Halo 5: Tweaks to sandbox

The halo 4 sandbox is a mess and needs to be overhauled in halo 5.

Weapon balancing(only mentioning standard weapons not power weapons)

DMR-6 shot kill/lead shots/slight bullet drop/decreased range.
BR-4 shot kill/decreased zoom due to red dot/slower fire rate.
AR-Slower killtime/decreased spread.
LR-Decreased accuracy/slower reload/slight bullet drop.
Suppressor-Slower killtime/increased recoil.
SR-Slower killtime/heavy damage to shields/Extremely accurate like the PR.
SMG-Extreme recoil/extreme spread/Ineffective after shotgun range.
Magnum-Increased recoil/more spread like reach.
BS-Increased range/2 shot kill/2 shots before reload.
PP-Decrease magnetism.

Share your thoughts!

You’ve slowed down killtimes for the entire game, made the DMR completely worthless, and nerfed the Suppressor for no reason when it already sucks.

I like the idea of the Plasma Pistol having less magnetism but that’s about it.

This post has been edited by a moderator. Please refrain from making non-constructive posts and flaming others.

*Original post. Click at your own discretion.

Slowing down the killtimes for all of these weapons is good. Haven’t you noticed that in halo 4 you die way faster than the older halos? This would make landing shots and timing grenades actually worth it again. Halo just needs a heavy emphesis on skill, and they cant make a game that does that with killtimes as fast as halo 4. The DMR wouldn’t be worthless because it would still have a huge advantage at longer ranges but tones down a bit. Honestly I -Yoinking!- hate the halo community, all of you speak like total -Yoinks!- on the forums and favor nostalgia over gameplay, LOL. We need change, but first all the weapons we already have need to nerfed because they are hurting gameplay for competitive players.

The suppressor is perhaps the most useless weapon in the sandbox, and you want to nerf it?!

sorry, i don’t agree with anything. i just hope you’ll never work for 343i, because i’d never welcome changes like this & hope they’ll never happen.

PS

> Honestly I -Yoinking!- hate the halo community, all of you speak like total -Yoinks!- on the forums and favor nostalgia over gameplay, LOL.

first thing, it has nothing to do with “nostalgia”, just because we don’t want the sandbox get almost useless.
second, if you hate it so much, why the -Yoink- are you actually here ?

I… don’t agree with any of that.

It just looks like it would make things painfully slow, even slower than Reach. Perhaps making it slightly less fast-paced would be beneficial, but nerfing already bad guns, making automatics near useless, and further decreasing the effectiveness of medium-ranged weapons just doesn’t bode well with me at all.
Should the Rocket Launcher be a two shot kill now as well?

Lessening the abundance of power weapons and effective ranged weapons (personal ordinance and loadouts) will already serve to slow gameplay a bit as it returns to requiring more focus on map control and using the things around you.

I’m going to be fairly blunt: no.
Halo is simply not fun when played slowly. Kill times and movement speed started to get worse in Halo 3, but they hit an all-time low in Reach. Halo 4 still had slow player speeds, but at least weapons killed faster. And honestly, for having as many weapons as it does, the sandbox is really well balanced.

> Slowing down the killtimes for all of these weapons is good. Haven’t you noticed that in halo 4 you die way faster than the older halos?

Actually, they are fairly similar to CE and Halo 2. While obviously not as fast as the CE magnum’s, the BR, carbine, and LR still have kill times faster than Reach’s and Halo 3’s.

> Halo just needs a heavy emphesis on skill

Halo did have a heavy emphasis on skill while simultaneously having fast kill times. Your performance in CE, arguably the most skill-demanding game in the franchise, practically revolves around how good you are with the M6D, which kills way faster than any gun in Halo 4.

> We need change, but first all the weapons we already have need to nerfed because they are hurting gameplay for competitive players.

Uh, what? Slow gameplay is nothing but detrimental to the series. One of the big reasons for Reach alienating so many people was the it was so slow.

> Slowing down the killtimes for all of these weapons is good. Haven’t you noticed that in halo 4 you die way faster than the older halos?

Halo 4’s killtimes are about the same as Halo 2’s, and even then Halo CE had faster killtimes. Dying fast has to do more with how easy it is to obtain the maximum killtime, and not the actual killtimes themselves.

> The DMR wouldn’t be worthless because it would still have a huge advantage at longer ranges but tones down a bit.

Six Shots to kill and poor range due to projectile speed, bullet drop, and “reduced range”, whatever that last part means.

The DMR already trades range for power. It’s already significantly inferior at medium range. This would just put it over the edge.

> need to nerfed because they are hurting gameplay for competitive players.

Are you appealing to authority? Because most competitive players would disagree with these changes. People want the guns to be stronger, not weaker.

The fact you can empty the whole clip on the Suppressor at red reticle range and just barely get one kill is crazy. And you want to NERF IT!

> The halo 4 sandbox is a mess and needs to be overhauled in halo 5.
>
> Weapon balancing(only mentioning standard weapons not power weapons)
>
> DMR-6 shot kill/lead shots/slight bullet drop/decreased range.
> BR-4 shot kill/decreased zoom due to red dot/slower fire rate.
> AR-Slower killtime/decreased spread.
> LR-Decreased accuracy/slower reload/slight bullet drop.
> Suppressor-Slower killtime/increased recoil.
> SR-Slower killtime/heavy damage to shields/Extremely accurate like the PR.
> SMG-Extreme recoil/extreme spread/Ineffective after shotgun range.
> Magnum-Increased recoil/more spread like reach.
> BS-Increased range/2 shot kill/2 shots before reload.
> PP-Decrease magnetism.
>
> Share your thoughts!

Sounds good for the most part, although allow me to lend some constructive criticism.

I feel the DMR should be 5-shot kill but just given a slower rare of fire, only so it still feels powerful, plus it’s essentially a sniper/battle rifle hybrid, so higher damage with a slower rate of fire would be more fitting. I think you keep it hitscan for balance and give it a slightly lowered version of Reach’s bloom, but make it MORE CONSISTENT so that if your reticule is widened, your bullets will only go out toward the edge of the circle. It should also be given a pattern to the exact placement of the bullets. My idea is that the DMR would function as a “jack of all trades but master of none” type weapon, being alright at every range but never dominates any.

Keep the BR’s zoom the same, just because it already has it at 2x. I do like the slower rate of fire though, I always felt like the Halo 4 BR encouraged players to be trigger happy, plus it was just too overpowered.

Make the Light Rifle the standard long-range weapon, and keep it just how it was in Halo 4. Although slow down the rate of fire slightly to balance its TTK, and lower the damage of the burst fire, to keep it from dominating any of the close to mid range focused rifles.

Buff the Suppressor, seeing as its underpowered and it’s maximum effective range is that of the Shotguns. Personally I think it would work best as a carbon copy of the SMG, just with a bit of extra damage to compensate for the lack of dual wielding. And because the suppressor would be a carbon copy of the SMG, they could omit the latter from the game for the sake of overall weapon balance.

The Storm Rifle sounds good as a copy of the Plasma Rifle. Maybe you should even give it a small stunning effect upon consecutive hits, just to spice things up.

I personally feel the Pistol should function the exact same as the Carbine and replace the latter, or just get taken out entirely. The reason is that the Pistol is so hard to balance, and in Halo 2 as well as 4, it just performed too similar to the Carbine (both had a fast rate of fire and low damage, both were made for those with an excellent trigger finger, and both were intended for close to mid range combat). Every weapon should be unique from another and fill its own niche; as well as be neither overpowered nor underpowered. The inclusion of both the Carbine and the Pistol upsets this balance. I suggest they keep the Carbine so the Covenant have their precision weapon, and the UNSC pistol should just get dropped from Halo 5’s arsenal. Have it be like Halo 3’s lesser range and accuracy with a max firing rate that’s faster than Halo 4’s (to enhance that “spammy” feel of the carbine), plus make it hitscan (to balance it with the BR) and lower the damage just a hair so the firing rate doesn’t make the weapon overpowered.

The Boltshot’s alternate fire should be 1 shot kill but with mauler range (you have to be nearly touching your target for a kill).

Keep the Plasma Pistol’s magnetism, as charged shots are already fairly easy to dodge in Halo 4 with good timing.

For those who don’t want the SMG and Pistol taken out, they could always include them for custom games and forge as alternate skins for the Suppressor and Carbine, respectively.

> > The halo 4 sandbox is a mess and needs to be overhauled in halo 5.
> >
> > Weapon balancing(only mentioning standard weapons not power weapons)
> >
> > DMR-6 shot kill/lead shots/slight bullet drop/decreased range.
> > BR-4 shot kill/decreased zoom due to red dot/slower fire rate.
> > AR-Slower killtime/decreased spread.
> > LR-Decreased accuracy/slower reload/slight bullet drop.
> > Suppressor-Slower killtime/increased recoil.
> > SR-Slower killtime/heavy damage to shields/Extremely accurate like the PR.
> > SMG-Extreme recoil/extreme spread/Ineffective after shotgun range.
> > Magnum-Increased recoil/more spread like reach.
> > BS-Increased range/2 shot kill/2 shots before reload.
> > PP-Decrease magnetism.
> >
> > Share your thoughts!
>
> Sounds good for the most part, although allow me to lend some constructive criticism.
>
> I feel the DMR should be 5-shot kill but just given a slower rare of fire, only so it still feels powerful, plus it’s essentially a sniper/battle rifle hybrid, so higher damage with a slower rate of fire would be more fitting. I think you keep it hitscan for balance and give it a slightly lowered version of Reach’s bloom, but make it MORE CONSISTENT so that if your reticule is widened, your bullets will only go out toward the edge of the circle. It should also be given a pattern to the exact placement of the bullets. My idea is that the DMR would function as a “jack of all trades but master of none” type weapon, being alright at every range but never dominates any.
>
> Keep the BR’s zoom the same, just because it already has it at 2x. I do like the slower rate of fire though, I always felt like the Halo 4 BR encouraged players to be trigger happy, plus it was just too overpowered.
>
> Make the Light Rifle the standard long-range weapon, and keep it just how it was in Halo 4. Although slow down the rate of fire slightly to balance its TTK, and lower the damage of the burst fire, to keep it from dominating any of the close to mid range focused rifles.
>
> Buff the Suppressor, seeing as its underpowered and it’s maximum effective range is that of the Shotguns. Personally I think it would work best as a carbon copy of the SMG, just with a bit of extra damage to compensate for the lack of dual wielding. And because the suppressor would be a carbon copy of the SMG, they could omit the latter from the game for the sake of overall weapon balance.
>
> The Storm Rifle sounds good as a copy of the Plasma Rifle. Maybe you should even give it a small stunning effect upon consecutive hits, just to spice things up.
>
> I personally feel the Pistol should function the exact same as the Carbine and replace the latter, or just get taken out entirely. The reason is that the Pistol is so hard to balance, and in Halo 2 as well as 4, it just performed too similar to the Carbine (both had a fast rate of fire and low damage, both were made for those with an excellent trigger finger, and both were intended for close to mid range combat). Every weapon should be unique from another and fill its own niche; as well as be neither overpowered nor underpowered. The inclusion of both the Carbine and the Pistol upsets this balance. I suggest they keep the Carbine so the Covenant have their precision weapon, and the UNSC pistol should just get dropped from Halo 5’s arsenal. Have it be like Halo 3’s lesser range and accuracy with a max firing rate that’s faster than Halo 4’s (to enhance that “spammy” feel of the carbine), plus make it hitscan (to balance it with the BR) and lower the damage just a hair so the firing rate doesn’t make the weapon overpowered.
>
> The Boltshot’s alternate fire should be 1 shot kill but with mauler range (you have to be nearly touching your target for a kill).
>
> Keep the Plasma Pistol’s magnetism, as charged shots are already fairly easy to dodge in Halo 4 with good timing.
>
> For those who don’t want the SMG and Pistol taken out, they could always include them for custom games and forge as alternate skins for the Suppressor and Carbine, respectively.

Thank you for your reply!