The Assault Rifle has never been too good. Halo:CE it was pretty fine at close range, and it’s ammo count helped A TON. In Halo3 and Halo Reach it’s not too good. Most of the time it gets out DMRed or BRed in any fight.
The Assault Rifle needs some power. Or ammo. Or whatever. Yet it needs to have more use then it’s older versions. If the game now has at least two Rifles, the other guns need some balance.
And it’s important. The games balance is important. And the Assault Rifle is a huge symbol in Halo. If the Battle Rifle can get power and love, so should the original Halo Rifle!
I’m sorry but halo reach’s assault rifle was powerful at close range, If you had a precision weapon thanks to the bloom system but it was almost impossible to win a battle when it came to dmr vs assault rifle at short range and almost mid range battles.
No need to make a million threads about the same topic…
But heres my take.
Dramatically Decrease aim assist and magnetism, and make it head-shot capable after x amount of head shots are placed, possibly between two or six. With its current auto aim and magnetism state, making it more powerful would be so broken i couldn’t even fathom, i mean the damn thing practically aims for you at medium to close range.
Play a reach forge or custom with 150% to 300% damage and AR starts. Instead of being on opposing teams, play first on the same team and have a betray fest game. Practice fighting your teammate at differing ranges and see how skillfull the AR is, even with such high damage you may notice it takes a good deal of focus to get a kill. Now switch teams so you are opposing each-other. Have the same fights. Just hold down the trigger and let the auto aim and magnetism get the kills for you. You should notice that you or your teammate will die much much much quicker than the previous fight even tho damage is the same. This simple test shows how much auto aim and magnetism affect a weapons usefullness and its balance and not just its bullet damage alone. Its the bullet damage which it seems everyone on this forum save a few are obsessed with. Now dont get me wrong bullet damage is very important, but the true key to a better more versatile AR is balancing auto aim, magnetism, and bullet damage.
Killtimes in Reach were terribly long as it is. Why would you want to go about increasing them? It would just be better to buff the Assault Rifle to keep it in tune with the rest of the sandbox.
Far too many options, so I will not vote, but rather voice my opinion. I would make the AR take 12 rounds to kill with a 36 round magazine, a more punishing bloom, and a headshot bonus. It should kill slightly slower than the BR/DMR, but not to the point where an average player can consistently four shot another average player at close range. The balance should be found in the amount of bullet magnetism in the BR/DMR, as we saw in CE.
> I’m sorry but halo reach’s assault rifle was powerful at close range, If you had a precision weapon thanks to the bloom system but it was almost impossible to win a battle when it came to dmr vs assault rifle at short range and almost mid range battles.
Before the title update, this was absolutely true. However, the TU essentially eliminated bloom for the DMR if it was very slightly paced, essentially buffing its damage. The AR doesn’t even come close to pulling the same damage output at any range that the TU DMR can.
You should never balance the sandbox by nerfing the damage or increasing the inconsistency of a weapon. Look at CE for the direction to take. Lower the bullet magnetism on the utility weapon, buff the niche weapons, and you have the balance you are seeking.
In my opinion, leave the bloom how it was in Reach, and keep it visible. Then buff the damage. In Halo CE and 3 the AR was a 16 shot kill, in Halo Reach the AR was a 19 shot kill.
Since the BR and DMR are 5 shot there is no need to boost the killing time of the AR past 16 shots, just bring it back to Halo CE power and RoF and leave the rest as it is.
That should increase the AR’s use at close range, and make it still viable in medium range situations.
You buff the weapons around such weapons that are overused. You don’t nerf them otherwise you’ll get stupid things like random Halo 3 BR spread/Reach Magnum spread.
The DMR/NR starts are superior and most used because the rest of the weapons are not up to snuff. Well maybe except the Plasma Pistol and Needler but then we’ve got weak Spikers (weakest gun in the game actually), rarely seen Plasma Rifles, nerfed Plasma Launcher, inconsistent Magnum, incredibly inaccurate Repeater (you can’t even burst this thing which makes it even worse), water gun trying to be an AR, Focus Rifle not a good counter to human sniper etc.
I can go on but i think I’ve made my point. Buff the rest of the sandbox or get used to the next ten years of one gun games.
For the AR i probably don’t want to see a 60 round clip to return unless the bullet magnetism was lowered and instead made burst firing against rifles more viable than it is in Reach/Halo 3.