That’s always been the flaw of automatic weapons in Halo. They’re heavy track aim weapons and Controller is effectively entirely incapable of tracking aim. So it’s like 95% aim assist and bullet magnetism doing the work for you.
With the BR or any other semi-auto weapon you have that set rate of fire to juke the software to some extent. So player input matters a bit more than not at all.
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And again a discussion about “the AR is op”, “only unskilled player use the AR” and so on.
There are plenty of topics discussing it. There is absolutely no need for a new one.
As a long time halo player, i have to tell you that the AR of halo inifinite is finally a useful starting weapon. And no, its not OP. There are plenty of weapons that outgun the AR.
Example:
You have a BR and get beaten on medium distance be an AR. I say your fault.
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“The AR is insultingly easy to use on controller”
No question about that [agreed], @Gojo_from_JuJu
By no means am I surprised about these many posts that come about speaking of the AR, because I think it should be fairly obvious as to why the weapon is regarded as being “easy-to-use” and why many players believe it to be overpowered based on its time-to-kill (TTK) model:
High rate of fire, high spread, bullet magnetism, low recoil and fast TTK makes for a weapon that is undoubtedly easy to use by design.
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The high rate of fire means that missing shots is not particularly punishing. Now this is not even remotely a problem by itself, but when combined with several other factors described down below:
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High spread [bloom] and bullet magnetism mean that accuracy isn’t essential, thus players’ don’t really have to be accurate as they will ultimately be allowed to land few to many shots that would of otherwise missed a moving target. These factors combined together makes the AR so much easier to use, but it is also what greatly reduces its skill gap in return.
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Low recoil means there is little to no consideration to where, on the target, the player should put the weapon’s crosshair to try and mitigate it. This of course makes the AR itself even easier to use, but then again, it is also what reduces its skill gap even further in return.
Combine all of those factors mentioned above, you then have a potentially powerful weapon that boasts an unreasonably low skill ceiling considering its effectiveness, based on current TTK models. Anyone could make the argument that, if the AR is going to be so easy to use like this, then it shouldn’t be as powerful as it is - in terms of how fast it can defeat a player. Balance is about “risk & reward” and you have to keep both in line, much the same. The AR in Halo Infinite is not a particularly good example of that [risk & reward] for obvious reasons and its the very reason why many players find it to be overpowered.
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The AR is brainless to use and the pistol is just pitiful in this game. Each match just turns into a sprayfest where you trade melees. No one likes that except bad players who never want to try getting better which is going to make the game stale and kill it off.
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Of course it’s easy to use, that’s been the point of the AR since CE. It’s a weapon that requires little effort or thought put into using it effectively, so people that have never even played a halo game can come right in and use it.
Every FPS game has something like that.
And the AR isn’t even that OP. I find myself using the sidekick more and more.
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Exactly, the Sidekick is better in every way. With just a little practice it consistently melts people no matter what they’re using on you. It rewards skill more than the AR, which is why they balance each other well. Either one can be a secondary to the other
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The AR isn’t op. At all. What’s op about it?
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We don’t need every aspect of the game to belong to elite try hards either. You need a based weapon for newbies and veteran players alike.
The AR is great for the non-ranked play modes.
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You mean so COD and Battlefield idiots can just run around and spray for kills? so they don’t need to actually adjust their playstyle and learn Halo? Infinite’s AR is part of a larger sandbox issue but regardless is the worst iteration of the AR ( in regards to it’s own relative sandbox )
Way too much damage even on automatic, also that’s not a good video as that isn’t the typical engagement range that the AR finds itself in.
It took two clips to finish a single opponent at full auto; midrange. How is it not a good video? It’s not the full auto bullet storm people claim it to be.
Are you saying the typical engagement range is even longer or shorter because I have more videos of me playing around with it.
moreso the fact you stripped his shields in 1 clip and RNG could have easily given you the kill. Regardless the typical range is of course shorter.
So you want the AR to be so weak that it would require two clips to strip someone’s shields? How are you that bad? The AR is fine. The other person had plenty of time to kill me with a BR.
It’s this type of thinking that ruins video games. Practice what you preach and spend your time getting better.
It’s not possible to get a kill that far out by simply pulling the trigger. There’s no rng.
So why are you complaining if the AR is killing you inside its intended range? Do you want the AR to be useless?
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That’s only if you hit all 7 shots. People on average take the entire clip which ups it’s average to 1.3
But a game is far more fun when there’s a skill gap on everything.
Fun for you because you don’t have to worry about a skill gap.
Making everything super competitive drives newer players away. That’s why Halo 5 got a bad rap in some areas of its competitive scene.
I can name several games that are super competitive that have high populations.
Valorant, CS, apex, Warzone, league of legends!,
Okay. But is halo 5 one of those games? Because people were flock back to MCC when they get bored of infinite. Not Halo 5.
How would you even give the AR a proper skill gap without making some huge changes?
Burst firing isn’t hard to do. Nerfing it would just make the gun worse overall. Not encourage skillful play. That’s exactly what happened with Halo 5’s AR post nerf; people just stopped using it entirely.
H5 is an exception to this rule, because it was super competitive but not in a fun or enjoyable way. H5 also has broken issues such as the aiming(heavy aim) and I believe that was a big part to why it sA such a decrease in population. Even lower skilled players can notice a big issue in aiming in a game.