The Main Weapon Balancing Issue...Range

It’s not the AR’s or the shotgun’s STRENGTH.
It’s their range…
Their range is just too much.
This effects grenades, ARs and Shotguns…
Because of what they do or are meant to do… This range is just too much…

Shotguns always seem to have more range when I’m not the one holding it :frowning:

AR range seems right to me - take someone one at long range with one and you are gonna be beaten by a mag/br/dmr

The balance in this game is perfect.

> 2745721379973487;2:
> Shotguns always seem to have more range when I’m not the one holding it :frowning:
>
> AR range seems right to me - take someone one at long range with one and you are gonna be beaten by a mag/br/dmr

Agreed, AR is fine, shot gun in h5 reminds me of Destinys shotguns unfortunately.

I can’t seem to determine the range of the shotgun. Hence I rarely use it. The Scattershot is very limited like 3 to 4 meters.

The weapon balance in this game is near exemplary. The AR and Shotty are fine.

AR is fine, range is increased with skill shooting (burst fire, leading target)

Shotgun is fine, learn to boost away

Grenades are fine learn to boost away

> 2533274923562209;4:
> > 2745721379973487;2:
> > Shotguns always seem to have more range when I’m not the one holding it :frowning:
> >
> > AR range seems right to me - take someone one at long range with one and you are gonna be beaten by a mag/br/dmr
>
>
> Agreed, AR is fine, shot gun in h5 reminds me of Destinys shotguns unfortunately.

LOL shotguns in halo have always been balanced

dont you dare compare Bungies abomination of a game to this sacred Franchise

Can’t agree.
I hated H3’s intentional design of shortening engagement ranges with ineffectual spread mixed with bullet travel. And oh man, the H2 shotgun versus everything else??? Hecks NO!

Plus, stating the game’s ranges is incorrect for weapons, without showing us red reticle ranges and common engagement distances on a few maps, just leaves for really poor science.

> 2533274846171508;3:
> The balance in this game is perfect.

THIS!
Seriously… the balance is so perfect! What other FPS has you WANTING to use every gun in the game because all of them have a purpose??? Exactly, I can’t think of any other game! That is perfect balance! This game does not get enough credit for being the most balanced and enjoyable FPS to hit the market! It is not exempt from some issues, but game play and balance are SPOT ON!

> 2533275010968401;7:
> AR is fine, range is increased with skill shooting (burst fire, leading target)
>
> Shotgun is fine, learn to boost away
>
> Grenades are fine learn to boost away
>
>
>
>
> > 2533274923562209;4:
> > > 2745721379973487;2:
> > > Shotguns always seem to have more range when I’m not the one holding it :frowning:
> > >
> > > AR range seems right to me - take someone one at long range with one and you are gonna be beaten by a mag/br/dmr
> >
> >
> > Agreed, AR is fine, shot gun in h5 reminds me of Destinys shotguns unfortunately.
>
>
> LOL shotguns in halo have always been balanced
>
> dont you dare compare Bungies abomination of a game to this sacred Franchise

Didn’t say it’s not balanced, I’m saying it has more range than I’d like. Not demanding a change either, I just put up with it.

Boosting can work for nades, as to people shooting at you, nah. You can boost a few feet and I’ll still have my reticle on you or I can hit the melee button.

> 2533274846171508;3:
> The balance in this game is perfect.

My mini nukes disagree…I have no issue with them being strong…
It’s the fact that I can be no where near them, yet they kill me.

> 2533274924290830;11:
> > 2533274846171508;3:
> > The balance in this game is perfect.
>
>
> My mini nukes disagree…I have no issue with them being strong…
> It’s the fact that I can be no where near them, yet they kill me.

Definitely not the case. Show me a video of a grenade being “no where near” you and it killing you

H5 has the best weapon balance of all the titles IMO

the only time i ever experiance a huge range with a shotty is with the warzone variations, otherwise I dont think its range is that far.

People have already said it, but I just want to throw in that this is the best weapon balance I’ve seen in any game my whole life as a gamer. No nerfs or buffs needed on any weapon.

> 2533274886531207;15:
> People have already said it, but I just want to throw in that this is the best weapon balance I’ve seen in any game my whole life as a gamer. No nerfs or buffs needed on any weapon.

I agree that the weapon balancing is great…but there are just those few issues.
I never even mentioned the melee…
If an enemy is just slightly on your screen, you auto turn to them when you melee

The problem is that most of the larger-scale maps have almost no cover and extremely long sightlines. The fact that the Magnum can reliably kill someone from Sniper Rifle Range is absolute nonsense. The BR has that same problem, albeit to a lesser degree, but as it’s the most used weapon in all of Halo, the problem seems more significant than it really is. The DMR and SMG are pretty well balanced, though given that they occupy the extreme ends of the non-power weapon spectrum, that wasn’t a difficult feat.

The AR has never really been a good weapon (besides Halo CE), so making it a viable weapon while also keeping it weak enough to be the default weapon is a difficult task. The Range of the AR is mostly fine, as is the damage within its Effective Range. The problem with the AR, as well as the weapons listed above (not to mention Grenades), is that while they function perfectly within their respective ranges/roles, their Effective Range is simply too long.

Allow me to clarify: The Overall Range of a weapon is the distance with which damage can be dealt to a target. The Effective Range is the range in which no damage fall-off occurs. While the Overall Range and Effective Range can be equal, such as with Sniper Rifles or Projectile-Based Weapons (Rockets and Needlers), with certain hitscan weapons this distinction is much more noticeable. The Shotgun in Halo 5 is different from previous iterations in that its ER (OHK range) is no longer equal to its OR. Previous Shotguns usually had instant damage falloff after OHK Range, or at least negligible difference between the two intervals.

The BR, Magnum, and AR all have Effective Ranges that are simply too large for their roles. In no situation should an AR outgun a BR operating at optimal Range. In no situation should a Magnum outgun a DMR operating at optimal Range. And yet, this consistently happens to and by both Halo Veterans and first-timers, so high individual skill isn’t necessarily a valid argument. The AR and BR only need slight adjustments to their respective ERs, but the Magnum needs to have both its Effective and Overall Range reduced.

> 2533274924290830;16:
> > 2533274886531207;15:
> > People have already said it, but I just want to throw in that this is the best weapon balance I’ve seen in any game my whole life as a gamer. No nerfs or buffs needed on any weapon.
>
>
> I agree that the weapon balancing is great…but there are just those few issues.
> I never even mentioned the melee…
> If an enemy is just slightly on your screen, you auto turn to them when you melee

I knew I’m not crazy. It definately seems like h5 has an auto lock in a sense when you melee. I’ve hit and seen people move forward after meleeing towards someone. There can be a foot or two of distance and you’ll get a small lunge at them.

The weapons you mentioned were previously useless because of that poor range. Now that they have range, they’re viable. The shotgun’s improved range is balanced by it’s power weapon treatment (ammo limitations and map placement).

> 2533274923562209;18:
> > 2533274924290830;16:
> > > 2533274886531207;15:
> > > People have already said it, but I just want to throw in that this is the best weapon balance I’ve seen in any game my whole life as a gamer. No nerfs or buffs needed on any weapon.
> >
> >
> > I agree that the weapon balancing is great…but there are just those few issues.
> > I never even mentioned the melee…
> > If an enemy is just slightly on your screen, you auto turn to them when you melee
>
>
> I knew I’m not crazy. It definately seems like h5 has an auto lock in a sense when you melee. I’ve hit and seen people move forward after meleeing towards someone. There can be a foot or two of distance and you’ll get a small lunge at them.

Google “Halo 5 beat down aim assist”
And find a youtube video showing it…