Weapon Balancing News. DMR Issue.

Morning Everyone.

Cliffs:

  • GDC feedback shows people want a more skill orientated game

DMR’s Aim Assist, RRR (Red range reticule) and magnetism destroys skill

It needs a nerf to it’s ease of use, rather than buffing the LR to be equal to it

Weapons with such a high amount of AA, RRR and Magnetism are game breaking

Please nerf the DMR rather than buffing the LR, as it only worsens the problem

After reading the Halo Bulletin, I am struggling to see if 343 have actually listened to the feedback that they have been given.

After my GDC thread was posted, unanimously people were frustrated at the focus on accessibility rather than classic Halo (Although I was not expecting it to reach 130 pages)

It is great to see Sandbox balancing occurring, it show’s that our concerns are being listened too. However, does 343 not seem to understand that the main issue with the DMR is not that it has an excessively fast kill time, but rather it has excessive range and is TOO EASY TO USE.

The aim assist, bullet magnetism and RRR (Red Reticule Range) are what makes this gun ridiculous. We’ve all been on Solace/Ragnarok and we can just spam a quick 5 headshots from across the map, no worries.

As seen in the feedback from GDC, people want a return to a more skilled Halo, one in which getting a good amount of kills took skill, positioning and teamwork.

The DMR breaks all this, for the reasons I have stated above.

As a result, does anyone agree that it would be better to see the DMR’s kill time remain the same, but to take a massive nerf to Aim Assist, Magnetism and RRR?

This way, we will have a weapon that is still more effective than the BR at long and medium range, however it will be far harder to use, eliminating those incredibly frustrating times when someone is camping on the other side of the map, getting kills like a sniper rifle.

Overall I think there does need to be a decrease in weapon kill times across the board, but the priority needs to be a DMR nerf to the EASYNESS, not the kill time speed. As the DMR is a single shot weapon, if someone can get a fast kill time, without much aim assist or bullet magnetism, it makes it less frustrating to be killed by it.

Edit: I cannot post after this, as doing so would put me at too much of a risk of getting a Permanent ban.

The BR is far too easy to use too…both it and the DMR should be treated equally. By that, I mean that if the aim assist, bullet magnetism and RRR (Red Reticule Range) are going to be tampered with, so too should the BR be dealt with. At least the aim assist and bullet magnetism. The RRR is fine.

> The BR is far too easy to use too…both it and the DMR should be treated equally. By that, I mean that if the aim assist, bullet magnetism and RRR (Red Reticule Range) are going to be tampered with, so too should the BR be dealt with. At least the aim assist and bullet magnetism. The RRR is fine.

I would argue that the RRR is what is broken with the DMR the most, it is what destroys map movement and is forcing players to go into small maps to escape it. The aim assist obviously reduces the skill gap to the point where you don’t even need to focus, but the RRR is the most broken thing no question.

> > The BR is far too easy to use too…both it and the DMR should be treated equally. By that, I mean that if the aim assist, bullet magnetism and RRR (Red Reticule Range) are going to be tampered with, so too should the BR be dealt with. At least the aim assist and bullet magnetism. The RRR is fine.
>
> I would argue that the RRR is what is broken with the DMR the most, it is what destroys map movement and is forcing players to go into small maps to escape it. The aim assist obviously reduces the skill gap to the point where you don’t even need to focus, but the RRR is the most broken thing no question.

I posted this in another thread but…if one uses a jet pack on Ragnarok and goes up to a particular rocky point right beside Blue base, one has a clear view over top middle to Red base. One can, with the DMR, destroy the Ghost at Red base! RRR isn’t even a factor as it doesn’t work at that distance! I’m talking over 320 metres!

From what I can tell, they are afraid of nerfing the DMR, because it’s the community’s favourite weapon.

> From what I can tell, they are afraid of nerfing the DMR, because it’s the community’s favourite weapon.

The DMR is my most used weapon.

For about 8 weeks now, perhaps 10, I only use it on Ragnarok and Longbow. I use the AR/BR combo on all other maps. I’m looking forward to the changes. I’ll use the LR/DMR combo with Firepower/Ammo on those two maps now. I have really enjoyed using the BR since I have restricted my use of the DMR to two maps only. The BR, despite my use of the DMR on the two maps mentioned, may actually become my favorite weapon load-out overall.

> From what I can tell, they are afraid of nerfing the DMR, because it’s the community’s favourite weapon.

I would refrain from using “favourite”, I think it’s more “necessity”. The DMR is my most used weapon, mainly because if you get a map bigger than Haven, you are putting yourself at an excessive disadvantage if you do not use it.

I also think that 343 shouldn’t be afraid of nerfing a weapon just because it is a favourite of the community. If it is broken, it is broken. It’s a shame that it was so broken to start with, as now people are used to it.

The DMR and the Carbine should be the only concerns for starting rifles :confused: Who cares if it’s widely popular. Doing drugs coz it’s widely popular still doesn’t make it right. Sorry for that horrible analogy. x)

All of the precision weapons are too easy to use.

Point a DMR across Solace. You’ll have a red reticle, noticeable sticky aim, and bullet magnetism.

Try to shoot a BR from flag to flag on Narrows in Halo 3. Try to land a 4SK. It is entirely possible, but it requires some very precise aiming because of the lack of aim assist.

Changing the power of weapons isn’t the answer. Less aim assist, magnetism, and descope is what needs to happen.

Also, the DMR isn’t really what destroys map movement. Sprint, ordnance, and armor abilities are more responsible for that, honestly. Sprint has resulted in utterly bizarre map design.

Ordnance has utterly destroyed any reason to attempt map control - now that you don’t have to worry about rockets going unguarded, you’re safe to get a one point lead and sit back at your base.

Armor abilities destroyed map design in Reach, and Halo 4 is no different. Jet packs open up routes that shouldn’t exist, camo is absolutely annoying, and Promethean Vision takes the notion of the radar resulting in standoffs to a new level.

Actually, Promethean Vision has effectively made it possible to sneak around maps. Doubles in Halo 2 and Halo 3 was generally an exercise in sneaking around and catching your enemy with a surprise flank.

The Weapon tweaking is FAR from final. Its just at testing stage at the moment.

> It is great to see Sandbox balancing occurring, it show’s that our concerns are being listened too. However, does 343 not seem to understand that the main issue with the DMR is not that it has an excessively fast kill time, but rather it has excessive range and is TOO EASY TO USE.

How did this stop everyone from using the Magnum, BR and DMR in past Halo games?

> > It is great to see Sandbox balancing occurring, it show’s that our concerns are being listened too. However, does 343 not seem to understand that the main issue with the DMR is not that it has an excessively fast kill time, but rather it has excessive range and is TOO EASY TO USE.
>
> How did this stop everyone from using the Magnum, BR and DMR in past Halo games?

The Halo CE Pistol and Halo 3 BR were by no means easy to use. Both fired projectiles and required leading shots. A lot of people complained about the BR’s spread in Halo 3, but the issue was often in learning to properly place shots.

Halo 2’s BR had a fair amount of bullet magnetism and auto aim, but it wasn’t close to the precision weapons of Halo 4. The map design and button glitches of Halo 2 also helped enhance the skill gap significantly.

The DMR in Reach was a terribly designed weapon until bloom was removed. Following that, it was pretty much exactly what it should’ve been. It could hit shots across Hemorrhage, but it definitely wouldn’t aim them for you.

A consistent 3SK with the Pistol in Halo CE wasn’t really something that happened generally. 4SK in Halo 2/3 and 5SK in Reach took a lot of practice to perfect your aim.

> > > It is great to see Sandbox balancing occurring, it show’s that our concerns are being listened too. However, does 343 not seem to understand that the main issue with the DMR is not that it has an excessively fast kill time, but rather it has excessive range and is TOO EASY TO USE.
> >
> > How did this stop everyone from using the Magnum, BR and DMR in past Halo games?
>
> The Halo CE Pistol and Halo 3 BR were by no means easy to use. Both fired projectiles and required leading shots. A lot of people complained about the BR’s spread in Halo 3, but the issue was often in learning to properly place shots.
>
> Halo 2’s BR had a fair amount of bullet magnetism and auto aim, but it wasn’t close to the precision weapons of Halo 4. The map design and button glitches of Halo 2 also helped enhance the skill gap significantly.
>
> The DMR in Reach was a terribly designed weapon until bloom was removed. Following that, it was pretty much exactly what it should’ve been. It could hit shots across Hemorrhage, but it definitely wouldn’t aim them for you.
>
> A consistent 3SK with the Pistol in Halo CE wasn’t really something that happened generally. 4SK in Halo 2/3 and 5SK in Reach took a lot of practice to perfect your aim.

These are all extremely good points, not to mention your previous post.

It seem’s like it has been lost what makes a game good. Fast kill times are fine, so long as they require some precision and skill to use (H1 pistol = prime example) - This has been completely lost in Halo 4, where the fastest kill time weapon is the easiest to use. The weapon changes are AMAZING for Team Throwdown (4SK BR) but awful for any playlist that still has the DMR in it.

> > It is great to see Sandbox balancing occurring, it show’s that our concerns are being listened too. However, does 343 not seem to understand that the main issue with the DMR is not that it has an excessively fast kill time, but rather it has excessive range and is TOO EASY TO USE.
>
> How did this stop everyone from using the Magnum, BR and DMR in past Halo games?

Because obviously the magnum was so easy to get headshots with
Because clearly the BR guided all of its shots directly into enemy skulls whether you wanted it to or not
Because plainly the DMR in Reach had ridiculous aim assist and magnetism at all ranges

Seriously guys, trying to say that those were like this makes you look ignorant.
And I’m pretty sure you’re not ignorant, so please stop it.

> From what I can tell, they are afraid of nerfing the DMR, because it’s the community’s favourite weapon.

this all effing day man.

i wish they had said something about decreasing the aim assist/bullet magnetism in general and not just in regard to one weapon.

This post has been edited by a moderator. Please do not flame or attack other members.

*Original post. Click at your own discretion.

People will complain about anything. Stop being spoiled. Look at how much they are meeting the community half way. P.S. your dramatic drawn out topics are getting old. Be a man, not a drama queen.

I really don’t like the “well its the community favorite so we dont want to touch it”

I mean just because it is the most used doesnt make it a favorite.

Arcane Mages at the end of WotLK were ridiculous and everyone and their brother was a mage. That didnt stop Blizz from nerfing the spec…

I think the same should apply here. A nerf to ALL precision rifles aim assist and magnetism is needed. RRR on the DMR needs to be reduced as well.

If you would like to talk balancing, you can do so here:

https://forums.halowaypoint.com/yaf_postst195407_Weapons-Feedback.aspx