> It wasn’t so bad when the BR was made into something actually capable of outgunning the DMR at mid-range, because that’s what the weapon’s role is within the sandbox. It took me a short while to get used to it, but then I was going like +15 or 20 sometimes and it was all great.
>
> Then the next TU came along, and suddenly the AR is capable of outgunning the BR at mid-range. I mean, what the actual hell? Yes, it was a fierce mid-ranger in CE when the reticle didn’t even have to be red to hit Grunts, but this isn’t that game, and the BR should hold that role.
All of the weapons tuning took place in the June 3 update. They didn’t spread it out over multiple updates.
And since when was the AR more useful in any situation than a pistol/BR/DMR in previous Halo games? At least now, it’s worth keeping at least as a secondary. All 343i did is make it useful and then balance it by making it require decent aiming.
> Any logic in melee arbitration also seems to have gone out the window: when I land a hit on a guy, animation and all, I expect that to have some effect on their shield, maybe even kill them if the shield is flaring. But no. I die, 9 times out of 10. I swear that yesterday on Solace, I held down the button to get an assassination on a guy with a Fuel Rod, although half the time that just gives me a melee kill for some reason. But this time? Not even a kill from behind, his shield just popped and he spun around and blew me to hell. I’m tempted to just give up until the next update.
Holding down the melee button to assassinate was a Reach feature and does not work in Halo 4. In Halo 4, the game decides whether you get an assassination or beat down, not you. From my experience, this has to do with the angle you approach the other player at: if you’re directly behind, you’ll get an assassination; if you’re at an angle but still behind the player, you’ll get a beat down.
> And that’s to say nothing of how utterly arbitrary headshots have been almost the entire time I’ve been playing the game; I can land two or even three on a guy with no shield and it’ll do nothing.
Honestly, a lot of these issues you’re mentioning sound a lot like lag. If you can go into Theater mode, slow the clip down, and see that you did in fact fire more than once while your reticle was directly over the enemy’s head and it didn’t register, the issue was lag.
There was a very popular film clip in Halo 3 of a guy grabbing a Sniper Rifle and shooting someone who was standing still four times in the head and nothing happened. Just sayin’ the issue may not completely be Halo 4’s fault.
> Hahaha. I haven’t even started on the visible lag issues yet. I’ve played matches with seven or eight blackscreens, players teleporting everywhere, impossible to hit, and me getting teleported into the line of fire when I’m trying to back away, and getting killed as a result. It’s absolute nonsense.
So stop playing Big Team. Halo 2, Halo 3, and Halo: Reach were all very laggy in Big Team, and it makes sense, because the number of connections to the host are doubled. You get more blackscreens because host is constantly migrating due to players constantly quitting. I guarantee you that you will get less lag playing a populated playlist with 10 or less players.