If you’re close enough to get needled sure.
ARs can outrange a Needler user anyday. AR’s kill range is at least 50% further the effective range of a Needler’s.
There is no joke to be made. An AR being hitscan or near hitscan is simply more effective and deceptive at longer ranges than a projectile weapon that relies mainly on its homing ability to hit targets.
Disagree, but not entirely. The AR’s range is massive, it’s not it’s damage output that is the issue it’s 100% it’s range. Players can burst fire the AR across map and continue to de-scope someone with a BR. That in itself is an issue when a short to medium range gun out preforms a medium to long range gun in battles that it is specifically designed for that’s just ridiculous. I’m all for catering to draw in new players but it either needs it’s its range nerfed or it’s ability to de-scope other weapons removed. It can’t have both. Especially when the AR even has a zoom function on top of that despite not even having a scope itself. I don’t want Halo Infinite to become the same as Guardians with the pistol being meta, but currently that is exactly what the AR is now…
My main point is with the AR being so powerful across all ranges it makes most of the rest of the weapons in the game completely useless and irrelevant. Makes the gameplay stale.
Imagine that, the weapon type that was made to be jack of all trades during real world conflict being a jack of all trades in the future of a game. If anything the br has been the problem, been going on way to long. If you don’t panic and rely on the scope you can still beat ars.
One of the few things I’ve seen over the years is that the br and ar should have been merged ages ago. Full auto normally and burst while scoped or whatever.
The lore shouldn’t impact the multiplayer balancing. The number one priority when it comes to the sandbox should be to make sure that the weapons are fun and balanced. This is not the case with Infinite.
The current AR makes for pretty stale gameplay. AR dueling is uninteresting, but the current power of the weapon makes it a very viable option. It needs to be toned down a bit. I think that the best way to do that is a bloom increase, so that it reaches max bloom much quicker. I also think that it’s Red Reticle Range needs to be reduced a bit. The kill time should remain the same.
He is right! I have been playing Halo since the first one. 343, just make 1 MLG playlist to cater to the TINY % of players who hate ARs and other automatic weapons
Personally, I use the Assault Rifle in close-to-medium range combat while using the Sidekick in medium-to-long range and the Commando, or the BR75 in long-range engagements. All four of them feel really good when used in such a manner. Thusly, I see no reason why the Assault Rifle needs to be nerfed.
I’d rather continuously use a fully automatic weapon that actually performs as it intended to rather than a peashooter that I easily dismiss and toss aside for other, stronger weapons that the rest of my team are scrambling over one another and fighting one another to grab for themselves.
a main star weapon shouldn’t be weak, yet it also has to BE FAIR and BALLANCED. in it’s current state, it is waaay to accurate like in halo 5, even at full spread. Reach’s and 3’s AR was the best. look, if they want to keep it like this, all i ask is the spread be increased, because, ya know, it’s an assault rifle, not a full auto sniper
This AR may very well be my favorite iteration. I was actually happy with 343’s handling of the AR both in 4 and 5 and they continued to deliver for someone who had always loved the AR and wished it would find a much better future than it was seeing with Bungie.
Its a good, solid weapon in close quarters and mid-range if you keep to shorter bursts, but it still can be beaten by other weapons like the tactical rifles at range and the Bulldog or Heatwave at close range. I have a couple PC friends who still feel like the Sidekick is a more preferable weapon than the AR with some of those pistoleros managing to come on top against it. I don’t feel like I’m shooting a pea shooter where I’ll know I’m dead meat if I go one-on-one with someone who had any other weapon that wasn’t an AR and, instead, I feel like I have a fighting chance as long as I take care and pick the fight that will turn towards my favor than mindlessly charging in.
Marksmen with their BRs hesitating at engaging an AR at closer ranges should be the norm in my opinion. As anyone who would play BTB would tell you, a BR will still slaughter an AR user as long as they keep their nominal distance and should be considering to switch to their ARs if they see a close quarters fight coming.
The problem isn’t thr AR but the fact that the other weapons do not have a high success rate at kills. The bulldog should need 1 shot to kill at 15m or less. Insane that it takes two. Especially if all projectiles land.
I’d argue that you barely have to tap… most of the time it’s full auto and you’re good untill pretty far out. How you’re saying it is played isn’t my experience… and that’s the problem for me.
Im torn between enjoying it, and slightly disliking it. Im okay with it not being touched as long as BR starts are a thing and that thing gets left out. It is pretty much a power weapon.
The recoil of the assault rifle needs addressed. There is no reason that burst-shotting the AR should produce more recoil than just going full-auto. Firing in such a way causes more recoil than the Halo 2 SMG. I don’t know why it wasn’t just left with Bloom and shot-spread; that seemed to work just fine.