> the only “Long Range” weapons should be power weapons like the sniper. Otherwise it breaks map movement
So, do you mean when we place the DMR on the map all the issues you listed will automatically vanish and it will suddenly encourage its user to move?
> Making long range rifles also means that maps have to be larger, which hurts CQC.
That’s not correct.
Map size is primarily the result of killtimes, movement and player count.
Long killtimes and fast movement speeds (i.e. Sprint speed) are what forces maps to be larger or rather what forces an increase of distances between “cover” what hurts CQC because the distance between the average encounter will increase with that as well, not the addition of long range rifles.
If I incorporate long range rifles and hence long range combat into the design of a map is actually completely optional, just like it is with every other additional item/element (weapons, vehicles, gametypes).
The problems arise when you try to play a map with items/elements that were not (really) incorporated into its design or when you try to incorporate too much into it, like it is (both) the case in H4.
In H4, since you can choose out of 3 different range types when it comes to starting rifles you will naturally restrict the player to a certain zone depending on the weapon he/she selected, implying the map contains different “range zones” to (intentionally or unintentionally) support those weapons on the map.
As a result the AR users “camp” the close range zones, the DMR users “camp” the long range zones and the BR users “camp” the middle spot or jump between them.
> The CQC battles all will have to take place inside buildings, and without the proper cover and safe passages to new buildings, it promotes camping and stagnant play from CQC weapons also. I’ve seen too many games where people with DMRs and Light Rifles just sit in a base on Ragnarok or sit on top of the base on Complex and don’t move because they have a dominant force over the entire map.
Well, CQC will naturally take place within narrow areas with short sightlines, what doesn’t indicate buildings though.
However the issue you describe here has inherently nothing to do with long range rifles but just with bad map design, in regards to alternative pathways, sightlines, incorporation of additional items, etc.
I’ve seen too many posts with complaints about how long range rifles at spawn brought the movement on Valhalla/Ragnarok at a halt, apparently disregarding the fact that those “Blood Gulch maps” naturally create lethargic and monotonous movement in the first place and that the map is basically one big long range combat zone with its massive sightlines caused by its wide and open fields.
So, actually it is no wonder that a map that is basically just one big open space fails to encourage movement, especially with long range rifles (since basically the entire map is their territory), no matter if they are placed on the map or are available at spawn.
When you want to blame something in regards to hampered player and map movement, then blame a loadout system in which a main difference between weapons is range and blame certain incompatibilities of maps or rather inappropriate weapon placement/offering on certain maps or poorly designed maps which fail to generate great movement in general.
When you want to blame something in regards to hurt CQC because of increased distances/sightlines, then blame Sprint in combination with Halo’s long killtimes for that.
Blaming long range rifles for naturally causing all those issues is absurd.