The key to 'Fixing' the DMR IMO.

I think it comes down to bringing the Carbine down by 1 shot, and the Battle rifle down by to bullets to a 4 shot kill, I really think this would be best, because if they slow down the DMR, it is going to take too long to kill sprinting enemies at range.

I also think this would help solidify those closer range rifles roles as midrange, and make them a little more reliable over all, even on larger maps.

I mostly agree with this. BR should be 4 shot kill, and the carbine would get more use even just one shot faster. To compensate for the 4 shot kill BR they can slightly speed up the DMR, but not by much. Just and idea.

plz add poll good sir, and I agree with you 100%

I don’t think the kill time a really the problem, although I wouldn’t object to fewer shot kills for the carbine. If you decrease the shots for the BR though, no one will ever use the carbine. I think the problem with the DMR is the range and accuracy that lets you get a headcase across reagnarok to begin with. The BR on the other hand is the only gun that you have to correct as you fire it. I think if they do anything to the BR it should be decreased recoil.

In previous Halos (besides REACH of course) the BR was 4sk and the Carbine was 8sk. This should have stayed the same in Halo 4. The Carbine is a 7sk in H4 right?

Here’s a 4sk BR Gameplay :slight_smile:

honestly dont understand why they didnt keep the stats from halo 3 for BR, CR, and AR

and just add in the -Yoinking!- DMR

not
“balance” all the previous weapons (that had nothing wrong with them)
and add in a DMR that is the Vlad of weapons

just have descope and remove flinch

I like flinch.

My big issue is hit detection, but it may be more my poor upload speed.

I really had no fun in Halo 4 today.

So your idea of balance is to make every weapon overpowered instead of fixing the obviously broken one?

No.

Decrease the fire rate, bullet magnetism and damage to vehicles.

You’re left with a weapon players are reluctant to use on any map smaller than Complex because it isn’t suited to them.

They should give the DMR a “break” in halo 5 like how the AR wasnt in halo 2

They should just remove it entirely for future titles.The DMR’s existence breaks map movement, not its stats.Its the fact you essentially spawn with a mini-sniper with very high aim assist and magnetism, that’s all i see wrong with it.

Based on some of what OP suggested here is what I feel should be done:

  • Decrease aim assist and bullet magnetism to the bare minimum needed for online play.

  • DMR damage should be increased so it is 4 shot, but with its rate of fire decreased so it is still effective at range as it is designed, but would be unwise to use in mid to close quarters against BR and AR because even a single missed shot would mean the end of the DMR user. It would take more skill to use.

  • BR might possibly be changed to 4 shot (not certain since I haven’t used it enough) and have its recoil increased. The recoil would make it less effective at long ranges except for those that can master the recoil, but its best strength would be in mid range combat.

  • AR should have a much slower blooming reticule, probably similar to the Lancer from Gears of War 3 (if I’m remembering correctly) so that burst fire with it is more effective at longer ranges, but it’s strength would still primarily be in close quarter fights.

  • With the Carbine I am unsure if it should be 6 shot or 7, but I feel that since it is an alien weapon that is should have a special trait to it. In the lore it is suppose to fire small, radioactive fuel rods, so why not have it set a short damage-over-time effect. Either just keeping the shields from recharging for a couple seconds, or even causing minor chip damage that could be lethal if the player has lost their shield. If this effect was added, the 7 shots would probably be fine.

There is my two cents from thinking way too much about this.