Starting Loadout Analysis

First, a re-examination of Halo history. In Halo 2, the SMG. An imprecise, close-range starting weapon that almost instantly created problems of cascading advantage. Whoever grabbed the BRs first could gain an almost permanent match advantage, because there was nothing on-spawn to bridge the gap between the weak CQC automatic gun and the precise and easy to use precision weapon. So to make the game even function, Bungie almost completely replaced the SMG with the BR to introduce on-spawn versatility. This was not an ideal compromise, because the BR was SO GOOD in Halo 2 that it kind of ate the sandbox. But it worked better than SMG starts, which proved to be completely broken.

With Halo 3, they brought back the AR, which was more balanced than the SMG. A solid buff. What happened? Players who got to the BR first had an large advantage over the CQC AR in almost every context, and there was nothing in the starting loadout that bridged the range gap. The BR became the dominant starting weapon in almost every playlist. The lesson? No matter how much you buff the full-auto starting weapon, there’s nothing to fully bridge the gap between it and the precision weapons.

Bungie finally cracked the code. Despite the unfortunate introduction of heavy bloom, Bungie realized that introducing a versatile (but not dominant) secondary precision weapon on-spawn (magnum) helped bridge the gap between the AR and the map-dominant precision rifle (in this case, the DMR). Reach did a lot of things wrong, but it actually had one of the tightest weapon sandboxes in the series.

After a brief journey into a different design philosophy (Halo 4), 343 came back with Halo 5. A deeply troubled game. But one of the strongest ARs in the series and probably the most versatile magnum (after CE) in the series. A strong, versatile starting loadout that didn’t exclude players who wanted to use a powerful, lower-skill AR OR a magnum that rewarded skilled play. But you could venture out into the map and pick up other weapons that offered enhanced utility without giving an excessive advantage over just-spawning players. A Halo game is as good as its starting loadout. Despite its other shortcomings, Halo 5 really sang in this regard.

Coming into Infinite, my biggest fear was that 343 would throw the baby out with the bathwater, because Halo 5 failed to attract a large and sustaining casual audience. I think most of the reason for this is actually attributable to missing content. There were other loud complaints. Low-skill casual players tend to favor the AR in every context and demand buffs that reduce the need for precision weapons (utopian fallacy I’ll address later). High-skill casual players tend to request limited skill-ranking so that matches aren’t too “sweaty,” which in my experience tends to indicate a desire for noob-stomping. Interestingly, Infinite seems to cater to both of these player demographics simultaneously, which I think works to the detriment of everyone.

Ok, so we’re finally here. The Infinite weapon sandbox. If we imagine this as a direct sequel to Halo 3, we can sort of position this as a third full-auto failure. The AR is very strong. At close range, it’s folly to use any other weapon. But what is the AR NOT good at? It is not good at being a reliable medium-range weapon. Don’t get me wrong. It has longer range than ever before (with a confounding headshot bonus), but it is not a path to consistent medium-range kills. This means that ONCE AGAIN, players spawn into a radical range disadvantage. As a solo player, you can certainly ping enemies with wild spray from across the map, but it is not effective or satisfying. Likewise, you can be the recipient of wild spray from across the map, which ends up feeling immensely irritating without being deadly. UNLESS you’re the recipient of (sometimes deadly) long-range team shot from across the map. With the spawn loadout, you have no recourse in these contexts, which over-incentivizes running away. Running TOWARDS what? It’s hard to say, because every 4v4 map only has 2 precision spawners, so players who want to have any kind of reliable medium-range capability have to huddle around wallspawners with teammates just staring at a loading bar. The AR has been so over-buffed that it is without question the best all-around gun at close range, but the buff hasn’t really successfully made it into the bridge it would need to be an all-around, mixed-range gun. Because such a goal is impossible in the first place.

This game, as yet, doesn’t have a Magnum. What it has instead is one of the most confused weapons in Halo history. The Sidekick is very strange, because like many other guns in the sandbox, it is simultaneously over-buffed and under-tuned (notice the 50/50 split in the community?). It has a short effective range that does not outclass the AR. It has bloom (?). It has a high shot requirement to kill (7) and a relatively shallow mag (12). It is not a versatile precision weapon. Some say it is “correctly, a sidearm” meant for cleaning up kills. But one might imagine that such a weapon would be slower-firing and easier to shoot. This is a gun that does not provide empowerment to the low or medium-skill player, ideally bridging some of the gap between full-auto and precision weapons. It’s not even really a gateway gun to get auto-players accustomed to precision play. It is a weak sidearm, but it is also a fast-firing gun with a super short TTK (one of the lowest in the game). A high skill player, in certain situations, can get one of the fastest kills in the game with this gun that is “just a sidearm.” This is to say nothing of the fundamental difference between pulling an analog trigger 7 times and clicking a mouse 7 times. It’s a gun that feels specifically designed for noob-stomping, both between regular skill tiers and between users of different input methods, because it offers almost no value-add to the average player.

So we have this dynamic where thousands of casual Halo players are celebrating the super powerful AR, while simultaneously complaining that the game feels too hard. The AR buff, rather than empowering players who love full-auto guns, has created a canvas for horrible abuse of the skill gap. And when I say “skill gap” here, I don’t mean a spectrum of skill-expression with a high ceiling and room for growth. I mean a skill chasm that’s ripe for major exploitation. The only way the current balance can work is if EVERY playlist has super strict skill-based matchmaking, but it still wouldn’t address the predominance of AR play, which will not feel rewarding in the longterm to seasoned players.

In a perfect world, the AR is nerfed (particularly in the cross-map spray department) and the Sidekick gets a buff (increased red reticule range, reduced fire speed, and reduced shots-to-kill). I’m totally happy if the AR still out-classes the Sidekick in close-range encounters. But there simply needs to be an at-spawn precision weapon that works well at medium range (without being completely dominant at short and long-range). If the AR-lovers are still dissatisfied, I think there simply needs to be a dedicated AR playlist, perhaps one that doesn’t even include precision weapons.

EVERY gun in the game is a glass cannon. OP in a really specific use-case and completely outclassed in most others. There is no utility weapon. Even the BR doesn’t feel like it was designed to co-exist with the AR, as it has a much slower optimal TTK at close range.

Forgive me if this isn’t accurate but:

TL;DR Buffing the AR beyond it’s classic use-case doesn’t allow it to replace the BR (or other precision weapon). It only flattens the sandbox and weakens individual players against teams, while still leaving a player ill equipped to defend themselves at range off spawn.
The Sidekick is a failure in concept as it is not reliable, doesn’t onboard new players to ranged gunplay, and encourages spamming.
343 had a more or less balanced loadout in H5 that didn’t have wide appeal but still offered a strong enough compromise and empowered individual players much better than Infinite. Instead of building off what they learned, 343 threw the baby out with the bathwater.

Please read the OP if you are actually planning to post your own argument though as this TL;DR is imperfect.

I don’t have enough Halo experience to agree or disagree, but this seems like a pretty good analysis!

> 2533274833576927;2:
> Forgive me if this isn’t accurate but:
>
> TL;DR Buffing the AR beyond it’s classic use-case doesn’t allow it to replace the BR (or other precision weapon). It only flattens the sandbox and weakens individual players against teams, while still leaving a player ill equipped to defend themselves at range off spawn.
> The Sidekick is a failure in concept as it is not reliable, doesn’t onboard new players to ranged gunplay, and encourages spamming.
> 343 had a more or less balanced loadout in H5 that didn’t have wide appeal but still offered a strong enough compromise and empowered individual players much better than Infinite. Instead of building off what they learned, 343 threw the baby out with the bathwater.
>
> Please read the OP if you are actually planning to post your own argument though as this TL;DR is imperfect.

I had a few more things I wanted to touch on, but I overshot the character limit by a few thousand. Thanks for the summary.

It’s a weirdly frustrating situation, because this feels like a really intentional unlearning of a sandbox lesson we learned multiple times already.

You literally don’t make sense.

You say that nerfing the AR and making the pistol medium range would then make it balanced? The AR is currently a really good at medium and short range and the pistol is an excellent clean up sidearm and it rewards skilled play by being extremely powerful to the player than can aim and control it with its short TTK if the shorts are optimal.

How would BRs not stomp on people even harder if you remove the one easy to use midrange weapon and replace it with a harder to use midrange pistol?

You must have different definitions of mid range than most other people. Currently the AR is a midrange to close range weapon and the pistol is close range but can be stretched to mid range if needed. The BR in infinite is different that older halo BRs and they finally made it punishing to use at close range. The BR should never win a close range fight against the AR and for a medium range engagement it could go either way depending on the skill. For a long range engagement the BR player will win. This seems super fair to me and I’ve really enjoyed how this played out in BTB. If they made the BR the all round power weapon it used to be then you would basically be required to use it in every match. Which sucks because I believe the BR is the most boring gun to use in halo. I’m glad it’s not effective at close range the way it should be and the AR can finally defend against the BR at medium range and the pistol is made to be fast firing but weak shots so the sandbox has room for a slow firing but more powerful magnum in future seasons. If they nerfed the pistols rapid fire it would basically just be a magnum which it shouldn’t be.

> 2533274969977277;5:
> You literally don’t make sense.
>
> You say that nerfing the AR and making the pistol medium range would then make it balanced? The AR is currently a really good at medium and short range and the pistol is an excellent clean up sidearm and it rewards skilled play by being extremely powerful to the player than can aim and control it with its short TTK if the shorts are optimal.
>
> How would BRs not stomp on people even harder if you remove the one easy to use midrange weapon and replace it with a harder to use midrange pistol?
>
> You must have different definitions of mid range than most other people. Currently the AR is a midrange to close range weapon and the pistol is close range but can be stretched to mid range if needed. The BR in infinite is different that older halo BRs and they finally made it punishing to use at close range. The BR should never win a close range fight against the AR and for a medium range engagement it could go either way depending on the skill. For a long range engagement the BR player will win. This seems super fair to me and I’ve really enjoyed how this played out in BTB. If they made the BR the all round power weapon it used to be then you would basically be required to use it in every match. Which sucks because I believe the BR is the most boring gun to use in halo. I’m glad it’s not effective at close range the way it should be and the AR can finally defend against the BR at medium range and the pistol is made to be fast firing but weak shots so the sandbox has room for a slow firing but more powerful magnum in future seasons. If they nerfed the pistols rapid fire it would basically just be a magnum which it shouldn’t be.

Thanks for the reply.

It’s entirely possible that we’re using different definitions of mid-range, so I’ll try to clarify what I’m talking about. I think the definitions are a little bit different than in past games, because there aren’t as many weapons that necessitate a closer optimal range than the AR. For clarity’s sake, I’ll use some examples. When I say short-range, I mean anything in a normal CQC context. This would be a lot of the combat happening bottom mid on Bazaar, for example. As close as melee range and as far away as several meters. Medium range might be something more like wall-to-wall combat on Bazaar. This is red reticle range for BR and Commando, but outside of the optimal range for AR and sidekick. Long-range starts around the distance between the two precision perches in Recharge (and goes up from there).

The AR is not and has never been a reliable mid-range weapon. While it’s true that it has a longer effective range than ever before, it is not a “reliable” ranged weapon, meaning you can get hits with cross-map spray but you can’t get consistent kills, especially against dedicated precision weapons. The AR is only consistent and reliable at close range (too dominant, I argue), but in the medium/long range, the starting loadout doesn’t offer a compelling defense against other precision weapons. No matter how much you buff the AR, it never becomes a precise or reliable midrange weapon. It just becomes more and more broken at close range.

I’m not advocating for a pistol to “replace” the BR as you’ve asserted. The effective range of the BR is and should be longer than the pistol. But the pistol needs to offer more range flexibility to the starting loadout. In games where the magnum is an effective utility weapon (5, and to a much lesser extent, Reach), it has many drawbacks when compared to the other precision weapons on the map, but it offers just-spawned players a flexible (but not dominant) way to fight back.

Nerfing the effective range of the AR doesn’t remove a low-skill player’s ability to fight back at precision ranges, because that ability doesn’t exist to begin with. At that range, it’s only good for wasting ammo annoying people (or contributing to out of control cross-map team shot).

In this starting loadout, we have a short-range shredding machine in the AR and a short-range, high-skill pistol that supplements rather than complements the AR. There is a massive range gap that makes skill disparities really easy to exploit.

> 2533274796415676;6:
> > 2533274969977277;5:
> > You literally don’t make sense.
> >
> > You say that nerfing the AR and making the pistol medium range would then make it balanced? The AR is currently a really good at medium and short range and the pistol is an excellent clean up sidearm and it rewards skilled play by being extremely powerful to the player than can aim and control it with its short TTK if the shorts are optimal.
> >
> > How would BRs not stomp on people even harder if you remove the one easy to use midrange weapon and replace it with a harder to use midrange pistol?
> >
> > You must have different definitions of mid range than most other people. Currently the AR is a midrange to close range weapon and the pistol is close range but can be stretched to mid range if needed. The BR in infinite is different that older halo BRs and they finally made it punishing to use at close range. The BR should never win a close range fight against the AR and for a medium range engagement it could go either way depending on the skill. For a long range engagement the BR player will win. This seems super fair to me and I’ve really enjoyed how this played out in BTB. If they made the BR the all round power weapon it used to be then you would basically be required to use it in every match. Which sucks because I believe the BR is the most boring gun to use in halo. I’m glad it’s not effective at close range the way it should be and the AR can finally defend against the BR at medium range and the pistol is made to be fast firing but weak shots so the sandbox has room for a slow firing but more powerful magnum in future seasons. If they nerfed the pistols rapid fire it would basically just be a magnum which it shouldn’t be.
>
> Thanks for the reply.
>
> It’s entirely possible that we’re using different definitions of mid-range, so I’ll try to clarify what I’m talking about. I think the definitions are a little bit different than in past games, because there aren’t as many weapons that necessitate a close optimal range than the AR. For clarity’s sake, I’ll use some examples. When I say short-range, I mean anything in a normal CQC context. This would be a lot of the combat happening bottom mid on Bazaar, for example. As close as melee range and as far away as several meters. Medium range might be something more like wall-to-wall combat on Bazaar. This is red reticle range for BR and Commando, but outside of the optimal range for AR and sidekick. Long-range starts around the distance between the two precision perches in Recharge (and goes up from there).
>
> The AR is not and has never been a reliable mid-range weapon. While it’s true that it has a longer effective range than ever before, it is not a “reliable” ranged weapon, meaning you can get hits with cross-map spray but you can’t get consistent kills, especially against dedicated precision weapons. The AR is only consistent and reliable at close range (too dominant, I argue), but in the medium/long range, the starting loadout doesn’t offer a compelling defense against other precision weapons. No matter how much you buff the AR, it never becomes a precise or reliable midrange weapon. It just becomes more and more broken at close range.
>
> I’m not advocating for a pistol to “replace” the BR as you’ve asserted. The effective range of the BR is and should be longer than the pistol. But the pistol needs to offer more range flexibility to the starting loadout. In games where the magnum is an effective utility weapon (Reach and 5), it has many drawbacks when compared to the other precision weapons on the map, but it offers just-spawned players a flexible (but not dominant) way to fight back.
>
> Nerfing the effective range of the AR doesn’t remove a low-skill player’s ability to fight back at precision ranges, because that ability doesn’t exist to begin with. At that range, it’s only good for wasting ammo annoying people (or contributing to out of control cross-map team shot).
>
> In this starting loadout, we have a short-range shredding machine in the AR and a short-range, high-skill pistol that supplements rather than complements the AR. There is a massive range gap that makes skill disparities really easy to exploit.

I still don’t see that though in Halo infinite.

To me this is how I see it.

We have the AR which currently is very effective close range and mid range and some potential at long range to descope BR players and close the gap. The pistol is close range and maybe mid range. So to me I have all my ranges covered from the starting loadout that can get me to a better weapon. Generally I always swap out the AR because it’s a general range weapon and use either close range and long range weapons and swap between them.

I believe the AR is pretty effective at mid range and I’ve gotten plenty of kills at that range with it with the distances you discribed and beating BRs at that range too because of descope and slow fire rate. But anything farther than that it wouldnt be effective so to me the AR is the ultimate mid and short and the pistol is short. We shouldnt start with long range weapons because that removes the viability of pretty much every other pickup weapon except power weapons.

Also the sidekick should never be a medium range weapon because then it just becomes the magnum which they will add in later seasons. The AR should never be just a close range gun like in other Halos because that just made the BR king which is bad for balance (this isn’t halo CE)

The AR staying effective at descoping and closing the distance on the BR player is the better Method to me than having a medium range pistol that is difficult for new playesr to use to descope a BR player. The sidekick is not a main weapon and should be used like one.

Do you think constant cross-map AR spam from all skill levels is the most sustainable place for the meta of Infinite?

> 2533274796415676;8:
> Do you think constant cross-map AR spam from all skill levels is the most sustainable place for the meta of Infinite?

Absolutely not. And I hope that it doesn’t remain that way for launch.

> 2533274969977277;7:
> > 2533274796415676;6:
> > > 2533274969977277;5:
> > > If they nerfed the pistols rapid fire it would basically just be a magnum which it shouldn’t be.
> >
> > …
>
> Also the sidekick should never be a medium range weapon because then it just becomes the magnum which they will add in later seasons.

So you are fine with the Magnum returning to the sandbox? So much so that you expect it? Would you be okay with it in the loadout once it comes out?

I’m really failing to see what the problem with an AR/Magnum loadout is for casual play. Especially since we’ve had so many variations on what the Magnum is. Like Jorkman called the Reach Magnum a Precision Utility, but I think that’s inaccurate. In Reach’s sandbox that Magnum seemed to serve the purpose to me of a “reliable sidearm.” However with the stronger AR in Infinite, the Sidekick seems to fail at that design goal.

So my point is there is room between what the Sidekick is and what a Magnum could be. I think we can decidedly call the H5 Magnum a weaker Precision Utility and the CE Magnum a stronger one. So there is a lot of grey area between the H5 Magnum and the Sidekick where the Sidekick could be buffed and still be a Reliable Sidearm, but not a Precision Utility.

Did you play Reach? What did you think of AR/Magnum starts in that game?

If you look at the weapon stats for the Reach Magnum it is shockingly similar to the Sidekick. Bloom. Just one shot over half a magazine earn the optimal kill. That optimal kill time is nearly identical. But when you compare the ARs from each game (and the rest of the sandbox) the comparison starts to fall apart. The Reach AR also uses just over half a magazine to earn a kill. It doesn’t deal headshot damage. And its kill time is significantly slower than the Reach Magnum.

As I think is common knowledge on these forums, the HI AR is much stronger relative to its sidearm counterpart. It’s capable of two kills in a single magazine. Deals headshot damage. And has a much more similar kill time to the sidekick.

So if the Reach Magnum is a Reliable Sidearm in its sandbox compared to its AR counterpart. So too can a buffed Sidekick still fill the role of Reliable Sidearm in the HI sandbox to match the buffs the AR has received since reach.

I guess my point isn’t that the Sidekick needs to be a Magnum (though in ranked play, I’d prefer a Magnum). My point is that if the Reach loadout was balanced and had a Reliable Sidearm. Then let’s buff the Sidekick and let it still be a Sidearm without becoming a dreaded Magnum.

Let’s buff the Sidekick…
Reduce to 6sk (reach’s was a 5). No change to TTK (reach’s was MUCH faster relative to its AR). Remove bloom (the AR has much better range, so the Sidekick ought have better range as well). Increase to an 18 round magazine (the AR now can now easily kill two players without reloading–so too should the Sidekick).

We could still nerf the AR and have the Loadout be similarly balanced to Reach because the Reach AR’s TTK was significantly slower. And I think we should. Adjust bloom and remove the headshot modifier.

If you are worried the AR has been slightly nerfed, you now spawn with a far superior Sidekick (without stepping into the space of a true Precision Utility).

And that’s good. It’s good for new players to learn precision weapons and to have an accessible entry point. The current spammy, unreliable Sidekick is not a good weapon to learn on–it only benefits masters of aim, and even then suffers from random spread. And the further a players influence extends across the map, the more skill it should require. Because the more power we give to easier weapons, the more the game is flattened. Even worse when that gun has RNG elements. And if you have an emotional attachment to the AR–its still one of the best in the series. But the sandbox can be more impactful when easier spawn weapons don’t cover too many engagement situations.

interesting topic i have played evey halo game and i think bloom is amazing as it demotes spamming the trigger

> 2535416959333535;11:
> interesting topic i have played evey halo game and i think bloom is amazing as it demotes spamming the trigger

And also sometimes rewards spamming the trigger. I myself am not a gambling man.

> 2533274796415676;12:
> > 2535416959333535;11:
> > interesting topic i have played evey halo game and i think bloom is amazing as it demotes spamming the trigger
>
> And also sometimes rewards spamming the trigger. I myself am not a gambling man.

that is true good/bad RNG, well i like all the syles of halo the only halo i dislike when it come to projectiles is halo 5 dont get me wrong really good it just felt odd and like it felt kinda like COD

Maybe for a change of starting loadouts it could be the commando + sidekick? My reasoning for this is the commando is a strong full auto up close almost the same TTK as the AR, has headshot potential, can be used long range if tap fired like a dmr, has high recoil which takes skill to control and be precise (sidekick for cleanup if needed), and it has a 20rnd magazine which is small so in some situations you’ll have to use the sidekick. I haven’t really seen this idea proposed by many people but I think it’s a Brilliant idea

> 2535420001052046;14:
> Maybe for a change of starting loadouts it could be the commando + sidekick? My reasoning for this is the commando is a strong full auto up close almost the same TTK as the AR, has headshot potential, can be used long range if tap fired like a dmr, has high recoil which takes skill to control and be precise (sidekick for cleanup if needed), and it has a 20rnd magazine which is small so in some situations you’ll have to use the sidekick. I haven’t really seen this idea proposed by many people but I think it’s a Brill idea

I don’t completely hate the idea of Commando starts, but I don’t think it would meet the intended goals (from 343’s perspective) of the starting loadout. The Commando has a pretty deep zoom and requires a lot of skill to shoot. I don’t think it would offer much to more casual players. And I don’t know that I’d include the Sidekick at that point, because it would just effectively be an extra precision shot (but only at close range).

Commando starts would also probably mean removing the AR from the sandbox entirely (and the BR at certain skill-levels), and that sounds like a recipe for riots in the street.

The AR is here to stay whether we like it or not, at least in Social playlists, so I feel like it’s probably best to brainstorm tweaks that will make the existing loadout more versatile.

> 2533274796415676;15:
> > 2535420001052046;14:
> > Maybe for a change of starting loadouts it could be the commando + sidekick? My reasoning for this is the commando is a strong full auto up close almost the same TTK as the AR, has headshot potential, can be used long range if tap fired like a dmr, has high recoil which takes skill to control and be precise (sidekick for cleanup if needed), and it has a 20rnd magazine which is small so in some situations you’ll have to use the sidekick. I haven’t really seen this idea proposed by many people but I think it’s a Brill idea
>
> I don’t completely hate the idea of Commando starts, but I don’t think it would meet the intended goals (from 343’s perspective) of the starting loadout. The Commando has a pretty deep zoom and requires a lot of skill to shoot. I don’t think it would offer much to more casual players. And I don’t know that I’d include the Sidekick at that point, because it would just effectively be an extra precision shot (but only at close range).
>
> Commando starts would also probably mean removing the AR from the sandbox entirely (and the BR at certain skill-levels), and that sounds like a recipe for riots in the street.
>
> The AR is here to stay whether we like it or not, at least in Social playlists, so I feel like it’s probably best to brainstorm tweaks that will make the existing loadout more versatile.

That’s fair yeah I was just trying to brainstorm a settlement with it and as far as outshining the BR that would absolutely cause riots

> 2533274796415676;1:
>

> So to make the game even function, Bungie almost completely replaced the SMG with the BR to introduce on-spawn versatility. This was not an ideal compromise, because the BR was SO GOOD in Halo 2 that it kind of ate the sandbox. But it worked better than SMG starts, which proved to be completely broken.

I’m pretty sure it took over 2 years for Bungie to bring BR starts into Big Team Battle, and they still had SMG starts in the regular Team and Objective playlists. They may have added Team BRs late in Halo 3’s lifespan, but really if you wanted BR starts, you played the MLG playlist.
Secondly, the H2 BR didn’t eat the sandbox. The sandbox was Shotgun, Rocket, Sniper, Plasma Pistol, Sword, Needler. Needler was kind of weak I’ll admit, but those other weapons had a very effective use for it, which starting with BR helped balance against. Even Brute Shot could be combo’d to take down shields. The only thing in the sandbox that was made useless was Dual-wielding, and I think you know why for obvious reasons.

> A strong, versatile starting loadout that didn’t exclude players who wanted to use a powerful, lower-skill AR OR a magnum that rewarded skilled play. But you could venture out into the map and pick up other weapons that offered enhanced utility without giving an excessive advantage over just-spawning players. A Halo game is as good as its starting loadout. Despite its other shortcomings, Halo 5 really sang in this regard.

There was a large number of players which Halo 5 did not sing to. It’s a myth that casual players only prefer auto weapons. Many prefer the middle-range combat of the easy to use BR with that mixed in with close-combat. The Magnum did allow middle-range combat but it was super difficult with low-zoom combined with thrust abilities and aiming mechanics, plus it was a single-shot that requires more shots than the BR.

> In a perfect world, the AR is nerfed (particularly in the cross-map spray department) and the Sidekick gets a buff (increased red reticule range, reduced fire speed, and reduced shots-to-kill). I’m totally happy if the AR still out-classes the Sidekick in close-range encounters. But there simply needs to be an at-spawn precision weapon that works well at medium range (without being completely dominant at short and long-range). If the AR-lovers are still dissatisfied, I think there simply needs to be a dedicated AR playlist, perhaps one that doesn’t even include precision weapons.

If you buff the Sidekick, it becomes a different type of weapon, like a Magnum. It needs better zoom, increased aim assist range, slower rate of fire, less shots to kill so it’s easier. OR, just have BR starts! Nobody is saying the BR is frustrating to play with, lol.

Regardless, if they make grenades easier to predict when thrown (like they need to), headshot weapons will always have an advantage, similar to how the M6G in H3 was better than the AR (from my experience).

Thank you for you post!

> 2535420001052046;16:
> > 2533274796415676;15:
> > > 2535420001052046;14:
> > >
>
> That’s fair yeah I was just trying to brainstorm a settlement with it and as far as outshining the BR that would absolutely cause riots

I am really hoping there are eventually many weapons that can be combined into more balanced loadouts. I think that’s one of the strengths of a game with long-term support, even if I’m bummed by the current state of the loadout.

I think it’s fine for AR to become a staple primary, but when it starts challenging BRs in ranged combat, there’s a huge problem.

> 2760465307323250;17:
> If you buff the Sidekick, it becomes a different type of weapon, like a Magnum. It needs better zoom, increased aim assist range, slower rate of fire, less shots to kill so it’s easier. OR, just have BR starts! Nobody is saying the BR is frustrating to play with, lol.

My point about the BR in 2 and 3 had more to do with the fact that they had to swap a weapon designed for a different purpose into the main slot, which I think created minor problems in each game. Both games would have been better if the BR had been originally designed as a starting weapon, rather than as a late-in-the-game whoopsie.

I’m totally fine with BR starts, and I think it’s the best straight swap we can do. It’s currently awkwardly balanced, though. Repositioning it as a medium-range precision utility weapon sounds like a totally workable solution, but then I’d want to dump the Sidekick. I don’t think 343 will do that.