For 0 bloom the magnum is for close range and close-mid
DMR is for mid - long but still kilsl magnum if the user is sloppy.
Do we really want 0 bloom to be a one weapon (DMR) game? As it is now the dichotomy of the Mag DMR makes you choose what range you want to accel at and how much of a team player you want to be (since DMR is superior at putting shots to support)
The magnum also balances out the sword and shotgun, the 2 cqb weapons still dominate in their range but they are no longer game deciding since now a skilled magnum user can counter sword and shotgun campers.
Really the 4sk magnum is the best thing to come to reach…
I think the people who hate on it are the people who played the beta hoppers with its fail settings rather than custom games under classic style settings.
> I think the people who hate on it are the people who played the beta hoppers with its fail settings rather than custom games under classic style settings.
I agree 120 is the best way to go or atleast 110 but heck i dont even care if i move at default speed, honeslty it reminds me of CE.
The game is now about weapon choice and precision, im tired of one weapon games, the magnum needs to stay strong so its not DMR all day.
Your opinion is fine in its own but in slight error. There’s already a counter to a Sword user in Vanilla Reach. It’s a melee+headshot to beat their melee+melee.
As long as we’re clear that nothing new was added there, only changed. (And btw, only is the bleeding-Sword “balanced” against the Pistol and nothing else. Nothing else can kill as quick as a Pistol but a power-weapon. And a Pistol will die if the Sword attacks within a short enough distance, unlike before where there was always a way )
So think about it, the heavy weapon balanced against everything to a degree, is made uber by the bleed-through… and the only way to counter it is with a fast firing precision weapon with no penalties associated with it. And that said weapon kicks the crap out of everything not “power.”
So the balancing act is a reduction of depth, not an increase. ZB and bleed-through can allow the some more specific CE and H2 game-types to be to be emulated, but they do not bring balance or depth to Reach’s combat…
That it allows some communities to better focus their preferred way to play, awesome.
> Your opinion is fine in its own but in slight error. There’s already a counter to a Sword user in Vanilla Reach. It’s a melee+headshot to beat their melee+melee.
>
> As long as we’re clear that nothing new was added there, only changed. (And btw, only is the Sword “balanced” against the Pistol and nothing else. Nothing else can kill as quick as a Pistol but a power-weapon).
plasma pistol plus melee kills faster than magnum. so does spike/PR with melee.
well now that sword block is removed there isnt really melee swordblock and headshot.
IMO they should just remove the bloom on automatics and make them map pickups. Or maybe reduce their bloom by 50% and still eb pickups
> Your opinion is fine in its own but in slight error. There’s already a counter to a Sword user in Vanilla Reach. It’s a melee+headshot to beat their melee+melee.
>
> As long as we’re clear that nothing new was added there, only changed. (And btw, only is the bleeding-Sword “balanced” against the Pistol and nothing else. Nothing else can kill as quick as a Pistol but a power-weapon. And a Pistol will die if the Sword attacks within a short enough distance, unlike before where there was always a way )
>
> So think about it, the heavy weapon balanced against everything to a degree, is made uber by the bleed-through… and the only way to counter it is with a fast firing precision weapon with no penalties associated with it. And that said weapon kicks the crap out of everything not “power.”
> So the balancing act is a reduction of depth, not an increase. ZB and bleed-through can allow the some more specific CE and H2 game-types to be to be emulated, but they do not bring balance or depth to Reach’s combat…
> That it allows some communities to better focus their preferred way to play, awesome.
the only thing that cant surpass the magnum are the automatics spiker/ar/repeater <<<< a sum of 3 weapons
concussion/gl/focus/pp&PR are all still very viable worthy pickups that dominate in thier ranges with skill
> > > > Really the 4sk magnum is the best thing to come to reach…
> > >
> > > When was this put in Reach?
> >
> > with the TU & ZB gametype?
>
> So to be clear, you’re saying the Pistol Damage was increased, even though 343 failed to mention it?
yup go test it out yourself
its a 4sk, but the last shot has to be a headshot to kill if your 4th is a body shot your shields just pop
Without it being a 4sk it would be worthless ocmpared to teh DMR which has loads more autoaim and a superior scope
really it just makes the pistol what bungie intended it to be, the CQB precision weapon and the DMR not an all aroudn gun but instead superior at mid-long
> > > > > Really the 4sk magnum is the best thing to come to reach…
> > > >
> > > > When was this put in Reach?
> > >
> > > with the TU & ZB gametype?
> >
> > So to be clear, you’re saying the Pistol Damage was increased, even though 343 failed to mention it?
>
> yup go test it out yourself
>
> its a 4sk, but the last shot has to be a headshot to kill if your 4th is a body shot your shields just pop
OH, so it’s not a pistol thing, it’s ANOTHER Bleed-Through problem, got it.
> > Your opinion is fine in its own but in slight error. There’s already a counter to a Sword user in Vanilla Reach. It’s a melee+headshot to beat their melee+melee.
> >
> > As long as we’re clear that nothing new was added there, only changed. (And btw, only is the Sword “balanced” against the Pistol and nothing else. Nothing else can kill as quick as a Pistol but a power-weapon).
>
> plasma pistol plus melee kills faster than magnum. so does spike/PR with melee.
>
> well now that sword block is removed there isnt really melee swordblock and headshot.
>
> IMO they should just remove the bloom on automatics and make them map pickups. Or maybe reduce their bloom by 50% and still eb pickups
Weapon Not weapon combo.
But if you wish to alter things by adding weapon combos into the mix, then why do weapons need to kill quickly on their own if combing efforts nets quicker kills in the first place?
Using the combination of weapons to kill quicker is part of default Halo’s gimmicky play since day 1. Do not start downplaying it in spite.
> > > > > > Really the 4sk magnum is the best thing to come to reach…
> > > > >
> > > > > When was this put in Reach?
> > > >
> > > > with the TU & ZB gametype?
> > >
> > > So to be clear, you’re saying the Pistol Damage was increased, even though 343 failed to mention it?
> >
> > yup go test it out yourself
> >
> > its a 4sk, but the last shot has to be a headshot to kill if your 4th is a body shot your shields just pop
>
> OH, so it’s not a pistol thing, it’s ANOTHER Bleed-Through problem, got it.
how is it a problem? its the same mechanic as the CE magnum?
> > > Your opinion is fine in its own but in slight error. There’s already a counter to a Sword user in Vanilla Reach. It’s a melee+headshot to beat their melee+melee.
> > >
> > > As long as we’re clear that nothing new was added there, only changed. (And btw, only is the Sword “balanced” against the Pistol and nothing else. Nothing else can kill as quick as a Pistol but a power-weapon).
> >
> > plasma pistol plus melee kills faster than magnum. so does spike/PR with melee.
> >
> > well now that sword block is removed there isnt really melee swordblock and headshot.
> >
> > IMO they should just remove the bloom on automatics and make them map pickups. Or maybe reduce their bloom by 50% and still eb pickups
>
> Weapon Not weapon combo.
> But if you wish to alter things by adding weapon combos into the mix, then why do weapons need to kill quickly on their own if combing efforts nets quicker kills in the first place?
>
> Using the combination of weapons to kill quicker is part of default Halo’s gimmicky play since day 1. Do not start downplaying it in spite.
Well no halo game has done more combo gameplay then default reach. every weapons sets up the DMR/magnum save the AR and repeater
Everything else just shredding shields with the NR, DMR and Pistol headshots following up aren’t part of weapon combo play?
The noob-combo isn’t part of weapon combo play?
Melee+headshot isn’t part of weapon combo play?
'Nade+headshot isn’t part of weapon combo play?
Explosive-missed but a follow up headshot doesn’t isn’t part of weapon combo play?
An EMP pro-pipe splash hit plus headshot isn’t weapon combo play?
Pre-supposing that people don’t understand is a total cop-out, and just makes your following arguments hold less weight. I think most people can agree that the magnum should beat DMR at close range… the issue is about HOW MUCH rather than the fact itself.
Even as a 5sk, the magnum still beats the DMR at close-range. Not quite as much as it could be though…
And the 4sk magnum, on the other hand, is just WAY too powerful at close range. I shouldn’t be beating shotguns.
Better solution:
Make the pistol 5sk again !!BUT!! slightly decrease the RoF on the DMR.
This will make DMR 1v1’s a bit less about how fast you pull the trigger while allowing the 5sk magnum to still be quite powerful at the same time.
2 birds with 1 stone.
Edit: This is for 0 bloom though btw, dunno about 85% yet. Will play more and let you know.