Necessary balance changes

TL;DR
Buff Shotgun, Commando, Radar and Drop Wall. Nerf Melee. Overall, similar TTK is hurting the skilled players.

So first things first; Whoever decided that a shotgun can’t Bulltrue an Energy Sword wielding Spartan from Melee distance needs to be fired.

Too harsh you say? Yes, it is… Just like the amount of effort it takes to clear a small room that the Spartan holding the sword takes.

What purpose does the shotgun now serve? Exactly! What counters a Sword now? Exactly! Nothing.

Shoot from range you say? Sure, and then the Commando you were using gets descoped by a scoped sidekick who cannot be descoped and therefore has better range than you.

Well I guess I should close the distance then… Except I died because I was so focused on the two enemies in front of me that I didn’t notice the enemy 5 feet to my left because the Radar Range is so low that people can run down a hallway and not show up until they’re within melee range.

While we’re on the subject, lets talk melee. Which one of you thought it was a good idea to have melee damage bleed past shield health? Now an AR wielding scrub just shoots me a few times, definitely not shield break amount, then punches for an easy kill. Meanwhile, precision weapons don’t do increased Headshot damage so my skillful aiming means nothing and I die.

Finally Equipment. The Drop wall is too weak for the amount of time it takes to deploy.

So, these are the changes I propose…

  1. Increase Radar Range; At least 30m should suffice so players can decide that running into the hallway with 3 dots is a bad idea before he’s already in the hallway.

  2. Nerf Melee; It’s too powerful and lets people get away with anything while punishing players who take the time to aim. No matter the Shield health, Overshield excluded, 1 hit should only ever break shields, not kill through shields.

  3. Buff Bulldog; Sure, you can kill from further than any previous shotgun, but you can’t control tight spaces with it or kill Grav Hammers or Swords fast enough to be an effective counter. It just gets ignored. If its ignored, why even have it in-game? Give it harsher drop off for increased close range damage.

  4. Buff Commando; I haven’t used it enough to say it needs more damage, but it needs

4A. Longer Aim Assist.
You’re currently required to be too close to an enemy for the reticle to turn red which makes it harder to use than an AR with it’s larger spread and reticle or the Sidekick by it’s innate ability to always remain scoped at range; And

4B. Remove descope.
Either remove the ability to descope Precision weapons from the Sidekick. Every weapon needs a purpose and currently the Commando has neither the range or the easy usage. Weaker than AR up close, gets descoped by Sidekick at range.
OR
As a shorter distance rifle than even the Battle Rifle, give it the innate ability to stay scoped under fire. As an in between to the AR and Sidekick, it’s performance is lackluster.

  1. Buff Drop Wall; This one is easy, deploy faster or double its HP. If you deploy faster, you gain a rightful edge over that fight. If you double HP, you are rewarded for preparing for the fight. Since any gunfire can break the generator, it doesn’t negate smart plays from opponents.

  2. Retool the Time To Kill on some weapons; As a Halo Vet, I understand the need to make this an easier game to play, but making non skillful weapons just as deadly as skillful ones just hurts the weapon roster and puts a damper on any attempt to outplay enemies.

Anyone else want to propose any ideas?