Support weapons=useless weapons

With 343 labeling the mag and plasma pistol as support weapons, this basically tells me that they will be useless(especially the plasma pistols overcharged shot) and people drop them immediately. In reach, the magnum and plasma weapons were powerful weapons in their own right, in halo 4 I speculate they will be(since the mag got nerfed to a 6sk) heavily nerfed and rendered useless on the battlefield occupied by the BR, DMR, carbine, and the light rifle. I am not particularly pleased with this, I want the mag to remain a 5sk(the BR should be arguably a four shot) and the plasma pistol to be a powerful close quarters weapon. This is just speculation based off of what we already know and the impressions draw from gameplay footage and what I have read in posts regarding RTX. This all just my opinion, what does the rest of the community think? Discuss.

I almost never support nerfing a weapon. So yeah, they shouldn’t be “support” weapons.

The Magnum can still land headshots.

The Plasma Pistol can still drain shields instantly and disable vehicles with an overcharge shot (albeit with less tracking).

Far from useless, OP.

Im not sure they are meant to be “support weapons”, but they are meant to be side arms. In my own opinion, that’s how they need to be treated. There are essentially four tiers of weapons, Power weapons(ordnance), Weapons better than average, average spawning weapons, and side arms. To me, this works.

I just want all weapons to be effective. I loved the plasma pistol in Reach! I remember in the Beta I was excited just that I got one kill with it, but sometimes I feel like I can legitimately fight people with it. I’d be fine with the overcharge shot was nerfed a bit, but I just hope that firing it rapid-fire hasn’t been weakened. That’d suck.

I think they are fine in terms of their power. The only suggestion I have is upping the Magnum’s clip from 8 to 10.

I think the Halo community will consider them useless because everybody wants to be the hero with a K/D spread of 30 and not known for their good teamwork. It’s something I’ve been thinking about recently about the main difference between Halo 3 and Reach. Halo: Reach is a team of 4 players versus a team of 4 players, whereas Halo 3 is a group of 4 players having 1 on 1 fights with another group of 4 players. That’s another reason why they would have trouble with bloom and the strength of the weapons in Reach as they were always trying to play it like Halo 3 rather then moving with their squad and using focus firing. Which is why the TU makes them happy as it allows them to play it closer to Halo 3.

This line of playing also spills over into other games. The CoD series has always had team focuses or support perks, abilities, killstreaks, etc. But everybody just chooses their most effective weapon and Lone Wolf the entire match.
Even Battlefield, which is focused on teamwork, has the occasional Lone Wolf wanting to be the hero for the game. The “Wookie” is now an insult (as it was a Sniper in the back corner trying to get high kills) and even Jets are annoying because a lot of people who want the Jet only so that they can spawncamp the other teams Jet and not support their teammates. Also, Support classes supressing with their LMG is rare as a lot of people want the kill, not for their teammates to get the kill. Let us not forget the players who refuse to drop ammo and health packs too.

So if these are “support” weapons then they will most likely be ignored because people want to be acknowledged for their “greatness”.
But, 343i has been changing the game to allow assists to add to the games score. So this might encourage people who like to win by any means necessary to force teamwork on their teammates, even if their K/D spread is damaged (which a lot of people think is the only important thing in a videogame).

> I think the Halo community will consider them useless because everybody wants to be the hero with a K/D spread of 30 and not known for their good teamwork. It’s something I’ve been thinking about recently about the main difference between Halo 3 and Reach. Halo: Reach is a team of 4 players versus a team of 4 players, whereas Halo 3 is a group of 4 players having 1 on 1 fights with another group of 4 players. That’s another reason why they would have trouble with bloom and the strength of the weapons in Reach as they were always trying to play it like Halo 3 rather then moving with their squad and using focus firing. Which is why the TU makes them happy as it allows them to play it closer to Halo 3.
>
> This line of playing also spills over into other games. The CoD series has always had team focuses or support perks, abilities, killstreaks, etc. But everybody just chooses their most effective weapon and Lone Wolf the entire match.
> Even Battlefield, which is focused on teamwork, has the occasional Lone Wolf wanting to be the hero for the game. The “Wookie” is now an insult (as it was a Sniper in the back corner trying to get high kills) and even Jets are annoying because a lot of people who want the Jet only so that they can spawncamp the other teams Jet and not support their teammates. Also, Support classes supressing with their LMG is rare as a lot of people want the kill, not for their teammates to get the kill. Let us not forget the players who refuse to drop ammo and health packs too.
>
> So if these are “support” weapons then they will most likely be ignored because people want to be acknowledged for their “greatness”.
> But, 343i has been changing the game to allow assists to add to the games score. So this might encourage people who like to win by any means necessary to force teamwork on their teammates, even if their K/D spread is damaged (which a lot of people think is the only important thing in a videogame).

I’m pretty sure that by support they mean they’re less powerful than the primary weapons are, not that they are meant for supportive play.

> The Magnum can still land headshots.
>
> The Plasma Pistol can still drain shields instantly and disable vehicles with an overcharge shot (albeit with less tracking).
>
> Far from useless, OP.

No in the recent gameplay they seem that way. The plasma pistol and the magnum are no where near as effective as they were in reach by comparison. I understand that they are meant to be sidearms. Plasma pistol and the mag in reach fulfilled that very well. In my opinion, the new weapons fall flat on their faces versus their reach counter parts as being side arms.

No way.

We’d drop a side arm in preference to a power weapon? I though I’d drop my rifle.

BravoMLG and others say the plasma pistol is meaty and actually useful still like it is in reach. The magnum isnt finished since the game is a work in progress.

I See that it seems that you have not played halo 4 or read posts about the people
Who played it.

Have The PP as a secondary weapon and being able to spawn with it is a bad idea In my eyes …

Im all for the 50. Cal

Magnum looks powerful to me.

> See that it seems that you have not played halo 4 or read posts about the people Who played it.

I have seen gameplay many times and have read the posts regarding people who played at rtx. I do understand that the mlg gameplay is from a slightly old version of halo 4. I understand yay thing may have changed already. I know that I haven’t played, am I not allowed to speculate on what I have seen and read. As I said in the OP, this is just my opinion.

> Magnum looks powerful to me.

The M6H is weaker than the M6G that is present in reach. The damage is lower, rate of fire is slower slightly, the room for error is gone, and the number of kills possible is lower(8 vs 9.5 in reach). Personally, I like the look of the mag ad it remains similar to the awesome look of the reach Mag. The sound however leaves a lot to be desired(it does even sound like a handgun, much less a magnum in my opinion).

I don’t know about the Plasma Pistol, but I really dislike the nerfing of the pistol. The Reach pistol was awesome; it was useful but not over-powered. You couldn’t dominate the game with the pistol, but you could get enough kills with it to make it work.

The clip on the magnum should be expanded to 12, then I’d be okay with a 6sk. Otherwise it should be 5sk with 10 shot clip. BR should be 4sk.

> The Magnum can still land headshots.
>
> The Plasma Pistol can still drain shields instantly and disable vehicles with an overcharge shot (albeit with less tracking).
>
> Far from useless, OP.

No no no, this is not good.

H4 should not be a clone copy of H2/H3 in this respect.

The CE plasma pistol was a stunner (not to mention it’s overcharged shot could stun or finish off Grunts compared to the Reach plasma pistol), the CE plasma rifle slowed down enemies (like how getting shot while sprinting in H4 slows you down), the CE needler was a versatile work of art, the CE pistol was an unique legend.

The unique thing is how each of these weapons could take down multiple targets (often Grunts) very quickly before having to reload/overheat.

Then came H2 and all of that changed. So many wonderful features were dropped:

-plasma pistol overcharge affecting unshielded enemies
-plasma rifle stun
-automatic fire with pistol
-pistol scope
-pistol accuracy
-needler supercombine detonation time
-needler supercombine effect on dead bodies
-multiple needler supercombines

And animations became generic (your average landing animation, your average alert animation, taking cover, climbing crates) and uninspired (enemies always panicking or berserking or doing nothing when stuck by a grenade. Can’t they react differently for a change?).

H2 Carbine was better than H3 carbine in performance but it was just a direct shooting weapon. There was no art about it compared to the CE pistol. The only H2 gun that can be said to have art is the Battle Rifle. Button combos made it even more effective. What a coincidence that this is the weapon that dominates the sandbox.

Then there’s the H2 sword. Sword cancelling, fast switching times, and fast swipes made it very reliable in the campaign. It was a work of art, next to the BR, but it got crippled in H3 and Reach and possibly will be neutered in H4.

TLDR:

  1. There should not be 1 weapon dominating the sandbox! Every weapon should be useful.
  2. Sidearms don’t belong in Halo, especially in the campaign.
  3. Weapons should be works of art rather than just copies/plain firing guns.

When I think of versatile, CE’s sandbox comes to mind. There’s no point in including a dozen new weapons if they’re copies/plain firing guns.

> BravoMLG and others say the plasma pistol is meaty and actually useful still like it is in reach.

‘Useful as in Reach’ is not good enough.

In Reach, I often underestimate how many shots I need to put into a Grunt. It’s a lot on Legendary.