Halo In-depth: Utilitarians & the Sandbox

Many have seen my essay regarding balance (and if you haven’t, you can find it here.). That was just the basics, however, and I’d like to take a more in-depth approach into how Halo’s balance can best function, starting with the Utilitarians and their relation to the rest of the sandbox we have to choose from.

Some consider “utilities” as inherently overpowered and want them “equalized” with the rest of the sandbox. Some go to the other extreme and want the utility to be the best weapon in the game except against power weapons in their fields of use. Neither are right when it comes to the logical formula that must be created.

The utilities are the cornerstones of the sandbox. They are meant to be the best starting weapons possible with versatility and a good skill gap. As I have said in my balance essay, the utilities must not, however, overlap another weapon’s niche to the point of superiority. Rather, a utility must be decent in both short and long range niches while excelling primarily at mid-range. It must also be the starting starting weapon (complemented perhaps with another utility or a range niche weapon that’s close to mid range such as the Assault Rifle) because it’s only logical that a player start with the cornerstone of the sandbox.

A utility is also inherently the skill weapon. Why you might ask? This is because of their mechanic of the headshot bonus. The bonus allows the capability of the utility to be better than a weapon in its niche provided that the one wielding the utility has good aim and makes all of the headshots needed. The base kill time, assuming no headshot, must be considerably longer than the average killtime of the rest of the weapons in the game, but the killtime assuming headshots would be faster. This allows a good player to win like he/she should rather than being completely dominated off the spawn: the only possible second chance a team that is failing in the match may have instead of certain implementations devoted to such (Armor lock, for example). This is not to say that it will be easy (and the amount of bullet magnetism should be vastly decreased by comparison to how it is currently on the DMR) but installing an automatic “skill” mechanic into the game helps to ensure a more skillful and competitive environment.

The other weapons in the sandbox are there to complement the utilities. Surely, these other weapons must be worth picking up should the situation call for it (which, in turn, might involve dropping the utility) because that helps bring in a better sense of tactics to the game. These other weapons, however, must not overlap in niche to the point of superiority, either, nor have niches so secluded that they are only useful in the most exact of situations (see CE’s Needler).

There are two ways with going about balancing them with each other: equal but different and different overall.
Equal but different would allow for range niches to be overlapped more often but the two or more weapons doing the overlap would accomplish the niche in such a way that they are still unique and worth picking from each other depending on their traits but sill accomplishing the range niche they are intended for (For example, Assault Rifle versus Plasma Repeater: Assault Rifle gets bullet output and longer firing time with the Repeater would get plasma stun and more magnetism on each bolt fired). Different overall would call for weapons to not overlap at all and have them all accomplish both different situation niches and different range niches.

The best possible choice is obvious: a combination of the two. We would have some weapons that would indeed overlap in range (Assault Rifle, Plasma Repeater; Dual SMG’s, Plasma Rifle; Shotgun, Sword) and different weapon altogether (Flamethrower, Grenade Launcher, Concussion Rifle/Bruteshot, Plasma Pistol, Rocket Launcher, Spiker, Sentinel Beam, Needler, ect.)

Thus, in conclusion, the utilities must have an average kill time on par with the average kill time of the rest of the sandbox while having a minimum kill time being shorter than the rest and “maximum” longer than the rest. The rest of the weapons should be structured to where we have range “clones” but not niche clones along with weapons that are completely different and set apart from these range-niche weapons.

Buff all covy weaponry, plasma should hurt, not tickle.

The problem of imbalance in the Halo sandbox (disregarding the 3-shot Halo CE pistol, though if a 4 or 5 shot, the Halo CE sandbox would be perfect), started in Halo 2, with the introduction of the presicion weapon(not the sniper), or should I say, the Battle Rifle. I like the BR, don’t get me wrong, but it created the ultimate imbalance. They can fix this in Halo 4, they could either remove the presicion weapon all together, or they could include both the BR and DMR, along with an unscoped (Halo 2 style) pistol. The DMR would have medium-long range, and the BR would have Medium range. The AR would have to be like in Halo 1, where it is a close range powerhouse. The pistol would have the function of a pistol (derp). Thats my 2 cents.

I would like for them to keep the utility weapon as a 4sk and for them to then buff all of the other weapons to make it that they’re all usefull in certain situations.

> I would like for them to keep the utility weapon as a 4sk and for them to then buff all of the other weapons to make it that they’re all usefull in certain situations.

I also find 4sk to be a good kill count. It’s a solid number and would work well as the streamlined kill count for all utilities.

You make me feel dumb. :smiley:

Agreed.

> The problem of imbalance in the Halo sandbox (disregarding the 3-shot Halo CE pistol, though if a 4 or 5 shot, the Halo CE sandbox would be perfect), started in Halo 2, with the introduction of the presicion weapon(not the sniper), or should I say, the Battle Rifle. I like the BR, don’t get me wrong, but it created the ultimate imbalance. They can fix this in Halo 4, they could either remove the presicion weapon all together, or they could include both the BR and DMR, along with an unscoped (Halo 2 style) pistol. The DMR would have medium-long range, and the BR would have Medium range. The AR would have to be like in Halo 1, where it is a close range powerhouse. The pistol would have the function of a pistol (derp). Thats my 2 cents.

An unscoped Pistol is precisely what must not happen, nor should it be anything above or below a 4sk. To have a well balanced sandbox, 3 utilities work better than 2 and the Pistol is an icon of Halo. The DMR and BR would also be there (perhaps in different forms) and would also be 4sk, but they would be separated by inclinations with the Magnum as a shorter ranged, BR mid ranged, and DMR as a longer ranged.

> You make me feel dumb. :smiley:
>
> Agreed.

Do you manually switch the font to purple, or is there sometype of auto-fill here somewheres?

> > You make me feel dumb. :smiley:
> >
> > Agreed.
>
> Do you manually switch the font to purple, or is there sometype of auto-fill here somewheres?

Manually.

:3

> The problem of imbalance in the Halo sandbox (disregarding the 3-shot Halo CE pistol, though if a 4 or 5 shot, the Halo CE sandbox would be perfect), started in Halo 2, with the introduction of the presicion weapon(not the sniper), or should I say, the Battle Rifle. I like the BR, don’t get me wrong, but it created the ultimate imbalance. They can fix this in Halo 4, they could either remove the presicion weapon all together, or they could include both the BR and DMR, along with an unscoped (Halo 2 style) pistol. The DMR would have medium-long range, and the BR would have Medium range. The AR would have to be like in Halo 1, where it is a close range powerhouse. The pistol would have the function of a pistol (derp). Thats my 2 cents.

I like this.

“minimum kill time being shorter than the rest and “maximum” longer than the rest”

Most of all, this.

You lost me at “essay”.

Just kidding; I’ll try to read it once I’ve finished work.

> “minimum kill time being shorter than the rest and “maximum” longer than the rest”
>
> Most of all, this.

It seems to work, doesn’t it?

> > > You make me feel dumb. :smiley:
> > >
> > > Agreed.
> >
> > Do you manually switch the font to purple, or is there sometype of auto-fill here somewheres?
>
> Manually.
>
> :3

/Obsessed.
:slight_smile:

Awesome, Simply awesome.

I only have one question though, why does the utility weapon have to have a lower kill time than a weapon in its niche?

I mean I can understand that the whole point of the utility weapon is being able to kill at many ranges, but to me it would seem like it would work better for the niche weapons if the utility weapon at its best kill time it would be equal or extremely close to the kill time of the weapon in its niche.

I guess the only way that would work though is if the niche weapon took some skill rather than just holding the trigger.
Just wondering though

But yeah, awesome!

:smiley:

Your posts make for some good reading. You seem to have a wealth of knowledge on the subject of weapon sandbox balance. I really do think that 343i should have hired you on as a consultant on this subject :stuck_out_tongue:

That being said, I do agree with you. A question for you. Does the spiker do anything special to warrant it being picked up and used? I don’t use it ever, so I don’t know.

> I mean I can understand that the whole point of the utility weapon is being able to kill at many ranges, but to me it would seem like it would work better for the niche weapons if the utility weapon at its best kill time it would be equal or extremely close to the kill time of the weapon in its niche.

Range, strafing, and reticule size come into play at that point. If a person is within short range, it’s more likely that the AR will win because it has a bigger reticule and bigger bullet output. If a person is in long range, it’s likely that a Sniper will win because the reticule size of the utilities aren’t as precise and strafing can keep the Sniper alive a well enough time to body shot twice or make the headshot.

> That being said, I do agree with you. A question for you. Does the spiker do anything special to warrant it being picked up and used? I don’t use it ever, so I don’t know.

The Spiker was supposed to “jam” shields so that they didn’t recharge for a little while, although it didn’t seem like it came into play very much. This mechanic should be stressed more to make it a more prominent mechanic because it could make the kill.

Reach’s Spiker, however, is more of a Plasma Rifle clone with ammunition.