Moving Forward; The Betterment of Halo 5

Balancing Automatics
Assault Rifle

The Assault Rifle possessing capabilities to challenge a Magnum (ie short-medium range vs medium-long range respectively) is in all retrospect balanced, given players have a modicum of skill and the fundamental knowledge of what and when to use a certain weapon in any given situation. However the current iteration of the Assault Rifle has a slightly faster time to kill then
Suggested Solution: Nerf Damage
The Assault Rifle possessing a slightly shorter time to kill compared to the Magnum, requires a balance, to which I suggest 343 Industries alter the Assault Rifle’s damage from 7.8 damage per shot to 7.0 damage per shot.
This fix would allow the Assault Rifle to retain the 6 shots then melee factor but would slightly increase the time to kill and effectively giving the Magnum and Assault Rifle approximately even TTK.

Sub Machine Gun

The Sub Machine Gun in its current iteration should be nerfed, the effective range on the Sub Machine Gun should only be able to beat anyone in short range engagements.
Suggested Solution: Nerf Range, Increase Recoil, Bloom and Bullet Spread
The Sub Machine Gun requires a significant nerf. It requires lessened range, increased recoil, bloom and bullet spread which would counter its significantly fast rate of fire and kill time.

Storm Rifle

The Storm Rifle in all its engagements against any of the other “loadout” classified weapons (ie tier 1) is by all intents overpowered, to the amount of game breaking. Effectively its range, damage, time to kill etc. guarantee it cannot be balanced by the convention methods.

Suggested Solution: Tier Alteration
The Storm Rifle SHOULD NOT be nerfed or changed anything done to this weapon wouldn’t “balance” the weapon, it would effectively remove its uniqueness and return to what it was in Halo 4, which was insignificant at best.
Take this quote, for example:

> “Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there.”
> ~ Anton Chekhov
>
> Where in this case, if something is placed on a map it has to serve the purpose of promoting map movement, selective advantage and controlling weaponry etc.

The Storm Rifle should instead be raised into the next tier, to which would have a respawn time of 10 seconds on death/deletion, much like the shotgun and HYDRA.

Community Relations

Nothings wrong with the damn automatics, git gud or spray

> 2533275050532363;2:
> Nothings wrong with the damn automatics, git gud or spray

There is actually a significant problem at least where some automatics do not belong as is… :slight_smile:

But you know what, until it is effectively fixed, if the advantage is there don’t just take it… -Yoink!- it!

> 2533275050532363;2:
> Nothings wrong with the damn automatics, git gud or spray

Also when it comes to balancing weaponry etc. Onyx, Champion and Professional Players (competitive players) are the go to for balancing… no offense but it is a crutch for lower class players.

I don’t have any issues with the SMG or Storm Rifle, but the Assault Rifle… I feel it’s effectiveness at long range could be reduced somewhat, possibly by increasing bullet spread.

> 2533275050532363;2:
> Nothings wrong with the damn automatics, git gud or spray

I’m in the same camp as Assassin here. I don’t believe any of the automatics to be overpowered, especially outside of close range. If you are getting beat by an automatic at medium range and you have a precision weapon, I think you just need a little more practice.

> 2533274873172929;4:
> > 2533275050532363;2:
> > Nothings wrong with the damn automatics, git gud or spray
>
> Also when it comes to balancing weaponry etc. Onyx, Champion and Professional Players (competitive players) are the go to for balancing… no offense but it is a crutch for lower class players.

You should start checking peoples service records before assuming my SKILL GENDER.
Anyways i always counter the spray with my pistol/precision weapon. Sometimes the SMG gets me.

> 2533275050532363;7:
> > 2533274873172929;4:
> > > 2533275050532363;2:
> > > Nothings wrong with the damn automatics, git gud or spray
> >
> > Also when it comes to balancing weaponry etc. Onyx, Champion and Professional Players (competitive players) are the go to for balancing… no offense but it is a crutch for lower class players.
>
> You should start checking peoples service records before assuming my SKILL GENDER.
> Anyways i always counter the spray with my pistol/precision weapon. Sometimes the SMG gets me.

Actually I did, you’re averaging Platinums levels… may I ask what region you are from, as this could be a indication of CSR to based of connection etc.

i like automatics, it’s fun to be casual and use them and still do pretty well. if only i could use the Halo 1 assault rifle for maximum lead pumping.

i want the halo 1 assault rifle back just because it was pretty -Yoink- at medium range if you sprayed it, ok if you peppered it, and shredded if you were close and unleashed

was fun to use even in halo pc multi

> 2533274873172929;8:
> > 2533275050532363;7:
> > > 2533274873172929;4:
> > > > 2533275050532363;2:
> > > > Nothings wrong with the damn automatics, git gud or spray
> > >
> > > Also when it comes to balancing weaponry etc. Onyx, Champion and Professional Players (competitive players) are the go to for balancing… no offense but it is a crutch for lower class players.
> >
> > You should start checking peoples service records before assuming my SKILL GENDER.
> > Anyways i always counter the spray with my pistol/precision weapon. Sometimes the SMG gets me.
>
> Actually I did, you’re averaging Platinums levels… may I ask what region you are from, as this could be a indication of CSR to based of connection etc.

I guess were turning this into a skill/ranking discussion:

Well you can’t base a players skill off of the stupid arena ranking system. I wouldn’t. When I go into Arena I’m paired with randoms, and 90% of the time I’m in first place with a positive KD. You never know who you’ll get paired with. Your rank goes off your wins. One time I got lucky in SWAT, go paired with gud players and got ONYX. I carry my arena team most of all the time. Most of my friends that play Halo with me are friends irl, and their not pretty good. I tried making a thread earlier asking for people who are good and want to come together to get ranked good, but nobody replied.
U.S

> 2533274873172929;1:
> Balancing Automatics****Assault Rifle
>
>
> The Assault Rifle possessing capabilities to challenge a Magnum (ie short-medium range vs medium-long range respectively) is in all retrospect balanced, given players have a modicum of skill and the fundamental knowledge of what and when to use a certain weapon in any given situation. However the current iteration of the Assault Rifle has a slightly faster time to kill then
> Suggested Solution: Nerf Damage
> The Assault Rifle possessing a slightly shorter time to kill compared to the Magnum, requires a balance, to which I suggest 343 Industries alter the Assault Rifle’s damage from 7.8 damage per shot to 7.0 damage per shot.
> This fix would allow the Assault Rifle to retain the 6 shots then melee factor but would slightly increase the time to kill and effectively giving the Magnum and Assault Rifle approximately even TTK.
>

>
> Sub Machine Gun
>
>
> The Sub Machine Gun in its current iteration should be nerfed, the effective range on the Sub Machine Gun should only be able to beat anyone in short range engagements.
> Suggested Solution: Nerf Range, Increase Recoil, Bloom and Bullet Spread
> The Sub Machine Gun requires a significant nerf. It requires lessened range, increased recoil, bloom and bullet spread which would counter its significantly fast rate of fire and kill time.
>

>
> Storm Rifle
>
>
> The Storm Rifle in all its engagements against any of the other “loadout” classified weapons (ie tier 1) is by all intents overpowered, to the amount of game breaking. Effectively its range, damage, time to kill etc. guarantee it cannot be balanced by the convention methods.
> Suggested Solution: Tier Alteration
> The Storm Rifle SHOULD NOT be nerfed or changed anything done to this weapon wouldn’t “balance” the weapon, it would effectively remove its uniqueness and return to what it was in Halo 4, which was insignificant at best.
> Take this quote, for example:
>
>
> > “Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there.”~ Anton ChekhovWhere in this case, if something is placed on a map it has to serve the purpose of promoting map movement, selective advantage and controlling weaponry etc.
>
> The Storm Rifle should instead be raised into the next tier, to which would have a respawn time of 10 seconds on death/deletion, much like the shotgun and HYDRA.
>

>
> Community Relations

What are your thoughts on the BR?

Are you happy with it or are somethings you would change?

> 2533274870717152;11:
> > 2533274873172929;1:
> > Balancing Automatics****Assault Rifle
> >
> >
> > The Assault Rifle possessing capabilities to challenge a Magnum (ie short-medium range vs medium-long range respectively) is in all retrospect balanced, given players have a modicum of skill and the fundamental knowledge of what and when to use a certain weapon in any given situation. However the current iteration of the Assault Rifle has a slightly faster time to kill then
> > Suggested Solution: Nerf Damage
> > The Assault Rifle possessing a slightly shorter time to kill compared to the Magnum, requires a balance, to which I suggest 343 Industries alter the Assault Rifle’s damage from 7.8 damage per shot to 7.0 damage per shot.
> > This fix would allow the Assault Rifle to retain the 6 shots then melee factor but would slightly increase the time to kill and effectively giving the Magnum and Assault Rifle approximately even TTK.
> >

> >
> > Sub Machine Gun
> >
> >
> > The Sub Machine Gun in its current iteration should be nerfed, the effective range on the Sub Machine Gun should only be able to beat anyone in short range engagements.
> > Suggested Solution: Nerf Range, Increase Recoil, Bloom and Bullet Spread
> > The Sub Machine Gun requires a significant nerf. It requires lessened range, increased recoil, bloom and bullet spread which would counter its significantly fast rate of fire and kill time.
> >

> >
> > Storm Rifle
> >
> >
> > The Storm Rifle in all its engagements against any of the other “loadout” classified weapons (ie tier 1) is by all intents overpowered, to the amount of game breaking. Effectively its range, damage, time to kill etc. guarantee it cannot be balanced by the convention methods.
> > Suggested Solution: Tier Alteration
> > The Storm Rifle SHOULD NOT be nerfed or changed anything done to this weapon wouldn’t “balance” the weapon, it would effectively remove its uniqueness and return to what it was in Halo 4, which was insignificant at best.
> > Take this quote, for example:
> >
> >
> > > “Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there.”~ Anton ChekhovWhere in this case, if something is placed on a map it has to serve the purpose of promoting map movement, selective advantage and controlling weaponry etc.
> >
> > The Storm Rifle should instead be raised into the next tier, to which would have a respawn time of 10 seconds on death/deletion, much like the shotgun and HYDRA.
> >

> >
> > Community Relations
>
> What are your thoughts on the BR?
>
> Are you happy with it or are somethings you would change?

The precisions are balanced.

> 2533274873172929;12:
> > 2533274870717152;11:
> > > 2533274873172929;1:
> > > Balancing Automatics****Assault Rifle
> > >
> > >
> > > The Assault Rifle possessing capabilities to challenge a Magnum (ie short-medium range vs medium-long range respectively) is in all retrospect balanced, given players have a modicum of skill and the fundamental knowledge of what and when to use a certain weapon in any given situation. However the current iteration of the Assault Rifle has a slightly faster time to kill then
> > > Suggested Solution: Nerf Damage
> > > The Assault Rifle possessing a slightly shorter time to kill compared to the Magnum, requires a balance, to which I suggest 343 Industries alter the Assault Rifle’s damage from 7.8 damage per shot to 7.0 damage per shot.
> > > This fix would allow the Assault Rifle to retain the 6 shots then melee factor but would slightly increase the time to kill and effectively giving the Magnum and Assault Rifle approximately even TTK.
> > >

> > >
> > > Sub Machine Gun
> > >
> > >
> > > The Sub Machine Gun in its current iteration should be nerfed, the effective range on the Sub Machine Gun should only be able to beat anyone in short range engagements.
> > > Suggested Solution: Nerf Range, Increase Recoil, Bloom and Bullet Spread
> > > The Sub Machine Gun requires a significant nerf. It requires lessened range, increased recoil, bloom and bullet spread which would counter its significantly fast rate of fire and kill time.
> > >

> > >
> > > Storm Rifle
> > >
> > >
> > > The Storm Rifle in all its engagements against any of the other “loadout” classified weapons (ie tier 1) is by all intents overpowered, to the amount of game breaking. Effectively its range, damage, time to kill etc. guarantee it cannot be balanced by the convention methods.
> > > Suggested Solution: Tier Alteration
> > > The Storm Rifle SHOULD NOT be nerfed or changed anything done to this weapon wouldn’t “balance” the weapon, it would effectively remove its uniqueness and return to what it was in Halo 4, which was insignificant at best.
> > > Take this quote, for example:
> > >
> > >
> > > > “Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there.”~ Anton ChekhovWhere in this case, if something is placed on a map it has to serve the purpose of promoting map movement, selective advantage and controlling weaponry etc.
> > >
> > > The Storm Rifle should instead be raised into the next tier, to which would have a respawn time of 10 seconds on death/deletion, much like the shotgun and HYDRA.
> > >

> > >
> > > Community Relations
> >
> > What are your thoughts on the BR?
> >
> > Are you happy with it or are somethings you would change?
>
> The precisions are balanced.

Bearing my low-skill in mind, I’d prefer the BR to have a "little (very small) amount of bullet spread at long ranges.

As I find that the " laser-straight" buller spread, makes it very difficult for me to hit targets at long distances.

Is what I’m suggesting an apocalyptically bad idea?

The SMG doesn’t need to have more recoil, just less range.

My suggestion for the SR would be to increase the range, decrease the damage to just below the AR, and have the same overheat time.

> 2533274870717152;13:
> > 2533274873172929;12:
> > > 2533274870717152;11:
> > > > 2533274873172929;1:
> > > > Balancing Automatics****Assault Rifle
> > > >
> > > >
> > > > The Assault Rifle possessing capabilities to challenge a Magnum (ie short-medium range vs medium-long range respectively) is in all retrospect balanced, given players have a modicum of skill and the fundamental knowledge of what and when to use a certain weapon in any given situation. However the current iteration of the Assault Rifle has a slightly faster time to kill then
> > > > Suggested Solution: Nerf Damage
> > > > The Assault Rifle possessing a slightly shorter time to kill compared to the Magnum, requires a balance, to which I suggest 343 Industries alter the Assault Rifle’s damage from 7.8 damage per shot to 7.0 damage per shot.
> > > > This fix would allow the Assault Rifle to retain the 6 shots then melee factor but would slightly increase the time to kill and effectively giving the Magnum and Assault Rifle approximately even TTK.
> > > >

> > > >
> > > > Sub Machine Gun
> > > >
> > > >
> > > > The Sub Machine Gun in its current iteration should be nerfed, the effective range on the Sub Machine Gun should only be able to beat anyone in short range engagements.
> > > > Suggested Solution: Nerf Range, Increase Recoil, Bloom and Bullet Spread
> > > > The Sub Machine Gun requires a significant nerf. It requires lessened range, increased recoil, bloom and bullet spread which would counter its significantly fast rate of fire and kill time.
> > > >

> > > >
> > > > Storm Rifle
> > > >
> > > >
> > > > The Storm Rifle in all its engagements against any of the other “loadout” classified weapons (ie tier 1) is by all intents overpowered, to the amount of game breaking. Effectively its range, damage, time to kill etc. guarantee it cannot be balanced by the convention methods.
> > > > Suggested Solution: Tier Alteration
> > > > The Storm Rifle SHOULD NOT be nerfed or changed anything done to this weapon wouldn’t “balance” the weapon, it would effectively remove its uniqueness and return to what it was in Halo 4, which was insignificant at best.
> > > > Take this quote, for example:
> > > >
> > > >
> > > > > “Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there.”~ Anton ChekhovWhere in this case, if something is placed on a map it has to serve the purpose of promoting map movement, selective advantage and controlling weaponry etc.
> > > >
> > > > The Storm Rifle should instead be raised into the next tier, to which would have a respawn time of 10 seconds on death/deletion, much like the shotgun and HYDRA.
> > > >

> > > >
> > > > Community Relations
> > >
> > > What are your thoughts on the BR?
> > >
> > > Are you happy with it or are somethings you would change?
> >
> > The precisions are balanced.
>
> Bearing my low-skill in mind, I’d prefer the BR to have a “little (very small) amount of bullet spread at long ranges.
>
> As I find that the " laser-straight” buller spread, makes it very difficult for me to hit targets at long distances.
>
>
> Is what I’m suggesting an apocalyptically bad idea?

Bullet Spread can be reduced via crouching… so no do not change it. Just got to realize that crouching allows for better reduced spread and better accuracy.

> 2535455681930574;14:
> The SMG doesn’t need to have more recoil, just less range.
>
> My suggestion for the SR would be to increase the range, decrease the damage to just below the AR, and have the same overheat time.

Yes and yet no. I do not want to see the Storm Rifle reduced to a Plasma copycat. I want it to be the weapon players still go out of their way for, hence keeping its overpowered nature but moving it into tier 2, where only one is available at any one time.

> 2533274873172929;15:
> > 2533274870717152;13:
> > > 2533274873172929;12:
> > > > 2533274870717152;11:
> > > > > 2533274873172929;1:
> > > > > Balancing Automatics****Assault Rifle
> > > > >
> > > > >
> > > > > The Assault Rifle possessing capabilities to challenge a Magnum (ie short-medium range vs medium-long range respectively) is in all retrospect balanced, given players have a modicum of skill and the fundamental knowledge of what and when to use a certain weapon in any given situation. However the current iteration of the Assault Rifle has a slightly faster time to kill then
> > > > > Suggested Solution: Nerf Damage
> > > > > The Assault Rifle possessing a slightly shorter time to kill compared to the Magnum, requires a balance, to which I suggest 343 Industries alter the Assault Rifle’s damage from 7.8 damage per shot to 7.0 damage per shot.
> > > > > This fix would allow the Assault Rifle to retain the 6 shots then melee factor but would slightly increase the time to kill and effectively giving the Magnum and Assault Rifle approximately even TTK.
> > > > >

> > > > >
> > > > > Sub Machine Gun
> > > > >
> > > > >
> > > > > The Sub Machine Gun in its current iteration should be nerfed, the effective range on the Sub Machine Gun should only be able to beat anyone in short range engagements.
> > > > > Suggested Solution: Nerf Range, Increase Recoil, Bloom and Bullet Spread
> > > > > The Sub Machine Gun requires a significant nerf. It requires lessened range, increased recoil, bloom and bullet spread which would counter its significantly fast rate of fire and kill time.
> > > > >

> > > > >
> > > > > Storm Rifle
> > > > >
> > > > >
> > > > > The Storm Rifle in all its engagements against any of the other “loadout” classified weapons (ie tier 1) is by all intents overpowered, to the amount of game breaking. Effectively its range, damage, time to kill etc. guarantee it cannot be balanced by the convention methods.
> > > > > Suggested Solution: Tier Alteration
> > > > > The Storm Rifle SHOULD NOT be nerfed or changed anything done to this weapon wouldn’t “balance” the weapon, it would effectively remove its uniqueness and return to what it was in Halo 4, which was insignificant at best.
> > > > > Take this quote, for example:
> > > > >
> > > > >
> > > > > > “Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there.”~ Anton ChekhovWhere in this case, if something is placed on a map it has to serve the purpose of promoting map movement, selective advantage and controlling weaponry etc.
> > > > >
> > > > > The Storm Rifle should instead be raised into the next tier, to which would have a respawn time of 10 seconds on death/deletion, much like the shotgun and HYDRA.
> > > > >

> > > > >
> > > > > Community Relations
> > > >
> > > > What are your thoughts on the BR?
> > > >
> > > > Are you happy with it or are somethings you would change?
> > >
> > > The precisions are balanced.
> >
> > Bearing my low-skill in mind, I’d prefer the BR to have a “little (very small) amount of bullet spread at long ranges.
> >
> > As I find that the " laser-straight” buller spread, makes it very difficult for me to hit targets at long distances.
> >
> >
> > Is what I’m suggesting an apocalyptically bad idea?
>
> Bullet Spread can be reduced via crouching… so no do not change it. Just got to realize that crouching allows for better reduced spread and better accuracy.

What I meant was, I’d like the BR to have more bullet spread at longer ranges.

It may be my skill or sens, but I find it difficult to get long range kills with it.

> 2533274870717152;17:
> > 2533274873172929;15:
> > > 2533274870717152;13:
> > > > 2533274873172929;12:
> > > > > 2533274870717152;11:
> > > > > > 2533274873172929;1:
> > > > > > Balancing Automatics****Assault Rifle
> > > > > >
> > > > > >
> > > > > > The Assault Rifle possessing capabilities to challenge a Magnum (ie short-medium range vs medium-long range respectively) is in all retrospect balanced, given players have a modicum of skill and the fundamental knowledge of what and when to use a certain weapon in any given situation. However the current iteration of the Assault Rifle has a slightly faster time to kill then
> > > > > > Suggested Solution: Nerf Damage
> > > > > > The Assault Rifle possessing a slightly shorter time to kill compared to the Magnum, requires a balance, to which I suggest 343 Industries alter the Assault Rifle’s damage from 7.8 damage per shot to 7.0 damage per shot.
> > > > > > This fix would allow the Assault Rifle to retain the 6 shots then melee factor but would slightly increase the time to kill and effectively giving the Magnum and Assault Rifle approximately even TTK.
> > > > > >

> > > > > >
> > > > > > Sub Machine Gun
> > > > > >
> > > > > >
> > > > > > The Sub Machine Gun in its current iteration should be nerfed, the effective range on the Sub Machine Gun should only be able to beat anyone in short range engagements.
> > > > > > Suggested Solution: Nerf Range, Increase Recoil, Bloom and Bullet Spread
> > > > > > The Sub Machine Gun requires a significant nerf. It requires lessened range, increased recoil, bloom and bullet spread which would counter its significantly fast rate of fire and kill time.
> > > > > >

> > > > > >
> > > > > > Storm Rifle
> > > > > >
> > > > > >
> > > > > > The Storm Rifle in all its engagements against any of the other “loadout” classified weapons (ie tier 1) is by all intents overpowered, to the amount of game breaking. Effectively its range, damage, time to kill etc. guarantee it cannot be balanced by the convention methods.
> > > > > > Suggested Solution: Tier Alteration
> > > > > > The Storm Rifle SHOULD NOT be nerfed or changed anything done to this weapon wouldn’t “balance” the weapon, it would effectively remove its uniqueness and return to what it was in Halo 4, which was insignificant at best.
> > > > > > Take this quote, for example:
> > > > > >
> > > > > >
> > > > > > > “Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there.”~ Anton ChekhovWhere in this case, if something is placed on a map it has to serve the purpose of promoting map movement, selective advantage and controlling weaponry etc.
> > > > > >
> > > > > > The Storm Rifle should instead be raised into the next tier, to which would have a respawn time of 10 seconds on death/deletion, much like the shotgun and HYDRA.
> > > > > >

> > > > > >
> > > > > > Community Relations
> > > > >
> > > > > What are your thoughts on the BR?
> > > > >
> > > > > Are you happy with it or are somethings you would change?
> > > >
> > > > The precisions are balanced.
> > >
> > > Bearing my low-skill in mind, I’d prefer the BR to have a “little (very small) amount of bullet spread at long ranges.
> > >
> > > As I find that the " laser-straight” buller spread, makes it very difficult for me to hit targets at long distances.
> > >
> > >
> > > Is what I’m suggesting an apocalyptically bad idea?
> >
> > Bullet Spread can be reduced via crouching… so no do not change it. Just got to realize that crouching allows for better reduced spread and better accuracy.
>
> What I meant was, I’d like the BR to have more bullet spread at longer ranges.
>
> It may be my skill or sens, but I find it difficult to get long range kills with it.

What weapon opposes you when you attempt to long shot players?

> 2533274873172929;18:
> > 2533274870717152;17:
> > > 2533274873172929;15:
> > > > 2533274870717152;13:
> > > > > 2533274873172929;12:
> > > > > > 2533274870717152;11:
> > > > > > > 2533274873172929;1:
> > > > > > > Balancing Automatics****Assault Rifle
> > > > > > >
> > > > > > >
> > > > > > > The Assault Rifle possessing capabilities to challenge a Magnum (ie short-medium range vs medium-long range respectively) is in all retrospect balanced, given players have a modicum of skill and the fundamental knowledge of what and when to use a certain weapon in any given situation. However the current iteration of the Assault Rifle has a slightly faster time to kill then
> > > > > > > Suggested Solution: Nerf Damage
> > > > > > > The Assault Rifle possessing a slightly shorter time to kill compared to the Magnum, requires a balance, to which I suggest 343 Industries alter the Assault Rifle’s damage from 7.8 damage per shot to 7.0 damage per shot.
> > > > > > > This fix would allow the Assault Rifle to retain the 6 shots then melee factor but would slightly increase the time to kill and effectively giving the Magnum and Assault Rifle approximately even TTK.
> > > > > > >

> > > > > > >
> > > > > > > Sub Machine Gun
> > > > > > >
> > > > > > >
> > > > > > > The Sub Machine Gun in its current iteration should be nerfed, the effective range on the Sub Machine Gun should only be able to beat anyone in short range engagements.
> > > > > > > Suggested Solution: Nerf Range, Increase Recoil, Bloom and Bullet Spread
> > > > > > > The Sub Machine Gun requires a significant nerf. It requires lessened range, increased recoil, bloom and bullet spread which would counter its significantly fast rate of fire and kill time.
> > > > > > >

> > > > > > >
> > > > > > > Storm Rifle
> > > > > > >
> > > > > > >
> > > > > > > The Storm Rifle in all its engagements against any of the other “loadout” classified weapons (ie tier 1) is by all intents overpowered, to the amount of game breaking. Effectively its range, damage, time to kill etc. guarantee it cannot be balanced by the convention methods.
> > > > > > > Suggested Solution: Tier Alteration
> > > > > > > The Storm Rifle SHOULD NOT be nerfed or changed anything done to this weapon wouldn’t “balance” the weapon, it would effectively remove its uniqueness and return to what it was in Halo 4, which was insignificant at best.
> > > > > > > Take this quote, for example:
> > > > > > >
> > > > > > >
> > > > > > > > “Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there.”~ Anton ChekhovWhere in this case, if something is placed on a map it has to serve the purpose of promoting map movement, selective advantage and controlling weaponry etc.
> > > > > > >
> > > > > > > The Storm Rifle should instead be raised into the next tier, to which would have a respawn time of 10 seconds on death/deletion, much like the shotgun and HYDRA.
> > > > > > >

> > > > > > >
> > > > > > > Community Relations
> > > > > >
> > > > > > What are your thoughts on the BR?
> > > > > >
> > > > > > Are you happy with it or are somethings you would change?
> > > > >
> > > > > The precisions are balanced.
> > > >
> > > > Bearing my low-skill in mind, I’d prefer the BR to have a “little (very small) amount of bullet spread at long ranges.
> > > >
> > > > As I find that the " laser-straight” buller spread, makes it very difficult for me to hit targets at long distances.
> > > >
> > > >
> > > > Is what I’m suggesting an apocalyptically bad idea?
> > >
> > > Bullet Spread can be reduced via crouching… so no do not change it. Just got to realize that crouching allows for better reduced spread and better accuracy.
> >
> > What I meant was, I’d like the BR to have more bullet spread at longer ranges.
> >
> > It may be my skill or sens, but I find it difficult to get long range kills with it.
>
> What weapon opposes you when you attempt to long shot players?

do you mean the weapon I have or the weapon the enemy has?

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> > > > > > > > Balancing Automatics****Assault Rifle
> > > > > > > >
> > > > > > > >
> > > > > > > > The Assault Rifle possessing capabilities to challenge a Magnum (ie short-medium range vs medium-long range respectively) is in all retrospect balanced, given players have a modicum of skill and the fundamental knowledge of what and when to use a certain weapon in any given situation. However the current iteration of the Assault Rifle has a slightly faster time to kill then
> > > > > > > > Suggested Solution: Nerf Damage
> > > > > > > > The Assault Rifle possessing a slightly shorter time to kill compared to the Magnum, requires a balance, to which I suggest 343 Industries alter the Assault Rifle’s damage from 7.8 damage per shot to 7.0 damage per shot.
> > > > > > > > This fix would allow the Assault Rifle to retain the 6 shots then melee factor but would slightly increase the time to kill and effectively giving the Magnum and Assault Rifle approximately even TTK.
> > > > > > > >

> > > > > > > >
> > > > > > > > Sub Machine Gun
> > > > > > > >
> > > > > > > >
> > > > > > > > The Sub Machine Gun in its current iteration should be nerfed, the effective range on the Sub Machine Gun should only be able to beat anyone in short range engagements.
> > > > > > > > Suggested Solution: Nerf Range, Increase Recoil, Bloom and Bullet Spread
> > > > > > > > The Sub Machine Gun requires a significant nerf. It requires lessened range, increased recoil, bloom and bullet spread which would counter its significantly fast rate of fire and kill time.
> > > > > > > >

> > > > > > > >
> > > > > > > > Storm Rifle
> > > > > > > >
> > > > > > > >
> > > > > > > > The Storm Rifle in all its engagements against any of the other “loadout” classified weapons (ie tier 1) is by all intents overpowered, to the amount of game breaking. Effectively its range, damage, time to kill etc. guarantee it cannot be balanced by the convention methods.
> > > > > > > > Suggested Solution: Tier Alteration
> > > > > > > > The Storm Rifle SHOULD NOT be nerfed or changed anything done to this weapon wouldn’t “balance” the weapon, it would effectively remove its uniqueness and return to what it was in Halo 4, which was insignificant at best.
> > > > > > > > Take this quote, for example:
> > > > > > > >
> > > > > > > >
> > > > > > > > > “Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there.”~ Anton ChekhovWhere in this case, if something is placed on a map it has to serve the purpose of promoting map movement, selective advantage and controlling weaponry etc.
> > > > > > > >
> > > > > > > > The Storm Rifle should instead be raised into the next tier, to which would have a respawn time of 10 seconds on death/deletion, much like the shotgun and HYDRA.
> > > > > > > >

> > > > > > > >
> > > > > > > > Community Relations
> > > > > > >
> > > > > > > What are your thoughts on the BR?
> > > > > > >
> > > > > > > Are you happy with it or are somethings you would change?
> > > > > >
> > > > > > The precisions are balanced.
> > > > >
> > > > > Bearing my low-skill in mind, I’d prefer the BR to have a “little (very small) amount of bullet spread at long ranges.
> > > > >
> > > > > As I find that the " laser-straight” buller spread, makes it very difficult for me to hit targets at long distances.
> > > > >
> > > > >
> > > > > Is what I’m suggesting an apocalyptically bad idea?
> > > >
> > > > Bullet Spread can be reduced via crouching… so no do not change it. Just got to realize that crouching allows for better reduced spread and better accuracy.
> > >
> > > What I meant was, I’d like the BR to have more bullet spread at longer ranges.
> > >
> > > It may be my skill or sens, but I find it difficult to get long range kills with it.
> >
> > What weapon opposes you when you attempt to long shot players?
>
> do you mean the weapon I have or the weapon the enemy has?

You: BR v Enemy: ???