As the title reads, remove the self resetting recoil from the BR and reduce it’s projectile velocity down to a level where shot leading will be apparent at all ranges.
The former is easy, recoil on the BR just reduces skill since you can aim at the upper body and get rewarded with a headshot.
The Latter is the best way to balance the BR so that it can return as the main utility weapon.
Maybe when forge rolls out you can test these changes
I can’t really make a judgment without seeing it in action. I’ve seen you talk about this before and it seems you want Infinite to adopt more of H3’s balancing into the game?
Agree, but it could have been better. Remove the spread from the H3 BR and make it’s projectile velocity 140 instead of 180 and it would have been perfect. Deeper issues like TTK and teamshotting are a separate discussion.
The AR in 3 had plenty utility, just not in directed killing power. The AR required setup with nades or finishers from melee to be most effective, encouraging players to grab other weapons and use their tools efficiently.
H3 did have stinker weapons however:
Spiker- Useless, at least give it bonus melee and bonus damage against health.
PR- Too slow at shield stripping to be effective, needs it’s stun back.
Beam rifle- Too much of a sniper rifle clone.
Carbine- Outright worse than the BR, increase it’s firerate.
Magnum- Garbage tier with very bad spread.
SMG- Redundant and also better than the AR in every situation.
Mauler- Pocket shotgun clone that isn’t fun to fight.
This being most of the reason why I feel like Infinite’s AR does so well. With the introduction of the smg, the AR basically became obsolete. The roles were simply way too similar.
Besides, an AR like infinite’s isn’t so good you pass up a weapon like the heatwave. You can 2 shot an AR user before they can mag dump you.
I don’t really have much to say about the BR. It’s good.
I don’t see a real reason to change it. It’s already the main utility weapon you described, albeit not so much like the H3 iteration. 4 burst kill time is exactly the same though.
Dunno what you are on about.
Projectile velocity didn’t matter in Halo CE unless it was the Rocket Launcher or you were trying to use the magnum at mid-long range (60 meters)
Otherwise in regards to slow projectiles, you have Plasma Weapons and the Needler, which all three of which were used in close-quarters; so I don’t see your point in making the projectiles of a ranged accuracy weapon slower and therefore less desirable.
Making the weapon that has not changed nor needed to change in over a decade, suddenly have a new dynamic; one that the classic fans have never asked for; yeah I can see it kill the game.
The BR is how the target audience, the majority of the playerbase, wants it to be.
You are asking to make adjustments to something that literally everyone else rates a 10/10 ranged rifle.
Adjustments that no one has asked for.
The first time 343 made adjustments to stuff fans didn’t want adjusted, we got Halo 4 and look how that game TANKED.
Halo 3’s BR was 900 RPM. Halo Infinite BR is in the 400 range. 410 RPM I believe. Don’t see how making it slower will solve the non existent issue you’re claiming.
That is mainly due to damage output of the BR and the fact that Halo 4 had HIGH bullet magnetism and Halo 5 also had a much better magnum than most of the franchise.
Add on the variants like Gunfighter, CE Magnum, and Whispered Truth; and it became a very effective sidearm.