Halo Season 3 day 1 review
The Bandit
Bandit seems nice for the most part. The visual recoil makes the handling of the gun feel a bit off, especially considering the sound design and how little the actual recoil shifts your aim. Otherwise I feel like this could end up being a better version of the DMR with Recoil bloom instead of Reticle bloom.
The gun as of yet does not feel good to use my suggestion as to how to fix this would be to reduce its recoil but also reduce the speed at which the recoil resets, leaving it with the same net Recoil Bloom. But reducing the problem of the bouncing screen causing an unpleasant feel, it would also make it feel heavier which is a feeling this gun seems to be aiming for but it doesn’t quite have.
The VK Commando
The Commando Nerf is an annoying one, not because it’s a nerf, but because the nature of the nerf. The patch notes read:
“We got pretty consistent feedback after the Winter Update that the Commando felt better to use, people were able to keep on target and land their shots! But this new handling made it a little too easy to have a high damage output. Since the Commando was feeling good to shoot, we wanted to pursue a small nerf to its efficacy to keep it in line with other weapons in the Sandbox.
◦ Increased Shots to kill by 1
Damage per bullet from 20 → 17.5 “
After a buff meant make the gun feel better to use goes a bit overboard the VK gets nerfed in a way that makes the gun feel worse to use than before the original buff. The Commando looses it’s oh so satisfying ability to kill in two, four round bursts at mid range, or an eight round burst at short range, and instead gets a 9 round kill. Leaving the optimum mid-range kill at an odd five round burst followed by a four round burst. This also reduces the effective ammo of the Commando (from 2.5 Spartans to 2.22 Spartans per reload).
My suggestion to achieve what this nerf is trying to do, without reverting pre-buff, but also keeping as much of the guns game-feel as possible is to lower the fire rate. This would reduce the damage output with less of an impact to the feel of the gun, and without reducing the effective ammo in the process. It would also keep the very nice 4 round burst thing the commando has had for a long time now.
Escalation Slayer
I don’t like Escalation Slayer, the mode generally keeps both teams neck and neck which is a good thing, but this ends up with both teams using the same weapons as each other the entire time, and I don’t like mirror matches. Also I’ve lost at least one game where two players mutually melee killed each other with the odd ball, and the game decided my team lost.