I think the commando is perfect as is, no telling if it’ll be in for ranked playlists. As for the BR though, I think that the bullet magnetism needs to be nerfed to be like it is in halo 3. It’s a little too forgiving from far range. With the lack of pistol meta this is so necessary.
Yeah I’m worried the BR is a little easy, but maybe it will be more difficult when you’re getting pumped by a strafing Donny across the map.
Will need to try it first against good players. It worked fine for competitive H2.
I agree too easy. But it also kills to slowly compared to the rest of the sandbox.
I’d like it to be more difficult (maybe decrease projectile speed).
With a faster ttk (rate of fire).
Maybe kill in 11 bullets for a headshot and 19 bullets for body shots (rather than 12 and 18) to further separate the optimal and average kill times.
> 2533274833576927;3:
> I agree too easy. But it also kills to slowly compared to the rest of the sandbox.
>
> I’d like it to be more difficult (maybe decrease projectile speed).
>
> With a faster ttk (rate of fire).
>
> Maybe kill in 11 bullets for a headshot and 19 bullets for body shots (rather than 12 and 18) to further separate the optimal and average kill times.
Agree with this more actually!
Halo 3 had massive amounts of bullet magnetism, not that it was a bad thing. The new BR may have different damage with how it impacts shields and the headshot hitbox. For example, in Halo 3, you could aim at the head but randomly a bullet will spray below the head missing the finishing headshot (randomly). The new BR seems to impact headshots more even if you aim at the bottom of the head. So, seemingly, each hitbox has it’s own magnetism maybe, but I don’t know. To be honest, the game just feels different in this regard, and the kill marker doesn’t help with that either.
> 2760465307323250;5:
> Halo 3 had massive amounts of bullet magnetism, not that it was a bad thing. The new BR may have different damage with how it impacts shields and the headshot hitbox. For example, in Halo 3, you could aim at the head but randomly a bullet will spray below the head missing the finishing headshot (randomly). The new BR seems to impact headshots more even if you aim at the bottom of the head. So, seemingly, each hitbox has it’s own magnetism maybe, but I don’t know. To be honest, the game just feels different in this regard, and the kill marker doesn’t help with that either.
Maybe the bullet velocity needs to be slowed down then. But then the rest of the sandbox will overshadow it. We need a meta in Halo at least in ranked. We tried the whole balancing thing in Halo 4 and that turned out objectively terrible.
> 2535415525919240;6:
> > 2760465307323250;5:
> > Halo 3 had massive amounts of bullet magnetism, not that it was a bad thing. The new BR may have different damage with how it impacts shields and the headshot hitbox. For example, in Halo 3, you could aim at the head but randomly a bullet will spray below the head missing the finishing headshot (randomly). The new BR seems to impact headshots more even if you aim at the bottom of the head. So, seemingly, each hitbox has it’s own magnetism maybe, but I don’t know. To be honest, the game just feels different in this regard, and the kill marker doesn’t help with that either.
>
> Maybe the bullet velocity needs to be slowed down then. But then the rest of the sandbox will overshadow it. We need a meta in Halo at least in ranked. We tried the whole balancing thing in Halo 4 and that turned out objectively terrible.
HCE and Halo 2 on XBox had fast bullet velocity, and the M6D and H2 BR historically has been everyone’s favorite versions of the versatile tool of destruction. So, I don’t think that’s the problem. Ever since the BR was given a burst fire, it became “easier”. But, when we say “easier”, we really mean “consistent”.
> 2760465307323250;7:
> > 2535415525919240;6:
> > > 2760465307323250;5:
> > > Halo 3 had massive amounts of bullet magnetism, not that it was a bad thing. The new BR may have different damage with how it impacts shields and the headshot hitbox. For example, in Halo 3, you could aim at the head but randomly a bullet will spray below the head missing the finishing headshot (randomly). The new BR seems to impact headshots more even if you aim at the bottom of the head. So, seemingly, each hitbox has it’s own magnetism maybe, but I don’t know. To be honest, the game just feels different in this regard, and the kill marker doesn’t help with that either.
> >
> > Maybe the bullet velocity needs to be slowed down then. But then the rest of the sandbox will overshadow it. We need a meta in Halo at least in ranked. We tried the whole balancing thing in Halo 4 and that turned out objectively terrible.
>
> HCE and Halo 2 on XBox had fast bullet velocity, and the M6D and H2 BR historically has been everyone’s favorite versions of the versatile tool of destruction. So, I don’t think that’s the problem. Ever since the BR was given a burst fire, it became “easier”. But, when we say “easier”, we really mean “consistent”.
Halo 3 had slower bullet velocity with the BR though. At least you could escape it from across the map. Was too consistent getting kills with it from across the map in Halo 2/Halo 5. And also with the DMR in Reach and M6D in CE and Magnum in H5. There’s a clip of Snakebite getting killed with a BR from across the map on Behemoth on twitter, it’s way too forgiving as is.
> 2535415525919240;8:
> > 2760465307323250;7:
> > > 2535415525919240;6:
> > > > 2760465307323250;5:
> > > > Halo 3 had massive amounts of bullet magnetism, not that it was a bad thing. The new BR may have different damage with how it impacts shields and the headshot hitbox. For example, in Halo 3, you could aim at the head but randomly a bullet will spray below the head missing the finishing headshot (randomly). The new BR seems to impact headshots more even if you aim at the bottom of the head. So, seemingly, each hitbox has it’s own magnetism maybe, but I don’t know. To be honest, the game just feels different in this regard, and the kill marker doesn’t help with that either.
> > >
> > > Maybe the bullet velocity needs to be slowed down then. But then the rest of the sandbox will overshadow it. We need a meta in Halo at least in ranked. We tried the whole balancing thing in Halo 4 and that turned out objectively terrible.
> >
> > HCE and Halo 2 on XBox had fast bullet velocity, and the M6D and H2 BR historically has been everyone’s favorite versions of the versatile tool of destruction. So, I don’t think that’s the problem. Ever since the BR was given a burst fire, it became “easier”. But, when we say “easier”, we really mean “consistent”.
>
> Halo 3 had slower bullet velocity with the BR though. At least you could escape it from across the map. Was too consistent getting kills with it from across the map in Halo 2/Halo 5. And also with the DMR in Reach and M6D in CE and Magnum in H5. There’s a clip of Snakebite getting killed with a BR from across the map on Behemoth on twitter, it’s way too forgiving as is.
Ok, maybe that’s something to look at, but slower bullet velocity will allow the same thing but with just more randomness. I was never a fan of H3’s BR cause at many ranges, you couldn’t really engage unless you had lucky shots connect.
> 2760465307323250;9:
> > 2535415525919240;8:
> > > 2760465307323250;7:
> > > > 2535415525919240;6:
> > > > > 2760465307323250;5:
> > > > > Halo 3 had massive amounts of bullet magnetism, not that it was a bad thing. The new BR may have different damage with how it impacts shields and the headshot hitbox. For example, in Halo 3, you could aim at the head but randomly a bullet will spray below the head missing the finishing headshot (randomly). The new BR seems to impact headshots more even if you aim at the bottom of the head. So, seemingly, each hitbox has it’s own magnetism maybe, but I don’t know. To be honest, the game just feels different in this regard, and the kill marker doesn’t help with that either.
> > > >
> > > > Maybe the bullet velocity needs to be slowed down then. But then the rest of the sandbox will overshadow it. We need a meta in Halo at least in ranked. We tried the whole balancing thing in Halo 4 and that turned out objectively terrible.
> > >
> > > HCE and Halo 2 on XBox had fast bullet velocity, and the M6D and H2 BR historically has been everyone’s favorite versions of the versatile tool of destruction. So, I don’t think that’s the problem. Ever since the BR was given a burst fire, it became “easier”. But, when we say “easier”, we really mean “consistent”.
> >
> > Halo 3 had slower bullet velocity with the BR though. At least you could escape it from across the map. Was too consistent getting kills with it from across the map in Halo 2/Halo 5. And also with the DMR in Reach and M6D in CE and Magnum in H5. There’s a clip of Snakebite getting killed with a BR from across the map on Behemoth on twitter, it’s way too forgiving as is.
>
> Ok, maybe that’s something to look at, but slower bullet velocity will allow the same thing but with just more randomness. I was never a fan of H3’s BR cause at many ranges, you couldn’t really engage unless you had lucky shots connect.
I wouldn’t say they would be lucky, just difficult having to lead bullets from that far away. Maybe they can take the BR from Halo 3 and buff the bullet velocity to where it isn’t impossible to get kills with it from across the map. This one in infinite is kind of above that, but lower than it is in H2/H5. It’s nearly perfect.
What I’m thinking right now is that the BR as it is what 343i call “a legacy weapon”, which means that as you pick it up you feel like transported back to H2 and you’ll have the same feeling using, shooting, handling, that weapon. And that is what happen, as you first pick it up you feel like you know it. Don’t know if that makes sens but it’s kind of what they explained in their sandbox video a few month ago. Therefore the BR as it is/was has no recoil, bloom, and is the easiest weapon to get a perfect medal with. And is clearly not in line with the new H.Infinite weapons.
So why would they choose that weapon for competitive playlist?
Why pick a H2 weapon, copy paste to infinite, that a lot of people have already spent hundreds of hours using?
Why not make a new mid range hard to master weapon that feels fresh for everyone?
Don’t you dare nerf the BR without nerfing the AR.
> 2533274805075298;12:
> Don’t you dare nerf the BR without nerfing the AR.
Agree
> 2533274817157770;11:
> So why would they choose that weapon for competitive playlist?
> Why pick a H2 weapon, copy paste to infinite, that a lot of people have already spent hundreds of hours using?
> Why not make a new mid range hard to master weapon that feels fresh for everyone?
Because the AR has even less skill
I think it’s more unforgiving than Halo 2’s BR but not as much as 3’s.
I guess that’s what the Commando is now. Let’s see how it fits in ranked playtests if there is any. I think it’s fine, as long as they add a slight aim assist.
> 2533274817157770;11:
> What I’m thinking right now is that the BR as it is what 343i call “a legacy weapon”, which means that as you pick it up you feel like transported back to H2 and you’ll have the same feeling using, shooting, handling, that weapon. And that is what happen, as you first pick it up you feel like you know it. Don’t know if that makes sens but it’s kind of what they explained in their sandbox video a few month ago. Therefore the BR as it is/was has no recoil, bloom, and is the easiest weapon to get a perfect medal with. And is clearly not in line with the new H.Infinite weapons.
>
> So why would they choose that weapon for competitive playlist?
> Why pick a H2 weapon, copy paste to infinite, that a lot of people have already spent hundreds of hours using?
> Why not make a new mid range hard to master weapon that feels fresh for everyone?
I agree the AR for too long has had it’s time in the sun. New Halo has had enough of the BR and the AR (I mean it’s been in nearly every game, Hello!?!) Commando starts are the future clearly, precise like the BR and can be held down for the aiming impaired.
We need weapons to have as many random variables as possible to fit in with this modern landscape, only then, when the game is as unintuitive as possible and and far removed from previous heights will we appeal to a wider audience, then Halo can be on top again.
> 2533274836395701;15:
> > 2533274817157770;11:
> > What I’m thinking right now is that the BR as it is what 343i call “a legacy weapon”, which means that as you pick it up you feel like transported back to H2 and you’ll have the same feeling using, shooting, handling, that weapon. And that is what happen, as you first pick it up you feel like you know it. Don’t know if that makes sens but it’s kind of what they explained in their sandbox video a few month ago. Therefore the BR as it is/was has no recoil, bloom, and is the easiest weapon to get a perfect medal with. And is clearly not in line with the new H.Infinite weapons.
> >
> > So why would they choose that weapon for competitive playlist?
> > Why pick a H2 weapon, copy paste to infinite, that a lot of people have already spent hundreds of hours using?
> > Why not make a new mid range hard to master weapon that feels fresh for everyone?
>
> I agree the AR for too long has had it’s time in the sun. New Halo has had enough of the BR and the AR (I mean it’s been in nearly every game, Hello!?!) Commando starts are the future clearly, precise like the BR and can be held down for the aiming impaired.
>
> We need weapons to have as many random variables as possible to fit in with this modern landscape, only then, when the game is as unintuitive as possible and and far removed from previous heights will we appeal to a wider audience, then Halo can be on top again.
Let’s see BR starts in ranked before we get too far ahead with the commando starts. One more drastic change like that and could be detrimental to the franchise. Maybe they can add Commando ranked as one set playlist and see how it goes.
> 2533274836395701;15:
> > 2533274817157770;11:
> > What I’m thinking right now is that the BR as it is what 343i call “a legacy weapon”, which means that as you pick it up you feel like transported back to H2 and you’ll have the same feeling using, shooting, handling, that weapon. And that is what happen, as you first pick it up you feel like you know it. Don’t know if that makes sens but it’s kind of what they explained in their sandbox video a few month ago. Therefore the BR as it is/was has no recoil, bloom, and is the easiest weapon to get a perfect medal with. And is clearly not in line with the new H.Infinite weapons.
> >
> > So why would they choose that weapon for competitive playlist?
> > Why pick a H2 weapon, copy paste to infinite, that a lot of people have already spent hundreds of hours using?
> > Why not make a new mid range hard to master weapon that feels fresh for everyone?
>
> I agree the AR for too long has had it’s time in the sun. New Halo has had enough of the BR and the AR (I mean it’s been in nearly every game, Hello!?!) Commando starts are the future clearly, precise like the BR and can be held down for the aiming impaired.
>
> We need weapons to have as many random variables as possible to fit in with this modern landscape, only then, when the game is as unintuitive as possible and and far removed from previous heights will we appeal to a wider audience, then Halo can be on top again.
True BR and AR have been in all previous Halo, but not in competitive settings since H3.
Then, as I said before the BR in infinite is the OG H2 BR75 but it’s not Halo infinite BR, I am yet to see the new BR.
Well to me the commando doesn’t feel like an unintuitive weapon.
We’ll see, but what the point of 343i sandbox and pro team if the most competitive weapon they can end up giving us is the OG BR that is the easiest weapon to handle in the sandbox.
> 2533274817157770;17:
> > 2533274836395701;15:
> > > 2533274817157770;11:
> > > What I’m thinking right now is that the BR as it is what 343i call “a legacy weapon”, which means that as you pick it up you feel like transported back to H2 and you’ll have the same feeling using, shooting, handling, that weapon. And that is what happen, as you first pick it up you feel like you know it. Don’t know if that makes sens but it’s kind of what they explained in their sandbox video a few month ago. Therefore the BR as it is/was has no recoil, bloom, and is the easiest weapon to get a perfect medal with. And is clearly not in line with the new H.Infinite weapons.
> > >
> > > So why would they choose that weapon for competitive playlist?
> > > Why pick a H2 weapon, copy paste to infinite, that a lot of people have already spent hundreds of hours using?
> > > Why not make a new mid range hard to master weapon that feels fresh for everyone?
> >
> > I agree the AR for too long has had it’s time in the sun. New Halo has had enough of the BR and the AR (I mean it’s been in nearly every game, Hello!?!) Commando starts are the future clearly, precise like the BR and can be held down for the aiming impaired.
> >
> > We need weapons to have as many random variables as possible to fit in with this modern landscape, only then, when the game is as unintuitive as possible and and far removed from previous heights will we appeal to a wider audience, then Halo can be on top again.
>
> True BR and AR have been in all previous Halo, but not in competitive settings since H3.
> Then, as I said before the BR in infinite is the OG H2 BR75 but it’s not Halo infinite BR, I am yet to see the new BR.
>
> Well to me the commando doesn’t feel like an unintuitive weapon.
>
> We’ll see, but what the point of 343i sandbox and pro team if the most competitive weapon they can end up giving us is the OG BR that is the easiest weapon to handle in the sandbox.
I think it’s less forgiving than Halo 2’s but that’s just me.
> 2533274833576927;3:
> I agree too easy. But it also kills to slowly compared to the rest of the sandbox.
>
> I’d like it to be more difficult (maybe decrease projectile speed).
>
> With a faster ttk (rate of fire).
>
> Maybe kill in 11 bullets for a headshot and 19 bullets for body shots (rather than 12 and 18) to further separate the optimal and average kill times.
I just want to point out that TTK is Time To Kill. Although that’s tied to rate of fire and damage per bullet, So I’m guessing thats what you mean.
Also, 11 to the head is still a 4 burst kill. Approx the same TTK as 12 bullets (with current magnetism).
You are correct there are plenty of other weapons with faster TTK than the BR. Some of them more difficult to aim. Some more easy.
> 2535438388661507;19:
> > 2533274833576927;3:
> > I agree too easy. But it also kills to slowly compared to the rest of the sandbox.
> >
> > I’d like it to be more difficult (maybe decrease projectile speed).
> >
> > With a faster ttk (rate of fire).
> >
> > Maybe kill in 11 bullets for a headshot and 19 bullets for body shots (rather than 12 and 18) to further separate the optimal and average kill times.
>
> I just want to point out that TTK is Time To Kill. Although that’s tied to rate of fire and damage per bullet, So I’m guessing thats what you mean.
>
> Also, 11 to the head is still a 4 burst kill. Approx the same TTK as 12 bullets (with current magnetism).
>
> You are correct there are plenty of other weapons with faster TTK than the BR. Some of them more difficult to aim. Some more easy.
If they nerf the BR’s TTK, they need to nerf the rest of the sandbox that’s for sure.