The H3 AR is actually incredibly powerful, you just need to use it as it was intended. An easy to use gun is pretty weak when used it’s own who knew? but combine it with grenades and melee and it becomes a versatile CQC weapon in it’s own right.
This is the problem with many pro Utility Weapon fans. They say “you just don’t know how to use the weapon” when i list why its bad and that i know to use the better weapon i spawn with.
The BR is better to use in every situation. If you are not in melee range (where you could just double melee with either gun), nades and a headshot from a BR kills faster than an AR.
It seems many people like this who try to use Halo 3 as an ideal AR are actually bad at the game and don’t understand which weapons are better since they think the H3 AR is actually useful. It is so bad its not ever worth using unless you have no ammo in your other weapon and can’t get to another one before combat starts again (even then that shouldn’t happen if you know how to play the maps).
Seriously trying to argue Halo 3’s AR is tuned well just shows that the people who support it don’t understand how to use the H3 BR because if they did they would never use the H3 AR unless its a last resort.
You still don’t seem to understand a utility weapon shouldn’t be better in every situation.
The word coming to mind is scapegoat. You insist on blaming the concept. It’s like saying bridges should be outlawed after one constructed with cheap, brittle concrete collapsed. That bridge didn’t collapse because it’s a bridge. It collapsed because whomever built it screwed up.
Although, at this point it probably is safer to expect a certain developer which shall remain nameless to rely on cheap, brittle concrete when building their bridges. There is certainly a strong precedent for it.
I am not using a scapegoat. I am attacking what the ideal Utility Weapon is (whether or not we have ever gotten one is irrelevant). I am attacking the concept of a Utility Weapon itself.
I stated that the idea of a Utility Weapon goes against many design mechanic of Halo then stated how.
I am not just saying that since we have had bad implementations of Utility Weapons we shouldn’t have them. I am saying the very idea of a Utility Weapon is boring. Especially when game after game would feel the exact same because each game would center around one style of weapon.
Most people, especially these days, have a hard time understanding variety. Neuroplasticity is foreign to many, even though Halo generally excels at nourishing it it outside of the utility weapon.
I love the suggestion that utility weapons “go against Halo’s principals” despite the fact that utility weapons and the idea of spawning with them as the norm came about after the community actually got a hold of the franchise for the first time and stayed that way for 20 years.
It just demonstrates the monumental gulf between what AR stans and even many devs thought Halo was supposed to be and what Halo actually was.
And the core of the complaints always come down to the fact they don’t like seeing one weapon model so often. They don’t care that a minority other weapons are inherently more niche, or badly designed, or shallow. They don’t care about making those weapons better and/or more compelling, its just this shallow petty demand that everyone else stop using weapons that are already fun and compelling in favor of a few unchanged underperformers until they hit some arbitrary use quota.
Its all quantity over quality, pretty lights and colors over gameplay.
Hmm, let’s try picturing a sandbox. Let’s say one weapon exists to rule them all. It’s the best weapon. In almost every situation. Most other weapons are barely used. If they are used it’s in tiny fringe, niche cases. Let’s also have all players start with this weapon. I’d call this a bad sandbox. I’m sure you’d agree.
I’d also say calling that a sandbox with a utility weapon, and the term “utility weapon” itself in this context, is a poor usage of words. That’s not a utility weapon. It’s a dominate weapon. An overpowered weapon. Doing this defeats the purpose of weapon variety. If this is the goal then it’d make more sense to make a shooter with one weapon. I doubt most would like this concept.
Now picture a very different sandbox. One were all players begin play with a versatile weapon. A weapon able to function in many different roles. Sprinkle in some pickups with specialized use cases. Some tuned toward a general use case, like range niches, and others with more specific use cases.
In this second sandbox two things need to be true. The roles those specialist weapons cover need to be valuable. Two, they should be superior to this versatile, utility weapon when used within their specialized role. If both conditions are satisfied there is a valid reason to pick up those other weapons. The utility weapon exists to be flexible. It isn’t the best but it’s generally functional.
If this second sandbox was balanced and tuned well enough there is no hard requirement for a rock-paper-scissors paradigm either. If a weapon like the AR is tailored around short to medium-short range it doesn’t have to auto-win against a BR in that range window. It just has to be at an advantage.
In basic form, the “utility weapon” could overlap with the specialist weapon roles and player skill can still overcome weapon advantage. The breakdown here would depend on the nature of the specialist weapon. If that weapon is designed to do one very specific thing well and be weak elsewhere it should generally win at that thing. If it’s role is wider it would have less of an advantage. Either way those weapons should have an advantage in those roles.
I’m failing to see where this second sandbox concept is bad. Everyone would start play with a functional weapon covering many roles. They would go for pickups to get advantages in more specific use cases.
As far as I can tell your argument basically boils down to “utility weapon OP, so it’s bad”. That argument only works if “utility weapon” translates to “OP weapon”. If that condition is satisfied we should dispense with referring to it as a utility weapon. It’s not the right term. In that case you’re not saying a utility weapon is bad. You’re saying a dominate or overpowered weapon is bad.
If it were possible i would like what you suggested. But i just think its not actually possible because in order for a weapon to be a “utility weapon” it must be useful in many situations
To achieve this the weapon must be pretty dang strong. I am not sure a weapon can be a utility weapon without being overbearing on the rest of the sandbox.
I would rather have a weapon that is like the current AR in Infinite. It has a specific use case where it is the best weapon (above SK range but below command and BR range) but outside of that most map weapons (excluding weapons like the plasma pistol that are more support weapons) will beat it in their usecases. This allows for mid range combat but outside of that you will need to get map weapons to support different styles of play.
A utility weapon would need to be able to do combat at all ranges well while also not ever being at too heavy of a disadvantage in any given circumstance (outside of facing power weapons like the rocket by which most weapons are at a heavy disadvantage).
Thats the part i don’t like. If someone risks dying or a good position to go grab a weapon they should get an advantage in an arena shooter (if they know how/when/where to use the weapon). Now this argument also ties into not having map weapons at or near spawn which outside of perfectly symmetrical maps (and even there it can be an issue) is a problem.
Yeah, CQC fights don’t have a place in ranked unless you’re holding a shotgun or happen to sneak up on someone.
You would never get close enough with the H3 AR in hand vs my H-any BR in mine. I’ve got you pinned across the map you’re only getting out if you out shoot me. Which from the sounds of it wouldn’t be the case.
Spray and pray requires no skill. Never has, in any game ever made
And melee? I’ve yet to see one successfully performed online over 40ms ping
The only arguable point you made was nades, more specifically nade placement and even then that doesn’t apply in Infinite since the nades have !@#$ing aim assist and they place themselves
It used to take skill though, so you get half a point. Out of 3, was it? Not even close to a passing grade, but passed with flying colors if you identify as a nade. Might want to start.
I think the BR is fine, but some shots don’t always register. It could be part desync fault. Remember in Halo 3 when a sniper or BR shot would go through the head, and even splat blood, but not kill the guy. I believe it’s a the same case in this game. The BR is fine if you shoot 4 shots on a body not moving and get a perfect. But in a game when people are moving, your on the internet, and desync never getting better, then the BR may be a limited weapon.
Sometimes my AR melts people across map, and other times it barely cracks shield. I think the BR is fine, just doesn’t register shots well. I have the same issue with the stalker rifle. Aim for the head, but shots register better on the chest. Sometimes I get headshots on a chest shot.
Weapons aside and I love the BR but no mater what the weapon is the amining in awful. The reliable rifle should be able to be aimed properly and that would solve half the issue of everyone wanting to use the same weapon. The aiming in this game is driving me to insanity. I have spent so much time working on aiming, changing sensitivities, Imput thresholds, hell even different sticks (elite2 controller). the fact that the actual aim/look right stick is basically a complete mess and the only way to aim well is to straffe side to side with the move stick is about as ridiculous as one can imagine. If youre tucked into cover you basically have to run out so as to try to not move the aim stick to get a decent shot therefore putting you into harms way. i can play other FPS games and go 60-70% accuracy and in this game more like 30-40%. it’s very frustrating to have to mess with so many things to even get dog poo aiming controls. I love this game but god dang it’s crazy. If you take a few days off or god forbid longer it takes an hour just to warm up and try to remember how to make a good shot by trying not to touch the aim stick because the aim/look messes up your shot
The aiming situation is half the reason I don’t have a strong desire to play the campaign a third time. I can’t get a feel for it on controller or with a mouse.
I use a Scuf Instinct Pro and have friends who use the Elite 2. I made this control scheme during the flights and i still love it. I made it to feel like old Halo games and when i play Infinite it feels buttery smooth like Destiny. So maybe this will help, below is the name of the thread and the link below that:
Need help aiming in Infinite? (if it feels off to you try this set up for controllers)
Infinite really does suffer from a bad case of horrible default controls. If you read through my post and further comments i offer more advice and so do others. @Canadianatlas maybe this can help you too.
I find aiming to be decently easy in Halo and always have which i think plays into how oppressive utility weapons feel as they are easy to use and effective.
Basically any shooter is harder to aim in than Halo.
PUBG actually has no aim assist, Doom 2016 you move so fast it was a bit difficult to aim on console. Strafing to aim was the go to there.
Even in COD or BF you have recoil and large hipfire penalties along with bullet drop and faster and smaller targets.
Titanfall has way faster targets to shoot at coming from multiple different angles not present in most shooters.
I am not saying any FPS game is super hard to aim in on console l, i doubt there is even one on PC, because that would ruin the experience. What i am saying is that Halo is much easier to aim in than most FPS games which makes a Utility Weapon that much more oppressive.
Saying Halo is easier to aim in doesn’t mean i love the game less or that it is better or worse than other shooters. It just is what it is and its a factor into how the weapon sandbox plays out.