TU Feedback: Pistol does too much damage.

The pistol does too much damage in the Beta. It has more power then a DMR that is not right. Please reduce the damage on the pistol it is too over powering. I started playing the Beta and alot of people seem just to be using the pistol because the damage is way high by the pistol.

I think the DMR needs to become equivalent to the Pistol in someway. Damage should bleed through the same way that the pistol bleeds through.

It’s not overpowered. Hitting four shots that fast with a small clip and large spread at mid range isn’t easy.

The pistol was this powerful in Halo: Combat Evolved. That is why it was changed to begin with. However because they are releasing Anniversary they are bringing it back. (Correct me if I am wrong) I believe 343i is only going to allow the powerful pistol in certain playlists. It shouldn’t be in every playlist just the ones for Halo: CEA.

Pistol is perfect

> Pistol is perfect

Yes, the pistol is fine…

The pistols strength is absolutely too strong. All Halo is now is TWO GUN WARFARE. Im sorry but when Halo devolves into DMR/Pistol usage only the game is going in the toilet. Thats where this playlist is leading it. Terrible.

I like the CU mag. It makes me feel like a noob again. Plus this way I can rage quit and go back to my peaceful forging and then remember why every forged map sucks and rage quit those too! The CU mag is great, it’ll make me quit Reach before Anniversary comes out and I have to waste more money on a broken game. Thank you TU beta…you’ve done so much already!

These new gametypes increased the damage the Magnum does. While it took 5 headshots to kill in Vanilla Reach (the same amount as the DMR), it takes 4 headshots to kill in the TU Gametypes (the DMR’s damage remains at 5 headshots). The reasoning for increasing this was never explained, as the only type of damage increase was highlighted for the Anniversary Playlist and nowhere else.

> > Pistol is perfect
>
> Yes, the pistol is fine…

yes

> These new gametypes increased the damage the Magnum does. While it took 5 headshots to kill in Vanilla Reach (the same amount as the DMR), it takes 4 headshots to kill in the TU Gametypes (the DMR’s damage remains at 5 headshots). The reasoning for increasing this was never explained, as the only type of damage increase was highlighted for the Anniversary Playlist and nowhere else.

The damage wasnt increased, the only reason its a 4sk is bleedthrough…

Nothing wrong with the pistol itself, it just shouldn’t be a starting weapon in tandem with the DMR. And 343 royally -Yoinked!- up on the movement speed, so there’s that.

> I think the DMR needs to become equivalent to the Pistol in someway. Damage should bleed through the same way that the pistol bleeds through.

The pistol is equivalent. You trade rate of fire for accuracy. the magnum is designed for closer range tactics, for example, I would clearly use the magnum on the map countdown, but on the map highlands I would use the dmr. This is because of not only a smaller reticule but also because the dmr has 3x zoom whereas the pistol as only 2x zoom. Additionally a magnum has a smaller magazine, therefore you can dispatch a maximum of 2 opponents before reloading whereas with the dmr you can dispatch up to 3.

Bottom line is, in a short range situation use the magnum, and in a long range situation use the dmr. I enjoy both weapons and I use them to my advantage in the appropriate situations.

> I like the CU mag. It makes me feel like a noob again. Plus this way I can rage quit and go back to my peaceful forging and then remember why every forged map sucks and rage quit those too! The CU mag is great, it’ll make me quit Reach before Anniversary comes out and I have to waste more money on a broken game. Thank you TU beta…you’ve done so much already!

Instead of treating the forums like your own personal cry-fest, go buy a game you find entertaining. The point of these threads are to find constructive criticism for the TU, not for whimpering children.

> I think the DMR needs to become equivalent to the Pistol in someway. Damage should bleed through the same way that the pistol bleeds through.

That’s how it was in loldefaultReach. Both weapons did about the same damage (don’t quote me on that one) but the difference was clip size, ROF and optimum range (including scoping). In Zero Bloom it’s seems like it is a 3SK though this may be due to bleedthrough headshots. It’s not bad at all on 85 percent bloom (in fact it hits more without being OP as in ZB).

I love the pistol in ZB but if you have a steady aim (god tier not required) and some skill, it makes the DMR all but useless. However, with different skill levels in the TU Beta Playlist (which usually ranges semi pro or amatuer pro MLG players) it’s harder to determine this due to god tier grenade spam (lolZealot) and superior teamwork.

Nothing will matter anymore, DMR and Magnum will be the most over used weapons ever. Everyone will vote for DMR Slayer and nothing else.

everyone, all we need is a RoF cap for the magnum and 120 movement speed, as well 125 jump height and 150 gravity to make jumps floaty. this makes strafing effective and reduces the power of the magnum marginally.

> Nothing will matter anymore, DMR and Magnum will be the most over used weapons ever. Everyone will vote for DMR Slayer and nothing else.

and AR starts are SO much better…
yeah… right.

> Nothing will matter anymore, DMR and Magnum will be the most over used weapons ever. Everyone will vote for DMR Slayer and nothing else.

The alternative is AR starts, which doesn’t help your arguments for weapon variety. In fact it pisses people off and be honest, most people switch to the magnum anyways. First thing most people go for are the scoped rifles, power weapons, and needlers.

Which is why i suggest Magnum starts (no secondary). It has the close-medium range of the AR and the scoping capabilities of the DMR/NR while being able to counter them. This will force people to search for other weapons on the map due to the Magnums low mag size (at spawn you only get two clips to work with).

Sounds like a reasonable compromise to any reasonable open minded person. Not sure if it’s a radicial idea but if you believe AR starts are the way to go for weapon variety, i will laugh at you from my side of the inter webz.

> The pistol was this powerful in Halo: Combat Evolved. That is why it was changed to begin with. However because they are releasing Anniversary they are bringing it back. (Correct me if I am wrong) I believe 343i is only going to allow the powerful pistol in certain playlists. It shouldn’t be in every playlist just the ones for Halo: CEA.

Actually, this one is four or five shot kill(can’t remember which). The one in CE was three shot, but hard to aim with making it balenced.