Thanks for taking the time to answer my questions even if they seem a but off-topic.
*Note: When I say “Magnum” I’m jsut using that as an umbrella term for all UNSC sidearms across the games. I’ll specifiy when I’m talking about a specific gun (i.e H:CE Magnum, H5 Magnum or Sidekick (SK), etc).
I think your answer is very suitable for what the AR/Magnum need to be. Highly versatile because they will see the widest variety of action.
My answer would have been: A weapon that is just good enough to defend you from 1 full health spartan. What I mean by this is that the AR & Magnum should perform well against a single enemy, but require help or secondary methods to finish a second enemy.
And example would be: The Halo Reach AR was incapable of killing 2 AFK spartans. It had a 32 round mag and needed over 16 rounds to kill (I can’t recall the exact number and don’t want to use incorrect date, so bear with me). What this meant was that if I wanted to kill both players, I would either have to:
- Reload before killing the second spartan
- Use a grenade to weaken/kill the second spartan
- Switch to my magnum
- Kill them with melee after weakening them.
All of these would apply to Reach’s magnum as well.
Basically I think the AR/Magnum, as a starting weapon, should be somewhat reliant on the other aspects of Halo’s combat triangle to deal with more than one enemy. The H:CE AR is great example of this because it actually has a melee buff that lets you punch faster with it than with other guns. So it’s basically design for melee finishers.
Yeah, “good” was pretty vague and not the best choice of words, but you still understood what I was getting at. All I wanted to convey was that, Halo, as a first-person shooter, should NOT have useless/bad guns. Period.
H2/H3 suffered from this greatly.
I also believe a starter should be able to compete with a pick up weapon, especially within its niche. However, the whole point of Halo’s weapons system and power scaling is for players to trade up for more power. Players won’t do this if the gun they start with is stronger than the ones on the map. I believe Halo 5 handled this very well with the AR and Reach handled this well with the Magnum.
While the H5 AR is by no mean “weak” (it’s arguably the strongest one in the series IMO), it is however, very weak WITHIN the Halo 5 sandbox. More specifically, it is the weakest automatic in H5 IMO. All of the other Autos tended to have better behavioral traits that made them more suitable.
- The Storm Rifle and BPR had increased shield damage (thus getting to the 1 hit melee threshold faster)
- The SMG performed better in CQC and had more ammo.
- The Suppressor had tracking and a higher fire rate.
While none of these guns outright beat the AR, they did overall perform better and I found myself almost always trading my AR for one of them.
As for the Magnum, I felt that Halo Reach did a good job of giving you something that could compete with the DMR, but wasn’t really better than it.
- If you controlled the bloom on both guns, I believe they both equivalent (or at least very similar TTKs). Both killed in 5 headshots and 8 bodyshots. So it wasn’t uncommon for a Magnum-user to kill a DMR-user.
- The Magnum had an overall faster fire rate, but its bloom made that unreliable.
- DMR had a stronger zoom (3x instead of the Magnum’s 2x)
- Finally, the DMR had a larger magazine (Margin of Error)
My definition is more in line with the older games:
A gun that can kill 2 or more people without having to reload.
Obviously this applies to tier-3 weapons as well, however, tier-3’s are usually capable of killing many players (4+), do high damage to vehicles, and can one shot spartans. The Sword & hammer also don’t have to reload.
Yes, Margin of Error applies differently to each gun. To use your example, the PP overcharge has a high margin of error. It gets 1 shot, but if it connects, it’s very powerful. The PP primary fire however also has a high margin of error (needs like 20+ shots) but each shot is also very weak. Hence why the primary fire is seen as borderline useless. The AR and SK also are affected by this idea.
So here’s what’s really freaking cool about Margin of Error:
Margin of Error controls TTK, and Margin of Error can be controlled.
In the case of an automatic gun like the AR, the Margin of Error lies within the gun’s Bloom and Range. The AR is a gun that isn’t going to miss a lot of shots, because it is easy to use. However, if you try to use the gun at long range or don’t properly control the bloom, you will miss more often & your TTK will go up. Now look at the Plasma Rifle, another similar gun. Its MoE is also governed by the same principles, but it also has to deal with slow projectiles, which makes it even hard to use at long range…
…Now, by controlling the gun’s ammo capacity, you control how likely it is for a player to need to reload before getting a kill or two.
In the case of the Sidekick and other precision guns, the MoE is governed by ammo capacity. These are precise guns will only miss if the player misses. By lowering ammo capacity, an overall emphasis on accuracy increase. The more shots you miss, the higher your TTK rises and the likelihood that you have to reload. I actually quite like the Sidekick’s MoE (7|12 & 10|12). It has a really high MoE which is ok for a tier-1 gun and even more acceptable for a starter weapon that you should be looking to trade-up anyways. What I don’t like his how quickly it gets there.
I’m glad you said that. The BR is a gun I think is worth being in the conversation because it is also a starter weapon (Ranked). However, despite is slower TTK in Infinite, the BR is gun that performs very well. So well that it’s a gun that you should almost never trade out. Since your thread is about the AR and SK, I’ll let you decide if you wanna talk about the BR here.
I hope this wall of text made some sense. I wanted to make sure we were on the same page since a lot of my thoughts on these 2 guns use a lot of personal definitions and ideas.