LOL literally spraying to max recoil and missing your shots proves the exact opposite of what you intended bud. You could have easily killed that guy if you knew how to aim and pulse your shots even just a little. The damage you did despite the way you were poorly shooting actually proves how strong the AR in Infinite is and furthermore adding to what commando554 has been saying about it; a braindead bullethose that any 12yr old could use. You shouldn’t even have popped his shields at that range from the way you were shooting
The game is targeted for the broader audience and not for Halo fans. So they have to let casuals get easy kills otherwise they’ll just go back to CoD where the can.
It’s almost as if that’s the exact point I’m trying to make. People constantly keep saying it’s some bs, crossmapping, bullethose that racks up kills by just holding the trigger.
I think it’s kinda BS that AR is a spray weapon that can somehow headshot all the same. It’s Halo Reach’s DMR spam fiasco all over again, except this time you hold the trigger down.
Just don’t like those situations where I match my opponent in terms of shield draining and while I need to line up my headshot to kill him, he justs holds down the AR and 1 lucky shot headshots and kills me. Infuriating stuff.
Can it pierce Titanium though? Look, it’s a game and realism holds very little sway over game mechanics over balance.
I think from a balance standpoint, the RNG Headshot by spraying is pretty unattractive for both the dealer and receiver. This much has been experienced throughout Halo Reach’s lifespan and is being experienced here once again, just in a different form.
Disagree with this however you like but don’t try to shove realism in when it suits you in a discussion about balance.
Literally every gun in the game, including the plasma pistol, deals headshot damage. It’s apart of the sandbox.
Just because you see as an rng machine doesn’t make it so. The fact that you compared it a full auto dmr is what’s really rubbing me the wrong way.
This fandom seems to have an issue with hyperbole, e.g blowing things out of proportion. Maybe it needs a damage nerf? Possibly. But even then, I’m still on the fence about that as I’ve used it and have been outclassed by better shots plenty of times.
The issue with Reach DMR was spamming RNG for headshots. Infinite’s RNG AR spray feels the same.
It’s a very legit comparison seeing how these two rely on RNG in some manner in a close fight between players. It’s not something felt before in other Halo titles.
PP headshots don’t sit well with me either, but heck it’s a semi auto weapon that has projectile travel time, so I can accept it. AR’s spray doesn’t feel right to have a headshot kill enabled on it as it is full auto, hitscan as well aa drains shields quickly.
Remember, the debate here was that it is too strong for a starter loadout weapon, and in this case, multiple factors do point toward it being indeed too strong for a starter loadout weapon.
If it were up to me, I’d just start everyone with SKs and buff the AR then put it on a rack.
Disagree heavily. The AR feels the best it has since CE. It takes 2/3rds of the mag if not the whole mag to get a kill. Just because other guns need a buff doesn’t mean the AR needs a nerf. Bulldog for instance like I’ve seen mentioned as an example of why the AR needs to be nerfed has nothing to do with the AR, just because the bulldog is trash. Buff the guns that are awful, don’t nerf the guns that are fine.
I guess that’s where our philosophies differ. I had big issues with Reach’s pvp because of its focus on bloom. However, not because of bloom itself. It was just implemented poorly in reach.
Regardless, it takes like half, if not 2/3s, to kill an opponent with an AR. I feel that more than enough detriment in exchange for it’s power. No removal of hs dmg needed.
That’s fine and dandy if AR Ammo was more scarce to force players to explore the sandbox more after expanding their ammo, but it has the H3 BR syndrome of being overly abundant and can be looted off other players due to how most players retain their AR and swap out their SK instead.
Perhaps 36/108 ammo on spawn is too generous? Could do the H3 thing of giving it 1 mag and 2 reloads worth of ammo instead of nerfing the gun.
False, until Infinite very few weapons did headshot damage in each of the other games. All 343 was make the game less fun and less Halo by making it just like every other shooter where random headshots impact kill times.
Well I wouldn’t say its ‘crossmapping’ but to me I do think the range is a bit too far. I would like to see a faster build of recoil. It’s exceptionally strong against no shield enemies to the point where i’ve killed with it from nest to lower house on Live Fire. That’s the range I think people are calling ‘crossmap’.
But even with pulsing and aiming accurately, that range in your clip is still too far for an AR to be effective against a BR. That’s the point we’re trying to make. The fact you were spraying and did that much damage shows how strong it is.
I wasn’t really expecting the AR to take on the role of the magnum, but thank god it actual does something interesting for once.
To actually have some noticeable change when aiming at the head makes it so much more satisfying to use. Plus, the BR isn’t an automatic win button against the AR at range.
The BR should typically win out at mid to long, but it’s not so easy to do like in halo 3.