Post TU AR.

So I just watched gameplay of Damnation and was really excited about what I saw: Melee bleedthrough, no bloom on DMR, stronger pistol . . . however with these changes comes some other problems . . . like what will happen to the other weapons in the sandbox? Will they just be pointless to use? One prime example I saw was the AR, it already sucks, and with the Buffing of the two main Utility weapons, what will happen to it?

Currently two people with full sheilds, one using a pistol, and the other using an AR, with enough skill, patience, and aim, the pistol user will win. With the DMR it depends on range, but even it will win over the AR most of the time.

Thats a problem . . . most of the time players will start with an AR, they wont be able to protect themselves off spawn with the gun if the other team gets ahold of a bloomless DMR. The solution we have is to use the pistol, but that isn’t going to make everyone happy. Take me, sometimes I go off spawn with my pistol if I am looking for headshots, and sometimes I go off spawn with an AR, just to have some fun. I usually do pretty well either way, if the TU doesn’t address the weakness of the current AR than I will have to resort to using my magnum all the time, just to make sure I survive which is pretty bland to me.

When watching the video I didn’t really notice any problems until I saw the main player get a DMR, then I rewatched the video to realise that the only reason I didn’t notice this before is because every player in that game was using the Assault Rifle instead of the Magnum. Online I feel I won’t have that luck.

So the point of all this is that the AR needs to be buffed, currently it has a medium fast rate of fire, has little to no accuracy/range, and is a 19sk (compared to Halo CE’s and Halo 3’s 16sk). I suggest a couple fix’s, one that wouldn’t really take the AR out of its niche, and one that could possibly make the AR completely more reliable at the cost of maybe taking it outside its niche.

  1. Increase the firing rate to about Halo CE’s or faster, make the gun more accurate (make its max bloom take longer to reach), and make the AR a 16sk.

  2. Keep its current fire rate, and buff it to a 16sk. Now here is the “revolutionary” maybe take the AR in a whole new direction idea: Give the AR a 2x Zoom effect. This way the gun can fend itself off against other weapons (ie DMR) while still not being too reliable to secure a kill at further ranges, at least one can protect themselves now, and the Assault Rifle acctually portrays itself more realistically (having more range than a pistol).

I have seen others just suggest that the AR be headshot capable, while I would like it if any weapon could shoot someone in the head and still kill them, I believe this would just be too random. I would hate to be shooting this kid with a magnum, almost have the kill but be killed by a headshot that luckily found its way spite the AR’s max bloom.

What do you guys think?

> So I just watched gameplay of Damnation and was really excited about what I saw: Melee bleedthrough, no bloom on DMR, stronger pistol . . . however with these changes comes some other problems . . . like what will happen to the other weapons in the sandbox? Will they just be pointless to use? One prime example I saw was the AR, it already sucks, and with the Buffing of the two main Utility weapons, what will happen to it?
>
> Currently two people with full sheilds, one using a pistol, and the other using an AR, with enough skill, patience, and aim, the pistol user will win. With the DMR it depends on range, but even it will win over the AR most of the time.
>
> Thats a problem . . . most of the time players will start with an AR, they wont be able to protect themselves off spawn with the gun if the other team gets ahold of a bloomless DMR. The solution we have is to use the pistol, but that isn’t going to make everyone happy. Take me, sometimes I go off spawn with my pistol if I am looking for headshots, and sometimes I go off spawn with an AR, just to have some fun. I usually do pretty well either way, if the TU doesn’t address the weakness of the current AR than I will have to resort to using my magnum all the time, just to make sure I survive which is pretty bland to me.
>
> When watching the video I didn’t really notice any problems until I saw the main player get a DMR, then I rewatched the video to realise that the only reason I didn’t notice this before is because every player in that game was using the Assault Rifle instead of the Magnum. Online I feel I won’t have that luck.
>
> So the point of all this is that the AR needs to be buffed, currently it has a medium fast rate of fire, has little to no accuracy/range, and is a 19sk (compared to Halo CE’s and Halo 3’s 16sk). I suggest a couple fix’s, one that wouldn’t really take the AR out of its niche, and one that could possibly make the AR completely more reliable at the cost of maybe taking it outside its niche.
>
> 1) Increase the firing rate to about Halo CE’s or faster, make the gun more accurate (make its max bloom take longer to reach), and make the AR a 16sk.
>
> 2) Keep its current fire rate, and buff it to a 16sk. Now here is the “revolutionary” maybe take the AR in a whole new direction idea: Give the AR a 2x Zoom effect. This way the gun can fend itself off against other weapons (ie DMR) while still not being too reliable to secure a kill at further ranges, at least one can protect themselves now, and the Assault Rifle acctually portrays itself more realistically (having more range than a pistol).
>
> I have seen others just suggest that the AR be headshot capable, while I would like it if any weapon could shoot someone in the head and still kill them, I believe this would just be too random. I would hate to be shooting this kid with a magnum, almost have the kill but be killed by a headshot that luckily found its way spite the AR’s max bloom.
>
> What do you guys think?

i’d like to see an AR buffed to beat the DMR at its niched range (close to close-medium).

if you get 90% accuracy (land 90% of your AR bullets) you should beat a DMR user at close range when he has perfect accuracy.

if you have 89% accuracy, or less, you should lose to the DMR user, however.

tha’d be the best way :smiley:

Then go find a DMR, or use the bloomless pistol, that thing will be deadly

Power weapon control is what makes halo Halo. (Yes i know DMR is not a power weapon, just trying to get my point across.)

I see where your coming from Urza, the keep he AR in its range, like its been in Halo since the CE days, but it bugs me seeing a Assault Rifle 500 years in the future not be able to secure a kill anywhere past 20ft, gah, it just gets on my nerves. I’d perfer there not even be one than make a fully automatic musket and call it an AR. (Realism nerd rage).

However think about it Urza, with the accuracy of the AR, having the ability to hit 90% of shots fired is next to impossible unless your 5 feet away from the person :frowning: and that just doesn’t help anyone who has an AR, agaisnt someone using a BR or DMR or PISTOL (GOD THAT BUGGGGGS ME TOO, that a PISTOL has more range than an AR, more realism rage sorry).

But I do see where your coming from :slight_smile:

The AR could use a little buffing, in my opinion. That’d be a welcome change as well for the classic playlist…well, actually, that’d be great as a general update for all playlists. The AR is basically useless.

> Just remember, the AR really has been buffed with the implementation of bleed-through. Just sayin’.

Every weapon got a buff with melee bleedthrough . . .

> Just remember, the AR really has been buffed with the implementation of bleed-through. Just sayin’.

but not as much. the DMR still has more DPS (damage per second) at most ranges, and is now more reliable. if you miss even a tiny bit with the AR you are doomed to fail the melee ‘clash’ (assuming post-patch h3 melee system is implemented :D)

The AR isn’t the only weapon that needs alterations. Nearly every niche weapon in Reach’s sandbox is utterly worthless. I remember back in Halo 3, when 60% of the game’s weapons weren’t useless pieces of trash.

I’d love to see a buffed AR. I’d love to see a sandbox overhaul even more.

It’s balanced.

In Halo you trade “ease of use” for Effectiveness, The Assault Rifle works in alot of cases and its very easy to use, so for that you will get beaten by a gun that is harder to use, It encourages practice and adds alot of depth straight away.

> It’s balanced.
>
> In Halo you trade “ease of use” for Effectiveness, The Assault Rifle works in alot of cases and its very easy to use, so for that you will get beaten by a gun that is harder to use, It encourages practice and adds alot of depth straight away.

No, I’m sorry but the AR, is not balanced at all when compared to the other weapons of the sandbox, and it needs to be. Playing Slayer and having AR starts is pointless if all the other team grabs hold of the sniper and DMR’s.

Also just because the AR is easier to use than the DMR that shouldn’t ensure the DMR’s victory all the time, which basically is what’s going on. At close-medium range the AR should win against any weapon not suited for that niche, but the AR always loses at medium range, and barely wins at close range. If you checked my stats I have quite a bit of AR kills, thats because I’m stubborn. The AR to me is iconic, its the weapon the MC sleeps with under his pillow, that and my favorite rifle used in modern times is an assault rifle.

To the point you made with “encouraging practice” . . . I don’t know where you got that from . . . maybe in Halo 2 people practiced their BR skills, but I don’t know anyone who fires up Reach to practice with their DMR, they just join in MM games and use weapons that arnt all that difficult to use anyway. With the way “Utility weapons” act now its only just bearable, but with the new (but still awesome) TU features weapons that arn’t precision or “explody” will basically be useless.

The way some people act is that the game should only revolve around individual skill, now there is nothing wrong with that, its just the way most people try to impliment it. If the Utility weapons become to dominant than there might as well not be any other weapons, I’m sure you would all be happy if the only weapon in the game were:

DMR
Magnum
Sniper
Rocket Launcher

Wow, now Reach only revolves around skill, but how fun is it? Those four weapons only? Bland . . . boring . . .

There has to be more, and the game can’t only revolve around individual skill, the weapon you use should drastically deside your ability to fight at certain ranges, but with weapons like the DMR that dominate at all ranges, you get a repetative game.

The AR needs to be buffed reguardless. It should always beat the DMR at close to medium range, and lose to it at medium to long ranges. The AR should be able to secure a kill past 50ft, as of now it can’t. At the medium ground it should depend on whose more skilled, at close or long ranges, it should be whatever player prepared themselves for the fight better who wins.

I think the TU is going to change the way we play Halo REACH.

It will make the game as close as it can get to perfect.

> > It’s balanced.
> >
> > In Halo you trade “ease of use” for Effectiveness, The Assault Rifle works in alot of cases and its very easy to use, so for that you will get beaten by a gun that is harder to use, It encourages practice and adds alot of depth straight away.
>
> No, I’m sorry but the AR, is not balanced at all when compared to the other weapons of the sandbox, and it needs to be. Playing Slayer and having AR starts is pointless if all the other team grabs hold of the sniper and DMR’s.
>
> Also just because the AR is easier to use than the DMR that shouldn’t ensure the DMR’s victory all the time, which basically is what’s going on. At close-medium range the AR should win against any weapon not suited for that niche, but the AR always loses at medium range, and barely wins at close range. If you checked my stats I have quite a bit of AR kills, thats because I’m stubborn. The AR to me is iconic, its the weapon the MC sleeps with under his pillow, that and my favorite rifle used in modern times is an assault rifle.
>
> To the point you made with “encouraging practice” . . . I don’t know where you got that from . . . maybe in Halo 2 people practiced their BR skills, but I don’t know anyone who fires up Reach to practice with their DMR, they just join in MM games and use weapons that arnt all that difficult to use anyway. With the way “Utility weapons” act now its only just bearable, but with the new (but still awesome) TU features weapons that arn’t precision or “explody” will basically be useless.
>
> The way some people act is that the game should only revolve around individual skill, now there is nothing wrong with that, its just the way most people try to impliment it. If the Utility weapons become to dominant than there might as well not be any other weapons, I’m sure you would all be happy if the only weapon in the game were:
>
> DMR
> Magnum
> Sniper
> Rocket Launcher
>
> Wow, now Reach only revolves around skill, but how fun is it? Those four weapons only? Bland . . . boring . . .
>
> There has to be more, and the game can’t only revolve around individual skill, the weapon you use should drastically deside your ability to fight at certain ranges, but with weapons like the DMR that dominate at all ranges, you get a repetative game.
>
> The AR needs to be buffed reguardless. It should always beat the DMR at close to medium range, and lose to it at medium to long ranges. The AR should be able to secure a kill past 50ft, as of now it can’t. At the medium ground it should depend on whose more skilled, at close or long ranges, it should be whatever player prepared themselves for the fight better who wins.

What the hell, I thought what I said was common sence O_o If a weapon is just as good as wnother weapon but ones easier to use than the other, Why use the harder option?..

I support an AR buff, only because I play FFA and am way better LW style then Support Slayer in my team ‘mode’. But really the AR is a vital aspect of CQC and CQC is a vital aspect of FFA, so I respect the AR.

I have to completely disagree. I think the AR was actually buffed (was that not decreased bloom for the AR)? Or at least it does more damage?

I can’t tell specifically, all I know is that it definitely looks more powerful than it was before.

The AR is a pointless gun because to get a kill with it 9 times out of 10 you have to trade melee kills. So you die for every kill you get.

In my honest opinion, the AR is one of the least skill-demanding weapons. So why should it get significant buffs? Maybe a small one, like a slightly larger clip, but I don’t see why a DMR has to be useless against an AR.

> > It’s balanced.
> >
> > In Halo you trade “ease of use” for Effectiveness, The Assault Rifle works in alot of cases and its very easy to use, so for that you will get beaten by a gun that is harder to use, It encourages practice and adds alot of depth straight away.
>
> No, I’m sorry but the AR, is not balanced at all when compared to the other weapons of the sandbox, and it needs to be. Playing Slayer and having AR starts is pointless if all the other team grabs hold of the sniper and DMR’s.
>
> Also just because the AR is easier to use than the DMR that shouldn’t ensure the DMR’s victory all the time, which basically is what’s going on. At close-medium range the AR should win against any weapon not suited for that niche, but the AR always loses at medium range, and barely wins at close range. If you checked my stats I have quite a bit of AR kills, thats because I’m stubborn. The AR to me is iconic, its the weapon the MC sleeps with under his pillow, that and my favorite rifle used in modern times is an assault rifle.
>
> To the point you made with “encouraging practice” . . . I don’t know where you got that from . . . maybe in Halo 2 people practiced their BR skills, but I don’t know anyone who fires up Reach to practice with their DMR, they just join in MM games and use weapons that arnt all that difficult to use anyway. With the way “Utility weapons” act now its only just bearable, but with the new (but still awesome) TU features weapons that arn’t precision or “explody” will basically be useless.
>
> The way some people act is that the game should only revolve around individual skill, now there is nothing wrong with that, its just the way most people try to impliment it. If the Utility weapons become to dominant than there might as well not be any other weapons, I’m sure you would all be happy if the only weapon in the game were:
>
> DMR
> Magnum
> Sniper
> Rocket Launcher
>
> Wow, now Reach only revolves around skill, but how fun is it? Those four weapons only? Bland . . . boring . . .
>
> There has to be more, and the game can’t only revolve around individual skill, the weapon you use should drastically deside your ability to fight at certain ranges, but with weapons like the DMR that dominate at all ranges, you get a repetative game.
>
> The AR needs to be buffed reguardless. It should always beat the DMR at close to medium range, and lose to it at medium to long ranges. The AR should be able to secure a kill past 50ft, as of now it can’t. At the medium ground it should depend on whose more skilled, at close or long ranges, it should be whatever player prepared themselves for the fight better who wins.

I love you.

> In my honest opinion, the AR is one of the least skill-demanding weapons. So why should it get significant buffs? Maybe a small one, like a slightly larger clip, but I don’t see why a DMR has to be useless against an AR.

Truth^

I think people are generally trolling and are trying to spoil it for the people who have been waiting over a year for it.

You will still be able to play the OLD Reach, Please you have had what you wanted since launch, the one time the veterans get something and you guys want a casual aspect to it so you guys can just hope straight in without practice.

Please just let the TU be the way it is, if you don’t like it you can always go back to default Reach :slight_smile: