But if your enemy has one they won’t have it forever just like any other weapon.
I don’t know where your information is coming from but in Halo 2 you always spawned with a SMG and Magnum for Normal Team Slayer. Then later on after a year past Team Hardcore came out with BRs Starts and no motion sensor then soon after that MLG Playlist came out.
But anyways back to the discussion the problem is most people don’t want to learn the game. Starting off with weak start off make all players scavenge the map and at the same time learn the map. The good and bad points, where all weapons are located, the timer for the weapons and so on. Most players don’t want to learn things about the game which is one of the many reasons why Halo has gone downwards over the years.
I love BR stars in Team Slayer. But it’s not like they removed AR+Sidekick starts. 7 have BR starts and 5 have AR+Sidekick starts. So 40% of team slayer is still ar+sidekick.
That timberlake comes to mind “cry me a river”
An AR at close to mid range should dominate. Your getting hit with more rounds consecutively than the br. The br was always a doodoo gun
Isn’t it interesting how BR starts immediately kills weapon diversity in the sandbox and map movement becomes stagnant, oh wait BR fanboys don’t wanna acknowledge that. What is the benefit in having ranked and social slayer essentially being identical other than to stroke the ego of the crappier sweats that get wrecked in ranked?
Yes but it isn’t quite that simple. When they forced Slayer BR into the Team Slayer playlist, the did not fix the BR melee effectiveness discrepancy. It should not be different between Ranked and Social playlists: a 2-burst/melee kill in Ranked Arena, but the BR melee remains “nerfed” in Social playlists!
Most notably, when the updated Team Slayer playlist now has 58% of the possible map/game type outcomes (7 of 12) as Slayer BR, but you downgraded the 2-burst melee kill in all Social playlists, that is problematic.
How can anyone honestly believe that this is acceptable? They need to do one or the other: either fix the BR melee damage discrepancy, or remove Slayer BR from the Team Slayer playlist.
There’s nothing to acknowledge because AR stans love spewing ahistorical nonsense about how precision starts play out in terms of both movement and weapon diversity.
Anyone who has a ranged gunfight or maintains map control is a camper. You don’t care about weapon diversity beyond having more pretty lights and colors. If you did you would demand the devs make those few underperforming weapons more worthwhile instead of demanding people spawn with worse and/or more limited weapons.
If you want to play casual games where players are mindlessly running around the map with the most possible “weapon diversity” the perfect gametype already exists for you its called Fiesta.
If you’ve already got a BR, holding the BR spawn is easier when you’ve already got control over it. AR spawns just exacerbate spawnkilling issues. AR starts (in most Halo games) just cause the snowballing to get worse.
Now that being said, Infinite’s AR is ridiculous. It’s better than most of the guns in the game currently. The “BR problem” of people not playing weapon spawns have been extended to AR modes as well. I’d love to see global weapon stats for social modes because it seems from my experience that people really don’t pick up weapons outside of power weapons and BRs. Often weapon spawns are completely ignored, how often have you seen complaints about the Disruptor being weak, the Commando being weak, the mangler, one of the strongest CQC weapons just got nerfed, Stalker Rifles get ignored and the plasma pistol is laughably bad.
Truth is, at least from my pov, the game plays a lot better with the AR and Sidekick removed from the equation. Both guns have lower TTKs than the BR, and are more consistent than the pickup weapons, which results in AR/Sidekick games turning into 12 minutes of dudes rushing to the middle of the map, holding RT, and dying. You don’t get rewarded for good aim on the BR because the AR/SK out kill it. Both guns are largely RNG dependent, but will get kills against most guns if a single shot is missed. The ‘Dance’ of Halo is completely nonexistent in AR/SK starts
All excellent and well substantiated theories, I’m sure.
I still think the only correct preference is variety; not only should there be ar and br start game modes, but let’s go commando too. And while we’re at it, gimme Bulldog start games too. Go nuts. This notion that all games should be the same starting weapon and objective needs to die.
Well said. On maps like Catalyst and hydro, I usually end up picking up the AR or Pulse Carbine with the former being able to get the drop on BR players to quickly kill them, while the pulse carbine is excellent at suppressing enemies and for farming the assist challenge if your following teammates around. What I do hate is the BR burst fire being extremely inconsistent. It typically feels like your not doing the damage you expect to your enemy, while you see your shields evaporate and you die on maps with long lanes of fire that are relatively easy to control. This issue only gets worse with SWAT because the BR’s second and third rounds are active and you get killed by stray rounds as opposed to the leading shot[I swear that those second and third rounds bend around corners]
Pretty sure he means having a search filter like in MCC’s matchmaking where you could choose whether you want to start with BRs in particular game modes, which is something I do eventually want in Infinite.
BR Starts are fine, but ARs have suited my tastes for fun, casual matches
Awkward stance on BR starts in socials aside, I believe it should be split into a separate playlist. Simply asking for it to be removed entirely is overkill, but I certainly hate having to deal with it.
Is it, though? They still haven’t fixed the BR melee damage discrepancy between Ranked and Social playlists, so having 7-of-12 game type/map outcomes being Slayer BR is frustrating, to put it politely.
Beyond that, one of the appealing things about the Team Slayer playlist was that it did not try to emulate the Ranked Arena settings. Now, the most popular Social playlist essentially does that in 58% of the matches. That really seems like overkill.