I’m not it’s biggest fan, mainly because it’s never been implemented very well. Having said that, I’m tired of people claiming it has no place in the sandbox because it’s too similar to other precision weapons and thus crosses over into other niches etc. if you can’t think of a way to make it unique then you simply lack imagination.
Forget bloom, and forget spread. The solution is limiting its fire rate. By significantly limiting its fire rate you prevent it from ever dominating weapons for closer ranges. After that you give it a significantly better zoom than the BR, and voila…you have a precision weapon which sits perfectly between the BR and Sniper Rifle.
I agree, every precision weapon has a nice place to fit into the game.
It is already obvious when playing Halo 4 on bigger maps that the DMR destroys at that longer range.
People seem to think the sandbox needs to work on every map, even the smaller ones but that makes no sense. If anything it is the CQB weapons that need a balance tweak.
I agree, it should sit between the BR and the sniper rifle. It’s a skilled weapon, you have to hit your shots considering the low fire rate.
I don’t know who said It had no place in the Halo sandbox ?
It’s inevitable that there is an overlap between weapons… otherwise it would be a very shallow sandbox indeed.
The key is to make sure that the weapons complement each other and the map they are being used on. That there isn’t duplication within a particular game.
And mix it up a bit to keep things from going stale.
> 2535470395434446;1:
> I’m not it’s biggest fan, mainly because it’s never been implemented very well. Having said that, I’m tired of people claiming it has no place in the sandbox because it’s too similar to other precision weapons and thus crosses over into other niches etc. if you can’t think of a way to make it unique then you simply lack imagination.
>
> Forget bloom, and forget spread. The solution is limiting its fire rate. By significantly limiting its fire rate you prevent it from ever dominating weapons for closer ranges. After that you give it a significantly better zoom than the BR, and voila…you have a precision weapon which sits perfectly between the BR and Sniper Rifle.
I’d argue how bloom functions could yield more interesting results particularly when combined with recoil and that would create a learned fire rate over a forced one.
Overall I agree with the sentiment in your post.
It can work as a weapon between the BR and Sniper Rifle, and it can then be isolated to larger maps if there is worry about clashing with the BR, and such other weapons, on smaller maps. That’s the benefit of having sand-box game design: you can add and remove items depending on the environment being made.
> 2535411919953126;5:
> > 2535470395434446;1:
> > I’m not it’s biggest fan, mainly because it’s never been implemented very well. Having said that, I’m tired of people claiming it has no place in the sandbox because it’s too similar to other precision weapons and thus crosses over into other niches etc. if you can’t think of a way to make it unique then you simply lack imagination.
> >
> > Forget bloom, and forget spread. The solution is limiting its fire rate. By significantly limiting its fire rate you prevent it from ever dominating weapons for closer ranges. After that you give it a significantly better zoom than the BR, and voila…you have a precision weapon which sits perfectly between the BR and Sniper Rifle.
>
> I’d argue how bloom functions could yield more interesting results particularly when combined with recoil and that would create a learned fire rate over a forced one.
> Overall I agree with the sentiment in your post.
It’s not interesting at all, it’s frustrating. Bungie wanted to encourage players to pace their shots back in Reach, which is why we had bloom, and look what became of it.
With bloom, player A can get lucky by spamming the DMR and kill player B who paces his shots making sure each one is perfectly accurate. That isn’t fun or fair. On the contrary, if they’d simply limited its fire rate instead of introducing bloom, then they would have achieved the goal of ensuring that players can’t spam the weapon, and there would be none of the frustration that comes with bloom’s RNG. It’s simple game design
> 2533274801036271;2:
> I agree, every precision weapon has a nice place to fit into the game.
>
> It is already obvious when playing Halo 4 on bigger maps that the DMR destroys at that longer range.
>
> People seem to think the sandbox needs to work on every map, even the smaller ones but that makes no sense. If anything it is the CQB weapons that need a balance tweak.
In Halo 4 the DMR destroys weapons at all ranges. Honestly, it’s fire rate is so fast that it has literally no problems going up against the BR or even weapons at very close ranges. In Halo 5 it’s not much different. That’s a problem, which is why 343 have to seriously limit its fire rate to distinguish it from other precision weapons
> 2535470395434446;8:
> > 2533274801036271;2:
> >
>
> In Halo 4 the DMR destroys weapons at all ranges. Honestly, it’s fire rate is so fast that it has literally no problems going up against the BR or even weapons at very close ranges. In Halo 5 it’s not much different. That’s a problem, which is why 343 have to seriously limit its fire rate to distinguish it from other precision weapons
I am not sure about this one. It seems the BR is still the better weapon at mid range, and certainly not close range (it’s 5 hits!).
> 2533274801036271;9:
> > 2535470395434446;8:
> > > 2533274801036271;2:
> > >
> >
> > In Halo 4 the DMR destroys weapons at all ranges. Honestly, it’s fire rate is so fast that it has literally no problems going up against the BR or even weapons at very close ranges. In Halo 5 it’s not much different. That’s a problem, which is why 343 have to seriously limit its fire rate to distinguish it from other precision weapons
>
> I am not sure about this one. It seems the BR is still the better weapon at mid range, and certainly not close range (it’s 5 hits!).
If you can’t see why it’s a problem and needs to be changed then I don’t know what to say. It’s TTK in that game is literally better than the BR. Besides, even if what you were saying is true, it would still need tweaking. There’s no reason why a DMR player should ever be confident going up against BRs and ARs in their own niches
> 2535470395434446;10:
> > 2533274801036271;9:
> > > 2535470395434446;8:
> > > > 2533274801036271;2:
> > > >
> >
> > I am not sure about this one. It seems the BR is still the better weapon at mid range, and certainly not close range (it’s 5 hits!).
>
> If you can’t see why it’s a problem and needs to be changed then I don’t know what to say. It’s TTK in that game is literally better than the BR. Besides, even if what you were saying is true, it would still need tweaking. There’s no reason why a DMR player should ever be confident going up against BRs and ARs in their own niches
> 2535411919953126;5:
> > 2535470395434446;1:
> >
>
> I’d argue how bloom functions could yield more interesting results particularly when combined with recoil and that would create a learned fire rate over a forced one.
> Overall I agree with the sentiment in your post.
Bloom was so hated as a mechanic that it was removed in the first game in which it was added. The time between shots is too long for recoil to be effective as a balancing mechanism. The most feasible ways to balance it would be decrease the fire rate or add bullet drop/travel time.
> 2533274801036271;9:
> > 2535470395434446;8:
> > > 2533274801036271;2:
> > >
> >
> > In Halo 4 the DMR destroys weapons at all ranges. Honestly, it’s fire rate is so fast that it has literally no problems going up against the BR or even weapons at very close ranges. In Halo 5 it’s not much different. That’s a problem, which is why 343 have to seriously limit its fire rate to distinguish it from other precision weapons
>
> I am not sure about this one. It seems the BR is still the better weapon at mid range, and certainly not close range (it’s 5 hits!).
The BR and DMR has extremely similar TTK in Halo 4. Difference is the DMR is more accurate, meaning it’s more versatile, and it’s tap fire, making it easier to use.
> 2535444514063000;13:
> > 2533274801036271;9:
> > > 2535470395434446;8:
> > > > 2533274801036271;2:
> > > >
>
> The BR and DMR has extremely similar TTK in Halo 4. Difference is the DMR is more accurate, meaning it’s more versatile, and it’s tap fire, making it easier to use.
It’s not more versatile, BR you can have worse aim and still break shield. The DMR also requires you to hit an extra shot which at closer ranges is harder. As BR also has faster TTK it makes the BR much superior in the midrange. DMR again is better over longer distances.
Everyone is going to use the best/most versatile weapon in Halo Infinite. Might as well start with it.
While I do think an SPV3 style DMR could find a place in the sandbox as a dedicated long range weapon/counter sniper, I also don’t think its so essential that we need to go out of our way to fit it in, especially when we have the Commando seemingly picking up some of that slack.
Sometimes removing or replacing certain weapons is the best thing for the sandbox.
The real problem with the DMR in Halo 4 I think was the fact you could spawn with it if you wanted, instead of fighting over it as a map spawn. The “It’s better than the Battle Rifle” wouldn’t have been as big of a deal if the DMR was treated like a pseudo-powerweapon and only being found on-map to be fought for instead of being there for free in your Loadout.
Halo 5 it’s a bit different I guess, I’m no expert or anything - but I often went with the DMR for maps like Sanctum in Warzone for its range. Maps like Escape from ARC though I’d go for the Battle Rifle instead.
> 2533274801036271;15:
> > 2535444514063000;13:
> > > 2533274801036271;9:
> > > > 2535470395434446;8:
> > > > > 2533274801036271;2:
> > > > >
> >
> > The BR and DMR has extremely similar TTK in Halo 4. Difference is the DMR is more accurate, meaning it’s more versatile, and it’s tap fire, making it easier to use.
>
> It’s not more versatile, BR you can have worse aim and still break shield. The DMR also requires you to hit an extra shot which at closer ranges is harder. As BR also has faster TTK it makes the BR much superior in the midrange. DMR again is better over longer distances.
>
> Everyone is going to use the best/most versatile weapon in Halo Infinite. Might as well start with it.
You’re mistaking easier to use with more versatile. The DMR has a very similar TTK with the BR, but its accuracy at range is night and day. Whichever gun you believe is more difficult, nothing changes this fact (though I don’t see how anyone can justify a tap fire weapon being easier to use than a semi automatic one).
> 2533274801036271;2:
> I agree, every precision weapon has a nice place to fit into the game.
>
> It is already obvious when playing Halo 4 on bigger maps that the DMR destroys at that longer range.
>
> People seem to think the sandbox needs to work on every map, even the smaller ones but that makes no sense. If anything it is the CQB weapons that need a balance tweak.
Can you elaborate on this? What CQB weapons need a balance tweak, in your opinion? In my opinion, I think the H5 smg was kinda underpowered. The shotguns/scattershots seemed about right though.