Ideally, yes. Like I’ve said before, the BR is too easy. Vertical recoil makes 4 shots on body common because the recoil reaches the head, you don’t need to adjust your aim for headshots. The AR on shooting alone shouldn’t beat a gun that is harder to use. You beat an AR user by combining melee and grenades. AR ttk with a melee is much faster than a beatdown with the BR. That’s because the AR incentivizes peppering a target while getting closer to clean up with a melee. That’s how it’s always worked.
Halo has never been about what gun is best at what range. If that were the case, the sniper wouldn’t be accurate from the hip. Its about guns creating playstyles. What’s the playstyle with the AR? Currently, its shoot; if they’re too far away, fan the trigger. There’s no incentive to get close with it because it’s entirely capable outside of close range in infinite. Forcing weapons into range roles where they become drastically less effective outside of that niche results in players sticking to positions that favor the gun. Before Infinite, this was basically limited to the shotgun alone, which really only ever happened after Halo 2 introduced the Sword.
TTK ignored, should a gun that is already easier to use up close win against a gun that is harder to use? What does that mean for the sandbox as a whole? Why are a large majority of kills in social modes only the AR? It outperforms the Mangler, because missing a single shot with the mangler will lose the fight vs missing a few shots on the AR. It outperforms the Bulldog for the exact same reasons. If you play to the range and strengths of the AR you can win against BRs consistently.
Favyn tested this in a livestream, the only time he lost against anyone was against an extremely skilled player. He allowed players to use whatever gun they wanted outside of power weapons. By simply keeping people at a specific range and not giving them a chance to get outside of the AR’s range, he won. By his own words, he’s not very good. It’s entirely on the balance of the AR alone. Generous TTK paired with bloom giving the AR accurate shots outside of a more normative range allows the gun to beat every wall pickup in the game. Is that a good balance?
I don’t think so.
I think if you pick up the Mangler, you should have a decent fight against the AR, however because of the projectile velocity and drop of the mangler, its not nearly as consistent as the AR. Missing hurts on every gun outside of the AR. It will lose the fight. There’s no pressure to learn the weapons and gain mechanical skill with them, because the AR is simply better based on consistency alone.
The entire sandbox of infinite needs a rehaul, this issue isn’t limited to the AR alone. However, the AR highlights how preferencing effective range over ease of use can make a sandbox that ultimately doesn’t work well. There’s a reason several wall weapons are ignored, especially in social modes where you spawn with the AR.