Lets talk about the close range rifles.

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.

  1. 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.

  2. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  1. There’s one more thing I’d like to say regarding what I want to see in the automatics in Halo 5 but this is something that was actually present in Halo 4 and all I want is for it to be continued. What I’m talking about is the combination between the automatics and the Magnum in Halo 4. This was a great combo that could be made and it allowed players to select the automatics as close range rifles while the Magnum allowed them fight rather effectively outside of close range. It created a utility combo that did a lot to make sure that game didn’t turn into paper, scissors, rock.

I can sit here all day talking about utility combos because there’s a hell of a lot to say about them. God knows I spent a lot of time talking about it in the last thread. So the subject of utility combos is probably gonna need a thread of its own at some point. So much to say, so little text space.

But the point is that the combination of the automatics and Magnum being put together in order to cover each other’s weakness is a good concept and I want to see much more of it not just in the close range rifles but in load outs as a whole. Combinations like the DMR and SMG come to mind.

So with all of this in mind I really think that it’s fair to give them another chance in the primary slot when there’s so much room for improvement.

Now there’s a lot I haven’t gone into detail over regarding how specifically each automatic can be balanced. There’s a lot of ways you can go regarding how precisely they could be improved upon and made to be more skillful and meaningful additions to the sand box. The thing is though; I’m here to ask for the automatics to be given another chance, not to spend three pages debating about their spread and bloom. The fact that this can be approached from many different angles only further emphasizes that there’s so much room for improvement.

But unlike my last thread I am indeed biased to the subject, I have to be honest about that. I’m a CQC guy and in Halo 4 I used the AR all the time despite its problems. But I believe that if load outs are gonna work then all three range types are going to need to be incorporated into the system and from there the maps, equipment, player stats and much of the rest of the sand box will be tuned to work with the system like a well-oiled machine where everything works together and has a purpose. This may sound like it would change the game a lot but it really wouldn’t, Halo from the start has put a lot of emphasis on range based combat and the only thing that needs to be done in order for a strong load out system to work is to fine tune Halos range based elements so that they can provide balanced and unique combat.

Also a special thanks to the major participants of the last thread:

Fos Kuvol.

Swift 806.

WerepyreND

Ramir3z77

CAVEMANcr

Darkrain491

While I’ve got your attention and we’re on the subject I’d also like to recommend some other threads that discuss the topic that have come up over the past few weeks that I think are a good read.

“Anyone have more fun with assault rifles?” by ZoomGs99ear

“Automatics Headshot Multiplier” by Haven923

And if you’ve actually gotten to this point and have read this monstrous wall of text have a cookie, have a pony, have a medal, go out and have a statue of yourself built in you honor because you dam well deserve it.

I will definitely give 343 credit in terms of making auto weapons actually lethal again. Both pre and post patch auto weapons were able to hold their own.

#8 is really the most important issue at the moment. From Halo 2 onward became near identical bullet hoses, in Halo 3 they were little more than melee assisting clubs, and in Reach they retained these issues despite the lack of dual wielding.

I want to see real differences between the auto weapons(all weapons really but I digress). I keep coming back to this example but the CE AR and the CE plasma rifle play very differently despite both of them being automatic.

The CE AR followed the same template most auto weapons have followed since: high spread, high DPS, close range only. Which is fine if it is limited to one weapon. However when you compare it to the CE PR a weapon with low initial spread, plasma damage, plasma stun, and even a slight headshot multiplier.

These differences actually led to meaningful changes in playstyles. Unlike most post CE auto weapons where skills with one weapon can be easily transferred to another, CE auto weapons were quite distinct. Using a CE AR like a CE plasma rifle will get you killed as will the reverse.

All auto weapons should have differences to that degree, with that in mind i guess these are my suggestions for tweaks going forward.

AR, Storm Rifle , Suppressor

Assault Rifle:The AR can stay more or less the same, perhaps just giving it a bloom pattern similar to the SAW. Short burst can rebound rather quickly, while auto fire takes longer to fully retract.

Storm Rifle:2 Options. I would say either make it a full on CE plasma rifle in disguise, or give it a scope and have it fill a role similar to the ODST SMG(that little notch on the left is just asking for a scope). Actual plasma damage should also return.

Suppressor:Unless 343 drastically redesigns the promethean sandbox, I would say the only real thing we can do is make it a beast at close range and not much else, basically a balanced version of the SAW. Forerunner weapons should feel powerful even if they have their own drawbacks,

Bonus Round

Spiker:Spread should be very minimal and controlling it should be about controlling the bullet drop. Otherwise is should have a noticeably higher melee damage as all Brute weapons have a synergy with melee. Bladed Brute weapons should give you ‘Halo 3’ melee while everything else is nerfed a bit.

ODST SMG:As long as the storm rifle functions closer to a CE PR than the SMG can stay pretty much the same.

When discussing how to adjust Halo’s automatics for a loadout system it of course depends on what kind of loadout system you implement and in what relation the automatics should stay with the rest of the weapons.

When implementing a loadout system in Halo I would tend to implement a system which items offer you “comfort” within a certain niche but not “dominance” within a certain niche like it is in H4.

As a result the rifles would be identical in main stats (range & killtime) and would differ in side stats (fire mode, recoil, etc.).
In the end, each rifle would have a “comfort zone” in which it is “easier” to use then the other rifles instead of having a “dominance zone” in which it outright beats the other rifles.

Now relating that on the current close range rifles like the AR.
The automatics already have an inherent advantage over the semi-automatics in close range and that is their automatic fire.
In close range you are more likely to miss your target because it is harder to keep up with their movement (strafing) in said range.
A semi-automatic like the BR or DMR punishes you for every missed shot because of their slow fire rate while an automatic is quite forgiving because of its rapid fire rate hence an automatic makes close range engagements more “comfortable”.
To compensate automatics would require (constistent) recoil though to make shooting at longer ranges more difficult with them as it is with the rifles for longer ranges.

> The first thing is that they were designed to be “beginner” weapons.

In my book there doesn’t exist something like a “beginner weapon”, there does only exist beginner settings/controls (like easy difficulty or low sensivity).
There are either bad designed weapons or good designed ones.
I mean, what is an AR teaching a beginner or in which way does it help him/her to get used to the rest of the weapon sandbox?
Nothing and in no way, I would say are the answers.
In case of the AR it is just a weapon which is one of the easiest to use, since it doesn’t matter where you hit your target to achieve the fastest killtime, full auto fire without recoil, large reticule and with H4 it even got a damage buff which stands in no relation to its ease of use.
So, personally I would just consider the current AR “broken”.

> head shot damage multipliers.

That’s something I also think they should get.
Like already touched on, to this point it has never mattered where you hit the target with the AR to get the fastest killtime. That’s just dumbed down gameplay in comparison to precision weapons gameplay where it matters.

Anyway, a precision weapon like the DMR could still kill a shieldless player faster than an automatic since the DMR would only need 1 hit for a headshot while the automatic would require several hits for the headshot.
Nonetheless in case you miss the head the DMR is strictly punishing with its slow fire rate and in case it would be necessary hitting the head with a DMR could still be adjusted in a way so it is slightly harder to balance it out.

> Just like so many other things in Halo 4 the automatics and how they work were negatively affected by sprint

In case sprint stays and Halo’s killtimes do not decrease and in case the proportion of all maps get adjusted properly, Halo’s CQC will definitley not stay unaffected but for the weapons themselves it would not have to mean an issue though.

> No other Halo had proportion issue like Halo 4 has.
> Only because of the addition of a simple mechanic: Sprint.
> However, sprint isn’t the main impact on proportions, nor does it naturally create disproportions.
> Killtimes have the main impact on map size and proportions, not necessarily sprint/movement.
> (As an example: play on a small map with short distances between cover designed around base movement speed, once with sprint and SWAT settings and once with sprint and regular settings)
>
> Halo’s killtimes allow you to travel quite long distances before you die in comparison to other shooters where you can already die after making a single step because one proper hit is enough to kill you, hence in said shooters you can implement sprint but still generate quite short distances between cover for example.
> Back to Halo, sprint in combination with slow killtimes allows you to reach even further distances before you die, plus it makes you a harder target to hit as well.
> That has to be put into consideration when designing maps because when the distances are too short between cover then you create an imbalance between offensive and defensive gameplay in which defensive gameplay is more effective.
> Anyway, stretching the distances has the negative effect that the distances between the average encounters will increase as well.
> What leads to more mid range encounters, less CQC encounters and strafing loses effectiveness, what I would say are the actual downsides sprint brings to Halo, aside sprint-or-shoot-gameplay.

[had to split the post, conclusion follows in the next]

Conclusion:

What I would do with the close range/automatic rifles is removing their limitations and ease of use in comparison to the precision rifles, plus removing the “dominance zones” of the starting rifles in general.

In case of the AR that could/would mean:

  • same killtime and range* like BR/DMR

  • full automatic fire

  • smaller reticule (ODST SMG reticule perhaps)

  • headshot multiplier

  • consistent recoil when holding down trigger

  • makes it equal in those aspects to the other starting weapons

  • creates “comfort zone” in close range

  • to generate a skill-gap and because of the addition of headshot multiplier

  • to generate a skill-gap

  • As a compensation to make it more difficult to use outside of close range

*additionally to the aspect of range
To make an automatic like the AR equal in range to BR/DMR you would have to give it a scope of course at one point.
Now throwing in an idea mixed with a speculation around the “scope-less BR” seen in the H5 beta trailer, you select your primary weapon and depending on the kind of map the appropriate scope gets automatically attached by the game.
So, on a map which focuses more on CQC no scopes get attached while on a map which focuses more on mid range encounters a 2x scope gets attached.

In regards to the AR’s counterparts, I would only keep the Storm Rifle while making every Forerunner weapon a weapon which does the Forerunner technology some justice. I would not even be opposed to make them Campaign exclusives to achieve that.
Anyway, I would treat the SR the same way like the AR while the differences between them could be overheat/reload mechanic and like WerepyreND and you suggested different damage effects on shielded/unshielded opponents.
Though personally I would not do it the classic way but turn it around: AR effective against shields (kinetic energy) and SR effective against armor plating (melting energy).
After all MJOLNIR armor was designed to counter projectiles and shields were designed/added to counter plasma, but that is more of a personal nitpick.

The only question in my proposed system would be how to compensate for the plasma’s traveltime?
It would definitely need an increase so it can fairly compete at longer ranges and perhaps it could be the only automatic without (or only slight) recoil to compensate for the projectile mechanic.

I hope Halo 5 has more of a focus on dual wielding and close quarters combat with smaller maps.
I think long range rifles (Br’s, DMR’s, Carbine, etc) should be considered power weapons with limited ammo, just like in Halo 2.
Halo 4 was very frustrating, constantly seeking cover… if youre in the open you’ll get picked off from across the map. And sprinting made -Yoink- even more frustrating. It’s amazing how something so simple as sprinting complicates the gameplay.
Just my 2 cents, im sure alot of people disagree with me.

  1. It’s of course one potential way of increasing their skill. Though they need to be accurate enough to actually utilize this. The way I would see that working is high accuracy with headshot bonus damage both shield and unshield.

Some would propose burst fire to accomplish the necessary accuracy. But at that point the weapon isn’t truly automatic anymore, kind of eliminating the point. We already have a Battle Rifle.

  1. Automatics have less aim assist at medium range than the medium range precision rifles do. Combine this with the above and you should have a weapon equally, if not more difficult, to use.

  2. I dislike sprint but it actually benefits CQC weapons. That’s a nitpick, feel free to ignore.

  3. I don’t quite understand.

  4. I actually disagree. Shield drain is an interesting mechanic, but it’s not the only thing that can set the two rifles apart. For one, the Plasma Rifle (Storm Rifle) is projectile and can overheat. Capitalize on that. Its skill-gap would come from 1. leading targets with accurate projectiles (reduce the spread by a large margin) and 2. maintaining accuracy so your weapon doesn’t overheat before you kill your opponent (by increasing the rate at which it overheats). The weapon would have a faster killtime, but a skill gap would arise. Skilled players would accurately empty the thing for a faster killtime, less experienced players would pace to prevent an overheat due to missed shots.

  5. Ability to ban specific guns via gametype options.

All of this is assuming we want a loadout system where all guns are medium range, i.e. where there are no specialized close-range guns.

> I hope Halo 5 has more of a focus on dual wielding and close quarters combat with smaller maps.
> I think long range rifles (Br’s, DMR’s, Carbine, etc) should be considered power weapons with limited ammo, just like in Halo 2.

???

> Halo 4 was very frustrating, constantly seeking cover… if youre in the open you’ll get picked off from across the map. And sprinting made Yoink! even more frustrating. It’s amazing how something so simple as sprinting complicates the gameplay

aren’t you binky from TheHaloCouncil? if so weren’t you the prime defender of all these complications, being staunchly against the classic opinion, eventually getting banned for making very aggressive posts against people who favoured the classic gameplay those players coveted?

in saying that it’s quite apparent you still have a very different way of looking at things.

i just hope you realise that any skill imbalance in teams will be drastically worse for the losing team with short ranged weapons than long ones.

i’m sure the difference between default and BR settings in h2 will clarify that difference

The AR has two purposes:

  1. Dancing around the edge of a Shotgun user’s range while painting him.

  2. Catching a BR user in CQC and quickly painting him before administering the lethal bleed through melee.

> 4. I dislike sprint but it actually benefits CQC weapons. That’s a nitpick, feel free to ignore.

I don’t think it matters either way. Whether it’s a benefit or a problem for the CQC weapons it still creates imbalances in comparison to the medium and long range weapons which leads to issues.

But we both hate sprint at the end of the day so it doesn’t really matter I guess.

> 5. I don’t quite understand.

Flinch puts non-scoped weapons at a disadvantage and it causes an imbalance in power with the other weapons.

> 8. I actually disagree. Shield drain is an interesting mechanic, but it’s not the only thing that can set the two rifles apart. For one, the Plasma Rifle (Storm Rifle) is projectile and can overheat. Capitalize on that. Its skill-gap would come from 1. leading targets with accurate projectiles (reduce the spread by a large margin) and 2. maintaining accuracy so your weapon doesn’t overheat before you kill your opponent (by increasing the rate at which it overheats). The weapon would have a faster killtime, but a skill gap would arise. Skilled players would accurately empty the thing for a faster killtime, less experienced players would pace to prevent an overheat due to missed shots.

I agree. There are a lot of ways that they could go when it comes to making the weapons more unique.

Shield draining was just one of many examples that 343 didn’t take full advantage of when trying to create new weapons like the SR and Suppressor.

> 10. Ability to ban specific guns via gametype options.

Even better.

> Sequel thread!
>
> Here’s the old thread and this is the new thread!
>
> …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.

I personally do not care to see automatics upgraded or given headshot multipliers in Halo 5 whatsoever, believing Halo should be a BR-oriented game, but this bit I found interesting.

If you’re using an AR and you and a BR user punch each other at the same time from full health you’re already doing it wrong. You have to shoot them first, draining their shields to the point where your melee will OHK them. There is no lack of dominance in CQC at all. Being AR beatdown was a constant problem in H3 and it’s no different in H4, but you must AR them first.

> > Sequel thread!
> >
> > Here’s the old thread and this is the new thread!
> >
> > …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.
>
> I personally do not care to see automatics upgraded or given headshot multipliers in Halo 5 whatsoever, believing Halo should be a BR-oriented game, but this bit I found interesting.
>
> If you’re using an AR and you and a BR user punch each other at the same time from full health you’re already doing it wrong. You have to shoot them first, draining their shields to the point where your melee will OHK them. There is no lack of dominance in CQC at all. Being AR beatdown was a constant problem in H3 and it’s no different in H4, but you must AR them first.

The tactic of shooting first and melee second depends too much on the BR user missing their shots and being overwhelmed by the AR’s full auto fire.

Theoretically the BR user can still get a faster kill time and win by shooting at the AR users head.

Through an act of skill the BR user can come out on top. The AR however doesn’t win depending on the users skill, it wins depending on the BR users lack of skill and it’s an issue I want resolved whether the game has load outs or not.

> > > Sequel thread!
> > >
> > > Here’s the old thread and this is the new thread!
> > >
> > > …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.
> >
> > I personally do not care to see automatics upgraded or given headshot multipliers in Halo 5 whatsoever, believing Halo should be a BR-oriented game, but this bit I found interesting.
> >
> > If you’re using an AR and you and a BR user punch each other at the same time from full health you’re already doing it wrong. You have to shoot them first, draining their shields to the point where your melee will OHK them. There is no lack of dominance in CQC at all. Being AR beatdown was a constant problem in H3 and it’s no different in H4, but you must AR them first.
>
> The tactic of shooting first and melee second depends too much on the BR user missing their shots and being overwhelmed by the AR’s full auto fire.
>
> Theoretically the BR user can still get a faster kill time and win by shooting at the AR users head.
>
> Through an act of skill the BR user can come out on top. The AR however doesn’t win depending on the users skill, it wins depending on the BR users lack of skill and it’s an issue I want resolved whether the game has load outs or not.

In the example you gave, a BR and AR user punch each other and the BR user then headshots the AR user. Like I said originally, in this case the AR user needs to shoot first and melee second. If the BR user punches you you must still AR and punch them. They’ll die every time unless they hit you too much quicker than you react at all.

In general, I don’t care to see the AR and other automatics able to compete directly with the BR and other precision weapons and would like to see them relegated to the same position they’ve always had or be weaker.

> In the example you gave, a BR and AR user punch each other and the BR user then headshots the AR user. Like I said originally, in this case the AR user needs to shoot first and melee second. If the BR user punches you you must still AR and punch them. They’ll die every time unless they hit you too much quicker than you react at all.

Granted that’s how the AR user should be reacting. But tell me, what’s the equivalent of this mistake is in medium range where the BR should have the upper hand?

There isn’t one. Melee isn’t involved and the BR wins the vast majority of the time which is exactly how it should be and there isn’t a lot the BR user can do wrong in this situation, he/she just has to out shoot their target. There’s no medium range equivalent to the mistake that the AR user is making. It leaves possible errors to be made that weapons like the BR or DMR don’t have to deal with.

In my ideal load out system all three range types will be equally as effective. If an error like this can be made in CQC but not in medium or long range then they’re not all equal. The AR user should have a degree of dominance in close range but because of this possible mistake the AR user isn’t as effective in close range as it should be.

If a head shot damage multiplier were to be added the close range rifles will be as dominant in CQC as the BR is medium range and the DMR is in long range.

> In general, I don’t care to see the AR and other automatics able to compete directly with the BR and other precision weapons and would like to see them relegated to the same position they’ve always had or be weaker.

Why didn’t you just open with this? The reason I want head shot multipliers is in order for the autos to better compete with the precision rifles. If you don’t want that fine, it’s all good, we just disagree on which direction we want the automatics to go in Halo 5.

I want the automatics to be in the same league as the medium and long range precision weapons and a head shot multiplier is IMO an important step in achieving that. I want a sense of equal but different treatment among the close, medium and long range rifles because I think it’ll mean for a much more structured and easily prioritized sand box.

> In general, I don’t care to see the AR and other automatics able to compete directly with the BR and other precision weapons and would like to see them relegated to the same position they’ve always had or be weaker.

What is the point of their implementation or rather what is their purpose then?
To disadvantage players right off spawn with overall inferior starting weapons or to let them cover in dust when placed on the map?
Because that is how it has been in classic Halo.

There were basically 3 weapon categories:
redundant/overall inferior weapons - utility weapon - power weapons.

There were good reasons why so many people prefered “BR starts”.
The utility/precision weapons have always been so popular among players because they are flexible, they close the gap to power weapons and you do not really have to bother anything else but power weapons or the utility rifle itself in an ecounter when you are equipped with one.

With an automatic like the AR you are quite restricted, you cannot really defend yourself against the utility weapon with it, let alone against power weapons and you have basically to bother all kind of weapons in an encounter when equipped with one.
Additionally, the gameplay it offers is just stale.

Personally, I think Halo’s MP weapon sandbox would likely be better off with just a diversity of utility weapons (offered at spawn), in the sense of being equal in overall effectivness but differ in the way you have to use them or in the way how they function, while on the map you would only find “power weapons”.