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> And guess what else? That’s my opinion on the topic. Its not “baseless claims” like you toss out, its based on a lot of experience and play testing. Complaining that “my weapons off the rip aren’t good enough” is just venting frustration at poor performance.
A hilariously uninformed opinion given checks notes the entire history of the Halo franchise. Close quarters combat does not vanish just because you spawn with a utility weapon as their versatility has always allowed them to participate in CQC. This isn’t a debate over a difference of opinion you are just denying reality.
The fundamental issue isn’t that close range weapons like the AR can’t be good weapons(though auto weapons have frequently sucked as well), its that they are fundamentally unsuited to being the main starting weapon because they are an inherently niche weapon.
But if you want to talk about experience my stance is based on both my own experience victimizing fresh spawns which is backed up by Halo’s history. This isn’t me trying to brag, my point is that it isn’t difficult in the slightest to farm kills on fresh spawns and anyone who even slightly knows what they are doing can do the same.
> In an arena shooter like this, claiming and controlling weapon drops/equipment over the enemy team is part of the game. Not starting with super versatile weapons encourages that. If you’re getting spawn camped, your starting loadout is not the problem.
Due to a variety of factors Halo differs from most typical arena shooters, versatility off spawn is a requirement to keep matches as fair as possible. The only thing that discourages players from picking weapons up off the map is filling the map with bad and/or redundant weapons which has historically been a problem in Halo.
Folks whine about how other players are not picking up a small subsection of the sandbox that was filled with redundant, badly designed weapons and loudly complaining about how the BR(or any other utility weapon) starts creates a “one gun game” while refusing to address the actual problems with the sandbox.
> The developers will tune the game including weapon starts how they want it to be played based on the tons of data they collect and use to do so, which so far, is AR Starts.
Halo developers have consistently failed to deliver starting loadouts that satisfy the Halo community as evidenced by the fact that utility starts have always returned to dominate the game from CE to Halo 5, if they were ever gone to being with. Every single time. Even in games where the automatic and redundant clone weapons are legitimately good as in Halo 4/5 players still end up sticking to the same versatile weapons they always have. At best all you accomplish with close range auto starts is adding a pointless middleman to the proceedings where everyone one runs off to grab the nearest ranged weapon anyways. You’ve done nothing but waste everyone’s time.