This thread is for the sole purpose of getting 343i’s attention about the overpowered loadout weapon, the DMR. Please post a reason why you think it should be nerfed, and back up your opinion with fact(s).
The DMR kills in 5 shots. 4 to disable shields, 1 more to headshot. It shoots faster than the BR and LR, and its reticle never gets larger than the BR’s reticle. It also has a much longer red reticle range, which greatly increases auto-aim.
My suggestion? To increase the DMR’s bloom so that it would resemble the DMR in Reach. That way, players could spam the trigger, but they would be very inaccurate. That would encourage slower paced shots and would even the playing field a bit. Also, I think the BR’s reticle should be a bit smaller, so it would be more accurate, like the Halo 2 BR.
Buff the other precision weapons, nerf the aim assist on all of them equally, slight reduction in killtime to 1.65 seconds from 1.48 seconds. Nerf the red reticule range to 90 meters.
Increase the automatic rifles range (AR should reward burst firing, SR needs faster projectiles should squeeze out another 2 bullets before overheating, Suppressor needs a slower bloom expansion).
I for one never wanted it gone because I knew a day like this would come.
Sometimes I go back and play reach (Ikr?) where it takes more skill to use the DMR and so I don’t get sniped…err DMR’d from across the map like in halo 4.
> > Lol at the people wanting bloom back…
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> I for one never wanted it gone because I knew a day like this would come.
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> Sometimes I go back and play reach (Ikr?) where it takes more skill to use the DMR and so I don’t get sniped…err DMR’d from across the map like in halo 4.
Pacing your shots is sure is a skill, but one that dont belong in halo.
if i had my way, i would make the red reticle range when not scoped in like 10 or MAYbe 15 meters, instead of the 38.4 it is now., that way the game doesnt help you aim as much close up and it is harder to use up close and therefore rewards player who are good with it.
How about we buff up the rest of the sandbox instead? Aside from lower the red-reticle range to that of a Light Rifle and maybe some lower flinch, the DMR should be untouched.
The DMR kill time(1.46) and consistency is something that should be the model for the others. The Carbine could use a single shot buff to a 7 shot which balances both its kill time and magazine.
Now I love the Light Rifle, but it could use an unscoped rof buff to that just below that of the DMR for a 1.56-1.50 kill time. A slower but still pretty speedy unscoped kill time with a superior scoped kill time.
Auto weapons could use an across the board 1-2 shot buff.
The BR… oh the BR is a mess. It is a random, slow, piece of crap honestly. Its only redeeming feature is burst fire but the LR is still is superior in every way except it is .01 slower unscoped but its consistency easily makes up for it.
Of all the weapons the BR needs the most work.
1.) First and most importantly get rid of random spread. Recoil can stay as it is natural, predictable, and controllable form of spread. This alone would be a HUGE buff.
2.)Buff to a 10 11 bullet 4 shot(body shot stays the same). Just to lower the amount of 5 shot weapons.
3.)Decrease the rate of fire to balance the 4 shot.
And now you have a more balanced primary sandbox without bringing other weapons down to BRs low level.
why change the rest when the dmr is the one that is the problem?
the game already plays too fast, when everyone has dmrs.
play some customs with no one using the Dmr or the Boltshot. that game just plays SO much better.
like i said i would change the unscoped red-reticle range of the DMR to like 18 meters, or about half of what it is now. that way the gun take more skill to use closer. and the the Carbine, BR and LR have an advantage at closer range. something the Light rifle has solved with the burst hip fire.
so balance by harder to uase cloaser but you get the stopping power down range. like a true DMR
> How about we buff up the rest of the sandbox instead? Aside from lower the red-reticle range to that of a Light Rifle and maybe some lower flinch, the DMR should be untouched.
> why change the rest when the dmr is the one that is the problem?
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> the game already plays too fast, when everyone has dmrs.
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> play some customs with no one using the Dmr or the Boltshot. that game just plays SO much better.
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> like i said i would change the unscoped red-reticle range of the DMR to like 18 meters, or about half of what it is now. that way the gun take more skill to use closer. and the the Carbine, BR and LR have an advantage at closer range. something the Light rifle has solved with the burst hip fire.
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> so balance by harder to uase cloaser but you get the stopping power down range. like a true DMR
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> > How about we buff up the rest of the sandbox instead? Aside from lower the red-reticle range to that of a Light Rifle and maybe some lower flinch, the DMR should be untouched.
Too fast? LOL. I agree the boltshot is ridiculous and the red reticle range is too far, but that is about it. Yes, the sandbox is more balanced when the DMR is around but has far more to do with the inferiority of other weapons rather than the the DMR.
The fast kill time of the DMR is not the cause of it being ‘too fast’. Crappy instant respawn, boltshot, and power weapons given out like candy is the cause the game playing ‘too fast’ in a bad way.
The Light Rifle is the only weapon that can compete on a pretty even footing with the DMR. Why? Power(scoped) and consistency(unscoped).
The Carbine requires PERFECT accuracy to compete because the magazine is so shallow compared to others. Its close but no cigar.
The auto weapons are pretty good at close range but they still need a smidge of love. The only redeeming factor of the BR is the burst which can work for bleedthrough. At almost any range the BR is a mess of spread and recoil besides point blank and its killtime is the second slowest sans the LR but as I said the LR has power and consistency to make up for the .01 differential.
Why take the easy way out when we can make all the weapons just that much better?
It doesn’t need bloom. It needs a bullet magnetism tone-down and a RoF (Rate of Fire) nerf.
If I were them, I’d draw the RoF back so that the kill-time is 1.9s - 2.0s. Yes, I know that is slower than the Battle Rifle. But the ridiculous range compensates for that.
Right now, it has NO tradeoff to using it at any given range. It conquers long range, mid range and close range with ease. That should not happen in a loadout shooter. There is a reason why EVERYONE uses it.
I could so easily make the DMR my ‘favourite weapon’ on my service record, just because it is SO EASY to get kills with. It is literally effortless to use.
The DMR is part of the reason why I find Matchmaking so unplayable, intolerable and overall annoying.
> It doesn’t need bloom. It needs a bullet magnetism tone-down and a RoF (Rate of Fire) nerf.
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> If I were them, I’d draw the RoF back so that the kill-time is 1.9s - 2.0s. Yes, I know that is slower than the Battle Rifle. But the ridiculous range compensates for that.
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> Right now, it has NO tradeoff to using it at any given range. It conquers long range, mid range and close range with ease. That should not happen in a loadout shooter. There is a reason why EVERYONE uses it.
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> I could so easily make the DMR my ‘favourite weapon’ on my service record, just because it is SO EASY to get kills with. It is literally effortless to use.
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> The DMR is part of the reason why I find Matchmaking so unplayable, intolerable and overall annoying.
I agree completely with this. Slow down the rate of fire to slower than the BR’s. Then it will beat the BR and Carbine at long range like it is supposed to, but at close-mid range the BR and Carbine users will have the advantage
I would just have the weapon removed personally. Removing the DMR would solve the majority of broken gameplay mechanics in mm (no map movement, insane bullet magnetism, no integrity to the loadout system etc).
If the DMR was removed all that would need sorting out then is the boltshot (1sk range nerf and buffing the primary fire mode so it’s useable), doing something about vehicles (they need to be stronger to account for the fact that anyone can spawn with plasma pistols and plasma grenades), sorting out these glitches (boltshot cooldown glitch and the ability to insta-nade after being hijacked from a vehicle) and networking issues (host selection etc). Maybe balancing some of the AA’s as well (either buffing the thruster pack and Autosentry turret or nerfing the Active camo and jetpack).
> It doesn’t need bloom. It needs a bullet magnetism tone-down and a RoF (Rate of Fire) nerf.
>
> If I were them, I’d draw the RoF back so that the kill-time is 1.9s - 2.0s. Yes, I know that is slower than the Battle Rifle. But the ridiculous range compensates for that.
>
> Right now, it has NO tradeoff to using it at any given range. It conquers long range, mid range and close range with ease. That should not happen in a loadout shooter. There is a reason why EVERYONE uses it.
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> I could so easily make the DMR my ‘favourite weapon’ on my service record, just because it is SO EASY to get kills with. It is literally effortless to use.
>
> The DMR is part of the reason why I find Matchmaking so unplayable, intolerable and overall annoying.
2.0 is actually far enough that it could keep its super accuracy. If it takes some one 2 full seconds to get to cover or return fire… Then they are messing up. 2.0 is an acceptable stand alone change.