Can someone please explain how or why DMR starts are better than AR starts. In my opinion AR starts are better in everyway. Everyone starts with an average weapon and has to work they’re way up to better weapons like the DMR or Needle Rifle. Also most people do not destroy with the assault rifle like they do the DMR. The AR just seems more balanced to me. Feel free to prove me wrong.
Because the DMR is stronger and some players don’t want to waste the time in searching for an OP weapon when they can spawn with it.
If the AR was 6sk then people would prefer AR starts. If the topic of balance came up then they’ll all defend the AR, by saying “It’s the ASSAULT rifle, you’re supposed to use it as your main offensive weapon!” and “The DMR is a ranged SUPPORT weapon, you’re supposed to support your team mates with it and use it at a distance”.
Without a utility you have campy rock paper scissors gameplay.
I like your opinion, because you gave a reason why you believe AR starts are good. +1 to you, my fine fellow.
(OT) AR starts aregood, the idea of working your way to better weapons is my idea of competition.
However, BR starts are good too, because then everyone is at a level playing field.
Well it all depends on what your prefer, I like DMR’s because 1 shot weapons are always my weapon of choice on any FPS games, I prefer the accuracy over the amount, but most players just abuse the 5 shot rule with DMR’s in general so that makes it a far more powerful weapon in the game
4 to the body
1 to the head
Now an AR user goes through lets say a clip and a half before he kills his opponent so that makes it very weak on its ammo usage, I have never got Halo for this reason though, how is it that if I pop 5 shots into a player with a DMR he’s dead or close to, I use a turret on a player close range, and I go through half of the weapons ammo before they die, the game kind of messes up a little there, but as I said, its all a matter of choice.
> I like your opinion, because you gave a reason why you believe AR starts are good. +1 to you, my fine fellow.
>
> (OT) AR starts aregood, the idea of working your way to better weapons is my idea of competition.
>
> However, BR starts are good too, because then everyone is at a level playing field.
Why thank you fine sir. And I agree.
DMR starts = less random, and more skilfull gameplay. What’s not to love? Unless… you suck with the DMR that is…
> DMR starts = less random, and more skilfull gameplay. What’s not to love? Unless… you suck with the DMR that is…
The weapon is still overused, and hell Ive DMRed guys with stronger weapons then I have (Rockets, Swords, Snipers, ect) and still walked away without loosing my shields, the DMR is like a power weapon now, they should hide the things on the -Yoink!- maps like snipers and rockets LMAO!
> > DMR starts = less random, and more skilfull gameplay. What’s not to love? Unless… you suck with the DMR that is…
>
> The weapon is still overused, and hell Ive DMRed guys with stronger weapons then I have (Rockets, Swords, Snipers, ect) and still walked away without loosing my shields, the DMR is like a power weapon now, they should hide the things on the -Yoink!- maps like snipers and rockets LMAO!
Noooo …it is a utility.
HALO has played this way since CE.
This never ending quest to neuter what made the franchise successful is a daunting and unrealistic task.
The AR is a superb beginners weapon. It is easy to aim, automatic, and full of magnetism. I see no fault having it a secondary to the DMR on spawn.
But spawning without the DMR will, at least in any skill tier above noob, result in players camping do to the lack of range of their weapon.
And please do not throw the pistol card. That gun is inconsistent trash.
> DMR starts = less random, and more skilfull gameplay. What’s not to love? Unless… you suck with the DMR that is…
Although I don’t suck with it, I don’t consider myself a master of the weapon. I prefer the Needle Rifle any day.
> Without a utility you have campy rock paper scissors gameplay.
oh, you mean strategy?
though, it’s DMR starts because 1, players hate getting spawn killed but love to do the spawn killing so DMR start spawns you with a counter able weapon and 2, the weapon sandbox sucks, when one team has established control of the precision weapons you can’t do anything to fight back because of how useless and weak the other weapons are against them, you need to spawn with the DMR so you have atleast some chance instead of being completely shut out because of useless weapons.
now, if the weapon sandbox was balanced, every weapon exceeded at their niche, then, you wouldn’t need to spawn with a DMR, instead, you could use other parts of the weapon sandbox, strategy and team work to push back instead, one way could be to force encounters inside your weapons niche so you have the advantage.
DMR starts focus more onto the competitive side of gameplay, whereas AR starts don’t.
> > Without a utility you have campy rock paper scissors gameplay.
>
> oh, you mean strategy?
>
>
> though, it’s DMR starts because 1, players hate getting spawn killed but love to do the spawn killing so DMR start spawns you with a counter able weapon and 2, the weapon sandbox sucks, when one team has established control of the precision weapons you can’t do anything to fight back because of how useless and weak the other weapons are against them, you need to spawn with the DMR so you have atleast some chance instead of being completely shut out because of useless weapons.
>
> now, if the weapon sandbox was balanced, every weapon exceeded at their niche, then, you wouldn’t need to spawn with a DMR, instead, you could use other parts of the weapon sandbox, strategy and team work to push back instead, one way could be to force encounters inside your weapons niche so you have the advantage.
You guys can -Yoink- and moan all you want, but that is Halo. That’s the way it’s always been, that’s the way it always will be. And I’m sure if they actually did “balance” the sandbox, you guys wouldn’t be as happy as you think. Right now, weapons like the AR are catered towards lesser skilled players with massive bullet magnetism completely negating almost all strafing. If 343 were to make weapons like the AR more powerful, they would have to vastly reduce the aim assist and bullet magnetism to keep from weapons being unrightfully overpowered (ie striker in MW3). So then, a skilled player would dominate you always, regardless of the weapon you were using because they all now take far more skill to use. Although maybe just the simple ideology of using more than 1 weapon is all you want, regardless of how it actually plays it, out which case you may be happy, but like I said, It will never happen.
Also, choosing a weapon (or AA for that matter) is such an elementary skill I don’t see why you guys find it so important. A relatively bright kid could figure out the best AA/weapon/whatever to use in any situation with a “balanced” sandbox. It takes years of practice to have the kind of aim required to be a highly skilled precision weapon user, and that is only the base of the mountain when it comes to the complex skills of Halo.
On topic: cracks knuckles Okay, so AR starts. Well first of all the AR has very limited range. This is detrimental to gameplay in a number of ways.
First being that it is reducing the effectiveness of a player or teams abilities. With DMR starts, on a medium sized map, a 4 person team with control of the center of the map (same applies to an 8 person team on bigger maps) can cover the area of the entire area enemies side of the map. This allows for map control, a difficult position to gain, to have an advantage. That advantage being that you can force the opponents to spawn in the back of their base and gain kills due to you and your team being “setup” while they are spawning, usually not all at once, making it hard for them to work together to push you back and regain map control. With AR’s on the other hand the players are limited by the short range of the AR, resulting in it being far easier for the other players to regroup and push you back. And inversely, once they gain map control, it is very easy for you to push them back.
Second being that the AR in it self requires little skill to use and therefore an individuals aiming abilities are very limited. With the DMR, a nasty strafe and some good aim can tear apart a player of lesser skill, while with the AR the entire skill spectrum is reduced to almost nothing. This is primarily due to the huge reticule, bullet magnetism, automatic fire, and lack of accuracy needed to attain a kill. With the DMR if you have any less than 75% accuracy you’re not going to be a very ineffective player, while with the AR, you can have 40% accuracy and still get kills. Players who pride themselves in stats and doing well, which is a huge population of the Halo community, is not going to want to do only as well as someone who has half their skill.
Third: because you cannot defend yourself off spawn when the players with map control are firing down on you with long range weapons; you can’t do anything but run and hide. This also limits an individual and teams abilities. Often it is the work of 1 man who pushes the opponents out of map control, with AR starts though, such a player can do practically nothing. Or if it is a team effort, those players cannot be effective until acquiring some long range weapons, in which many maps have very few of.
Fourth being that the AR is simply not precise and can only attain quick kill times in close range. If you engage an opponent with the AR, they have a far better chance of escaping than they would had you been using a weapon with more range and quicker kill times as further ranges.
Fifth: Due to the close range of the AR, battles are occurring far less than they are in DMR starts, similarly to how DMR starts on hemorrhage is much slower than DMR starts on asylum. One top of this, when precision weapons are scarce on the map , and when you essentially have no way to “out skill” your opponent with your aim, this leads to “camping” being one of the most effective means of getting kills. This slows down the game, and again reducing the effectiveness of being more skilled than your opponent.
Sixth, also due to having less coverage of the map, team shotting is far less common and far less effective. You cannot be spread out on the map, or you may leave your team mate to get doubled teamed by enemies. You essentially have to be “butt buddies” to be able to help your team mates, further slowing down the game and reducing the amount of time spent battling, which in itself allows more time for opponents to regroup.
Many players find this slow, less-skilled gameplay to be far less fun than the faster, more-skilled, constantly-action-filled settings of DMR starts. Some players find using more weapons to be extremely important, even though most of them require pretty much the exact same tactics. The DMR not only has more variety in how battles can play out than all of the auto weapons combined, but it also allows for far more variation in strategies, in the opinion of those who understand this being far more fun and exciting (and skillful). I personally am one of these people who finds the constant run at eachother holding the trigger hopefully being able to get a melee in to be far less fun than the DMR battles in which proficient aim and strafe can provide endless amounts of “variety”.
In summation, AR starts reduces the effectiveness of teamwork, aiming abilities, map control, good decision making, and pretty much anything else you can think of. The only benefit being that users can pick up a variety of weapons and have the similar effectiveness (ie AR, PR, pistol, etc).
> [
>
> You guys can -Yoink!- and moan all you want, but that is Halo. That’s the way it’s always been, that’s the way it always will be. And I’m sure if they actually did “balance” the sandbox, you guys wouldn’t be as happy as you think. Right now, weapons like the AR are catered towards lesser skilled players with massive bullet magnetism completely negating almost all strafing. If 343 were to make weapons like the AR more powerful, they would have to vastly reduce the aim assist and bullet magnetism to keep from weapons being unrightfully overpowered (ie striker in MW3). So then, a skilled player would dominate you always, regardless of the weapon you were using because they all now take far more skill to use. Although maybe just the simple ideology of using more than 1 weapon is all you want, regardless of how it actually plays it, out which case you may be happy, but like I said, It will never happen.
>
> Also, choosing a weapon (or AA for that matter) is such an elementary skill I don’t see why you guys find it so important. A relatively bright kid could figure out the best AA/weapon/whatever to use in any situation with a “balanced” sandbox. It takes years of practice to have the kind of aim required to be a highly skilled precision weapon user, and that is only the base of the mountain when it comes to the complex skills of Halo.
rage much?
my point was, if the weapon sandbox was well balanced, other weapons, none utility work well inside their niche then it would put more enpahsize on teamwork and strategy, sure the utility weapon will still be most popular but you can use other parts of the weapon sandbox to gain different advantages and overcome situations or fight back.
sadly though, since halo 2 the sandbox has been going downwards so you need to spawn with the utility weapon to actually have some sort of a decent game.
one thing that is starting to anoy me the more and more i look at this is how aggressive orientated it is and hardly any teamwork and strategy, yet, people keep telling me that halo is strategy and less run and gun which this doesn’t seem to be the case, MLG doesn’t help but inforce this mindless gameplay as well, all i’m seeing now is an extremely aggressive run and gun style, the “teamwork” isn’t really teamwork at all, not from my view anyway, its more “hey, he’s here!!! going there!!” and strategies are group together and push forwards.
yea, there is more to it but it’s really starting to anoy the hell out of me.
> the “teamwork” isn’t really teamwork at all, not from my view anyway, its more “hey, he’s here!!! going there!!” and strategies are group together and push forwards.
So if “group together and push forward” isn’t really teamwork… then what is it?
> > the “teamwork” isn’t really teamwork at all, not from my view anyway, its more “hey, he’s here!!! going there!!” and strategies are group together and push forwards.
>
> So if “group together and push forward” isn’t really teamwork… then what is it?
it’s called strength in numbers.
> > > the “teamwork” isn’t really teamwork at all, not from my view anyway, its more “hey, he’s here!!! going there!!” and strategies are group together and push forwards.
> >
> > So if “group together and push forward” isn’t really teamwork… then what is it?
>
> it’s called strength in numbers.
AKA, working together with your teamates… teamwork.
> > > > the “teamwork” isn’t really teamwork at all, not from my view anyway, its more “hey, he’s here!!! going there!!” and strategies are group together and push forwards.
> > >
> > > So if “group together and push forward” isn’t really teamwork… then what is it?
> >
> > it’s called strength in numbers.
>
> AKA, working together with your teamates… teamwork.
they aren’t really working together though, they do their own thing.
> they aren’t really working together though, they do their own thing.
Still teamwork… basic… but teamwork non the less.