Remember when if you burst the AR it would be more accurate, like in real life?
I think part of the problem is that half of Halos weapons were initially designed to be more effective against covenant or the flood. Halo CE AR and shotty were best against the flood while snipe and pistol were very ineffective, but they were very effective against the covenant. It seems 343 has forgot this basic concept.
You should start with a cqc weapon and a ranged weapon just like in the original, but the idea that a pistol is your ranged weapon is weird which is why we got the BR in the first place and the smg. They’d be better off bringing this back then sticking us all with two short range weapons for nostalgia reasons or something.
The Halo 5 Magnum killed in 1.2s, the CE Magnum killed in 0.6s, the Reach Magnum could kill in 1.08s, the Halo Infinite AR kills in 1.37s, and the Sidekick in 1.1s.
That was in the flights. It was nerfed when the game shipped, which is the main reason Sidekicks have room to be dominant in higher-tier play. A .05s advantage made the flight Sidekick totally worthless.
Personally I prefer AR start. It makes it easier to stop caring about the quality of matches (desync, getting high ping lobbies during peak time, etc).
Halo has always been about the variety of weapons and knowing where the good weapons are on the map, at least in team slayer. Knowing the map and weapons is what made one guy dominate in previous Halo games.
In this Halo game you just grab the BR, shoot someone in the head because they have a better connection or MMR skill.
Indeed, but desynch is a thing and bursting the AR doesn’t alleviate a technical issue with the network and game programming. In the last two days of completing challenges, I’ve had five frags disappear on me, two rockets detonate in an enemy’s visor, only for them to come out of the smoke unharmed and two clean BR headshots on separate occasions were upon hearing the sound and seeing the hit-markers on unshielded opponents I turned away from them by reflex to do other things, only to discover them alive and well, killing me as we were in a firefight. Even yesterday I witnessed a friend of mine throw two grenades on a Zone in landgrab, first one detonated, other one just disappeared.
I’m certainly not the best shot there is but I do not feel like I’m improving at all, due to the weapons feeling extremely inconsistent. Sometimes my AR kills, others it barely registers. Too many occasions where I’ve fired on an opponent longer than they have on me, we trade melees and they make it out alive.
Burst firing is not the answer.
Weapon balancing and enemy resistances / immunities does not carry over from game to game.
The CE pistol being as good as it was in Multiplayer wasn’t even intended, and all it’s good for in Halo CE is headshotting grunts and killing flood, basically useless against Elites with shields.
The AR doesn’t compete at range with the BR. I don’t know how people get this misconception in their heads because its just a plain lie. If this is happening to you you are either very bad or connection issues are a problem but if the game is working as intended this doesn’t happen.
What it seems people want is a H3 AR, completely useless trash that has no range and no damage. Infinite’s AR is the first in the series (maybe minus the CE AR) to not just absolutely suck against the competition. Its the first AR to be able to outkill the BR at short range which is a good thing. The BR should not be this Ace of all Trades weapon that has no weakness outside a power weapon.
The fact that it became a “utility weapon” before still irritates me to this ay if i go back and play older Halos. Its just not fun to only care aboit the mid-to-long range precision starting weapon and then the rocket…sadly this is still how ranked is played but at least social playlists are not plagued by BR starts for the most part.
Huge issue with Halo 4. Everyone spawned with either a Battle Rifle, DMR or Lightrifle. It turned the entire game into a long-range chicken shoot instead of the frantic, close-range battles that made up a good chunk of Halo 3’s combat.
My issue with BR starts is that it encourages long-range plays which, in my opinion, are more boring.
I mean, the present AR is seriously powerful and borders on a power weapon. The thing about the Halo 3 AR is that it was never useless, it just depended on the skill of the wielder. The entire design philosophy of Halo 3 encouraged close-range, CQC based engagements where the AR was stronger than at the range people tried to use it at.
It was this way in Halo 2, Halo 4 and Halo 5, but was not this way in Halo 3. Halo 2, 4 and 5’s BR was absolutely insane, and was bordering on a laser beam (it’s like this in Halo Infinite as well, but the AR was given a boost in power).
My favorite BR in the series in Halo 3’s BR because it works within the sandbox. Halo 3’s BR encouraged players to move in and get in close, because only the first shot would assuredly land in the center of the crosshair (the Carbine was arguably stronger at range than the BR). The close-range combat of Halo 3 gave more opportunities for various weapons to shine, and if the AR got a small boost in power in Halo 3, it would have been perfect.
I agree with almost all of this. I do love the Infinite AR and if i come upon a map weapon i am trading it every time which i feel is a good thing for a spawn weapon to feel like.
At closer ranges it loses to basically every close range map weapon minus a couple. And at longer ranges it can’t compete. I think it has a great window from the top of short range to the bottom of mid range where it shines and to me its finally the perfect AR, not too strong but also not useless.
Infinite to me has a near perfect sandbox. I would make a few changes but maybe thats a topic for another post.