If the AR is more powerful...

then what will happen to the Plasma weapons (if they return?). From what I’ve learned using the Plasma Rifle/Repeater, they do more damage than the AR, but have a larger spread and shorter range. If the AR is beefed up, what should happen to them to make them balanced?

Plasma Rifle isn’t returning. Problem solved.

AR does more damage to health, plasma weapons do more damage to shields. Killtimes are almost the same, but plasma rounds fly slower.

It’s been like that for most Halo games.

> Plasma Rifle isn’t returning. Problem solved.

Really? Where did you hear that?

Gasp! WHAT WILL THEY DO!? Truly an impassable obstacle. Clearly they couldn’t BALANCE the weapons with the AR, that would be silly.

I doubt they are returning but I haven’t seen anything confirming it.

> AR does more damage to health, plasma weapons do more damage to shields. Killtimes are almost the same, but plasma rounds fly slower.
>
> It’s been like that for most Halo games.

Ah. Now that you mention it, I have noticed enemy shields going down fast, but then they stay for a longer time (at least in Campaign). I hadn’t thought of that.

> > AR does more damage to health, plasma weapons do more damage to shields. Killtimes are almost the same, but plasma rounds fly slower.
> >
> > It’s been like that for most Halo games.
>
> Ah. Now that you mention it, I have noticed enemy shields going down fast, but then they stay for a longer time (at least in Campaign). I hadn’t thought of that.

Hence the use of a plasma pistol in combination with a headshot weapon. 3 shots to the body, or one overcharged, and finish with a headshot (the noob combo, it kills instantly)

This post has been edited by a moderator. Please do not post or discuss inappropriate content. This includes leaked content, real or fake.

> > > Plasma Rifle isn’t returning. Problem solved.
> >
> > Really? Where did you hear that?

I think both of you got your information from leaks. Perfect example of why they’re banned here :slight_smile:

> > > > Plasma Rifle isn’t returning. Problem solved.
> > >
> > > Really? Where did you hear that?
>
> I think both of you got your information from leaks. Perfect example of why they’re banned here :slight_smile:

They’re banned here because it is the policy of 343i, leaks aren’t a good thing for videogame devealopers such halo’s one (343i-MS-etc…), but they’re good for who wants to know something before other people :slight_smile:

EDIT: My post got banned for about 10 leaked pics of custom classes and their elements.

the plasma equivalent to the AR doesn’t need to be buffed. AR was hardly ever used, plasma weapons have there specialties and can actually be usefull, the AR was an all-around close-ish weapon but was all-around not used very much.

> AR does more damage to health, plasma weapons do more damage to shields. Killtimes are almost the same, but plasma rounds fly slower.
>
> It’s been like that for most Halo games.

Except Reach.

The AR is vastly underpowered, even on Easy difficulty.
Plasma rounds gain immense projectile speed increase on Legendary.
The plasma rifle is pretty weak on Legendary. If it was powerful, it would be able to take out Ultra Elite shielding. I know that it did pretty good damage to Zealot shielding in CE.

Add combat evolved plasma stun. Watch players call plasma overpowered.

Halo CE had the AR and PR, and they were actually radically different from one another. The AR killed in 12 shots (7 shields, 5 health), and the PR killed in 9 (6 shields, 3 headshots). Or 12 body shots.

The main differences were that the AR had ALOT more spread, and was hitscan, while the Plasma Rifle fired alot more precisely (especially when the trigger was tapped), but travelled through the air and could stun the enemy players.

In Halo 2 we had the SMG and PR, and they were direct opposites. Approximately the same accuracy, and effect, just reversed Shield/health damage modifiers.

Halo 3’s PR was overall much more powerful than the AR if dual wielded. But was weaker if not.

And Reach’s Repeater does the same shot for shot damage as the AR, but is more effective up close as it has a higher base rate of fire, but less accuracy.