Hey All, Onyx the Wolf here!
I’m sure a lot of you have seen similar threads, but it bears repeating and increasing the awareness of.
PC DOES NOT have Red Reticle Range (Red Reticle/RRR) on a vast majority of the weapons in the sandbox. And I don’t think people quite understand how essential this function is for the sandbox to remain viable in cross-play. I will attempt to break it down as well as provide a video that highlights my grievances.
So lets start with why RRR is so important. The answer is quite simple: Bullet Magnetism. When a target reaches your RRR, or the range in which the reticle turns red, a bullet magnetism value that is unique to each weapon will activate, allowing most if not all your bullets to land on target so long as the reticle does not 100% leave your target while firing.
Now, there was a toggle that existed in the flight called “mouse magnetism”, this toggle allowed you to choose whether or not you had bullet magnetism. and the effects of having it off are extremely noticeable in that even if your reticle is perfectly on target you might not get hits. The reason it was removed from the final flight was because people would run a cheat script that would detect red pixels and auto fire the weapon. Which is fair, the flight did not have an active anti-cheat at the time so it was a good temporary fix.
THE PROBLEM IS, this toggle was never re-introduced into the final product on PC. Resulting In a lot of weapons seeing permanently reduced effectiveness, if not complete loss in effectiveness because the bullets now no longer fall into the reticle in a predictable manner, and whether or not you win a gun fight comes down to RNG more often than not.
The chief casualty of this are bloom-based precision weapons like the commando and the sidekick, but all weapons suffer from a reduced effective range, by an extremely large margin, nevermind the fact that even if I’m on target in a reasonable range, I am likely to not get all my hits.
Too many times have I been laser beamed by a BR, or a Sidekick in crossplay lobbies at a range that I cannot hope to compete in, and then there is the assault rifle, which already has a far longer effective range than it should, helping people get their headshot bonuses thanks to RRR.
And I can tell you first hand that it is the RRR causing this, not only in my testing with friends, but you can FEEL the difference between playing against someone on PC and playing against someone on Console, and that is a PROBLEM. I’m not going to say that you should force the RRR on for all players, for those that would for some reason prefer to not have it active, but not having it at all is causing huge discrepancies in player performance, and it should be at the very least a togglable option like it was in the flight.
And Notice please, that I did not say Controller vs KB+M. This is because the problem affects the entire PC platform. THAT SAID, since Controller on PC still gets its Aim Assist values, it is still a slightly superior input to KB+M currently due to how the game is right now.
TO BE CLEAR. I am NOT advocating for nerfing controller as an input, because that is a band-aid fix that ignores the heart of the issue. What I am advocating for is a consistently functioning sandbox that doesn’t punish you for your platform of choice.
In closing, the RRR is an extremely important factor of Halo’s sandbox tuning and balancing. as all of these weapons are designed with SOME sort of bullet magnetism in mind. and completely disabling that for weapons who don’t rely on it as a gimmick (Pulse Carbine, Needler, and Sword) puts an entire platform at an overwhelming disadvantage. And here is your promised video displaying the issues with not having RRR on PC:
https://www.youtube.com/watch?v=D9HKd4ma9aQ&feature=youtu.be
Thankyou all for your time, I know it isn’t the most well articulated post out there, but hopefully it gets my points across.
See Y’all Starside!