The loadouts in Team Throwdown

So, this is a theory of mine. A lot of people complain about the DMR in Halo 4 and how its OP. It seems like 343 hasn’t responded to this. I believe they know about the DMR and its strengths due to the fact that I haven’t seen a Team DMR’s or DMR CTF. Only BR. Why? Because they know that it would result in players having lower life spans versus the BR’s. Also, in the Deluxe gamemodes there are BR classes and a LR class. There is also a DMR class but it has disadvantages from the other loadout’s, one being it doesn’t have a armor ability. So, 343 know that the DMR is OP but they don’t fix it.

I don’t know, that’s what I thought. Tell me your hate about this post.

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No. I agree completely with you OP.

And it’s not just the DMR, it’s the BR here to. The community wanted the game to go back to BR vs BR, 1 v 1 battles like back in the day.

There’s really 2 things I don’t like about Throwdown.

Deluxe Mode

WHY DOES THIS EVEN EXIST? I thought the purpose of this playlist was to get away from AA’s? Am I wrong?

Reg. mode with AA ordnance drops is perfect. I love this idea to death.

Radar Mode

I like/dislike this Radar Mode implementation. It makes it like Pro gametype, but better. You still have your radar, but you can’t see people just run up on you (which is bad).

I honestly think THIS Radar system should be used in Infinity Slayer. Gives us back our regular Radar in Throwdown PLEASE! Radar is HALO. We made this system popular, as well as a health/shield system. That many others imitated.

If not… then NO RADAR AT ALL in Throwdown. But this current radar in place, IDK I just don’t like it…

Don’t bump.

Anyway, it’s only OP in Infinity Slayer, which we don’t play anyway, right! :smiley:

343 didn’t make the Throwdown settings. They were made by Ghostayame.

Well first off, the BR only starts in Throwdown has been selected by Ghostayame (MLG settings creator, former pro player, member of Team carbon) and his band of testers that decided the BR was the weapon to use for competitive play.

There is not a whole lot of agreement between communities on that though and many of us at THC strongly disagree with Ghosts approach to settings.

That being said there is certainly a balance issue between the DMR and BR.

The answer IMO though is to buff the lacking weapons to be more on par with the DMR and not the other way around with a damage nerf to the DMR.

Ideally for competitive play we need to keep quick kill times both to speed up gameplay and to negate the effectiveness of Sprint.

We also need the DMR to be tweaked to have less auto aim and magnetism as well as descope added over flinch across the board.

the descope part is unlikely to happen but would solve a lot of balance issues on its own.

> <mark>Ideally for competitive play we need to keep quick kill times both to speed up gameplay</mark>

I will always disagree with anyone who says this.

You want faster kill-times, you want more powerful weapons… That isn’t Halo.
Halo has always had relatively slow kill-times, why do we keep trying to speed it up? Halo 3 had perfectly fine kill-times, roughly about 2 seconds for a kill. I honestly see nothing wrong with that, if we speed it up Halo slowly turns from skilled shooter to twitch shooter.

Just look at the DMR now, if I shoot someone with the DMR and their back is turned. I am going to win that duel 10/10 times when playing LAN, maybe 8/10 playing online.

I’ve been playing a lot of Halo 3 recently, and that game has excellent pacing. Not to fast, but not too slow.