How the Assault Rifle could be viable.

The Assault Rifle has been the joke of the series since it’s conception. It has been overshadowed in every game in the series, when it should be the close range gap between the Shotgun and BR. I feel a lot of changes could be made to the weapon to make it a viable tool, as opposed to the laughable toy rifle in the previous games.

I will be using Reach for all of my examples, since we lack adequate information of Halo 4’s multiplayer and damage tables as of yet. More players are familiar with Reach’s mechanics.

Firstly, the weapon absolutely needs a headshot damage bonus, in order for it to actually contend with other weapons. This change would allow the weapon to stay a useful contender in close range, rewarding “paced” shots at longer ranges. The Plasma Rifle in Halo CE is a great example for this. I’ve conducted tests over LAN in Halo PC, and the Plasma Rifle kills in two less shots if aimed at the head. Using Reach as an example, the Assault Rifle kills in 18 shots. Verses a DMR in point blank, the AR would never win, leaving the DMR user with 3 bars of health. The extra buff to the AR while aiming for the head, if using the CE PR 2-shot buff for headshots, would lower the amount of shots needed from 18 to 16 shots to kill. This would allow a skilled AR user to take down a DMR at close range. Of course, this would have to be done under Zero Bloom settings, since it has a much smaller reticule than a fully-bloomed DMR, therefore it is harder to aim up close. At medium range, the weapons would be more or less evenly matched, with the DMR being a bit better. This brings me to my next point:

Reduce the aim assist and bullet magnetism on the damn thing! Ever since Halo CE, you barely had to aim the weapon, and shots would land. The bullet magnetism allows for the reticule to not even be over a target, and stay red. Whenever the reticule is red, bullets will hit, no matter what. This is ridiculous and makes the weapon way too easy to use if it were to get any extra damage. If bullet magnetism were lowered drastically so that the reticule only turned red when the small T of an unbloomed reticule was over a target, aim would be rewarded over mindless spray. Aim being rewarded over mindless spray creates skill gap.
The aim assist on the weapon is too great, as well. I do not mean the reticule dragging when an opponent walks by. When being shot while holding the Assault Rifle, your reticule actually magnetizes to your shooter, and causes you to aim at them against your will. This feature really needs to be removed.

My third point has a few ideas that may conflict with some in previous points(Where I bring up bloom). I think the Assault Rifle needs no bloom, and very tight spread in order to be viable. Even when fired fully-automatically, the weapon should stay shooting straight. While 343 is bringing back recoil, I feel this would suit the weapon perfectly. After a short burst of 3 shots, the barrel would begin to rise. The rise on the barrel would become almost uncontrollable if firing an entire magazine, but be totally controllable in bursts. This limits the weapon to close and medium range, without allowing it to function out of its element.

My final point, since I am running out of ideas, would be to have the Assault Rifle share the same power of its Reach counterpart, with a higher rate of fire. The higher rate of fire with less power will also limit the weapon to shorter ranges with recoil implemented. In order for the weapon to be viable at medium range, it would require a slightly higher amount of shots before the barrel begins to climb. A larger magazine of 35-40 rounds would remedy the higher amount of bullets needed to kill.
Alternatively, the weapon could have a slightly lower rate of fire, keep the 32-round magazine, and deal out more damage. Ideally, 16 rounds sprayed into the body would work well for this, and reducing the amount of shots to 14 if focused on the head when shields pop.

Thank you for your time reading this fairly long post. tl;dr: 343, hire me for lead sandbox designer.

NO

The assualt rifle in H1 was not at all a joke.

I have to disagree, for the most part, with what you said. The assault does not need to be rewarding for pacing shots. It is an automatic weapon and should behave as such. I want the assault rifle to have a high rate of fire with about 12 round kills, no headshot bonus, slightly less accuracy than the H1 version, and either a 48 or 60 round clip. The weapon should be optimal for close to upper-mid range combat. It should give the BR a run for it’s money. The assault rifle does not need to be the spawn weapon because that is what is keeping it from being great.

This post has been edited by a moderator. Please refrain from making posts that do not contribute to the topic at hand.

*Original post. Click at your own discretion.

> NO
>
> The assualt rifle in H1 was not at all a joke.
>
> I have to disagree, for the most part, with what you said. The assault does not need to be rewarding for pacing shots. It is an automatic weapon and should behave as such. I want the assault rifle to have a high rate of fire with about 12 round kills, no headshot bonus, slightly less accuracy than the H1 version, and either a 48 or 60 round clip. The weapon should be optimal for close to upper-mid range combat. <mark>It should give the BR a run for it’s money</mark>. The assault rifle does not need to be the spawn weapon because that is what is keeping it from being great.

MFW

>

What is MFW?

> tl;dr: 343, hire me for lead sandbox designer.

LOL’d. Made my day.

Good thinking, OP. It needs to dominate in Medium range and become more of a utility weapon.

> NO
>
> The assualt rifle in H1 was not at all a joke.
>
> I have to disagree, for the most part, with what you said. The assault does not need to be rewarding for pacing shots. It is an automatic weapon and should behave as such. I want the assault rifle to have a high rate of fire with about 12 round kills, no headshot bonus, slightly less accuracy than the H1 version, and either a 48 or 60 round clip. The weapon should be optimal for close to upper-mid range combat. It should give the BR a run for it’s money. The assault rifle does not need to be the spawn weapon because that is what is keeping it from being great.

You are remembering incorrectly. The Assault Rifle was absolutely useless compared to every single other weapon in the entire game. It was outclassed in both accuracy and plasma stun by the Plasma Rifle. The Pistol easily destroyed it close range, the Shotgun had about as much range, and killed much faster close range.

12-round kill with a high rate of fire is way too fast and does not reward anything other than spraying. This is unneeded. Have any reason why there shouldn’t be a reward for accurate shots? Even less accuracy than the CE AR would make it useless outside melee range, where it would be outclassed by melee and the Shotgun, since it would be unable to hit shots.

It isn’t giving anything a run for its money, it is just a second Shotgun with a slower kill time. Completely redundant.

> What is MFW?

“My face when.” It’s a meme, usually associated with an image showing a response.

> > tl;dr: 343, hire me for lead sandbox designer.
>
> LOL’d. Made my day.
>
> Good thinking, OP. It needs to dominate in Medium range and become more of a utility weapon.

It doesn’t need to dominate, it needs to be useful. I think you misunderstood me. I want the weapon to stay in its close-range niche where it can be comfortable. A higher amount of effort would need to be used for the weapon to match the utility BR, but the reward would be much better than the previous games.

And thanks, I’m glad someone found that funny.

>

My face when.

I agree with you on everything exept for the bloom part. While the reticule bloom in reach didn’t work for precision weapons I felt it did with the Ar. The reach Ar was the best in terms of accuracy because we or at least I was able to pace my shot and mid-range and not spray. The reticule bloom should stay for the automatics because it helps people realize,“Hey,if i pace myself i can actually hit someone not 2ft away from me!”, Anyway nice post.

> What is MFW?

An acronym for my face when.

OP, I think it’s pointless to mull over AR starts in Halo 4. Halo 4’s weapon sandbox is going to be vastly different to what we’ve seen previously. The recent bulletin has said Halo 4 will contain various weapons that fill the same role (with Bs making note it strays from tradition), and I can’t help but think, with the comment on players having custom loadouts, that Halo 4 will spawn players much in the same way CoD or BF does. I also think Halo 4 will have a similar weapon sandbox design to those games too. Frank went out of his way to say they’re not trying to copy CoD or BF, so obviously there’s some heavy resemblance to Halo 4 and those games. What I’m alluding to is that I don’t think there will be “AR starts” or anything like that.

I loved the AR in every game except Reach…

Youve actually described what the BR is while trying to describe a worthwhile AR.

In Reach its main function is as a CQC shield -Yoink!- for melee finish, where it should not really be able to beat the DMR. This is the reason the magnetism is very heavey, but red reticle range is much shorter than its rested reticle accuracy suggests. I still use it out to medium range with 3 round bursts though, because I find that fun and funny and requiring more skill than the DMR which has much longer red reticle.

It could indeed have a headshot damage bonus though, and I want plasma stun back. THough i have a feeling that would result in epic whining tbh.

I meant that the AR needs to be more accurate than the H1 version, I think I put the opposite. I don’t think any weapon needs to be rewarded for timing, it doesn’t feel halo to me. 12 shot kill is good because most shots miss, spraying is good for the AR that is what it is meant to be used for in all honesty. That doesn’t make it cheap, it is simply the weapons use. The AR in Halo 1 was great, and balanced, the pistol was the only thing unbalanced.

To hear some people talk AR starts promote using different weapons where as BR/DMR dont. All AR start promote is mashing RT and then pressing B.

> To hear some people talk AR starts promote using different weapons where as BR/DMR dont. All AR start promote is mashing RT and then pressing B.

That’s because all the current iterations of ARs have been bad.

> Youve actually described what the BR is while trying to describe a worthwhile AR.
>
> In Reach its main function is as a CQC shield -Yoink!- for melee finish, where it should not really be able to beat the DMR. This is the reason the magnetism is very heavey, but red reticle range is much shorter than its rested reticle accuracy suggests. I still use it out to medium range with 3 round bursts though, because I find that fun and funny and requiring more skill than the DMR which has much longer red reticle.
>
> It could indeed have a headshot damage bonus though, and I want plasma stun back. THough i have a feeling that would result in epic whining tbh.

In my post, the AR would still be a CQC monster. I’ve just described a high-recoil fully-automatic weapon that gives a slight damage increase for aiming at the head. I do not see where you bet BR from, aside from the burst firing to control accuracy.
My question to you is this: why limit the AR to close range, and have it totally outclassed by everything outside close range? We already have a Shotgun.

Changed the title to more-properly reflect the content of the post.

> I agree with you on everything exept for the bloom part. While the reticule bloom in reach didn’t work for precision weapons I felt it did with the Ar. The reach Ar was the best in terms of accuracy because we or at least I was able to pace my shot and mid-range and not spray. The reticule bloom should stay for the automatics because it helps people realize,“Hey,if i pace myself i can actually hit someone not 2ft away from me!”, Anyway nice post.

I feel the same. I could go either way with no bloom + recoil, or a lot less recoil + bloom. Of course, headshot bonuses would only be rewarded when not fully bloomed.

Sitri For Lead sandbox

LFG

> > I agree with you on everything exept for the bloom part. While the reticule bloom in reach didn’t work for precision weapons I felt it did with the Ar. The reach Ar was the best in terms of accuracy because we or at least I was able to pace my shot and mid-range and not spray. The reticule bloom should stay for the automatics because it helps people realize,“Hey,if i pace myself i can actually hit someone not 2ft away from me!”, Anyway nice post.
>
> I feel the same. I could go either way with no bloom + recoil, or a lot less recoil + bloom. Of course, headshot bonuses would only be rewarded when not fully bloomed.

Then, I like the way you think.

> Sitri For Lead sandbox
>
> LFG

My beard will never be a match against Sage’s. My mane will make due.

> > > I agree with you on everything exept for the bloom part. While the reticule bloom in reach didn’t work for precision weapons I felt it did with the Ar. The reach Ar was the best in terms of accuracy because we or at least I was able to pace my shot and mid-range and not spray. The reticule bloom should stay for the automatics because it helps people realize,“Hey,if i pace myself i can actually hit someone not 2ft away from me!”, Anyway nice post.
> >
> > I feel the same. I could go either way with no bloom + recoil, or a lot less recoil + bloom. Of course, headshot bonuses would only be rewarded when not fully bloomed.
>
> Then, I like the way you think.

Same.
On another note, one idea I had after posting this, is have the blooming and recoiling rifles separate weapons. The slow-firing, accurate, recoiling rifle could be the LMG, with the AR taking on the role of the fast-firing, blooming, less-recoiling rifle.