The AR needs a nerf

Listening 2-3 videos of Favyn doesn’t make you some kind of deep thinker.

It makes you a follower.

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None of the AR’s outside of Reach are actually bad.

And the BR requires more skill and sometimes isn’t a spawn weapon, so that’s fine, weapons are not designed to be equals.

And you assume a good AR user will not use map design and clever tricks to get up close?

And those weapons are either pickups or specialized weapons that will be contested.

The AR was only useless if you didn’t understand it’s design.

Go make a BR hate thread, stay on topic

Still higher than any AR

And? doesn’t change the fact that the BR requires more skill than the AR

No recoil increases the skill required as you must manually aim for the head

Good design allowing skilled users to get multiple kills before reloading

You want perfect accuracy for the same reason as above, and the AR is even moreso brain numbing

Good, that’s the point of a utility weapon. To allow players off of spawn to be able to play the game (even against teams that have map control)

Running at people and holding RT is not skill, hiding in a corner is not good player behavior and should not be encouraged.

The AR has basically no skill associated with it outside of aiming which is easy so i refuse to listen to arguments that say the BR needs a nerf without also saying the AR needs a heavy nerf. This is just weapon favoritism being foisted upon weapon balance.

At least it requires actual aiming and keeps the game in a state of flow and movement. Plus, the AR is still easier but just as rewarding.

Except it doesn’t, Halo is unique from every other shooter precisely because it uses a utility weapon as a balancing mechanic to limit snowballing.

It’s actually the worst part of the game, the sandbox is the core of the game and it’s broken to the point of not resembling any of the good Halo games.

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Stay on topic, also cope

H3 AR was the best iteration we’ve ever gotten and the shift towards nothing but lethality during 343’s tenure shows the lack of true understanding of Halo’s sandbox in favor of generic bland design seen in other games.

That was on topic. I know that’s where you got those ideologies from.

Anyways, I don’t know why you’re bring up the H3 AR like it was the best thing ever. It was so unsatisfying to fire. Besides, there’s nothing wrong with Infinite’s AR. You just don’t like how powerful it is and last time I checked, that’s not a reason to nerf something.

H3 is a great game, but there are things Halo Infinite does right with its sandbox, too. Just because it doesn’t follow the classics 1 to 1 doesn’t change that.

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Says who?

Because it was :sunglasses:

Pure subjective take

There’s plenty wrong, its ability to kill restricts the sandbox and causes the game overall to play worse.

Except there aren’t, no weapon is Infinite is well designed.

You quoting every

sentence is

annoying.

Please stop pretending to be an expert on the sandbox when clearly you’re just some person with an opinion.

Plenty of us have the opinion that the AR is in a fine place as I never feel like I’m getting killed unfairly by it.

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Play worse how? Every time you bring up how it plays worse, you offer up some excuse of how there’s no point in picking up any other weapons when that’s just flat out untrue.

How you come you can’t adapt to this new sandbox? All I hear is complaining. Not adapting.

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It changes how the game is played and designed, changes how the sandbox is utilized and changes the identity of the game. The AR being as powerful as it reduces close range combat from a dance to a hazed rush down where the only impulse is holding RT and vaguely aiming for the upper body. The AR being as powerful as it is means players don’t need to utilize map positioning or weapon pickups as the braindead bullet hose is plenty enough.

The entire sandbox was designed around ease of understanding and range lethality control, weapons are scraped of any unique qualities to work within this framework so that gamers from COD and BF can relax and get easy kills within seconds in their first match. The Plasma Pistol is the prime example, it does the same amount of damage to shields as the sidekick all the while having a headshot multiplier so that it fills the lethality quota that modern gamers expect from every single gun in a video game.

You don’t adapt to bad design; you simply walk away and make a new one that actually works from the get-go. Take the foundation of Halo 3 and purify it in ways that improve what worked and subtract what was less desirable (Keep slow projectiles on the battle rifle but remove it’s random spread).

Players don’t just rush you down. Like you said, position yourself in a way that doesn’t open you up to that situation. Even then, you have to do some level of work to kill the opponent. Another thing about the AR; you miss shots very easily. I don’t believe you understand the significance of this.

Missing shots adds to the TTK and in turn opens up more avenues for other weapons to kill you. Therefore, eliminating any possible issues with the other weapons.

I’m not sure I see the issue here. There are multiple weapons that already have unique traits to them that work very well. Slower projectiles aren’t necessarily needed to ensure game balance. If you want to play H3, go play it. There’s no point to miss. What you’re saying isn’t true at all. It’s completely false.

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