Hello,
I noticed a decent amount of discussion about the weapon sandbox lately. There was already a thread about secondaries, particularly the pistol and how that fit in, but I’ve also seen a lot of chat about the Assault Rifle, how well it works and what its role is, now that it has been placed with equal standing among precision utility weapons, namely the BR, DMR and Carbine.
So, I thought I’d take a more in-depth look at the AR, propose an AR rework and see what the community thinks. I’ve made little blurbs about it in other posts, but I was anxious to hear what everyone here thinks about the AR and its place in the sandbox.
Well, I guess you could say I’m a competitive player. To an extent. The AR is generally nowhere to be seen in a lot of the customs I enjoy. As we know, the AR is usually taken out of competitive play.
(Also, note that this is all opinion to facilitate discussion and an idea.)
Why is the AR a poor weapon?
There are a number of reasons behind this. Most of it revolves around the low skill gap of the Assault Rifle. That isn’t to say it doesn’t exist. There is a small gap, but because of high aim assist and bullet magnetism within optimum range, you really can’t strafe an AR and the spread, while magnetized, still leaves a lot to chance. Competitive play should have no chance elements.
The Assault Rifle also does poorly as a starting weapon, causing many players, such as myself, to groan when AR starts show up. The rifle cannot defend against any sort of long ranged attack in any way. in Reach, the pistol was your best bet past 20 meters. And it wasn’t good enough either. It was a CQB weapon too.
The rifle could be attempted to be used in burst fire at longer ranges, but because it had a kill time designed around the spray and close range, bursts did very little damage per second, leaving the other player plenty of time to kill you with many other weapons, such as the DMR or sometimes even Magnum.
A good part of the community also appreciates the ‘short kill time, really hard to hit every shot’ nature of weapons such as the BR and CE Magnum. Those weapons are generally competitive favorites, and make for interesting gameplay at all levels. The average kill is slower than the best possible, but it allows for skilled players to use their ability to its fullest extent. It encourages honing your skills with your weapon of choice.
For players who care less, it still feels satisfying when you land a lot of shots and down someone quickly. Even in my “BTB only” Halo 3 days when I was a lot more casual about the game, a 4 shot in a tough situation was really fun. Weapon diversity is also one of the biggest complaints against competitive play, and more weapons that work well in that arena would help bring the two currently very different ways to play closer together.
How can it be evened out, but retain its individuality in the sandbox?
So, if the AR is to be a starting weapon, it needs to be able to at least stand a chance at most ranges. All of the precision utilities listed in the intro can at least put up a fight at every range except perhaps extreme range, where only the sniper can function anyway. The AR should also have a short kill time, but players should not be able to land every shot without great aim. Bursting either has to be made completely pointless or the standard kill method, so that the weapon can be balanced around one or the other. I would prefer full auto to make it stand out from other starting weapons. The skill gap of the weapon should be increased in some ways as well, to justify its buff in effectiveness.
Based off of this train of thought, I came up with my ‘Ideal Assault Rifle’, hoping to make an AR that wouldn’t be scoffed at by competitive play, swapped for anything, or be an awful starting weapon.
The Idea
-Seriously decrease or completely remove spread/bloom on the Assault Rifle.
-Decrease Assault Rifle kill time (in line with precision kill times, preferably around 1.4-1.5 seconds), and make it a 10-shot kill on current mag size, or something like a 15-shot kill on a 45/50 mag size. Point is, shorter kill and mag size of about three kills.
-Reduce aim assist and bullet magnetism to even it out with precision weapons.
-Add in a scope ala ODST SMG, but with slight recoil when scoped.
The aim being an AR that isn’t as much of a pain to start with, has a bigger skill range and being no longer reduced to a popcorn gun (That’s what it sounded like to me in H3!).
So, thoughts on this or anything else AR related? I want to hear some feedback from you guys. Too much of a change? Too good/bad? Of course specific numbers can be easily tweaked, but I’m more curious about how the idea sounds.
Note that this is just theory and discussion, not a petition or anything. It’s also my first real ‘big’ thread, so if I’m missing something obvious or made a huge mistake, let me know and I’ll fix it up. I’ll also add in a community feedback section in the post if it seems warranted.