Precision Weapon Golden Triangle
Magnum. Battle Rifle. Carbine.
Magnum:
-fastest kill time at close to close-medium range
-small reticle
-no bloom
-no spread
-small clip
-single shot
-slow rate of fire
-damage drop off at mid range
-semi automatic
BR:
-fastest kill time at medium range
-medium reticle
-no bloom
-spread
-large clip
-3 round burst
-medium rate of fire
-damage drop off at long range
-semi automatic
Carbine:
-fastest kill time at medium-long to long range
-medium reticle
-bloom
-no spread
-medium clip
-single shot
-fast rate of fire
-no damage drop off
-fully automatic
Um… what was the point of this thread?
I wouldn’t mind seeing these weapons return in H4, save for the Magnum. I’m all for a magnum in the style of H2/H3, but i wouldn’t want another Reach/CE magnum in the game.
I want more variety in H4, not just everyone using the same weapon.
> I want more variety in H4, not just everyone using the same weapon.
Halo does have a variety of weapons. .
> > I want more variety in H4, not just everyone using the same weapon.
>
> Halo does have a variety of weapons. .
I know, but because some weapons are overpowered everybody uses them constantly and don’t want to learn or relearn the weapons if it was balanced.
Surely a modified DMR should be the long-range bloomed weapon? The Carbine worked well in Halo 3, what’s the point in turning it into another weapon we already have?
> I want more variety in H4, not just everyone using the same weapon.
Halo does have a variety of weapons. If only 343 can balance them this time, the game will be better for it.
Bloom and spread both bring a random element to the game which should be eliminated. The NB DMR is a good place to start when creating the utilitarian weapon for H4. Single shot, hitscan, and no bloom/spread is as consistent as it gets.
For those of you calling for “variety”, if the utilitarian weapon doesn’t beat niche weapons in their intended range when the weapon is used to its fullest potential, then the skill-gap will be greatly decreased and we will see rock-paper-scissors gameplay.
> For those of you calling for “variety”, if the utilitarian weapon doesn’t beat niche weapons in their intended range when the weapon is used to its fullest potential, then the skill-gap will be greatly decreased and we will see rock-paper-scissors gameplay.
What!? Did you honestly just say that the DMR should beat a Shotgun at short range!?
> > For those of you calling for “variety”, if the utilitarian weapon doesn’t beat niche weapons in their intended range when the weapon is used to its fullest potential, then the skill-gap will be greatly decreased and we will see rock-paper-scissors gameplay.
>
> What!? Did you honestly just say that the DMR should beat a Shotgun at short range!?
Melee weapons would fall under the category of “power weapons” at point-blank range. If a utilitarian user backs up, they should be able to outplay and outshoot a shotgun user. The shotty has a small skill gap, while the utilitarian weapon has a large one. Giving a free kill to the shotty user creates rock-paper-scissors gameplay.
I think that if the utilitarian weapon is a 4sk, players should be able to fire 6 shots before getting killed by an AR in its intended range.
> > > For those of you calling for “variety”, if the utilitarian weapon doesn’t beat niche weapons in their intended range when the weapon is used to its fullest potential, then the skill-gap will be greatly decreased and we will see rock-paper-scissors gameplay.
> >
> > What!? Did you honestly just say that the DMR should beat a Shotgun at short range!?
>
> Melee weapons would fall under the category of “power weapons” at point-blank range. If a utilitarian user backs up, they should be able to outplay and outshoot a shotgun user. The shotty has a small skill gap, while the utilitarian weapon has a large one. Giving a free kill to the shotty user creates rock-paper-scissors gameplay.
>
> I think that if the utilitarian weapon is a 4sk, players should be able to fire 6 shots before getting killed by an AR in its intended range.
The shotgun is not a melee weapon, it’s a shotgun…
You don’t need an “utilitarian weapon” in order to out play a shotgun user.
If the utilitarian weapon is a 4sk, then it’s overpowered.
> > > > For those of you calling for “variety”, if the utilitarian weapon doesn’t beat niche weapons in their intended range when the weapon is used to its fullest potential, then the skill-gap will be greatly decreased and we will see rock-paper-scissors gameplay.
> > >
> > > What!? Did you honestly just say that the DMR should beat a Shotgun at short range!?
> >
> > Melee weapons would fall under the category of “power weapons” at point-blank range. If a utilitarian user backs up, they should be able to outplay and outshoot a shotgun user. The shotty has a small skill gap, while the utilitarian weapon has a large one. Giving a free kill to the shotty user creates rock-paper-scissors gameplay.
> >
> > I think that if the utilitarian weapon is a 4sk, players should be able to fire 6 shots before getting killed by an AR in its intended range.
>
> The shotgun is not a melee weapon, it’s a shotgun…
> You don’t need an “utilitarian weapon” in order to out play a shotgun user.
>
> If the utilitarian weapon is a 4sk, then it’s overpowered.
The utilitarian weapon needs to be significantly stronger than the rest of the sandbox in order for the game to have a large skill-gap. Weapons which require skill to use should be much stronger than niche weapons like the shotty or automatic weapons like the AR.
> The utilitarian weapon needs to be significantly stronger than the rest of the sandbox in order for the game to have a large skill-gap. Weapons which require skill to use should be much stronger than niche weapons like the shotty or automatic weapons like the AR.
No, the utilitarian/utility, Jack-of-all-trades, etc weapon should be average at all ranges. It’s not supposed to dominate at any one range, it’s supposed to be good enough if you need to fall back onto it.
lol funny you call the AR a niche weapon.
> > The utilitarian weapon needs to be significantly stronger than the rest of the sandbox in order for the game to have a large skill-gap. Weapons which require skill to use should be much stronger than niche weapons like the shotty or automatic weapons like the AR.
>
> No, the utilitarian/utility, Jack-of-all-trades, etc weapon should be average at all ranges. It’s not supposed to dominate at any one range, it’s supposed to be good enough if you need to fall back onto it.
>
> lol funny you call the AR a niche weapon.
The AR is a niche weapon…
If the utilitarian weapon does not dominate at its full potential in every range, then the random elements of rock-paper-scissors gameplay will decrease the skill gap.
@Costa
Would you rather have a Carbine that:
A) had random spread, within a medium sized reticle, on every shot
OR
B) had an accurate first shot, that always landed exactly within the center of the medium sized reticle, followed by highly inaccurate shots if fired full auto/too fast
?
> @Costa
>
> Would you rather have a Carbine that:
>
> A) had random spread, within a medium sized reticle, on every shot
>
> OR
>
> B) had an accurate first shot, that always landed exactly within the center of the medium sized reticle, followed by highly inaccurate shots if fired full auto/too fast
>
> ?
Neither. Bloom, spread, etc., are random elements which need to be eliminated.
So only 1 precision weapon, aside from Sniper Rifles, is necessary in Halo 4; the utility weapon?
> > > The utilitarian weapon needs to be significantly stronger than the rest of the sandbox in order for the game to have a large skill-gap. Weapons which require skill to use should be much stronger than niche weapons like the shotty or automatic weapons like the AR.
> >
> > No, the utilitarian/utility, Jack-of-all-trades, etc weapon should be average at all ranges. It’s not supposed to dominate at any one range, it’s supposed to be good enough if you need to fall back onto it.
> >
> > lol funny you call the AR a niche weapon.
>
> The AR is a niche weapon…
>
> If the utilitarian weapon does not dominate at its full potential in every range, then the random elements of rock-paper-scissors gameplay will decrease the skill gap.
I don’t find it as a niche weapon. I find it effective at all ranges.
What random elements? How does “rock-paper-scissors” add random elements when the game is designed around one beating the other? Paper doesn’t “randomly” beat scissors.
Games aren’t designed around 4 different types of weapons. There are variations of each guns and many other different types of weapons. Just because a weapon falls under “automatic” doesn’t mean the gun can only run one specific way.
> Surely a modified DMR should be the long-range bloomed weapon? The Carbine worked well in Halo 3, what’s the point in turning it into another weapon we already have?
I have to agree with this. I love the Carbine from Halo 2 and 3, it was fun and useful. There are a number of weapons that could do with some modifications (the Plasma Repeater comes to mind) but I don’t want them to turn the Carbine into something else.