Solid gun-play will make or break Halo 5/XB1.

The feel of the gun play MUST be excellent for a shooter to last, simple.
The feel is determined by aim assist, bullet magnetism, cross hair size, movement speed, aim acceleration and the individual quality and unique-ness of the weaponry on offer.

THIS ISN’T A HATE THREAD, it’s intended to be constructive.

Halo 4’s gun-play is abysmal, superfast kill-times, kills are totally reflex driven due to ridiculously high aim assist and bullet magnetism for the weapons when compared to previous instalments. High ROF on every gun (BR, AR etc) doesn’t help alleviate this problem either. Essentially, 343i have done everything possible to speed up average kill-times to the point hitting the optimal kill-time doesn’t take skill and isn’t as rewarding.

Halo 5 must make changes, average kill-times must be lower, be it by lowering ROF or aim assists. Health and damage output isn’t the problem here, the gun-play is unsatisfying, too easy and the ROF is too damn high.

I’ve tried countless times to enjoy Halo 4’s MP but this is the biggest issue for me, it handles horribly, it simply doesn’t play like a proper Halo game at all.

It should take time to master a weapon. We have multiple starting weapons now, but despite this it didn’t really help prolong the longevity of Halo4. You can be extremely proficient with every weapon in the game without any practice, you don’t need to dedicate any time to get good with them, there is nothing to achieve.

Only the Light Rifle scope combos took any effort to learn. A feature now made almost useless with the Turbo update.

Power weapons should also take time to master, it is a major factor of what gave past halos such a long life span.

Specifically in regards to starting weapons, we need de-scope. weapons like the BR, DMR, Pistol, AR, SAW should all have recoil. They should have about half the bullet magnetism they have now, aim adhesion is fine, but magnetism isn’t that necessary with hit scan.

Or maybe would we should bring back projectile bullets. It can’t be like Halo 3 with wide bullet spread and poor hit detection. But if done right it is a skill to master.

> Halo 5 must make changes, average kill-times must be lower, be it by lowering ROF or aim assists. Health and damage output isn’t the problem here, the gun-play is unsatisfying, too easy and the ROF is too damn high.

But aren’t the kill times lowered to Halo 3/Halo 2 times now which means the RoF average has been brought to around how it used to be? If you ask me hitscan, aim assist, and bullet magnetism are much more important problems than RoF.

Otherwise, you make an important point.

^^^ You get it :slight_smile: Rouge + Abel.

> > Halo 5 must make changes, average kill-times must be lower, be it by lowering ROF or aim assists. Health and damage output isn’t the problem here, the gun-play is unsatisfying, too easy and the ROF is too damn high.
>
> But aren’t the kill times lowered to Halo 3/Halo 2 times now which means the RoF average has been brought to around how it used to be? If you ask me hitscan, aim assist, and bullet magnetism are much more important problems than RoF.

I agree with you, but the ROF should be lowered somewhat imo, but yeah aim assists and bullet magnetism are the biggest problems.