The AR needs a nerf

The issue is the range you can land shots honestly. It’s a close range powerhouse, but it can midrange people without any real effort. While that’s obviously what an AR type weapon should do in real life, it makes a Halo sandbox feel mismatched.

Honestly they should take out the headshot bonus, then it’s not so bad. Randomly doing extra damage based on essentially RNG is not good design.

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That’s not what’s really happening most of the time. The only time you’re dealing damage to the head is if you’re aiming there. You can’t just hold down the trigger and let the bloom do the work. You’ll just be hitting the body most if the time if you do that.

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Said no one ever.

Also, the Infinite AR melee is a faster TTK so I don’t get where you’re coming from

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Agreed, I personally like the critical damage aspect, for the AR it forces you to control fire for accuracy, and like you said it rewards players for aiming at the head.

A common complaint is the AR requires no skill, adding critical damage adds an element of skill to the weapon.

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The AR might need a slight range nerf, but that’s all. At this point the BR start fans and the AR start fans look at the sandbox in two different ways.

The BR start people are the competitive ones who believe in a do-all “utility weapon”. They see the guns around them as optional pieces. They prefer to engage at any distance, out-strafe the opponent, and move to the next target. They are more focused on landing their shots consistently and accurately. You pick up other weapons so you can remove shields for more effective headshots. Everything else is only for insta-kills or they are taking up map space. These fans treat Halo as a competitive shooter.

The AR start people are casual players are the ones who see the other guns as upgrades. Who just want to have fun with the goofy weapons. You grab what you need and make do with it. Instead of going for accuracy and consistency, they are more focused on player placement and map flow. Finding ways to close the distance between opponents and who can outlast the other. It is inherently easier to use because it is meant for casual play. These fans treat Halo as a party game.

343 started by trying to separate BR starts to ranked, and AR starts to social. And I wish they kept that. And they still have some balance differences, but not nearly enough. They need to tailor each mode specifically for the two groups. But the issue is that instead of building the game around the BR this time around, 343 rebuilt the sandbox from the ground-up for casuals. And the BR fans are suffering for it. Now the BR has lost its place as the do-all gun. It says alot when pro-players have to agree not to use certain guns during HCS when their weapon-pool is already limited. Because that inherently means their former utility weapon can’t be used like it used to.

Sadly Halo Infinite feels like it can’t make up its mind. Does it want to be competitive or casual? It has SBMM like a competitive game, but a sandbox like a casual game. They change some things in Ranked, but ignore the problem that stems straight from Social. Right now it seems Infinite leans toward casual, but not enough. MCC feels like it leans toward competitive, but it has all the features for casual fans (customs browser, infection, heavies, etc.)

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“Most of the time” while spraying wildly

It’s RNG. It’s just like the Sidekick. People spam it as hard as they possibly can and sometimes get headshots.

Terrible gameplay honestly

No it’s not mnk players can’t use that for crap. It’s controller that dominates this is a fact with statistics

Dawg, is it a skill weapon or a dunce weapon?

The only game where the AR was more useless than H3 was Reach. Seriously, you’re better off sneezing on the covenant since they don’t have the immune system for human disease.

Edit: Does Freak_A_Fan just think everything is bait? And (since you respond), why is it bait Shadow_CA?

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I don’t know where anyone gets this from, I’ve been playing Halo for 20 years and other FPS for even longer and this is the hardest shooter I have ever played. Im not a great player by any means but with Halo Infinites fast strafe speed and low aim assist on most weapons it is easily the hardest Halo to be good at when using precision weapons, which is why having an insanely powerful and incredibly easy to use AR makes it so frustrating.

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If you say so. I’ll disagree.
But maybe input/platform based matchmaking should be added so we can avoid each other, problem solved.

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Sounds like the solution is to reduce the Assault Rifle’s bullet magnetism and/or friction assist to the level of other weapons.

AR just needs the headshot multiplier removed. I like its shield breaking power and suppression power atm, but the headshot multiplier still feels off.

Wut?! People acctually crying in HALO about weapons being OP?! Brroooo go play Warzone where there is 69046967954 diffrent types of rifles…

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I think the AR, BR and Sidekick work very well together. It’s the other guns that suck compared to them so no reason to pick anything up except funzies and challenges. The fact that aiming feels kinda off also doesn’t help.

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The aiming mechanics are the biggest thing keeping me off Infinite. More than weapon balance, desync, or the lack of progression. I’ve never even finished a Battepass because of it lol.

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Hard disagree. Every single weapon in Halo 3 comes down to the skill of the wielder in conjunction with their functionality. Someone with an AR who knows how to use the map and the other weapons in their toolbox to their advantage can rack up kills. This is not the case with Infinite. Infinite’s AR strongly encourages close-range fat fingering the fire button, and to pulse it at longer ranges.

Thank goodness that Halo 3 has a plethora of options to supplement the utility of your AR, such as Equipment and three types of grenades you can carry simultaneously. People seem to forget that the weapon in your hands is not the only thing you have for killing your opponent. Your Equipment, Grenades and Melee, and effective utilization of the map can give you the advantage in situations where you otherwise would not.

Slightly unpopular opinion, but the BR isn’t the be all, end all for the Halo 3 sandbox. It’s obviously very good, but has competition in the form of the less often seen Carbine, is outclassed by the frequently spawning Sniper Rifle, does not perform in close-range well against the Shotgun, and can be outdamaged by a number of paired weapons in close-range. A Battle Rifle does not confer an immediate victory over everyone who does not have one, skill plays a larger factor in whether you get a kill or not when it comes to Halo 3.

My problem with every Halo game past Halo 3, is that there has always been a weapon that stands heads and shoulders above all the rest, to the point that you keep it with you all of the time, and what makes it worse, is that they’re a starting weapon. The DMR in Reach is by far and away the most useful weapon that you keep with you all the time. Same story with Halo 4 (though it was often supplemented by the aggressively OP Boltshot). Halo 5 had the Pistol. Halo Infinite has the Assault Rifle. These weapons are so useful beyond an intended role for them, that you devote a slot to keeping just them around.

My beef with the Infinite AR is that it makes so much of the sandbox less useful, and I think removing it or nerfing it would result in people using a more varied spread of weapons than just the AR because it’s such a powerful Jack of All Trades. The AR in Infinite compounds the vast issues with the Infinite sandbox, where so many weapons just are not that good unless they are power weapons.

Halo 1-3 were designed as pick-up shooters where you regularly swap weapons so that you use a plethora of different options based on the situation you were in. Halo CE kind of fumbled this, Halo 2 had it a little better by having players spawn with SMGs often, and Halo 3 fulfilled this by having weapons that were harder to use as starting weapons, to encourage players to find more weapons in the environment and utilize them as opposed to sticking to weapons they spawn with that slot them into an incredibly stale meta.

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The ar is fine, leave it as it is

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The Ar could use a nerf to its damage output Or its effective range not both and needs to loose the headhsot modifier

And of all the people saying “The AR is finally useful”…the AR has steadily been getting more and more powerful since H:R while the utility weapons of the game (DMR, BR, Magnum, BR) have all pretty much stayed the same .

That said, the BR also needs some work, personally I’d like to see it get a slight increase to ROF, but make it projectile based again instead of hitscan, forcing people to lead their shots and thusly creating another layer to the skill gap

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I get all that, i was saying that if you have an AR and a BR in the same situation 99.999% of the time the BR is the better choice. Then all the map weapons beat the AR too. It had no single use case where it was the most effective gun to use and in most cases was a huge hindrance. The Infinite AR has a certain range at which it is the best tool for the job. I like that because now it has a place. If anything the BR outclasses every other ranged weapon and could use a few nerfs to bring it inline and let the other weapons shine.