Perfect Kill Times in All Halo games?

Not sure if this is the best place to ask, but I figured, since my intention is to compare the kill times in other Halo games to Halo 5, I might as well post in the Halo 5 forums.

So, I can’t for the life of me find the answer anywhere. Anyone mindsp osting the Perfect TTK in all Halo games, at least with precision weapons.

> 2751082808091078;1:
> Not sure if this is the best place to ask, but I figured, since my intention is to compare the kill times in other Halo games to Halo 5, I might as well post in the Halo 5 forums.
>
> So, I can’t for the life of me find the answer anywhere. Anyone mindsp osting the Perfect TTK in all Halo games, at least with precision weapons.

Short Answer: Longer than COD.

This should help.

> 2535411125532250;3:
> www.reddit.com/r/halo/comments/2rse9w/kill_times_for_all_weapons_in_the_halo5_beta/
>
> This should help.

Yes, that does help, thank you.

> 2533274882999606;2:
> > 2751082808091078;1:
> > Not sure if this is the best place to ask, but I figured, since my intention is to compare the kill times in other Halo games to Halo 5, I might as well post in the Halo 5 forums.
> >
> > So, I can’t for the life of me find the answer anywhere. Anyone mindsp osting the Perfect TTK in all Halo games, at least with precision weapons.
>
>
> Short Answer: Longer than COD.

As it should be

What they don’t show there is the kill time for the SMG/AR in other Halo’s. If we could get that it would be more telling. with only the changes noted in the reddit thread, it would be barely perceptible. When you consider that the SMG and AR kill times were probably cut by 50% or more and their ranges increased, it makes a bigger difference. I bet that most of the “incredibly-fast-for-halo-kill-time” feelings are attributable to those 2 weapons more than anything.

> 2533274798578400;6:
> What they don’t show there is the kill time for the SMG/AR in other Halo’s. If we could get that it would be more telling. with only the changes noted in the reddit thread, it would be barely perceptible. When you consider that the SMG and AR kill times were probably cut by 50% or more and their ranges increased, it makes a bigger difference. I bet that most of the “incredibly-fast-for-halo-kill-time” feelings are attributable to those 2 weapons more than anything.

My AR accuracy was about 50%. I cannot be in smart-scope when being hit. The “incredibly fast” kill times occurred when way off data centre opponents matched up, not because of the AR and SMG completely pwning with perfect kill times of just over a second.

I personally use force multipliers such as grenades, plasma weapons and even teammates (or FFA opponents) to avoid elongated 1vs1 strictly weapon battles. Though I am not a big fan of running with nothing but power weapons, I’m also not a fan of an “honest” fight…
… But it is purposely designed that for those with a fullauto, at about 15m and beyond, one SHOULD zoom in to start a firefight in H5. One is not spraying and praying by aiming and laying a constant bead and it can also be the difference between a win or a death to an encounter because one ensured more damage hit by zooming in first to control their spread. Very much like BR fights at about 20m and beyond like to ensure that the first 1 to 2 shots are 100% damage.

What one may note about the difference between the H2, H3 and H4 BR’s is this;

The H2BR had its spread removed after a TU because netcode was so unreliable back then, it was needed to get average kill times down to feeling good.

MLG increased the base the damage by 10% to get the H3BR to be more consistent in LAN games, least alone online games. It was wanted to bring the average kill times down on small maps!!!

343i released the H4BR as a 5-shot because they KNEW that the mechanics of hitscan and spread of the BR when in and out of red reticle range dropped the average kill times down to a new low. It was indeed a powerful weapon, especially with better netcode… And pro players themselves wanted it as a smooth 11 out of 12 bullets, 4-shot. And so it was.

Now we have the H5BR. The H5BR can kill in perfect time to the H2BR by the same delta-spread as the H2BR to the H3BR. And it does so with more mobile opponents and a much stronger abroad sandbox whereby fullautos can indeed scope in for a few extra hits of damage before being descoped by a precision weapon…

It’s all a balancing act to get the final product to feel a certain way with all the systems working, not having each individual system function a certain way only… Otherwise we wouldn’t have such differences between reticle drag, reticle friction, tether and bullet magnetism across the first 3 titles… Yet some of you feel those games are nearly exactly the same.
(Of course it’s only similar if you knew the sandbox was shallow across the first 3 titles).