care if there were other FFA gametypes available… But there are none.

Death X… Self explanatory, we need it, badly

Custom Game options: this alone needs a massive thread devoted to it… So long I need a Time Glitch

Banshee: I guess is fine. I would prefer it do less damage but also have more health. Bit really… Fine

Standard hog: love it. But since it does less damage, it would be nice to have a little tighter spread. I find my self having to burst fire it just to stay out of emp and sticky range.

Ordinance drops: its cute… Not a fan of the whole Random part. But again, if there was a option to play a good Clasic playlist… I wouldn’t care how random ordinance is. It makes me feel like I’m playing fiesta firefight/ slayer. I just don’t know why this exists. Also, I can’t switch grenades when I have ordinance ready… I pretty lame suace.

Instant spawns: fin with it on BTB… But on smaller maps, it just doesn’t work. Also there is a glitch were multi kills can continue even through a death and respawn. Example. If you kill someone, stick another, respawn, sticky kills someone from the grave… Double kill? And if you spawned where you see a 1 shot kill… Your first kill that life is a triple kill? A three sec respawn time eradicates this glitch.

Perfection medal: Imagine a hexagon with a dot in it… I would like to see it when I earn 15 or more kills and get 0 deaths. It’s a crying shame that there are medals like “generic kill” and “comeback kill” but when a player does something right… Nearly perfect… No medal?

Forging: precision tool, needed. Steal it from Reach if you must. Text size, I have a huge TV and still can’t read anything in forge. Flat Grass environment… Hell, flat anything about 3-4 times as large as the griffball court. Forge is all about freedom to creat, all I want is a blank canvas to work with. Nothing fancy.

Gametypes: I understand, not a priority. Glitches and ballence issues should be fixed first… But when most of that is done… Race? Infection(or better custom options for flood)?VIP? Octagon(I say this because in reach, there was an instant respawn gametype, no such thing in Halo 4, you have to press x… But I need a game type were players are forced to instantly spawn) assault?

Maps: thanks for closing many of the exploits/ holes in the walls. Heard Small maps are coming soon, so much want!

Again… No biggie… Just a few minor things. Can’t wait for January update. Hope some of these things get covered.

Not a bad post, but I take exception to the DMR part, which I do not agree with. Since most people who use the DMR sit in a little corner and simply shoot across the map, I wouldn’t expect them to care about the Boltshot. However, most people have an issue with both.

This post has been edited by a moderator. Please do not post spam.

*Original post. Click at your own discretion.

> I have not encountered any 1 issue that is game breaking. Just few… tiny things.
>
> DMR:
> 1) range, perfect
> 2) Rate of Fire… Why does this kill faster than BR?
> I got a 3.0 with this weapon so far… But really, it needs to shoot a bit slower to encourage the use of the secondary at close range.
>
> When it comes to Automatic Rifles the closer ranged ones have faster rate of fire… Same should apply to your precision rifles. DMR should have a kill time about .07 slower than BR.
>
> Boltshot: I don’t like the concept of it, but out of 500 deaths I’ve died less than ten times to this weapon. I am ok with it punishing players for getting into melee range. But to counter corner/camo/boltshot campers. An increase of charge sound and glow would be nice. (I hear people crying for a nerf in its range, but I think reducing its tracking/magnetism would be best)
>
> Plasma nades are supposed to be rare. But since they are available in load outs and needed to deter drivers from splattering everthing… Removing them from loadouts would be bad. However, reducing magnetism here would mean people would have to be closer to targets to get the stick… Make it harder to stick vehicles would be much better than removing them.
>
> Magnetisml on all weapons in general seem to be over the top. Fine for things like needler and sticky detonator… But not for DMR, sniper (especially beam rifle, way too much)
>
> Regicide: I would prefer the person who holds the crown longest to win. With its current score system a player with 5 min as king can easily lose to a player with less than 1 min. I really wouldn’t care if there were other FFA gametypes available… But there are none.
>
> Death X… Self explanatory, we need it, badly
>
> Custom Game options: this alone needs a massive thread devoted to it… So long I need a Time Glitch
>
> Banshee: I guess is fine. I would prefer it do less damage but also have more health. Bit really… Fine
>
> Standard hog: love it. But since it does less damage, it would be nice to have a little tighter spread. I find my self having to burst fire it just to stay out of emp and sticky range.
>
> Ordinance drops: its cute… Not a fan of the whole Random part. But again, if there was a option to play a good Clasic playlist… I wouldn’t care how random ordinance is. It makes me feel like I’m playing fiesta firefight/ slayer. I just don’t know why this exists. Also, I can’t switch grenades when I have ordinance ready… I pretty lame suace.
>
> Instant spawns: fin with it on BTB… But on smaller maps, it just doesn’t work. Also there is a glitch were multi kills can continue even through a death and respawn. Example. If you kill someone, stick another, respawn, sticky kills someone from the grave… Double kill? And if you spawned where you see a 1 shot kill… Your first kill that life is a triple kill? A three sec respawn time eradicates this glitch.
>
> Perfection medal: Imagine a hexagon with a dot in it… I would like to see it when I earn 15 or more kills and get 0 deaths. It’s a crying shame that there are medals like “generic kill” and “comeback kill” but when a player does something right… Nearly perfect… No medal?
>
> Forging: precision tool, needed. Steal it from Reach if you must. Text size, I have a huge TV and still can’t read anything in forge. Flat Grass environment… Hell, flat anything about 3-4 times as large as the griffball court. Forge is all about freedom to creat, all I want is a blank canvas to work with. Nothing fancy.
>
> Gametypes: I understand, not a priority. Glitches and ballence issues should be fixed first… But when most of that is done… Race? Infection(or better custom options for flood)?VIP? Octagon(I say this because in reach, there was an instant respawn gametype, no such thing in Halo 4, you have to press x… But I need a game type were players are forced to instantly spawn) assault?
>
> Maps: thanks for closing many of the exploits/ holes in the walls. Heard Small maps are coming soon, so much want!
>
> Again… No biggie… Just a few minor things. Can’t wait for January update. Hope some of these things get covered.

Your not alone.

>Halo 4 Gone To Shame UPDATE 2X, Microsoft Hiring for a Halo 4 Multiplayer Designer< [/spoiler]

After playing with the DMR alot I’ve come to the conclusion it needs to be a 6sk if it retains its current level of bullet magnatism and scope zoom.

This would balance it at shorter range giving the advantage back to real mid range weapons like the battle rifle and carbine and give it no chance against automatics (which is how it should be).

The Light Rifle will become the best long range loadout weapon and rightly so due to it not being hitscan and generally harder to use.

DMR would still be versatile just not the DNR it has become.

While I would like bullet magnatism in general to be nerfed I accept that this is likely a design choice to cater to the casuals and therefore policy - so very unlikely to happen.

Completely agree over plasma nades, should be a map spawn/ordinace only. However if it is kept as loadout should be limited to 1 and pulse increased to two.

Ordinance drops should be limited to B-class power weapons - needler, SAW, Stickies, etc. True power weapons like Splazer, Sniper, Binary, Fuelrod, rocket launcher etc should be map spawns only to encourage map control and movement (vs camping).

> Not a bad post, but I take exception to the DMR part, which I do not agree with. Since most people who use the DMR sit in a little corner and simply shoot across the map, I wouldn’t expect them to care about the Boltshot. However, most people have an issue with both.

You don’t think the DMR needs to kill slower than the BR? Because it kills just a bit faster than BR, even at close range and mid range. A perfect 5 shots from DMR beat it, every range. BR will only win if DMR user misses.

> After playing with the DMR alot I’ve come to the conclusion it needs to be a 6sk if it retains its current level of bullet magnatism and scope zoom.
>
> This would balance it at shorter range giving the advantage back to real mid range weapons like the battle rifle and carbine and give it no chance against automatics (which is how it should be).
>
> The Light Rifle will become the best long range loadout weapon and rightly so due to it not being hitscan and generally harder to use.
>
> DMR would still be versatile just not the DNR it has become.
> .

Again, the purpose here is kill time. You want to make it a six shot so it kills a bit slower. Best solution is to reduce rate of fire till its kill time is slower than BR. It still needs to retain most of its speed and all of its accuracy to combat snipers. At least 7 times I had to engage a camo sniper with DMR.

Keeping it a 5sk is good for familiarity, but making it shoot slower will help overall balance. Not really a nerf since I am talking a change of… About 0.02 or 0.07 seconds. DMR should be the most used weapon, however… Minor tweaks.

Concerning more detailed reasoning why rate of fire is the best option on DMR fix. Not bloom or other things like damage/ number of shots. Taken from older thread.


> The following possible solutions are as follows:
> 1. Slightly reduce the damage of the DMR.
> AND/OR
> 2. Increase the bloom on the DMR making it a less accurate weapon.
> AND/OR
> 3. Reduce or entirely remove the Battle Rifle’s recoil, making it a slightly more accurate weapon at close-to-mid range battle.
>
>
> To the community, please post on this thread with your feedback of the following issue, simply showing your support, or proposing your own solution(s) or finding(s).

Bloom is not the solution. Bloom only nerfs long range DMR issue. We agree though the problem is DMR needs to lose consistently agains BR at close range.

As I understand it (and this number could have changed since I last checked), the kill time of the BR is 1.8 seconds and the DMR is 1.6. This appears small enough that the BR should be able to get off 4 shots before the DMR can fire 5.

To make it lose consistently at close range rate of fire needs to be reduced by 10-15% giving it kill time of 1.76-1.84 seconds

DMR should naturally be the best choice over all only because this game is mostly long to medium range combat… But it needs to be weaker at close range. Again… H4 is mostly long and medium range maps, on these maps it is only natural that the DMR excels on most maps.

Keep in mind the point or goal of bloom was to get people to shoot slower, but that was frustrating learning when to spam and when to slow down. Although I loved bloom, it was a headache for many weeks to learn how to use it. How do we meet the goal of bloom without all the frustration?

Best solution is a reduction in the DMRs Rate of Fire by 5%. If you watch footage taken at Pax… The DMR fired much slower, probably too slow. But it has become obvious that it is currently to fast. It meets the goal of slowing down how fast the DMR is fired, but also being such a tiny nerf no one will complain.

Pros to slower rate of fire:

  1. BR will beat DMR at close range
  2. BR stands a chance at medium range
  3. DMR is still very accurate at long range (more bloom would make it a close range weapon)
  4. less long distance pot shot kills from “one guy with DMR” bringing back the need to Teamshoot.
  5. no one will notice a 5% drop in how fast it fires, easy nerf to apply

Cons:
??? I don’t see any negative effects to slowing down RoF by 4-8 percent.

So I take it this is only a mm review…

Have you even played campaign?

There happens to be a game breaking bug which at various load points throughout. The likes of which I’ve experienced across multiple dates with and without the game installed.

There are other bugs I could get into to show you but its not my review…

> > Not a bad post, but I take exception to the DMR part, which I do not agree with. Since most people who use the DMR sit in a little corner and simply shoot across the map, I wouldn’t expect them to care about the Boltshot. However, most people have an issue with both.
>
> You don’t think the DMR needs to kill slower than the BR? Because it kills just a bit faster than BR, even at close range and mid range. A perfect 5 shots from DMR beat it, every range. BR will only win if DMR user misses.
>
>
>
> > After playing with the DMR alot I’ve come to the conclusion it needs to be a 6sk if it retains its current level of bullet magnatism and scope zoom.
> >
> > This would balance it at shorter range giving the advantage back to real mid range weapons like the battle rifle and carbine and give it no chance against automatics (which is how it should be).
> >
> > The Light Rifle will become the best long range loadout weapon and rightly so due to it not being hitscan and generally harder to use.
> >
> > DMR would still be versatile just not the DNR it has become.
> > .
>
> Again, the purpose here is kill time. You want to make it a six shot so it kills a bit slower. Best solution is to reduce rate of fire till its kill time is slower than BR. It still needs to retain most of its speed and all of its accuracy to combat snipers. At least 7 times I had to engage a camo sniper with DMR.
>
> Keeping it a 5sk is good for familiarity, but making it shoot slower will help overall balance. Not really a nerf since I am talking a change of… About 0.02 or 0.07 seconds. DMR should be the most used weapon, however… Minor tweaks.

Yes however I’d like to see it getting less kills per magazine/reload - I think its just a little bit OP here as well.

To be blunt I don’t see 343 nerfing the DMR the way the community want it done, 6sk is probably the easiest thing for them to do, I doubt they are capable of more.

As it stands the Battle Rifle is currently 2.4 kills per magazine,

DMR is 2.8 kills before reload - 1 on 1 its not an issue but with with team fire from DMR users it becomes an issue.

6sk will reduce the DMR to 2.33 - balanced with the BR in this regard.

> So I take it this is only a mm review…
>
> Have you even played campaign?
>
> There happens to be a game breaking bug which at various load points throughout. The likes of which I’ve experienced across multiple dates with and without the game installed.
>
> There are other bugs I could get into to show you but its not my review…

I never saw any real game breaking bugs in campaign so I doubt that it’s really that big of an issue.
This thread is about MM.

> > So I take it this is only a mm review…
> >
> > Have you even played campaign?
> >
> > There happens to be a game breaking bug which at various load points throughout. The likes of which I’ve experienced across multiple dates with and without the game installed.
> >
> > There are other bugs I could get into to show you but its not my review…
>
> I never saw any real game breaking bugs in campaign so I doubt that it’s really that big of an issue.
> This thread is about MM.

Campaign… it looks nice. Shiny… but I got bored of “run here, push da button… kill, hide,kill, hide, run here, push da button” I will eventually get around to completeing it but honestly. I just tire of it too easily to stay in it long enough to look for bugs.

> > > .
> >
> > You don’t think the DMR needs to kill slower than the BR? Because it kills just a bit faster than BR, even at close range and mid range. A perfect 5 shots from DMR beat it, every range. BR will only win if DMR user misses.
> >
> >
> >
> > > After playing with the DMR alot I’ve come to the conclusion it needs to be a 6sk if it retains its current level of bullet magnatism and scope zoom.
> > >
> > > This would balance it at shorter range giving the advantage back to real mid range weapons like the battle rifle and carbine and give it no chance against automatics (which is how it should be).
> > >
> > > The Light Rifle will become the best long range loadout weapon and rightly so due to it not being hitscan and generally harder to use.
> > >
> > > DMR would still be versatile just not the DNR it has become.
> > > .
> >
> > Again, the purpose here is kill time. You want to make it a six shot so it kills a bit slower. Best solution is to reduce rate of fire till its kill time is slower than BR. It still needs to retain most of its speed and all of its accuracy to combat snipers. At least 7 times I had to engage a camo sniper with DMR.
> >
> > Keeping it a 5sk is good for familiarity, but making it shoot slower will help overall balance. Not really a nerf since I am talking a change of… About 0.02 or 0.07 seconds. DMR should be the most used weapon, however… Minor tweaks.
>
> Yes however I’d like to see it getting less kills per magazine/reload - I think its just a little bit OP here as well.
>
> To be blunt I don’t see 343 nerfing the DMR the way the community want it done, 6sk is probably the easiest thing for them to do, I doubt they are capable of more.
>
> As it stands the Battle Rifle is currently 2.4 kills per magazine,
>
> DMR is 2.8 kills before reload - 1 on 1 its not an issue but with with team fire from DMR users it becomes an issue.
>
> 6sk will reduce the DMR to 2.33 - balanced with the BR in this regard.

I wouldn’t call it an easy thing to do, compared to reducing its rate of fire. 6sk would still make it feel like a spam weapon, even more so anyway. DMR has been a 5sk for the past twoish years… I wouldnt mess with that. In order to make it a 6sk, that would involve reducing the damage each shot does. Messing with damage values… gets pretty messy.

Easies nerf remains to reduce rate of fire to a slower kill time. Its a set goal with predictable results and most importantly, its a nerf that is hardly noticable and will not upset general Balance. Just enough to give other weapons the edge in their respective ranges.

changing its damage so it results in 6sk = very noticable

changing its RoF so it has a Kill time of 1.28 instead of its current 1.26 = Hardly noticiable change of .02 seconds that will resutl in BR beating DMR at close range consistantly. but DMR still being generaly the weapon it needs to be, long range killer but giving people that fraction of a second to get to cover. Again, the goal is to make tiny changes that enhance gameplay but are NOT GAME CHANGERS.

> Removing them from loadouts would be bad

No it wouldn’t. Plasma Grenades are a power weapon. Plasma pistols are a power weapon. They have absolutely no place in loadouts.

Even against infantry, it’s a free one hit kill or a free toss it in the guy’s face as he is about to kill you.

Removing it from loadouts would be one of the best changes 343 could make.

> 6sk will reduce the DMR to 2.33 - balanced with the BR in this regard.

And -Yoink- compared to the Light Rifle. The DMR treads on way too many niches. It shouldn’t even be in the game.

> > Removing them from loadouts would be bad
>
> No it wouldn’t. Plasma Grenades are a power weapon. Plasma pistols are a power weapon. They have absolutely no place in loadouts.
>
> Even against infantry, it’s a free one hit kill or a free toss it in the guy’s face as he is about to kill you.
>
> Removing it from loadouts would be one of the best changes 343 could make…

I agree, in previous games it was a power nade and needed to be a pick up. However, Halo 4 is a whole different game with a spam ammount of vehicles. Plasma Nades are needed. However, as you said it has become a free one hit kill. Thats why I proposed reducing its magnetism. It needs to be harder to use. and only be useful at very close range. Its to easy to get medium range sticks right now.

> > 6sk will reduce the DMR to 2.33 - balanced with the BR in this regard.
>
> And Yoink! compared to the Light Rifle. The DMR treads on way too many niches. It shouldn’t even be in the game.

Thus, making it fire slower keeps it only as a long range weapon. Just like the Automatic rifles, the longer range they have… the slower their rate of fire needs to be.

DMR is longer range than BR, as a price for this range and accuracy it needs to kill slower than the BR.

If it is ONLY a long range weapon, it is inferior to the Light Rifle, thus still imbalanced.

And plasma grenades are needed less more than ever due to the fact vehicles blow up after two clips of a DMR and Power Weapons drop all over the place.

^ Light Rifle should be potentially more lethal since its shots are only more powerful when scoped and alot weaker out of scope, it is not a hitscan weapon so shots have to allow for travel, has little bullet magnatism so you have a better aim and is just generally harder to use (scope is disorientating) - more skillful use = better results, unlike the DMR which is just easy.

> Thus, making it fire slower keeps it only as a long range weapon. Just like the Automatic rifles, the longer range they have… the slower their rate of fire needs to be.
>
> DMR is longer range than BR, as a price for this range and accuracy it needs to kill slower than the BR.

Not really though, still gets 2.8 kills per magazine before the user has to do a reload.

One sticky per loadout I say.

> If it is ONLY a long range weapon, it is inferior to the Light Rifle, thus still imbalanced.
>
> And plasma grenades are needed less more than ever due to the fact vehicles blow up after two clips of a DMR and Power Weapons drop all over the place.

lol, when you realize that the dmr still has longER range than the Light Rifle… then you see the Light Rifle and DMR balence will be as it should be. (again, talking a difference of .02 ish seconds here, not a huge change to the sandbox)

when I talk ranges I refer to these six

  1. Melee range: the range where sprint and sword are effective

  2. close range: Automatics, pistols, Covie Carbine

  3. Mid range: light Rifle, carbine, BR, DMR, AR… all are effective here to varying degrees (DMR should only beat AR carbine and be on same level as Light Rifle or lose here)

4)long range: Light Rifle, and DMR (DMR should still lose to light rifle if LR gets first shot)

  1. Crossmap: DMR and sniper types

No, Light rifle will still be inferior because the light rifle will require to be scoped in order to beat DMR.