Has Commando been improved?

And you need to stop just being a dismissive and disrespectful person in the forums. No matter where I see your posts you’re always being antagonistic and argumentative. And the Counter-Strike I’m thinking of which is csgo has aim down sights for literally every gun. Don’t talk down to people and tell them they don’t know what they’re talking about because you don’t know people and you don’t know what they actually know.

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I understand, you’re concerned and trying to think of a way to possibly improve the current system. YOU ARE actually trying to HELP instead of arguing nonsense for the sake of arguing. You have civil debates and conversations that don’t attack others for thinking differently.

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LMAO NO IT DOESN’T DERK! LOL.

Derk, PLEASE show me gameplay that isn’t modded, that has ADS. PLEASE. I am BEGGING you to show me. Show me where an unscoped weapon can be ADSed, PLEASE.

Derk if you played CSGO you would know that it doesn’t have ADS for every single gun. It LITERALLY does NOT work like that.

And I am trying to suggest things too, but all you can say is, “Oh, that won’t work, and this game I’ve never played or seen gameplay of has ADS - no honest trust me it does, and Halo’s recoil is too strong for this to work!” like, Derk, please.

I don’t WANT to be this way but when you literally do not know what you’re talking about, you make it way, WAY too easy to be dismissive.

PLEASE I am BEGGING you, show me Counter Strike Global Offensive gameplay, that has ADS that ISN’T on a SCOPED weapon. I am DYING to see it.

Ayo, friendly fire. I’m no baiter.

You contribute to the forums, too. Just a bit too aggressive :pinching_hand: sometimes. Not all the time. Let’s all just calm down.

Oh sorry buddy, I don’t remember labeling what you said as bait, sorry! Not my intention! Promise!

Yeah, no, I can be aggressive but like legit Derk cannot find an example of ADS on an unscoped weapon, guarantee.

Oh. Well, I’m not sure that was the point.

He’s more or less saying that Counter-Strike isn’t a good comparison.

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It’s a fine one tbh. While I don’t want recoil patterns, what I DO want is predictable recoil we can fight - and negate. That’s what actual shooters do. That’s what pro gamers in CSGO do.

It’s a skill gap mechanic. If people wanna’ feel like highly trained supersoldiers, take the RNG out and let them have precise control over fighting the recoil. I think it’s a splendid idea, because bloom is horrible.

Well, I think bloom is here mainly because the alternative skill mechanic, which typically would be recoil, is a bit hard to control on a controller. In hindsight, I think that’s why the console port of CSGO tanked so hard.

So unfortunately, all we’re left with is bloom.

Commando absolutely slaps now 100%. I thought it was decent before just slightly too much recoil but now it hits hard, its perfect imo.

I was incorrect. It would appear that counter strike doesn’t have ads for all weapons. I honestly thought it did considering it’s a more tactical and competitive shooter. It is still based on actual guns that have specific differences in how they fire so they do infact have serious and realistic recoil.

However my argument still stands. Halo is not a realistic shooter, it’s a sci-fi arcade shooter. It’s not meant to have realistic recoil or ads like CoD or Arma. Those games are designed to be realistic, well the older CoD were. Those are realistic combat simulation games. Counter-Strike is far more similar to these than Halo. Trying to compare the recoil of those games that use real guns by normal soldiers is not a valid comparison.

Recoil patterns are hard but not impossible. Frankly I just mean fairly straight forward vertical recoil. I see no issue with that. If you get lasered by someone who knows what they’re doing, hey. They know what they’re doing and you can too.

Honest question, why did you assert it without researching it first? I appreciate you admitting such, but that’s dangerous in a debate.

DERK, honestly, I don’t have a lot of respect for this argument I’ll just tell you that upfront. This has nothing to do with realism so much as it has to do with game balance. Why DO you want a system that’s RNG and not skill based?

Oh okay. I thought you meant those crazy randomized recoil patterns from CS.

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They’re actually not randomized, they’re consistent for every gun and can be combated on an individual basis, it’s pretty cool.

But no.

No just vertical.

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I honestly don’t know the difference. Same thing with the BR.

Like I said I honestly thought CS:GO had aim down sights for all guns because I had watched several hours of people playing CS:GO. I guess I never realized that every time I was watching someone aim down sights it was in fact with some form of a scope on it while not noticing that if it didn’t have a scope they never ads.

As for my argument of realistic versus sci-fi shooters it’s still a valid argument because realistic combat simulator games such as Arma and older call of duty titles use real weapons with real world stats and try to mimic how those guns function. Because Halo is not a realistic shooter it doesn’t do these things where every gun has recoil instead it uses fire patterns and Bloom to simulate some of that while also using recoil on a select few weapons. This is done to make the game more accessible as well as make each weapon feel unique and function differently.

My original point with Hyper about adding more recoil to the commando being bad is because it is a precision weapon. When a precision weapon has absurd recoil and you’re trying to use it to be accurate and go for headshots when something has that high of recoil it makes it virtually impossible to use it for headshots. In its current state the commando functions fairly well and still has decent recoil, but is controllable and can be used as a precision weapon. If the level of recoil is increased it’s going to kick so much even if it’s just vertical recoil that it’s going to make the gun virtually useless as a precision headshot weapon. You’ll be adjusting for recoil so much that you’re not going to be able to aim left and right very accurately to try to get those headshots or you could even be overcompensating for the recoil and missing the headshot because of it.

With the commando there’s a narrow window of controllable chaos and increasing the difficulty in controlling it just eliminates any use for precision it’s intended to have.

So that’s not true actually.

ARMA yes. Call of Duty? No. Let me tell you a thing, the FN F2000 is not a high RoF short barreled SMG-type weapon. It’s basically a really fancy M4. Bullpups have the same barrel length as full length rifles, because the magwell is behind the trigger - so the receiver and bolt is too. But MW2 at the time was like “Hmmm small means SMG.”

CoD never tries to actually be realistic, it just looks like it does.

The fire patterns don’t exactly exist. If you mean recoil patterns. Because it lacks those.

Look, as someone who goes out to the range, I can tell you with the utmost certainty - you can ABSOLUTELY train yourself to not allow your gun to deviate. Being a highly skilled shooter is not about pacing your shots so much as it is controlling your weapon well. You can look up some really good high speed competition shooters, and you’ll see how insanely tight those groupings are.

The problem with bloom is that two equally skilled players can shoot at each other at the exact same RoF and RNG will decide who wins. Their aim can be IDENTICAL and it won’t matter because RNG is deciding if the bullet deviates too much.

“Just pace the shot then!” you might say - but why? Why do that, when RNG might give you that kill? That’s the issue with bloom. It usually isn’t worth pacing your shots because your opponent won’t be - and WILL be rewarded by RNG for sure while you’re pacing those shots.

Bloom is bad. Simple as.

No it doesn’t.

Just pull the stick down. If you want realism, it’s the same as handling a gun. Having a good (not tight) grip on it, knowing how much it’s gonna’ kick and compensating for that. Using a gun is all about operator skill.

if you want a recoil example, go use the Sentinel beam. Or the AR. Let them deviate without stick. Then, try to keep it on a target (go to the range for this) while not letting go. Learn the recoil.

The Sentinel beam is the best example. If you can handle its recoil you can treat it like a laser pointer. If you can’t, it’ll deviate off-target HARD. But my best match in social was a CTF match that was a draw - I went 36/13 thanks to that gun. Why? I drilled its recoil. It doesn’t have bloom. It does not deviate randomly. It is controlled.

You have to understand why this is a good thing. Go try that out and get back to me on this.

Nah, that’s not true. Go get familiar with the sentinel beam and you’ll understand.

It’s one of the best weapons in the game

It is incredible. One of the best balanced and well designed by FAR.

KC I’m done arguing with you because that’s all this is. It’s you picking specific pieces of what I’m saying and spouting stuff that isn’t what I’m talking about.

Older CoD is anything before CoD MW2 so CoD 4 and older.

A real life person training with real guns has nothing to do with HALO.

The Sentinel Beam is not a precision weapon.

I’m done responding to your nonsense.

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It actually gets headshot damage.

Cute goalpost. Those still aren’t simulations.

Give me a real argument. Because you don’t have one.

I told you what you could do to understand things better. How to fight recoil. How much better it is than bloom. But you seem to want the most casual, craptastic mechanisms, because “HaLo iSn’T rEalIsTiC sO iT sHouLdn’T bE dEsiGneD WelL” or, whatever the Hel you’re arguing, Derk.

I like you, but this is a really dumb argument and you haven’t brought up a single good reason that recoil based balancing system wouldn’t work. I give you an example and you shift the goalposts.

See you in ranked.