The AR is not a good close range weapon

Infinites AR is really inconsistent at extremely close range due to less aim assist, faster base movement speed and frictionless strafing that halo 3 didnt have. This is fine but I liked using halo 3’s AR at close range reliably. Basicallyy infinite is missing a reliable close range starting weapon.

I think halo 4’s AR would be balanced for infinites starting close range weapon. Halo 4’s AR was overpowered at close range in that game with its lower ttk and bigger reticule spread which also made it weaker at medium range but if you add it to halo infinite with its fast strafing, faster base movement speed and less aim assist I think it will be nicely balanced and play similiar to halo 3. I think halo infinites future smg should be designed like the halo 4 AR and try that as a starting weapon.

In the mean time, I would like to play with bulldog/ar starts for reliable close range and medium range weapon starts.

Don’t mean to sound like a d!CK but I can, confidently, say the AR has the most consistent aim assist in the game. It really does. There is a reason there are 50 threads complaining that it’s been overtuned.

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its good at aiming at medium range but when youre standing next to someone and theyre strafing and jumping its impossible to land shots like you would at medium range and basically the ttk is doubled

If you’re on console you do not have aim assist. Imo the AR fills it’s role well for CQC, but anything outside that it progressively becomes trash.

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Ryan what is everyone else using to kill you at that range? Not everyone is 3 shotting with the mangler at that range nor will most people be able to 4 shot you with the BR so close.

I’d be using the sidekick so close but I know I’m nerfing myself since it can be so inconsistent, due to bloom.

You might need to just fiddle with your settings. The out of the box preset is unusable.

the problem is the inconsistancy. i just want a consistant close range weapon otherwise I avoid getting too close and generally avoid melee combo’s because its a lottery ticket. Burst type weapons like the br, mangler and bulldog have much more consistant melee combo’s

My 2013 Xbox with smoke pouring out of its jammed fans paired with a controller that’s been battered more than someone in protective custody controlled by my 9 fingers does just fine with an AR close or cross map (which it shouldn’t). Any easier it’d be a built in aim bot.

Edit: I will say it has MUCH less aim assist than H5, but that’s because H5 had ridiculously high aim assist. Once you’ve accepted that and tried to control your aiming yourself it becomes much more rewarding. However desync then sometimes ruins that experience

i doubt it. i bet i ccould make you screw up all your ar/melee combos just by moving left and right so much that you just start killing me at medium range instead because thats where its only reliable

I’ll respectfully disagree

Edit: (editing so much today) maybe look at your settings, particularly acceleration, if your acceleration is 5 then your may be overswiping. Mine’s at 4 and felt high at first but I’ve got used to it.

Have a friend jump and strafe around close range and choose an acceleration and sensitivity where you can keep up without overswiping (or use bots set to Spartan, playfighting on in training)

Other than that, I don’t know what to tell you.

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doesnt really seem like a solution to change my aim sensitivity just so i can aim with the AR and negatively affect my aiming with all other weapons.

However that does bring up another point. The aiming was really slow in halo 3 which made AR aiming easier too.

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Honestly, AR has never been a good CQC weapon in theory. It just happens to be part of a starter loadout for players which fills the niche.

AR has been more about suppressing enemy movement by peppering them/their location with a hail of fire, which explains why CE AR has a fat and juicy 60 round magazine.

It’s after Halo 2 where AR has been phased out entirely with the SMG that all ARs after started adopting the “close to mid” sort of balance design. H3 AR : very poor for mid, it’s basically an SMG with lesser ROF and slightly more spitting range. H4 AR : poor mid, but very strong close range. H5 AR : slightly poorer in performance than H4.

So now we have Infinite, where our AR is great at close to mid again, but it became way less of a Suppression weapon, but more of a main weapon rifle which honestly makes Infinite feel too much like CoD.

youre right but the halo 3 AR was really useful for its melee combo at close range while being basically underpowered without the melee.

Halo 4 AR is what infinite needs to replicate halo 3’s feeling while also being more than just a melee combo gun.

Yea I agree, H4’s AR is what should be replicated into Infinite, especially with how effective the SK is currently as a “main weapon”

The AR has the most aim assist in the entire game what are you talking about?

The reason the AR isn’t as strong as the Sidekick is because the AR is meant to be effective enough for new players to get used to the game with, while the Sidekick is supposed to be the upgrade they move up to when they are skilled enough to take advantage of it.

The AR is the training wheels, the Sidekick is the real primary weapon of the game.

They aren’t meant to be balanced, one is meany to be easy to use, the other is meant to be powerful.

the side kick is a lottery ticket and poor for a main shooting weapon. its supposed to be a “sidekicck” yet its still better than the AR.

social settings is so bad. the small radar is dumb too.