I just ran some science. (DMR thread #155684)

The End to all DMR Arguments

In my test, I had 2 controllers set on splitscreen. I held a controller in both hands. The controller in my left hand had an automatic weapon, since my right index finger is much faster. In my right hand, I had a DMR.

On default damage settings, I had both controllers fire at the exact same time. I was unsurprised to find that the automatic weapons won every time provided every shot lands. The DMR user was unable to land the final headshot during every one of these tests.

What this means, is that if the automatic weapons are doing their maximum damage per second, they will win. Due to the inaccurate nature of these weapons, they would be best suited to close range, as they will be hitting most of their shots at that range.

Automatic weapons are finally viable options up close, and do their job very well. A DMR user can only beat them if the automatic weapon user is outside their niche. Now that I have learned that these weapons are all fine together, that leaves the Light Rifle, Battle Rifle, and Covenant Carbine. The Light Rifle has a lower kill time when unscoped, and can only achieve its maximum damage potential by having a scoped-in shot. In close range, scoping in removes your ability to aim as accurately, and cuts off peripheral vision. In other words, the Light Rifle is fine.

What this leaves is the Carbine and Battle Rifle. In its current state, the Carbine is unable to compete with the DMR due to its slower killtime and inaccuracy. To fix this, making the Carbine a 7-shot kill as opposed to 8 gives the weapon a slightly faster time to kill than the DMR, but without the accuracy to allow it to compete at range.

The Battle Rifle needs a similar buff of subtracting a single bullet from its total to kill. The BR would then take 12 individual bullets as opposed to 13. If a player can land every single bullet, they are rewarded with a faster killtime than the DMR. What makes the BR not totally dominate the DMR is the recoil that needs to be controlled, since even a single bullet missed will spell out death.

TL;DR- The DMR is scientifically proven to be fine. The Carbine and BR are just underpowered.

Right now the DMR is the stronger weapon. We can only have one king. If the BR was stronger, we would be discussing how the DMR is under powered. This is a never ending argument.

You have two choices give the BR less recoil and spread, or give the DMR bloom… Then we shall have whole new arguments…

never ends…

> Right now the DMR is the stronger weapon. We can only have one king. If the BR was stronger, we would be discussing how the DMR is under powered. This is a never ending argument.
>
> You have two choices give the BR less recoil and spread, or give the DMR bloom… Then we shall have whole new arguments…
>
>
> never ends…

If the BR was stronger, the recoil would cause you to miss bullets per shot at range, which would make you need to take more than just 4 shots.

Worst case scenario, we just remove the BR and have a much more balanced sandbox overall.

MLG right now has settings to make the BR a 4 shot. And it seems to work.

But if the BR was a 4 shot, the DMR would only find its place in BTB maps.

My issue with the DMR is simply how easy it is to use. With the large amounts of aim assist the game has along with the huge headshot hitboxes, it really isn’t that much of a challenge to 5-shot someone with it at any range except maybe close/short.

I’d be fine with the DMR being as powerful as it is and having the range capabilities it has if it were harder to use, and I think that’d also stop a lot of the ‘nerf the DMR!’ threads that keep popping up.

Buff the BR and Carbine to make them better alternatives and reduce the aim assist on the DMR, imo. I’d say decrease the headshot hitbox a bit too but I doubt 343 would ever go that far.

> MLG right now has settings to make the BR a 4 shot. And it seems to work.
>
> But if the BR was a 4 shot, the DMR would only find its place in BTB maps.

My only problem with 4SK BR settings is how it affects the Sniper, Grenades, and how it does not affect the Carbine.

Saying that the DMR would only find its place in BTB is not entirely true. Certain maps like Haven, Solace, and Abandon can have long enough lines of sight for the more-consistent DMR to win in a fight.

AR needs damage drop-off, where after a certain distance, each bullet does less damage.

> AR needs damage drop-off, where after a certain distance, each bullet does less damage.

That just causes more randomness than what is needed. The bloom on it does a well-enough job of nerfing it at longer ranges.

> My issue with the DMR is simply how easy it is to use. With the large amounts of aim assist the game has along with the huge headshot hitboxes, it really isn’t that much of a challenge to 5-shot someone with it at any range except maybe close/short.
>
> I’d be fine with the DMR being as powerful as it is and having the range capabilities it has if it were harder to use, and I think that’d also stop a lot of the ‘nerf the DMR!’ threads that keep popping up.
>
> Buff the BR and Carbine to make them better alternatives and reduce the aim assist on the DMR, imo. I’d say decrease the headshot hitbox a bit too but I doubt 343 would ever go that far.

Aim assist reduction is a nerf I could stand behind, but that might make the rifle look good enough compared to other starting weapons. Especially since the BR and Assault Rifle are as easy, if not easier than the DMR.

DMR, BR, and CC all basically kill in the same amount of time if you land every shot. Therefore they are all equally good killers. Each one is intended for a different purpose, and should be used as such. The only advantage the DMR has is a perceived one… it has no different characteristics close up as it does at its intended range. Of course, noone seems to get that this is offset by a punishing requirement for accuracy, and no reward for near misses, unlike the BR.

The reason the CC doesn’t get much love is that it requires you to land more shots to be effective as compared to the DMR and BR, despite the higher rate of fire… that requires a very skilled hand, which most people do not have.

> DMR, BR, and CC all basically kill in the same amount of time if you land every shot. Therefore they are all equally good killers. Each one is intended for a different purpose, and should be used as such. The only advantage the DMR has is a perceived one… it has no different characteristics close up as it does at its intended range. Of course, noone seems to get that this is offset by a punishing requirement for accuracy, and no reward for near misses, unlike the BR.
>
> The reason the CC doesn’t get much love is that it requires you to land more shots to be effective as compared to the DMR and BR, despite the higher rate of fire… that requires a very skilled hand, which most people do not have.

That is not the case. The DMR kills faster than the Carbine that kills faster than the BR. They are not currently equal.

Finally somebody who is talking some sense around here.

I don’t have a problem with it being a stable firing platform, however the fact that it can shoot faster than a br, and at the same time have less scoped recoil after being hit in a long range duel annoys me.

I agree. Right now for competitive play we have TWO guns that stand a chance. The DMR and the light rifle. The BR and the carbine should BOTH outclass the DMR at mid range. It would be bad enough if the DMR was just on an even playing field with those guns at mid range. The fact that it does BETTER than them is borderline moronic.

Leave the DMR alone, make the BR a 4 shot with more spread.

Or give the DMR bloom. Leave the BR alone.

> The End to all DMR Arguments
>
> In my test, I had 2 controllers set on splitscreen. I held a controller in both hands. The controller in my left hand had an automatic weapon, since my right index finger is much faster. In my right hand, I had a DMR.
>
> On default damage settings, I had both controllers fire at the exact same time. I was unsurprised to find that the automatic weapons won every time provided every shot lands. The DMR user was unable to land the final headshot during every one of these tests.
>
> What this means, is that if the automatic weapons are doing their maximum damage per second, they will win. Due to the inaccurate nature of these weapons, they would be best suited to close range, as they will be hitting most of their shots at that range.
>
> Automatic weapons are finally viable options up close, and do their job very well. A DMR user can only beat them if the automatic weapon user is outside their niche. Now that I have learned that these weapons are all fine together, that leaves the Light Rifle, Battle Rifle, and Covenant Carbine. The Light Rifle has a lower kill time when unscoped, and can only achieve its maximum damage potential by having a scoped-in shot. In close range, scoping in removes your ability to aim as accurately, and cuts off peripheral vision. In other words, the Light Rifle is fine.
>
> What this leaves is the Carbine and Battle Rifle. In its current state, the Carbine is unable to compete with the DMR due to its slower killtime and inaccuracy. To fix this, making the Carbine a 7-shot kill as opposed to 8 gives the weapon a slightly faster time to kill than the DMR, but without the accuracy to allow it to compete at range.
>
> The Battle Rifle needs a similar buff of subtracting a single bullet from its total to kill. The BR would then take 12 individual bullets as opposed to 13. If a player can land every single bullet, they are rewarded with a faster killtime than the DMR. What makes the BR not totally dominate the DMR is the recoil that needs to be controlled, since even a single bullet missed will spell out death.
>
> TL;DR- The DMR is scientifically proven to be fine. The Carbine and BR are just underpowered.

Finally someone proves it. This is very correct. Except IMO the Carbine is jut as viable of an option. Get close to a DMR user with a Carbine and you will own them. BR is great for headshots because you can kinda spray around their head and get them.

Amazing work, detective!
No one else knew that the automatic weapons in game were ideal for close range, as opposed to LONG range!
Wow!
Totally gonna go use this super secret info to my advantage!

> Leave the DMR alone, make the BR a 4 shot with more spread.
>
> Or give the DMR bloom. Leave the BR alone.

What would giving the DMR bloom resolve? Bloom is designed to prevent spamming at long range. The problem here is that the DMR beats the BR at CLOSE range…

Does the upgraded DMR you get from Wetworks make the DMR more powerful? I would imagine it does but I just want to make sure.

the issue i have with the DMR is that its the only weapon viable at all ranges, every other weapon has a bad aspect to it, but the DMR only falls short at really close ranges. I think it needs some sort of a minor nerf, such as a slower fire rate while unscoped or a lot of bloom leaving it only a great tool in the best hands. Not some hipfire cannon that can crossmap people as well as do strong damage while they’re trying to close the distance (not just walking straight towards them). Buffing other weapons too much would only make the balance more worthless, i think your carbine idea is good, but a 4 shot BR would destroy the balance of the closer range play(not trying to make it sound like you said that).