How to Fix Multiplayer (NURF EVERYTHING)

Well it might not be broken but I have a few ideas to make it more fun and a bit more balanced.

DMR
I personally dont have a problem with the DMR, its supposed to be powerful, its supposed to be the bridge between a BR and a Sniper Rifle. But after playing with both the DMR and BR, I see two problems 1 Maps which i will get to later, 2 the DMR’s lack of recoil. A Designated Marksman Rifle would be using a large round, and should probably function like an M14. If you pace your shots you can put a target down easily, but if you want to spray the gun using its quick fire rate, you will experience vertical climbing, since you will be firing faster then the gun can reset. This is in no way Blooming. The bullet will go where the cross-hair is pointing, but it will be up to you to fire accordingly and put the cross-hair where it needs to be. Cause its firing bullets and not lazers.

Power the same, Fire Rate the same, Recoil Vertical(similar to M14)

Boltshot
I use the boltshot a lot. Its a useful weapon, but understand that it will just as easily punish you for missing. But what I do to save ammo is Charge it and if I see my target run away on the Radar I will Y Y quickly to save ammo. Since a direct shot is most likely a kill (not always), how about forcing the player to fire the charged weapon before preforming another function. So when you pull back and hold the trigger long enough to fire the shotgun feature you are locked in.

Maps
I feel the maps in Halo 4 have a similar problem I felt reach had. There wasnt enough environmental diversity for each weapon to thrive in. Snipers thrive in very Long - long range, DMR long - mid range, BR mid - close range, AR close range, pistol close range, shotgun very close range. But if you have maps that are all either Long and Close range, with no in between for people to move through, the AR people cant attack the Snipers/DMR people. Because they are forced to walk across empty fields without cover to even try to get close. You pretty much sign your life away when you leave cover. And because of this lack of diversity the BR is somewhat useless. It cant match the DMR’s range, and the maps dont let the BR user to get close enough to fight back properly.

This reminds me of a Halo 2 Scenario if you are Familiar with Coagulation and Blue base. You could have a Sniper on Red Ridge over looking the map and sniping Blue Base. A person with a battle rifle couldn’t fight back, but they could take a teleporter into the Rocks, ducking and weaving from rock to rock until they were at the Snipers Door step, with a three shot burst knock at the door. While the Sniper had the superior long range weapon, the players had the environment to work with to bridge those gaps and get close range where the sniper isnt superior.
Both Halo 4 and Reach lacked the Map Design that could provide a balance to the weapons.

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I have a few other little complaints, like Rockets being dropped a lot in Dominion or a Connection preference which there is already a giant thread for, but over all the game is alright.

I wouldnt mind hearing solutions to other problems/issues that could be solved through minor tweaks not including Nerfing everything into a giant pillow fight.

Thank you for finally giving some constructive criticism. I use the BR and by managing my recoil can often beat the DMR although the very smallest buffing of the BR would make it better. I kind of like the maps and since I’m a close range fighter I use the AR and have to say it can’t be beat on Haven or sometimes on abandoned. one last thing it seems the rockets have been over nerfed or have I just not had enough experience with its new specs.

> Thank you for finally giving some constructive criticism.

hahah it doesnt get much attention on this forum, i should change the title to NURF EVERYTHING.

> one last thing it seems the rockets have been over nerfed or have I just not had enough experience with its new specs.

They still seem pretty deadly, but they also spawn a lot inside the Dominion Bases. Makes it very difficult to take a place over when you have 1 or more persons capping behind a shield with an unlimited supply of Rockets.

I have to second the sentiment for your well thought out constructive criticism.

I use the DMR a lot, not so much the BR. I’ve found it to be pretty well balanced, in closer ranges I’ve been taken out by BR users and AR users when even closer. I like the DMR the way it is. Your suggestion to making changes to it though seems the best way to approach it in my opinion. You’re not changing the power of either weapon, just requiring a higher level of skill to be useful with it in the closer ranges.

I think you are right on with how the boltshot should work in regards to the weapon changing tactic.

I agree with your logic about the maps, but I think they have done a pretty good job so far with the maps having multiple paths and cover spots so you can get across them without getting mowed down by a warthog and beaned by the sniper every time. Sometimes it will happen sure, but not nearly as often as on Hemorrhage.

OP it is refreshing to not have someone just complain that it is an overpowered gun(both you mention) and actually give some ways to remedy the problems with them.

Trying to think of maps that I liked for both Vehicle and Player balance from the past. Im a bit nostalgic of Halo 2 and was always a BTB player.

-Halo 2-
Burial Mounds
Coagulation
Headlong
Waterworks
Zanzibar
Containment
Relic
Terminal

Don’t nerf, boost. If you nerf weapons especially the DMR people will be able to take more shots and escape more often making the games longer than they already are.

The boltshot is balanced it’s high powered blast is balanced with low amounts of ammo and low damage with regular firing. Getting locked means a wasted shot because it’s hard to land and easy to dodge.

The primary weapons (excluding the DMR) should get boosted to the point where they are more consistent at their ranges than the DMR is.

The needler should track better, scatter shot more damage (i’d like to be actually able to get a richochet kill) and increase firing speed, tracking and range of the plasma pistol.

> Don’t nerf, boost. If you nerf weapons especially the DMR people will be able to take more shots and escape more often making the games longer than they already are.

I wouldnt intend on Nerfing (making weapons weaker), i only put that in the title to get more attention, since it seems the whiny threads seem to get more attention then they are worth.

> The boltshot is balanced it’s high powered blast is balanced with low amounts of ammo and low damage with regular firing. Getting locked means a wasted shot because it’s hard to land and easy to dodge.

your first sentence I agree with, its actually my reasoning for not Nerfing it. Since its such a terrible pistol but with a Deadly secondary setting, it fits. Plasma pistol has its over charge combo’d with punching and headshots for seemingly instant kills. Human pistol is all around good, can put people down at close to mid-range. The only reason I would add that lock is because it would be one way to even out its deadly secondary even more, since its the only one that has a 1 hit kill. And I would rather have you and me Earn it, with greater timing and patients. When I have it I can charge it up all day and YY to save ammo, so im always ready to blast someone in the face. Im almost guaranteed 4-5 kills in one on one battles. Plama requires another weapon to kill, Human requires Accuracy and consistency, the Boltshot should require patients and timing. The lock would require that patients and timing. If its not added, I wont lose any sleep.

> The primary weapons (excluding the DMR) should get boosted to the point where they are more consistent at their ranges than the DMR is.

“boosted”? where they are more powerful within their intend ranges? so an AR would never lose against a DMR? kinda thing? I still think its more a matter of Maps and their environments. If the map has no close quarters areas shotguns are useless, and if there is to much open ground without cover, long range weapons will dominate. And from that point the games get stale. Was going to make more posts about this, how in BTSlayer the game eventually devolve into either 1 group camping, or both teams standing on top of their bases spamming DMR at each other. Its like to anchored pirate ships next to each other endlessly firing cannon balls at each other, or firing squads standing in lines shooting each other in the face. The lack in diversity results in stale gameplay.

Was thinking about Halo 2 and 3 earlier about how there was only a limited amount of weapons on the map. 1 sniper 2 BRs a few vehicles. The people who didnt get the Rifles had close range weapons, so to be useful they either grabbed flags or used vehicles. So the players roles and functions were more spread around and diverse, resulting in more dynamic gameplay. (would like to add that the Spartan Lazer kinda destroyed Vehicle combat).

So if everyone has a DMR or Light Rifle and can summon a Sniper Rifle, they have no reason to jump on a warthog or go close quarters. 8 people feel just fine standing on top of their base sniping people. like a game of Duckhunt.

> The needler should track better, scatter shot more damage (i’d like to be actually able to get a richochet kill) and increase firing speed, tracking and range of the plasma pistol.

I dont have much experience with the needler, but it seems like an easy way to get 2 kills. But most of the time i think the tracking problem is because I can never get close enough (map issue again).

Scatter shot, I have shot people 3-4 times without them dying, probably wouldnt be a bad idea to ensure a 1 shot at extremely close range and possible 2 shot at under 10 feet.

I dont mind where the plasma pistol is now, cause if you remember the noob combo in Halo 2, its in a good place now. You have to be close to hit them, but it wont track them for a mile, around a corner, have a cup of tea with them, and hit them. And just like the boltshot, because of its secondary function it has to be weak.

> > Don’t nerf, boost. If you nerf weapons especially the DMR people will be able to take more shots and escape more often making the games longer than they already are.
>
> I wouldnt intend on Nerfing (making weapons weaker), i only put that in the title to get more attention, since it seems the whiny threads seem to get more attention then they are worth.
>
>
>
> > The boltshot is balanced it’s high powered blast is balanced with low amounts of ammo and low damage with regular firing. Getting locked means a wasted shot because it’s hard to land and easy to dodge.
>
> your first sentence I agree with, its actually my reasoning for not Nerfing it. Since its such a terrible pistol but with a Deadly secondary setting, it fits. Plasma pistol has its over charge combo’d with punching and headshots for seemingly instant kills. Human pistol is all around good, can put people down at close to mid-range. The only reason I would add that lock is because it would be one way to even out its deadly secondary even more, since its the only one that has a 1 hit kill. And I would rather have you and me Earn it, with greater timing and patients. When I have it I can charge it up all day and YY to save ammo, so im always ready to blast someone in the face. Im almost guaranteed 4-5 kills in one on one battles. Plama requires another weapon to kill, Human requires Accuracy and consistency, the Boltshot should require patients and timing. The lock would require that patients and timing. If its not added, I wont lose any sleep.
>
>
>
>
> > The primary weapons (excluding the DMR) should get boosted to the point where they are more consistent at their ranges than the DMR is.
>
> “boosted”? where they are more powerful within their intend ranges? so an AR would never lose against a DMR? kinda thing? I still think its more a matter of Maps and their environments. If the map has no close quarters areas shotguns are useless, and if there is to much open ground without cover, long range weapons will dominate. And from that point the games get stale. Was going to make more posts about this, how in BTSlayer the game eventually devolve into either 1 group camping, or both teams standing on top of their bases spamming DMR at each other. Its like to anchored pirate ships next to each other endlessly firing cannon balls at each other, or firing squads standing in lines shooting each other in the face. The lack in diversity results in stale gameplay.
>
> Was thinking about Halo 2 and 3 earlier about how there was only a limited amount of weapons on the map. 1 sniper 2 BRs a few vehicles. The people who didnt get the Rifles had close range weapons, so to be useful they either grabbed flags or used vehicles. So the players roles and functions were more spread around and diverse, resulting in more dynamic gameplay. (would like to add that the Spartan Lazer kinda destroyed Vehicle combat).
>
> So if everyone has a DMR or Light Rifle and can summon a Sniper Rifle, they have no reason to jump on a warthog or go close quarters. 8 people feel just fine standing on top of their base sniping people. like a game of Duckhunt.
>
>
>
>
> > The needler should track better, scatter shot more damage (i’d like to be actually able to get a richochet kill) and increase firing speed, tracking and range of the plasma pistol.
>
> I dont have much experience with the needler, but it seems like an easy way to get 2 kills. But most of the time i think the tracking problem is because I can never get close enough (map issue again).
>
> Scatter shot, I have shot people 3-4 times without them dying, probably wouldnt be a bad idea to ensure a 1 shot at extremely close range and possible 2 shot at under 10 feet.
>
> I dont mind where the plasma pistol is now, cause if you remember the noob combo in Halo 2, its in a good place now. You have to be close to hit them, but it wont track them for a mile, around a corner, have a cup of tea with them, and hit them. And just like the boltshot, because of its secondary function it has to be weak.

When i say boost i mean improve, such as give the carbine back it’s long ranged reticle that it had in june. Make the BR a 4 shot weapon, of course decrease to rate fire. Just make it so it’s killing time is lower than the carbine (which takes more shots to kill) and higher than the DMR (the BR’s recoil will stop the it from competing with it at long range) The light rifle is good, it’s low RoF allows be people to evade the kill shot. Machine guns just need to be able to hold there own in mid-range because close-range will always belong to Melee and Shotguns.
Needler is terrible, it takes 7 shots to combine, but if they takes 6 shots and strafe in one constant direction you will not kill them even though you only need 1 more needle.
Plasma pistol fires slow when using single firing mode which you have to do to get kills and you have to get kills with it to get certain armors/stances/etc

They just need to up the health of ever player and make the damage equal to reaches. That was my favorite part of reach, it made sense. The maps suck REALLY bad. Bungie had good maps in Halo Reach.