TTK

Time to kill is way to fast with autos. Guaranteed gonna be the biggest issue with Halo 5.

It’s good to me. I was tired of the huge difference between AR and BR

> 2533274885566464;2:
> It’s good to me. I was tired of the huge difference between AR and BR

Same. Shame they removed the critical damage that the AR does. And added 4 bullets to balance it. Greenskull still says the AR can still hold its own still. So we will see when the game launches.

They got rid of the auto headshot damage bonus, and the AR smart-scope accuracy boost is only slightly tighter than hipfire spread.

However with the increased mobility, auto’s higher damage and improved flexibility makes them actually viablr weapons to use this time. However Precision rifles have the ability to knock enemies out of SS and kill them from mid-range with hipfire.

The philosophy that 343 has been following for their primary rifles since Halo 4’s turbo weapon update is that there’s a trade off between range and TTK. The AR has the shortest range and therefore has the fastest TTK while on the other side of things the DMR has the longest range and therefore the slowest TTK. While the Halo 4 in it’s modern state does well to uphold this philosophy in most of it’s rifles I think Halo 5 has done things that have furthered this kind of balance, namely the headshot damage the autos have finally received.

So in reality the autos are very much supposed to be the fastest in terms of TTK. I’m not saying it’s perfect, perhaps nerfing the kill time a bit or shortening the range is in order but at launch they should still have very fast TTKs in comparison to medium or long range rifles like the BR and DMR respectively.

P.S Can someone please send me a link to where it has been stated that 343 are removing the head shot damage from the launch version of the automatics? I keep hearing people around here talk about it without giving any evidence and when I ask around on other forums they say nothing of the sort has been stated. Please and thank you.

> 2533274803137071;3:
> > 2533274885566464;2:
> > It’s good to me. I was tired of the huge difference between AR and BR
>
>
> Same. Shame they removed the critical damage that the AR does. And added 4 bullets to balance it. Greenskull still says the AR can still hold its own still. So we will see when the game launches.

Its always bugged me that one kind of rifle can get head shot kills and another cant… I’d be fine with head shot bonuses applying after shields drop.

> 2535473152030881;5:
> The philosophy that 343 has been following for their primary rifles since Halo 4’s turbo weapon update is that there’s a trade off between range and TTK. The AR has the shortest range and therefore has the fastest TTK while on the other side of things the DMR has the longest range and therefore the slowest TTK. While the Halo 4 in it’s modern state does well to uphold this philosophy in most of it’s rifles I think Halo 5 has done things that have furthered this kind of balance, namely the headshot damage the autos have finally received.
>
> So in reality the autos are very much supposed to be the fastest in terms of TTK. I’m not saying it’s perfect, perhaps nerfing the kill time a bit or shortening the range is in order but at launch they should still have very fast TTKs in comparison to medium or long range rifles like the BR and DMR respectively.
>
> P.S Can someone please send me a link to where it has been stated that 343 are removing the head shot damage from the launch version of the automatics? I keep hearing people around here talk about it without giving any evidence and when I ask around on other forums they say nothing of the sort has been stated. Please and thank you.

HERE in the weapon segment. Only states it will be reduced not removed.

> 2533274830366691;7:
> > 2535473152030881;5:
> > The philosophy that 343 has been following for their primary rifles since Halo 4’s turbo weapon update is that there’s a trade off between range and TTK. The AR has the shortest range and therefore has the fastest TTK while on the other side of things the DMR has the longest range and therefore the slowest TTK. While the Halo 4 in it’s modern state does well to uphold this philosophy in most of it’s rifles I think Halo 5 has done things that have furthered this kind of balance, namely the headshot damage the autos have finally received.
> >
> > So in reality the autos are very much supposed to be the fastest in terms of TTK. I’m not saying it’s perfect, perhaps nerfing the kill time a bit or shortening the range is in order but at launch they should still have very fast TTKs in comparison to medium or long range rifles like the BR and DMR respectively.
> >
> > P.S Can someone please send me a link to where it has been stated that 343 are removing the head shot damage from the launch version of the automatics? I keep hearing people around here talk about it without giving any evidence and when I ask around on other forums they say nothing of the sort has been stated. Please and thank you.
>
>
> I cant find the original blog post but here is Chief Canuck Doing a breakdown of said Blog is skipped to the AR and SMG weapon nurf

Here’s that blog post.

> Reduce bonuses for automatic weapons in Smart-Link & w/ headshot.

Emphasis on the word reduced. Is this what everyone’s been interpreting as confirmation on the headshot damages removal? Why?

Edit: Oh hey look we ninjad each other. Hi-5 for finding things!

Okay, did you play Halo 3? AR-melee was terrible.

The Taken King

> 2533274820771294;1:
> Time to kill is way to fast with autos. Guaranteed gonna be the biggest issue with Halo 5.

If that’s the biggest problem with H5, than H5 will likely be the best Halo ever. You know, because I like the TTK with autos.

I hope it’s not an issue, but I don’t know yet. I’m not a fan of automatic weapons, because they are inherently random. AR vs. AR at some ranges is just a battle of who gets the luckier bullet spread. I’m glad they got rid of the head shot multiplier, because again, it’s random because of bullet spread.

It just makes it hard to adapt to when the kill time is always fluctuating based an random factors. It can be frustrating.

When did they get rid of the crit. damage??

> 2533274803137071;3:
> > 2533274885566464;2:
> > It’s good to me. I was tired of the huge difference between AR and BR
>
>
> Same. Shame they removed the critical damage that the AR does. And added 4 bullets to balance it. Greenskull still says the AR can still hold its own still. So we will see when the game launches.

Good change, there should be a noticeable difference between them ,as they are different weapons. The critical damage was not really needed, as the AR’s purpose is close range, while the BR is for better suited for mid to long range (in halo 5 anyway).

Now with the AR being useful in halo 5, if somebody lands more shots with a BR against somebody with an AR, they deserve that kill. You don’t want the AR spray to be ideal over some well placed BR shots. Now that the BR is not ideal for close range, it makes sense to remove the crit damage from the AR in order to balance both weapons out in order to give a skilled BR user a chance.

Can anyone reference me to a chart with CURRENT time to kill (TTK) of all weapons in Halo 5? I have found a few, but all outdated. Thanks!

> 2713552811197109;15:
> Can anyone reference me to a chart with CURRENT time to kill (TTK) of all weapons in Halo 5? I have found a few, but all outdated. Thanks!

Please don’t revive old topics thanks