I mean, come on. Halo CE had the AR that was actually effective against people on MP. Halo 2 had an SMG that was rather effective in MP, and Halo 3 had an AR that was actually relevant in MP.
Reach’s AR is laughable. It doesn’t do it’s job. To me, it seems like Reach only has one primary weapon; the DMR. There is no other weapon that’s used for other gametypes that’s actually fun to use.
Like I mentioned, the games before Reach had weapons that could be used if you couldn’t get ahold of a BR or the CE Pistol.
Think about it. In Halo 3, we would have Slayer games that spawn you with an AR, and it was still a fun game to play. In Reach, when everyone spawns with an AR, it’s just frustrating. There’s no reason to eliminate the melee gameplay in Halo, because it’s really a big part of how much fun it is. In Halo: CE, there would be a lot of melee combat, same with H2, and H3. In Reach, it seems different.
The AR needs an overhaul whether it’s in Reach, or in Halo 4. I play Halo 3 more often solely for this reason. Reach is too fixed on the DMR. Automatic weapons in the game are essentially obsolete. Remember how much fun CE was when you’d load AR rounds into someone (in the Campaign or Multiplayer)?
Agreed! Finally, someone who enjoys sprayin’ and prayin’. Although I would love to see the return of the 60 round Assault Rifle, I would be fine if the Halo 3 AR made a return.
I’m sorry but the SMG in H2 and AR in H3 were just as useless as the Reach AR. Yes CE’s was actually useful but CE’s AR actually had a skill gap, unlike that of it’s predecessors.
IMO, the Halo 3 AR was way more useful than the AR from Reach. I can’t pinpoint why, but it seemed to kill faster. But you’re right, with the added bleed-through it has become a more powerful weapon.
I’m not sure about Multiplayer considering I never go in that realm, but using the AR in Campaign is sooo fun. It’s great against infantry and ghosts, but it’s also great against brutes and elite minors too! Repeater works better for CQC battles, but in areas like near the wraith on PoA the AR fulfills the roll.
> IMO, the Halo 3 AR was way more useful than the AR from Reach. I can’t pinpoint why, but it seemed to kill faster. But you’re right, with the added bleed-through it has become a more powerful weapon.
I can tell you why. The rate of fire and damage was decreased, at least according to Halopedian anyway.
> > IMO, the Halo 3 AR was way more useful than the AR from Reach. I can’t pinpoint why, but it seemed to kill faster. But you’re right, with the added bleed-through it has become a more powerful weapon.
>
> I can tell you why. The rate of fire and damage was decreased, at least according to Halopedian anyway.
>
> NameBright - Coming Soon
Maybe even Bungie wants kids to learn to use precision weapons…? A weird bunch indeed.
It’s not that I don’t know how to use precision weapons, it’s just the AR is fun sometimes when you just want to have fun. I’m not a trash player because I enjoy the AR.
> > Maybe even Bungie wants kids to learn to use precision weapons…? A weird bunch indeed.
>
> Indeed. In no capacity do I want my game developer to be preachy, so taking up the task to convert the heathens for the righteous of MLG isn’t exactly what I would expect from a “AAA” developer.
> I’m sorry but the SMG in H2 and AR in H3 were just as useless as the Reach AR. Yes CE’s was actually useful but CE’s AR actually had a skill gap, unlike that of it’s predecessors.
>
> also Repost
>
> edit: with the TU’s bleed through, the AR seems far more sophisticated (aside from it’s insane bullet magnetism) and useful that it did in H3.
Oh hey! That’s my topic! But yeah, I’m glad other people are voicing their concerns about this issue.
> > >
> >
> > Maybe even Bungie wants kids to learn to use precision weapons…? A weird bunch indeed.
>
> Indeed. In no capacity do I want my game developer to be preachy, so taking up the task to convert the heathens for the righteous of MLG isn’t exactly what I would expect from a “AAA” developer.
I wasn’t bashing, maybe my tone was hard to decipher due to it being only text. I was literally confused as to why they did so much to “nerf” things like the AR and ARRRRRRRR-MELEE!, yet things contradictory to their seeming intent like introducing loadouts, and slow player speed, increased bullet magnetism, etc. Honestly it seems to me like they were trying to make using precision weapons easier so people would see how fun they are.
Also, seeing as my post was taken as a flame instead of actually trying to contribute to the argument let me elaborate a little more; the reason I linked that post was to explain my thoughts on why the AR is the way it is etc etc. The most important part that correlates to the OP being:
> Even if they did buff the bullet damage, that would only make it easier to use and more annoying, negating the fact that a DMR user may have a lot more skill (the “Better person not always coming out on top” because the main gripe people have with Reach). Then if they buffed the bullet damage but reduced the bullet magnetism to compensate, it would make it so that those who lack skill would have nothing to get kills with, thus frustrating the lower-skilled section of the community. Yes it would give the AR more of a skill gap, and thus make it more useful, but it still would never be as utilitarian as the DMR.
In the past the AR was the “noob” 's weapon along with the mid-skill players who enjoyed automatic weapons; but it seems in Reach Bungie tried to push the “mid skill” players towards precision weapons (supported by the slower player speed, increased bullet magnetism, and bloom which increases the time you have to line up your shots.), while they severely nerfed the effectiveness of the AR but made it unbelievably easy to use. So now someone who is picking up the game for the first time can do decent with the AR, but it has a very small skill gap, therefore causing it to be seen as “underpowered” by those who love the AR but don’t need to bullet magnetism to do their work for them.
This being a common theme in Reach; adding player -Yoink!- to make the game easier to pick up but in the end limiting the effectiveness and skill gap for the mid and higher level players.