Sequel thread!
Here’s the old thread and this is the new thread!
So a while back I made a thread regarding the long range rifles and their place in load outs and in Halo 5 as whole. I did this because since the creation of the Xbox One section (now the Halo 5: Guardians section) the idea of removing the long range rifles and placing them on the map has been popular among my fellow load out supporters. I’m completely against that idea but that’s not really important. We’re here to talk about the automatics and how they’re going through some similar problems.
And I’d just like to say right now that this thread in no way an attempt to have anti-load out forum members make the switch. My goal is to discuss the close range rifles under the assumption that load outs will be in Halo 5. I of course can’t stop you from expressing you opinions. So if you must you must. Just know that it isn’t gonna be all that productive.
Now without further a due…
Let’s talk about the close range rifles.
These being the AR, SR, Suppressor and potentially the Repeater.
To start off I loved what 343 attempted to do in Halo 4. Giving the automatics a place as true primaries instead of something between a primary and secondary is something I welcomed with open arms. Halo 4 was the first game where the Shotgun wasn’t my sole favourite weapon because of this. But it could have been done so much better.
I think it’s worth mentioning that the debates I’ve seen regarding the state of the automatics since Halo 4’s launch have been kinda all over the place. I’ve seen those who say they’re OP and should be map pick ups. I’ve also seen those who say they’re UP and should be placed in the secondary slot. And then there are those with opinions about everything in between.
It’s completely understandable to want them removed. They may not be as game breaking as the long range rifles were but they nonetheless have their issues. I however believe that a strong load out system is going to need to incorporate all three range types and from there build other parts of the sandbox to work with that in mind (which is already pretty prominent in the game as it is) I also believe that with the right changes implemented the automatics can be every bit as skilful and effective as their precision counterparts.
So based on all of this I’d like to share some of my thoughts on what can be done regarding how they are both OP and UP as well as how it’s possible for them to have a place within the primary slot and I’d love to hear your thoughts on the matter as well.
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The first thing is that they were designed to be “beginner” weapons. This was probably the biggest problem they had in halo 4 because this was a mistake that was intentionally made. The automatics were designed to be easier to use than the precision weapons and as a result 343 made their overall power less than that of the precision weapons in order to avoid them becoming OP. I think we can all agree that if load outs are gonna work all the options should require the same amount of skill to use and should have an equal amount effectiveness appropriate to their niche. The whole idea of beginner weapons shouldn’t really exist in the first place because of how ridiculous it is for the player to have to earn game changing options like weapons and other equipment. Halo has things like social game types so that new players can learn the ropes. Dumbing down weapons like this just isn’t necessary.
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Something that I think that’s going to be essential in order for the automatics to ever be in the same league as the precision rifles in terms of skill, effectiveness and power is head shot damage multipliers. This one’s in my top ten regarding what I want for Halo 5 not just because it will be great for skilled and competitive game play but in all honesty I think it’ll simply make the automatics more enjoyable to use.
As it stands the close range rifles have a disadvantage in close range because they don’t have this. If a BR user and an AR user melee each other and back up the BR will win because it can get a head shot. The close range rifles have no way of countering this and therefore loose the dominance they’re supposed to have in close range.
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Halo 4 had an overabundance of aim assist and bullet magnetism. The automatics were affected by this more than any other weapon except maybe for the Beam rifle. If the automatics are going to work then they and every other weapon are going to need a higher degree of skill to use.
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Just like so many other things in Halo 4 the automatics and how they work were negatively affected by sprint. Poor map design, movement speeds, shield recharge time etc. I want a working load out system in Halo 5 and that’s not going to happen if sprint keeps screwing everything up.
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Another thing is that I believe that the automatics were indirectly affected by flinch. They may not have scopes themselves but the automatics were put at a severe disadvantage against the scoped weapons as a result of flinch. This is probably another one of the reasons they were made so easy to use in order to make up for this.
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I could sit here all day discussing AAs and how they have negative effects on the entire sandbox but they’re apparently not gonna be in Halo 5 so let’s move on.
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I’m sure that there was at least one Armor mod that hurt the balance of the rifles. And even if they aren’t a problem to the close range rifles they’re a problem in so many other areas too.
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One thing that does really irk regarding the automatics is the lack of variety in them. The AR is ok but from my understanding the SR doesn’t even have proper shield draining. Why would you make a weapon like the SR and not give it shield draining? That’s the main thing that should be setting it apart from the AR. And the Suppressor was just boring; it didn’t do anything I haven’t seen in Halo before. This is all my own opinion of course but I guess everything on this post is just my opinion when it comes down to it.
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Something that would be nice is if 343 could put more measures in place to balance and tweak weapons after launch at a much faster rate, that’d be great.
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343 should also put measures in place to remove weapons from load outs if things end up just not working. I believe that load outs can work but I know stuff happens. The thought of this actually makes me think that having more than one weapon in each range type is a good idea. So say if the SR turns out to be broken beyond repair and has to be removed then we’ll still have the AR to fill the role in the sand box.