The range on the AR is a bit much, and since it’s a core part of the gameplay, the gun affects the entire flow of the game. Games feel too hectic since shields are easily peppered down for assists. It’s not very “Halo” to get an AR kill half-way across the map.
Solutions:
- remove zoom from weapons without scopes - give the AR more damage falloff - increase bloom on the ARThis would make the game feel less hectic, and scavenging for weapons even more rewarding. I cannot hammer home enough how important it is to balance this weapon since it’s a starting weapon.
Sadly 343i wants to keep ads for the H5 kids, (look at H5 player retention vs H3, its a stupid idea to keep it), the most realistic solution IMO. Is like you said reduce the range so its not outdoing a BR at mid-long range, as well as remove the headshot multiplier so that the TTK is a bit slower, right now the TTK is too fast imo.
Couldn’t agree more OP. The AR is really effecting the ttk right now and it isn’t in a good way.
The slight zoom isn’t an issue for me, I think that can stay. However the damage it can do at range is insane. Way too op.
100% agree
REMOVE THE HEADSHOT MULTIPLIER!
Shouldnt have a headshot multiplier, there fixed.
Bugs Bunny NO gif
I love it how it is. I know I’m in the minority on that one. 
How about we actually keep the AR in a useable state this time?
You nerf the AR any further and it’s not going to be used. People are already swapping to their Sidekick in most instances. What is there left to nerf? Drop the damage some more and it’s a waste of a weapon slot. It’s outperformed by the Commando, the Pulse Carbine, the Sidekick, the Needler, the Ravager etc.
For me the assault rifle just feels like a different gun. It feels more like a mid range gun rather than a close range one. It feels to me like it’s replacing the BR overall but I could me wrong. I think it should have increased bloom, no zoom and damage that will melt shields close range, do decent damage middle and little at long range. As for damage fall off idk.
I would just nerf the bullet velocity and the range. The damage doesn’t seem all that bad. But the thing is a laser beam rn which is why its so strong.
> 2535444847804390;9:
> You nerf the AR any further and it’s not going to be used. People are already swapping to their Sidekick in most instances. What is there left to nerf? Drop the damage some more and it’s a waste of a weapon slot. It’s outperformed by the Commando, the Pulse Carbine, the Sidekick, the Needler, the Ravager etc.
The AR is way too forgiving in its current state, especially at ranges that it normally was never effective at. If you want it to keep its current damage at range then it should be harder to aim/should require more headshots to keep its killtime.
> 2533274954278393;8:
> How about we actually keep the AR in a useable state this time?
.5s TTK is far faster than useable. Its faster than the CE Magnum. And unlike the CE Magnum, the average player doesn’t miss 60% of their shots with the AR. So killtime variance isn’t a thing.
The AR could be nerfed all the way to a 1.2s time to kill and still be relatively useable. That’s equal to Halo 5’s Magnum. Though the Sidekick and Commando would also need to be nerfed to follow suit, they wouldn’t need to be as drastic. A .6-8s TTK for each would still be plenty. Right now they hang around the .5 area alongside the AR. And if you average anything less than 100% accuracy with them, the AR is a better choice.
> 2533274810177460;13:
> > 2533274954278393;8:
> > How about we actually keep the AR in a useable state this time?
>
> .5s TTK is far faster than useable. Its faster than the CE Magnum. And unlike the CE Magnum, the average player doesn’t miss 60% of their shots with the AR. So killtime variance isn’t a thing.
>
> The AR could be nerfed all the way to a 1.2s time to kill and still be relatively useable. That’s equal to Halo 5’s Magnum. Though the Sidekick and Commando would also need to be nerfed to follow suit, they wouldn’t need to be as drastic. A .6-8s TTK for each would still be plenty. Right now they hang around the .5 area alongside the AR. And if you average anything less than 100% accuracy with them, the AR is a better choice.
I’ve seen more people whipping out their pistols the moment the game starts, its like a repeat of halo 5…
> 2533274954278393;14:
> > 2533274810177460;13:
> > > 2533274954278393;8:
> > > How about we actually keep the AR in a useable state this time?
> >
> > .5s TTK is far faster than useable. Its faster than the CE Magnum. And unlike the CE Magnum, the average player doesn’t miss 60% of their shots with the AR. So killtime variance isn’t a thing.
> >
> > The AR could be nerfed all the way to a 1.2s time to kill and still be relatively useable. That’s equal to Halo 5’s Magnum. Though the Sidekick and Commando would also need to be nerfed to follow suit, they wouldn’t need to be as drastic. A .6-8s TTK for each would still be plenty. Right now they hang around the .5 area alongside the AR. And if you average anything less than 100% accuracy with them, the AR is a better choice.
>
> I’ve seen more people whipping out their pistols the moment the game starts, its like a repeat of halo 5…
They could just be moving to swap it out for something else in the game-start rush for power weapons; just a thought.
> 2533274954278393;14:
> > 2533274810177460;13:
> > > 2533274954278393;8:
> > > How about we actually keep the AR in a useable state this time?
> >
> > .5s TTK is far faster than useable. Its faster than the CE Magnum. And unlike the CE Magnum, the average player doesn’t miss 60% of their shots with the AR. So killtime variance isn’t a thing.
> >
> > The AR could be nerfed all the way to a 1.2s time to kill and still be relatively useable. That’s equal to Halo 5’s Magnum. Though the Sidekick and Commando would also need to be nerfed to follow suit, they wouldn’t need to be as drastic. A .6-8s TTK for each would still be plenty. Right now they hang around the .5 area alongside the AR. And if you average anything less than 100% accuracy with them, the AR is a better choice.
>
> I’ve seen more people whipping out their pistols the moment the game starts, its like a repeat of halo 5…
And if they miss 2 or more shots they lose to the AR at the same effective range. Even though the sidekick can kill faster with ideal aim, the AR is much harder to actually miss with and has a similar killtime. Either reduce the AR aim assist/magnetism or reduce the body shot damage.
> 2535459670919424;16:
> > 2533274954278393;14:
> > > 2533274810177460;13:
> > > > 2533274954278393;8:
> > > > How about we actually keep the AR in a useable state this time?
> > >
> > > .5s TTK is far faster than useable. Its faster than the CE Magnum. And unlike the CE Magnum, the average player doesn’t miss 60% of their shots with the AR. So killtime variance isn’t a thing.
> > >
> > > The AR could be nerfed all the way to a 1.2s time to kill and still be relatively useable. That’s equal to Halo 5’s Magnum. Though the Sidekick and Commando would also need to be nerfed to follow suit, they wouldn’t need to be as drastic. A .6-8s TTK for each would still be plenty. Right now they hang around the .5 area alongside the AR. And if you average anything less than 100% accuracy with them, the AR is a better choice.
> >
> > I’ve seen more people whipping out their pistols the moment the game starts, its like a repeat of halo 5…
>
> And if they miss more than 2 shots they lose to the AR at the same effective range. Even though the sidekick can kill faster with ideal aim, the AR is much harder to actually miss with and has a similar killtime. Either reduce the AR aim assist/magnetism or reduce the body shot damage.
“AR aim assist” what?
¯_(ツ)_/¯ as long as the pistol isn’t buffed. Not playing halo 5 again.
> 2533274852979188;15:
> > 2533274954278393;14:
> > > 2533274810177460;13:
> > > > 2533274954278393;8:
> > > > How about we actually keep the AR in a useable state this time?
> > >
> > > .5s TTK is far faster than useable. Its faster than the CE Magnum. And unlike the CE Magnum, the average player doesn’t miss 60% of their shots with the AR. So killtime variance isn’t a thing.
> > >
> > > The AR could be nerfed all the way to a 1.2s time to kill and still be relatively useable. That’s equal to Halo 5’s Magnum. Though the Sidekick and Commando would also need to be nerfed to follow suit, they wouldn’t need to be as drastic. A .6-8s TTK for each would still be plenty. Right now they hang around the .5 area alongside the AR. And if you average anything less than 100% accuracy with them, the AR is a better choice.
> >
> > I’ve seen more people whipping out their pistols the moment the game starts, its like a repeat of halo 5…
>
> They could just be moving to swap it out for something else in the game-start rush for power weapons; just a thought.
Yeah bud I absolutely didn’t think to distinct the two scenarios when I made that comment.
They should also increase the players shields so the ttk isn’t so instantaneous. I think this would help make the AR and sidekick not feel like power weapons.
> 2535459670919424;12:
> > 2535444847804390;9:
> > You nerf the AR any further and it’s not going to be used. People are already swapping to their Sidekick in most instances. What is there left to nerf? Drop the damage some more and it’s a waste of a weapon slot. It’s outperformed by the Commando, the Pulse Carbine, the Sidekick, the Needler, the Ravager etc.
>
> The AR is way too forgiving in its current state, especially at ranges that it normally was never effective at. If you want it to keep its current damage at range then it should be harder to aim/should require more headshots to keep its killtime.
And it’s worse than your sidearm at medium range.
Again, you nerf it any further and it’s not going to be used. We’re right back to Halo 5 where people hotswap to their Magnums on spawn without question.