Another idea is that you could also increase the AR’s vertical recoil and / or implement damage fall-off at range to varying degrees such that the weapon can’t be used very well outside its intended range as well, that’s if the bloom is going to be reduced of course.
Damage falloff is certainly a path they could go down, but then what weapons do you apply it to? AR of course. Pistol? Sure. Pulse Carbine? Hmm. Shock Rifle? Uhh. Stalker Rifle? Uhh… S7 Sniper? UHH…
It’s a slippery slope that’ll only complicate the game even more and right now the game needs as few complications as possible.
It’s either damage drop-off, increased recoil, or a good mixture of both.
In the current state of the weapon sandbox (excluding vehicles), damage falloff would be applied to just these three basic weapons that have bloom right now:
- Assault Rifle
- Sidekick
- Commando
Snipers, the BR, and the rest of the weapons wouldn’t have any falloffs to their damage at all. Most of them are already balanced at range via slow projectiles, high spread like the Bulldog, or bullet drop like the Mangler; whilst precision weapons like BR and Snipers that are supposed to excel at long range to begin with.
I don’t agree with the commando needing damage fallout at range, it already doesn’t perform well, that would just be putting another nail in the coffin. If any weapon needs damage falloff, it’s the BR.
It should not be able to compete with snipers at range.
With heavy recoil, low aim assist, and high spread [bloom], indeed it is not a very ideal weapon to pick up and use.
But, I don’t think I would be putting another nail in the coffin here though, because I would of removed its bloom and it would of been replaced with either damage falloff or recoil in mind, so really we wouldn’t be going anywhere at all with the effectiveness of this weapon. My only point is to have something better than randomized gun mechanics like bloom because the weapon has to be balanced at further ranges still, particularly long range, after all to discourage “lasering”, and it is why I advocate increasing recoil or adding damage falloff after removing bloom from the table.
I believe the Commando is the new DMR. It fills a similar role without being a ‘mini sniper’ that can kill cross map with laser accuracy.
After removing bloom, then adding recoil. Again I don’t agree, the recoil is already strong enough to discourage me from shooting from range. If you remove the bloom, even with its terrible damage, I think the commando will be in a good place.
Except the BR is the new AND old DMR. The Commando is supposed to fill its role while also being an AR. It doesn’t succeed at either.
Can you not ask for them to add bloom to the -Yoink!-ING BR???
DO YOU ENJOY ANY HALO OTHER THAN REACH???
-Yoink!-ing Reachtards FFS.
THE AR IS NOT A PRECISION GUN!
What in the holy rings were you drinking when you posted this?
Just because it gets a -Yoink!-ing headshot multiplier doesn’t make it so, it’s never in the history of halo been considered a precision weapon oh my God you people
The BR doesn’t need bloom, it has vertical recoil. The bullets fire perfectly straight up one after the other. The reason most people miss is they’re shooting too high on someone’s hitbox. aim for the chest not the nose.
First off, calm down.
Second of all, my point exactly. They want precision weapons to have either bloom or spread. I said the BR is the only gun that doesn’t have either.
Maybe if you would READ, you’d realize what I was saying.
Now, you want to try that again, or do you just want to see yourself out of this conversation since you obviously have nothing to say?
Nah bruh I already read what you said.
BR has recoil, which is good enough.
Go play Metal gear if you want every gun to have bloom. Please do not give 343 ideas of how to further mess up this game.
“You can’t have it both ways.”
Uuuh, what? Yes you can lul. This idea that it’s all one way or all another makes literally no sense. Also, bloom and spread are two different things. The original H3 BR had spread but no bloom.
There are a MYRIAD of ways to solve this problem. Could keep the bloom but reduce recoil (the heavy recoil is frankly MY personal problem with the Kommando, the bloom is manageable). Could lose the bloom and use a set recoil pattern, CS style. Could lose the bloom and use a randomized, constant spread like the H3 AR and BR.
Did you write this mere moments after getting domed by a BR while using the Kommando? Sure feels like a rage post rather than something thought out reasonably.
Here’s an incomplete, rough idea off the top of my head:
Commando: No Bloom. Reduce recoil just enough to keep it from being a serious competitor with the Battle Rifle at range. It has way too much recoil right now, and bloom just makes it less powerful than the AR which keeps it from being useful between AR and BR ranges. Maybe revert the damage back to the flight value, and reduce rate of fire by a touch so it can’t outdo the AR up close under ideal conditions (You’ll still miss more than the AR in real gameplay). The BR would easily still have the range advantage. All of these changes should, in theory, solidify it as a very satisfying gun to use between the BR and AR.
Assault Rifle: No recoil. Seriously, ease of use should be the main priority here. Bloom adjustments to make it a touch less effective at longer ranges, like less time to max bloom with no change to bloom reset, forcing you to space your bursts further apart. Not really sure what to do with the Assault Rifle past that, because it’s a magdump weapon and that really bothers me because you have to reload after every full health kill, but how do you make it less of a magdump weapon without making it too good or making the ease of use go away? The fact that you have to reload after every full health kill is what helps balance it and keep it make it user friendly. I know the Sidkick is designed to be used with the AR, but the AR itself is a frustrating one in my opinion.
I don’t really think you CAN change it to not be a mag dump, it’s been this way since Halo:CE, even the SMGs were mag dumps, I think that’s just how these guns were meant to be.
The OG BR was also a very slow Projectile that required you to lead your targets at range.
Here the gun is either at Hitscan or VERY fast projectile, I honestly can’t tell at this point.
In either case, the gun does not require you to lead your targets which makes it INFINITELY easier to use than the H3 version. And since there are no other guns than a BR that can contend with it you either need to use a BR yourself or a sniper rifle.
Even on symmetrical maps, there is no guaranteed spawn for it. One side of a map may have a Commando and the other may have the BR. If you have the commando side, you’re basically screwed.
I believe the AR, BR, and Commando all have different intended roles in the sand box.
AR: Close Range
BR: Close - Mid Range
Commando: Mid - Long Range
Currently, the BR has too much effective range to fit this role. I think if the BR had a little more bullet spread it may work a little more closely to the way it was intended. I think adding a bit of recoil is perhaps the best way to achieve this. The BR should not punish users by firing at the max RoF.
The BR and Commando roles should be switched. The spread and recoil on the Commando prevent it from excelling at long range. The Battle Rifle seems more appropriate for long range than Commando given its lack of noticeable spread, minimal recoil kickback, and a much slower time to kill. I think the Battle Rifle should fulfill the same effective range that the DMR had in the past with the Commando being in place, that [the Commando] which should be tuned best for only mid range.
- AR: Close - Mid Range
- Commando: Mid Range
- BR: Mid - Long Range
the commando is a bit underwhelming but it’s not meant to rival the BR.