Make ALL the weapons matter this time!

Hopefully 343 WILL deliver better on weapon balance and put the rest of the weapons back into play , something HALO:REACH promised but FAILED to do.

Here i am showing you lovely people , what i believe is wrong with the Halo series for a looong time now.Each game usually revolves around ONE weapon which overshadows the rest and makes gameplay monotonous and boring after a while.

Putting aside the power weapons( rocket launcher , shotgun , etc) since they are of special nature, i believe most of the weapons should be almost equal in power.This would help add a huge amount of variety and diversity to the game.

I have made a list which will hopefully make some people understand what am trying to say.

Below is a list of some weapons that includes the shots each one needs to kill and how many kills can each weapon get with one clip.
Note: Assume that no shots misses and that headshots weapons land all headshots.

DMR:Clip=15 | Shots to kill=5 => 3 Kill(s) per clip.

**Needle Rifle:**Clip=21 | Shots to kill=7 =>3 Kill(s) per clip.

Magnum:Clip=8 | Shots to kill=5 =>1.6 Kill(s} per clip.

AR: Clip=32 | Shots to kill=19 =>1.6(1.68) Kill(s) per clip.

Needler: Clip=24 | Shots to kill=13 =>1.9 Kill(s) per clip.

Plasma pistol: Shots to kill=10 and it takes about 20 shots at max firing speed to overheat so => aprox. 2 Kill(s) per “clip”.

Repeater: Shots to kill=9(or 18 bolts , 1 shot=2 plasma bolts)
This is before it start overheating. => aprox 1.7-2 Kill(s) per “clip”
Note: Due to the mechanics of the weapons and my limited time it was hard to get accurate results.

Conclusion: Most of the weapons can kill just below 2 enemies without needing to reload , whereas the DMR can kill 3.

That is a big inequality right there, the rest of the weapons should be able to kill at least 2 - 2.3 enemies themselves otherwise they simply seems like jokes.
I suggest going back to the roots of halo 1 where every weapon had big capacity , give pistol 12 rounds not 8(joke) , give plasma weapons the ability to slow enemeis again , etc…etc…

And by the way…
On the early days of Reach’s development Bungie kept saying that this time they were trying to make ALL weapons equally powerful and useful(in other words they were aiming for balance).
That was music to my ears as it seemed this wasn’t going to be another BR-fest.
At first Bungie seemed to had it rght.Remember the period that the DMR had 12 instead of 15 bullets(Needle rifle also had fewer) and actually had bloom?

Anyway , they failed and the game became a DMR-FEST , even with DMR ONLY gametypes.
Ruining the development and detail put into the rest of the weapons , once more.

How are we to like a game which revolves around a single weapon?(and the power weapons of course)?Make ALL of the weapons useful this time , make skill and aim prevail , not the weapon!

We can balance the overall sandbox now, but a lot of people don’t want to because they’re so comfortable at their “one-gun” gametypes that they’re frightened at having to learn new weapons so thay can be effective and taking it out. They want to remain in their “Oh, he has an AR? +1 point to me” rather then “Oh no! He has the AR! I haven’t practised enough with the AR to know how to defeat someone using one!”.

Frankly the only true way to retain balance is to give individuel options for each weapons stats. Be able to change the rate of fire, the damage, the ammo count, etc.

> We can balance the overall sandbox now, but a lot of people don’t want to because they’re so comfortable at their “one-gun” gametypes that they’re frightened at having to learn new weapons so thay can be effective and taking it out. They want to remain in their “Oh, he has an AR? +1 point to me” rather then “Oh no! He has the AR! I haven’t practised enough with the AR to know how to defeat someone using one!”.
>
> Frankly the only true way to retain balance is to give individuel options for each weapons stats. Be able to change the rate of fire, the damage, the ammo count, etc.

Yes you are right but sometimes you have to go AGAINST the community , in hope that the change is for the better of course and that in the end the community will be thankful for it!

> We can balance the overall sandbox now, but a lot of people don’t want to because they’re so comfortable at their “one-gun” gametypes that they’re frightened at having to learn new weapons so thay can be effective and taking it out. They want to remain in their “Oh, he has an AR? +1 point to me” rather then “Oh no! He has the AR! I haven’t practised enough with the AR to know how to defeat someone using one!”.
>
> Frankly the only true way to retain balance is to give individuel options for each weapons stats. Be able to change the rate of fire, the damage, the ammo count, etc.

I call bs.
he great players would have no trouble using the rest of the sandbox, if it was actually useful. I would used the AR if it wasn’t a weak gun, and I would use the plasma repeater more if it dint get nerfed from the beta. Dont even argue that Bungie got it right with reach. I was out dmring AR users in 100 percent bloom too.

I know competitive players can be cruel but Christ man stop with the nonsense. What does your comment contribute to? Not a damn thing.

> > We can balance the overall sandbox now, but a lot of people don’t want to because they’re so comfortable at their “one-gun” gametypes that they’re frightened at having to learn new weapons so thay can be effective and taking it out. They want to remain in their “Oh, he has an AR? +1 point to me” rather then “Oh no! He has the AR! I haven’t practised enough with the AR to know how to defeat someone using one!”.
> >
> > Frankly the only true way to retain balance is to give individuel options for each weapons stats. Be able to change the rate of fire, the damage, the ammo count, etc.
>
> I call bs.
> he great players would have no trouble using the rest of the sandbox, if it was actually useful. I would used the AR if it wasn’t a weak gun, and I would use the plasma repeater more if it dint get nerfed from the beta. Dont even argue that Bungie got it right with reach. I was out dmring AR users in 100 percent bloom too.
>
> I know competitive players can be cruel but Christ man stop with the nonsense. What does your comment contribute to? Not a damn thing.

Not only that but they even buffed the 12 round DMR to 15 and gave it even less bloom.In essence they simply nerfed all of the other NON-powerweapons.

I stopped “fighting for” the good of the series long ago.The bungie forums made me despair lol.
It seems it’s slightly better here.Maybe there’s hope haha

Well, points for focusing on an important issue instead of whining about the usual stuff, and an extra point for having very…interesting…poll options :stuck_out_tongue:
I agree that weapons should be balanced, that every weapon should be good and have it’s unique nisch. However, to balance weapon you’ll have to look at more things then just magazine size, killtimes for example, and accuracy.
Spartan laser or sniper gets 4 kills/shot, and hence would win over DMR? not likely…
That’s why it’s so hard to balance, and the more weapons you add, the harder it is to balance since the sandbox becomes more complex.
Homefront has by far the best weapon balance of any modern FPS game, on the other hand it only got 12 weapons, which shows how hard it is to balance the usual 20-30 halo weapons.

I dont believe many weapons need too much balancing. They all fit different niches, like the EMP on the plasma pistol and the homing power of the needler mean they should not do as much as the DMR or anything like that.

Hey, what do you know. Weapon balance! Yes please 343, something we have been missing since CE.

It’s easier said than done, my friend. It’s almost impossible if you think about it. Either way, I feel like Halo 4 will balance weapons better than Reach.

> Not only that but they even buffed the 12 round DMR to 15 and gave it even less bloom.In essence they simply nerfed all of the other NON-powerweapons.
>
> I stopped “fighting for” the good of the series long ago.The bungie forums made me despair lol.
> It seems it’s slightly better here.Maybe there’s hope haha

They buffed the DMR to 15 rounds because it shoots slower in Halo 4 than it did in Reach.

says the warrant officer…

> > Not only that but they even buffed the 12 round DMR to 15 and gave it even less bloom.In essence they simply nerfed all of the other NON-powerweapons.
> >
> > I stopped “fighting for” the good of the series long ago.The bungie forums made me despair lol.
> > It seems it’s slightly better here.Maybe there’s hope haha
>
> They buffed the DMR to 15 rounds because it shoots slower in Halo 4 than it did in Reach.

Guys have you ever played Reach? DMR is 15 rounds in Reach.

Reach has way more useful weapons than both Halo 2 and Halo 3… I hope you’re joking.

Just step back and think about the sandbox of weapons in Halo 2 and Halo 3 lol…

> Well, points for focusing on an important issue instead of whining about the usual stuff, and an extra point for having very…interesting…poll options :stuck_out_tongue:
> I agree that weapons should be balanced, that every weapon should be good and have it’s unique nisch. However, to balance weapon you’ll have to look at more things then just magazine size, killtimes for example, and accuracy.
> Spartan laser or sniper gets 4 kills/shot, and hence would win over DMR? not likely…
> That’s why it’s so hard to balance, and the more weapons you add, the harder it is to balance since the sandbox becomes more complex.
> Homefront has by far the best weapon balance of any modern FPS game, on the other hand it only got 12 weapons, which shows how hard it is to balance the usual 20-30 halo weapons.

Haha thanks.
Well ofc i did not mean giving weapons more kills per mags will solve the issue but , start with that.

Right now , power weapons aside (like the spartan laser you mentioned) the rest of the weapons feel like secondary while only the dmr and needle rifle feel like “primaries”.

And this is halo not call of duty , there should be only weapons and POWER weapons , not “secondaries” and sh33t

> Reach has way more useful weapons than both Halo 2 and Halo 3… I hope you’re joking.
>
>
> Just step back and think about the sandbox of weapons in Halo 2 and Halo 3 lol…

Not to mention that Reach had a better weapon balance during beta and the early days, then it did after release and updates. Back in beta, plasma weapons were good and close-mid range guns like AR or plasma repeater/rifle would beat an DMR in close-mid, something you’ll rarely see today.

Halo has always been about having the “utility weapon”. Such as the CE Magnum, or the H2/H3 BR. Just having the weapon didn’t make other weapons obsolete. You had to be able to use the weapon effectively for it to trump other weapons.

I don’t care about clip size. I reload obsessively. After every shot, if possible.

Halo 3 had dual wielding to make weaker weapons have a chance to win against a BR. Halo reach did not however bungie said they made them more powerful…but they didn’t. I want to use all the weapons. I used all the weapons in halo 3 at one point. In reach I never use the plasma repeater and its on a lot of levels.

> We can balance the overall sandbox now, but a lot of people don’t want to because they’re so comfortable at their “one-gun” gametypes that they’re frightened at having to learn new weapons so thay can be effective and taking it out. They want to remain in their “Oh, he has an AR? +1 point to me” rather then “Oh no! He has the AR! I haven’t practised enough with the AR to know how to defeat someone using one!”.
>
> Frankly the only true way to retain balance is to give individuel options for each weapons stats. Be able to change the rate of fire, the damage, the ammo count, etc.

Blame bungie for making the assault rifle, Palma repeater, spiker, etc trash weapons