So, let’s all face it; in halo there is this odd schism between close range weapons/close-range combat and far-range weapons/combat. Thanks to the awesome/insane killing power of weapons like the DMR, why not make so the farther the player is the less damage they do per shot and vice-versa for the closer you are. I’ve got this idea of BF3, which seems to work well, but i’m not to certain of what the community would thinks of this. Also, I’m thinkign that this should be implemented on Big team maps only.
that sounds stupid.
> that sounds stupid.
Why? (too be fair when I first heard of this in mechanic in Battlefield, I too thought it was dumb, but then I realized that it suit the game perfectly since there are so many precision weapons as their are non-precision weapon, not to mention the fact that the maps are huge).
I agree that this is a pretty bad idea.
Why would a bullet do less damage when it is fired from further away?
> I agree that this is a pretty bad idea.
>
> Why would a bullet do less damage when it is fired from further away?
More time to slow down.
If they take anything from Battlefield, it should be the assist mechanic.
I think it best that they leave variable damage output alone. Until they finish properly balancing this game at least.
That hurts counter sniping pretty bad, and pretty much destroys the DMR’s main field of work.
Plus, it only help players who run away from fights.
> I agree that this is a pretty bad idea.
>
> Why would a bullet do less damage when it is fired from further away?
As a bullet travels through the air the forces exerted on it by the air cause it too lose some of its potential energy. Which is why objects once thrown do not continue on forever on earth, gravity/air resistance cause them to lose energy and come back down to earth.
On topic, this would not work in halo. If it were to work the maps would need to be bigger. Which is something that halo does not need is more big maps.
I don’t like the idea.
Damage drop off at range? Doesn’t that add to the randomness?
Doesn’t work in Halo.
DMR just needs a RoF nerf.
> So, let’s all face it; in halo there is this odd schism between close range weapons/close-range combat and far-range weapons/combat. Thanks to the awesome/insane killing power of weapons like the DMR, why not make so the farther the player is the less damage they do per shot and vice-versa for the closer you are. I’ve got this idea of BF3, which seems to work well, but i’m not to certain of what the community would thinks of this. Also, I’m thinkign that this should be implemented on Big team maps only.
Problem is you can only pull on the plant that is Halo before completely ripping it out of the ground and stripping it of its roots. There is balancing issues, but this changes the entire way Halo is played, and isn’t really Halo after that.
This is not a good idea. Are you trying to spit on the faces of the remaining population? Come on man.
Halo used to have something like this incorporated with it’s spread. In Halo CE, 2, and 3 the primary precision weapon (Magnum, or BR) suffered a bullet spread that prevented it from reaching its maximum damage potential at long ranges.
Halo Reach and 4 on the other hand, have the DMR, NR and LR, all of which fire almost as straight as a Sniper.
The only way this idea would make sense is if the maps themselves were as big as BF3. The general size (or at least the sight lines) of the maps in Halo 4 aren’t nearly long enough to justify bullet decay, or damage drop off, etc…
> > I agree that this is a pretty bad idea.
> >
> > Why would a bullet do less damage when it is fired from further away?
>
> More time to slow down.
We are talking halo sized maps and bullets don’t slow don’t all that much unless you fire them at a 45 degree angle which will go miles. What is actually happening is they are really being pulled down by gravity and air resistance doesn’t factor quite so much into it because usually gravity pulls the bullet down before it has the time to be affected quite as much as you are suggesting; by air resistance.