it sucks all the life out of Halo when weapon pickups don’t feel impactful. using any weapon aside from the AR, sidekick and commando is virtually always a death sentence for me. its a shame cus this game has so many interesting weapons but they’re all cheapened immensely by the strength of the starting weapons, even the BR feels pretty weak compared to the AR and sidekick insta-swap combo. deemphasizing halo’s core pillars of map control and power weapon control makes this game feel so much more like a bog standard FPS game.
I think you’re just having trouble learning the place the other weapons have in the sandbox. The commando and BR absolutely destroy the AR at mid/long range. Needler, shotgun win at close range. So on and so on, but there’s always wiggle room for the more seasoned player to win in any of those scenarios. I’d rather the AR be where it is than have a starting weapon that promotes spawn trapping.
imo part of it is some of the power weapons either need buffs, or for players to first use them in the campaign and become more practiced with them. The Ravager, Heatwave, Shock Rifle and Skewer are all weapons that I can see being very effective and scoring plenty of kills in the right hands, but I’m not very good with them (yet)
Plus there’s a good chunk of the weapon sandbox that’s not included in these tech previews so players haven’t gotten to mess around with them
> 2533274953195665;1:
> it sucks all the life out of Halo when weapon pickups don’t feel impactful. using any weapon aside from the AR, sidekick, BR and commando is virtually always a death sentence for me. its a shame cus this game has so many interesting weapons but they’re all cheapened immensely by the strength of the starting weapons, even the BR feels pretty weak compared to the AR and sidekick insta-swap combo. deemphasizing halo’s core pillars of map control and power weapon control makes this game feel so much more like a bog standard FPS game.
I agree. I think the sidekick is too powerful with too much bloom and the AR has too much range
The ravager is insanely good and definitely feels impactful! The heatwave too although it requires a little more accuracy.
Are you really saying the sidekick is too powerful?
> 2533274800264382;6:
> Are you really saying the sidekick is too powerful?
Considering it has a faster TTK than some of the power weapons yes.
> 2533274885506317;7:
> > 2533274800264382;6:
> > Are you really saying the sidekick is too powerful?
>
> Considering it has a faster TTK than some of the power weapons yes.
Okay show me all the times you’ve gotten a perfect medal getting kills with the pistol.
> 2533274800264382;8:
> > 2533274885506317;7:
> > > 2533274800264382;6:
> > > Are you really saying the sidekick is too powerful?
> >
> > Considering it has a faster TTK than some of the power weapons yes.
>
> Okay show me all the times you’ve gotten a perfect medal getting kills with the pistol.
I’m not here to hold your hand google it and check the times out for yourself. People have tested all this.
Lol I didn’t ask you what the TTK is. I’ll just take this as you have no answer as to why it’s OP.
This is the most balanced Sandbox Halo has ever had, by far.
The AR is too overpowered (Range and TTK), The outline on enemy players ruins any sense of stealth or Emersion when dealing with people who have sniper or power weapons. The weapons overall just seem sad in comparison to what other games once had. 343i spent so long building up in all the other games even going so far to make unique versions of the spartan laser, dmr, saw, railgun, Hydra. None of the forerunner weapons are in the game. Even older brute style weapons didn’t even make a return. In past games you could be thrown into a fiesta type game and the random weapons were way more balanced. However, given the direction the game is going I don’t see there being infection, grifball or anything worth wild to stick around for. 343i doesn’t listen to anyone who has any critical feedback be it over them ruining lore by outsourcing trailers nor issues like bullet magnetism. Moderators who don’t even have over 1k in achievements throughout all the titles will just lock and censor post so at this point this rate nothing grand will be remembered about this game. The real conversations and feedback are on reddit. But I have no reason other than campaign to touch infinite.
I think the AR needs a slight range nerf and the side kick a SLIGHT rate of fire reduce. Other than that the starting weapons work pretty well.
so far, most of the weapons fit in pretty well to me. Bulldog, hammer, needled CQC
the ravager for me has worked really well at medium / longer range. I got really good at predicting the drop
(every always avoids it for some reason in arena when it’s a power house in disguise so I got good with it since it’s a guarenteed weapon no one wants)
the heat wave sucks for me bc I have slight internet issues atm but it’s still fun to score kills with. It’s not bad.
I’m not entirely sure what weapons you think are bad OP? I think most of them definitely fit their respected range. The pulse carbine is a little hard to use for me. But it has insane tracking at medium range. Strip the shields and headshot with your side kick or something.
each weapon feels distinct and having the right weapon is rewarding and using the wrong weapon can be punishing
> 2533274824230103;12:
> None of the forerunner weapons are in the game.
Sentinel Beam says hi.
While the weapons of the prometheans aren’t in the game (as much as they kept radically changing), there does seem to be the Heatwave and Cindershot, both of which seem to be rebrandings and re-imaginings of the other weapons.
I agree whole heartdly
> 2533274964189700;14:
> > 2533274824230103;12:
> > None of the forerunner weapons are in the game.
>
> Sentinel Beam says hi.
>
> While the weapons of the prometheans aren’t in the game (as much as they kept radically changing), there does seem to be the Heatwave and Cindershot, both of which seem to be rebrandings and re-imaginings of the other weapons.
While I did enjoy them (especially the Cindershot) I feel that given all the stuff 343i has done, the armory now feels barren. It also make me wonder if there will even be a forge or custom game types given what we’ve seen? I’ve notice other players feel that 343i and bungie fans will always have their preferences but in many ways between changing of people inside of 343i in the past few years I wonder how much the culture inside the company has change? Less is more isn’t always true, so I wonder if the community will be able to still have a hand in the game be it community events, maps, games ext…?
> 2533274800264382;6:
> Are you really saying the sidekick is too powerful?
The sidekick drains shields faster than the plasma pistol
> 2533274817438690;17:
> > 2533274800264382;6:
> > Are you really saying the sidekick is too powerful?
>
> The sidekick drains shields faster than the plasma pistol
Doesn’t answer my question. Try playing people and not bots and see how good it is.
The AR in it’s current state has a very quick time to kill compared to past titles. If they gave it a nerf I think it would go a long ways in helping balance out the entire sandbox.
100% agree with you OP!
The AR has far too large of an effective range for the amount of skill it takes to hold down the trigger and spray.
Sidekick feels like the H5 pistol…jack of all trades. 343 making the same mistakes they did last launch. No way the sidekick should have such a fast TTK (For the argument of: HoW mAnY Tim3s yoU gEt PerFecT MedaL…the rate of fire is so quick/spammy…that even if you miss 1 bullet the TTK is negligible)