I really like the AR in Infinite but I think it needs minor adjustements to be perfect. AND before accusations, no, i’m not for the “BR STARTS IN SOCIAL” and MLG HCS stuff, I’m casual.
1 : Too precise for too long while spraying : The bullet spread that we have at the end of a spray should start ealier than just the 10 last bullets. I think it should be somewhere after 15 bullets sprayed. Actually it’s arround 20-23
2: Damage should be reduced with distance. (or start closer if there is actually a damage reduction) : I was trying for to shoot in a BTB map, I’ve killed someone with no shield from maybe 150 meters away with one bullet in the head, eh !?
@BlitzGear02 Thanks, I was looking for this words “damage falloff” ! It should be added to the AR, or they should reduce its precision way sooner.
@StrwbrryWake I agree too. ! It should be a gun to finish someone, it should not destroy the shield so fast but instead doing more damage when shield is broken… maybe it would be a good deal.
I don’t even play the lazer beam anymore, the AR is doing the same with no aim efforts
If you added damage falloff to the AR where it has none, then that gives a justification for its spread [bloom] to be reduced for minimized randomness of its shots, to increase the impact and importance of accuracy. I think that would be a welcome change for this weapon as well as a few others.
I like the AR like it is but they should buff the BR and the Commando which is really weak.
I think they should nerf a bit the pistol tho, like spread and/or damage falloff.
For me the BR is really good, but I agree with the Commando, or maybe we should use the commando to finish someone, not as a weapon to start a fight… not sure ! But I feel like the AR is better in any cases
I don’t see why the AR would need to be nerfed. It kills at close range, and the bloom on it makes it difficult to kill anything that’s further than 2 warthogs away.
Saying that it usually beats the BR or Commando would mean that you’re using those precision weapons at shotgun range, something that is usually not a good idea. Being able to shoot someone from far away is going to happen with most guns. If I could do it in every other Halo, I can do it here.
As for the headshot multiplier, getting shot in the head doesn’t seem to be an excuse to live. A bullet in the head is still a bullet in the head. And besides, I think you can do it with literally every gun except shotguns and explosives.
If you are just as capable of killing at close range with an AR as you are at long range with a BR or Commando, there is no problem with it.
Sorry if I sound aggressive, it’s hard to word it in a way that doesn’t sound mean.
Well Infinite campaign is apperently emulating CE Halo mission, and in that in the AR had a Headshot multiplier, so I guess 343 thought that was a good idea?
But yeah for balance reasons, not every gun in Halo should have a headshot multiplier, if it is fully automatic or plasma based, no headshots… but then that leaves the Commando in a weird spot.
At medium distance the AR has the advantage to pressure more than the BR and you don’t have to aim that much.
It should be good at very close and close distance, and the BR should be the master of medium distance (when i say medium it’s something like 3/4 warthogs long)
I have not so many scenarios where i prefer the BR over the AR on 4v4 maps
I don’t think that the Sidekick would be picked over the AR because I don’t ask a huge nerf but just another kind of usage for the AR, but thats a risk to take