Halo 5's Weapon Balance

So i made a video explaining how I feel about Halo 5’s weapon balancing in comparison to the other Halos. I have some examples of weapons TTK’s from Halo 2, Halo 3, and Halo 5, and compare/ contrast each weapon and how it differs from Halo game to Halo game.

from the tests that i have done in the video I believe that Halo 5’s weapon balancing is far superior to the previous iterations of each Halo game due to their TTK (Time To Kill) being closer to that of a precision weapon, and having far more utility and versatility than they ever did before. I want to know what everyones opinion is on Halo 5’s weapon balancing is, even if you dont watch the video.

Here is my video: - YouTube

Good video. I’m glad someone else thought the BR was too overpowered in previous Halo titles.
I was hoping the SMG / AR would be upgraded in Halo 5. Glad to see that it looks like it’s coming to fruition.

I really hope the AR/BR/DMR are balanced compared to each other compared to previous games. Halo 4 was good in that respect but in H3/Reach the AR may has well have not existed.

Also hope that the covie weapons can compete. Going purely on shots to kill they’ve always been pretty good but plasma weapons slow projectiles has often made them not viable.

Halo 4’s weapon balance after the update wasn’t too bad to be honest; the problems came more with having to try and force everything into loadouts and other mechanics.

Halo 5 has a much better general sandbox foundation and a clearer intent; Focusing on AR/Pistol starts allow them to tailor the map design and other weapons around that set-up.

On a personal note, I generally preferred AR to BR starts; BR spawns just seem to dilute and restrict gameplay and map movement and neuter most of the sandbox apart from the higher tier stuff.

> 2533274842918190;4:
> On a personal note, I generally preferred AR to BR starts; BR spawns just seem to dilute and restrict gameplay and map movement and neuter most of the sandbox apart from the higher tier stuff.

I completely agree. The BR/DMR should be a pickup weapon. The AR is a great starting weapon for the exact reasons you mentioned. Player movement is extremely altered by the starting weapons.

AR > DMR/BR

> 2533274827007197;3:
> I really hope the AR/BR/DMR are balanced compared to each other compared to previous games. Halo 4 was good in that respect but in H3/Reach the AR may has well have not existed.
>
> Also hope that the covie weapons can compete. Going purely on shots to kill they’ve always been pretty good but plasma weapons slow projectiles has often made them not viable.

Greenskull was loving the Covenant Strom Rifle. He enjoyed it far more then the AR

Still feel that both the SMG and AR work far too well outside of their niche, look at the most recent fathom gameplay and you will see the player using the smg at BR/DMR ranges and getting quick easy kills with it

would Like to see either their range or damage nerfed slightly (one or the other not both) and would like to see bonus’ in smartscope completely removed or maybe keep power and range the same as it is now and just remove the smartscope bouns’ instead

Whenever I see someone post a “here’s a video I made about _____” without actually giving details or summaries makes me cringe. Just comes off as “give my video more clicks!”

Also, seriously, insert/edit link is your friend.

Assault rifles ins h5 look way OP imo. The assault weapons need to have a range decrease and maybe a little bit more bloom. They just seem way to easy to spray and pray with little to know learning curve. I honestly wouldnt mind Assault weapons being op if you didnt spawn with them because then they would be great to pick up.

Maybe since staring weapons being Assault weapons in warzone arnt really that bad since its warzone and you cant use them all off the bat. But for arena i really hate the idea of assault weapons…

> 2533274799135257;8:
> Whenever I see someone post a “here’s a video I made about _____” without actually giving details or summaries makes me cringe. Just comes off as “give my video more clicks!”
>
> Also, seriously, insert/edit link is your friend.

Apologies, that wasnt my intent. I was tired when i posted it and was only running on a few hours of sleep so i half -Yoinked!- the details about the video. Next time you look it should be fixed.

> 2533274804406181;9:
> Assault rifles ins h5 look way OP imo. The assault weapons need to have a range decrease and maybe a little bit more bloom. They just seem way to easy to spray and pray with little to know learning curve. I honestly wouldnt mind Assault weapons being op if you didnt spawn with them because then they would be great to pick up.
>
> Maybe since staring weapons being Assault weapons in warzone arnt really that bad since its warzone and you cant use them all off the bat. But for arena i really hate the idea of assault weapons…

> 2533274832130936;7:
> Still feel that both the SMG and AR work far too well outside of their niche, look at the most recent fathom gameplay and you will see the player using the smg at BR/DMR ranges and getting quick easy kills with it
>
> would Like to see either their range or damage nerfed slightly (one or the other not both) and would like to see bonus’ in smartscope completely removed or maybe keep power and range the same as it is now and just remove the smartscope bouns’ instead

I will disagree with you two on that. I personally think that they work perfectly fine, and suite their combat roles perfectly. The SMG in Halo 5’s case has somewhere around a 1.4 second Time to kill, which is far longer than the precision weapons (see the Battle Rifle, Light Rifle and Carbine, and all 3 snipers). If you were to strip away the smart scope and nerf the range it wouldnt be anywhere near as useful and have as much utility as it does at the moment which would again make it mostly useless. The smart scope also cannot be used during combat situations and is only useful if the person our shooting at happens to not know your around, is in an inclosed space so that they cant get out with their thrust ability, and is at a good range for the SMG where your close enough to secure the kill quickly, but not so far away that the spread will mitigate your accuracy. If you cant do any of these things then the SMG is only really good at close range, and OK at medium range, but is outdone by the AR and any precision weapon providing the person who is wielding it is competent.

In the assault rifles case it has an even longer TTK then the SMG but has more accuracy. In the most recent Halo games the AR has hung around the 660 RPM range with it requiring 16 shots to kill. If this holds true then the AR will take somewhere around 1.5 seconds to kill someone provided all shots hit. Its a good weapon that doesnt really fit into any role, but can be used at most ranges decently, so its the jack of all trades for a weapon. The weapon somewhat has a learning curve because when your at range it does require you to burst fire and be very precise, almost like the battle rifle. This means that the weapon has an even longer TTK than it did previously, has no headshot bonus like any of the precision weapons, and the user can easily be knocked out of smart scope then suppressed by anyone whose competent with a precision weapon seeing as their rate of fire will generally be slightly faster due to them not having any reticule bloom

the pistol has been slowed down which was kind of needed and the smg was down tuned because when it was in the beta it just ruined any player from close to medium range.

> 2533274832130936;7:
> Still feel that both the SMG and AR work far too well outside of their niche, look at the most recent fathom gameplay and you will see the player using the smg at BR/DMR ranges and getting quick easy kills with it
>
> would Like to see either their range or damage nerfed slightly (one or the other not both) and would like to see bonus’ in smartscope completely removed or maybe keep power and range the same as it is now and just remove the smartscope bouns’ instead

I believe they already did after the beta. That said, Smart Scope bonuses seem more like something to keep, as it rewards evasion and good tactics, whereas removing the bonuses makes the weapon more spray and pray friendly.