It really depends on the gamemode, BRs are better for crowd control, for example it works in something like lone wolves (free for all if you prefer). And the pistol works if the gamemode is more about duels and teamwork. Overall though, I usually prefer the BR.
I like the magnum more as a starting weapon. Past games it was useless besides H1 and I like that they made it usable in H5 with the BR as a better pick up weapon. I say go with magnum again.
it comes down to how the game handles it’s sandbox… weapons and gameplay changes with each new Halo game so asking about spawn weapons now is just about if you want to look at a pistol or a rifle…
I, as a classic fan (ince it seems to be mandatory to mention) I’d prefer a pistol, HCE > everything
My favourite way would be creating one seminauto utility weapon that isn’ restricted to one weapon model…I’d say ditch BR/DMR as stand-alone weapons, they are redundant anyway but make it so that you can chance the weapon model of your starting weapon to whatever semi auto weapon you want (HCR pistol, H5 pistol, H3 BR, Reach DMR, etc) but without changing the way the weapon works! this would open up the game for even more customization options and weapons without cluttering the sandbox.
I’ll be happy as long as it is a proper utility weapon.
People just need to accept Halo plays better with an uncompromised utility weapon off spawn.
4 shot kill
3 kills to a mag
2x scope
Single Shot
No spread
1~ second minimum killtime give or take fractions of a seconds.
low bullet magnetism and aim assist
Slow Melee.
Whether it looks like a pistol or rifle I don’t much care.
Then pair it with a scoped auto weapon similar to the ODST SMG
Slower ttk than utility
easier to use
fast melee attack
Effectively a weapon for newer players, but still generally a better choice in cqc.
Combine this with a mechanically varied sandbox and you have the making of a good Halo weapons sandbox.
> 2533274819446242;5:
> I’ll be happy as long as it is a proper utility weapon.
>
> People just need to accept Halo plays better with an uncompromised utility weapon off spawn.
> 4 shot kill
> 3 kills to a mag
> 2x scope
> Single Shot
> No spread
> 1~ second minimum killtime give or take fractions of a seconds.
> low bullet magnetism and aim assist
> Slow Melee.
>
> Whether it looks like a pistol or rifle I don’t much care.
>
> Then pair it with a scoped auto weapon similar to the ODST SMG
> Slower ttk than utility
> easier to use
> fast melee attack
>
> Effectively a weapon for newer players, but still generally a better choice in cqc.
>
> Combine this with a mechanically varied sandbox and you have the making of a good Halo weapons sandbox.
Take the Halo CE Magnum stats, and decrease damage to a four shot kill. That gives about 0.9 seconds optimal kill time. Mind you, I wouldn’t mind also increasing the magazine size to four kills (which is in line with CE). After all, tha’s four kills, provided perfect accuracy. Assuming the weapon is at all difficult to use, three kills is more realistic for good players. However, if strafing in the game is at all effective, with four shots to kill, you can easily deplete half the mangazine into a single encounter. I don’t really see a problem with giving players four kills per magazine, because if you manage to be alive after two kills without having had time to reload in between, you’ve already played well, regardless of if you’ve missed a single shot. It’s kind of a bummer to get two near perfect kills, and then notice you need to stop to reload. I think giving players the capacity for four perfect kills would lead to overall better pacing in those kinds of scenarios.
> 2533274825830455;7:
> > 2533274819446242;5:
> > I’ll be happy as long as it is a proper utility weapon.
> >
> > People just need to accept Halo plays better with an uncompromised utility weapon off spawn.
> > 4 shot kill
> > 3 kills to a mag
> > 2x scope
> > Single Shot
> > No spread
> > 1~ second minimum killtime give or take fractions of a seconds.
> > low bullet magnetism and aim assist
> > Slow Melee.
> >
> > Whether it looks like a pistol or rifle I don’t much care.
> >
> > Then pair it with a scoped auto weapon similar to the ODST SMG
> > Slower ttk than utility
> > easier to use
> > fast melee attack
> >
> > Effectively a weapon for newer players, but still generally a better choice in cqc.
> >
> > Combine this with a mechanically varied sandbox and you have the making of a good Halo weapons sandbox.
>
> Take the Halo CE Magnum stats, and decrease damage to a four shot kill. That gives about 0.9 seconds optimal kill time. Mind you, I wouldn’t mind also increasing the magazine size to four kills (which is in line with CE). After all, tha’s four kills, provided perfect accuracy. Assuming the weapon is at all difficult to use, three kills is more realistic for good players. However, if strafing in the game is at all effective, with four shots to kill, you can easily deplete half the mangazine into a single encounter. I don’t really see a problem with giving players four kills per magazine, because if you manage to be alive after two kills without having had time to reload in between, you’ve already played well, regardless of if you’ve missed a single shot. It’s kind of a bummer to get two near perfect kills, and then notice you need to stop to reload. I think giving players the capacity for four perfect kills would lead to overall better pacing in those kinds of scenarios.
I’m overall on the same page, though I tend to be leery of really high ammo capacities for precision weapon. I don’t mean kills per mag, so much as the pure number of shots total. So if we got a reborn CE Pistol, I guess I would prefer slowing the rate of fire on a 3 shot as opposed to increasing the magazine size on a 4 shot if you were dead set on having 4 kills per mag.
So while I am all for empowering the individual with the kills per mag, I guess I am less tolerant sloppy shooting in other scenarios going unpunished. Basically I just don’t want to see a Needler Rifle scenario where you can just fire for days with little downside. I’m fine with the number of perfect kills being higher, less so when it comes to the number of cleanup kills per magazine.
My suggestion for 4 shot/3kills comes is more a response to ignorance regarding the CE Pistol(especially recently) in general so it is admittedly a bit cynical on my part.
I thought the Magnum in Halo5 (Once they fixed the registration issue the 1st month allowed us to customize dead zones) was one of the best precision weapons made in the history of our Halo Sandbox. That being said I think people still miss the BR starts…which is likely why they attempted and failed to officially implement it in the OT Update and breaking a bunch of weapons to try and pull it off.
If they get the BR correct for 4’s it will be cool. Halo 2 and Halo 3 are probably the highest regarded titles to date and it was fun seeing the BR starts for the tourneys. People rush for the Halo2 BR in Halo 5 gametypes that support it. It is a classic and very fun weapon to use. Heck if they just reskinned the H2 BR and made that the primary with minor tweaks I think it would be received well. I think there is an 80% chance we get BR starts for 4’s. I will still remember the Halo5 Magnum fondly as the 2nd best Magnum in Halo history. If I died in a one on one via Magnum I deserved to die. There was little to zero fluke factor in the Halo 5 Magnum and that is an important achievement.
Now if they could go back in time and just leave all the weapons alone pre-OT and just give us 1 to 2 new maps per playlist we would have been quite happy and I wouldn’t have lost 108 friends on my friends list to other games.
How about h3 magnum and h3 assault rifle.
You start with weak weopons and have to get good weopons,that’s why halo 3 was the best.
Now halo 5 the magnum shoots across the map no point getting another weopon ruins weopon control. The assault rifle same deal ,ADS on an assault rifle and magnum really?!?
Back on halo 3 you kill somebody you have an advantage Somebody has a magnum ,you have a br .You would win obviously .
But in halo 5 you kill somebody they can come back and kill you with an ADS assault rifle across the map with the OP magnum.
This weopon start OP ruins halo core gameplay.
No point – there’s no point controlling weopons in h5 .
People who say the magnum is the best in the series are wrong .Bungie made each weopon different and off balance BR was the best .Now 343i made each weopon OP the magnum is as OP as the BR .Assault rifle beats the magnum at same distance .Why is 343 making each weopon brilliant Why!?!/
Bring halo infinite back to weak weopon starts and classic mechanics.
My personal preference in every game mode (unless it’s BRS or DMRS obviously) is to have AR/Magnum fair start. It’s classic, and it’s surprisingly effective once you’ve been forced to familiarize yourself with each game’s new iteration of those weapons. It feels fantastic to outmaneuver someone with a power weapon when you’ve still got the starting kit. But anyway, the other reason I prefer those starts is because it’s also more incentive for people to pick up other weapons. I don’t know about you guys but when im playing Slayer BRS or DMRS almost nobody picks up anything short ranged, unless they’re going to hide in a corner somewhere with it.
-edit-
I would also like to throw in my opinion on the power levels. I think it should be that at short to medium range the magnum should equal the BR. That way you’ve always got something useable with a little skill in your back pocket off the get go. A true blue utility.
> 2533274857642512;14:
> My personal preference in every game mode (unless it’s BRS or DMRS obviously) is to have AR/Magnum fair start. It’s classic, and it’s surprisingly effective once you’ve been forced to familiarize yourself with each game’s new iteration of those weapons. It feels fantastic to outmaneuver someone with a power weapon when you’ve still got the starting kit. But anyway, the other reason I prefer those starts is because it’s also more incentive for people to pick up other weapons. I don’t know about you guys but when im playing Slayer BRS or DMRS almost nobody picks up anything short ranged, unless they’re going to hide in a corner somewhere with it.
>
> -edit-
> I would also like to throw in my opinion on the power levels. I think it should be that at short to medium range the magnum should equal the BR. That way you’ve always got something useable with a little skill in your back pocket off the get go. A true blue utility.
Short range weapons don’t get picked up because they have been poorly designed post CE and have nothing to offer and while H4/H5 variants have competitive killtimes they don’t offer anything worthwhile outside of that.
CE has more organic weapon variety of all the Halo games with the most powerful precision starter weapon in the series. Uncompromised utility weapons are not the problem, uninteresting, redundant weapons are the problem.
Halo plays better with a proper utility weapon, the default starts of H2/H3 were horrendous, and the compromised Pistol starts of Reach and Halo 5 are not much better(though admittedly H5 is as close as we have gotten in years).
> 2533274819446242;15:
> > 2533274857642512;14:
> > My personal preference in every game mode (unless it’s BRS or DMRS obviously) is to have AR/Magnum fair start. It’s classic, and it’s surprisingly effective once you’ve been forced to familiarize yourself with each game’s new iteration of those weapons. It feels fantastic to outmaneuver someone with a power weapon when you’ve still got the starting kit. But anyway, the other reason I prefer those starts is because it’s also more incentive for people to pick up other weapons. I don’t know about you guys but when im playing Slayer BRS or DMRS almost nobody picks up anything short ranged, unless they’re going to hide in a corner somewhere with it.
> >
> > -edit-
> > I would also like to throw in my opinion on the power levels. I think it should be that at short to medium range the magnum should equal the BR. That way you’ve always got something useable with a little skill in your back pocket off the get go. A true blue utility.
>
> Short range weapons don’t get picked up because they have been poorly designed post CE and have nothing to offer and while H4/H5 variants have competitive killtimes they don’t offer anything worthwhile outside of that.
>
> CE has more organic weapon variety of all the Halo games with the most powerful precision starter weapon in the series. Uncompromised utility weapons are not the problem, uninteresting, redundant weapons are the problem.
>
> Halo plays better with a proper utility weapon, the default starts of H2/H3 were horrendous, and the compromised Pistol starts of Reach and Halo 5 are not much better(though admittedly H5 is as close as we have gotten in years).
I’d have to disagree. I think the only game to feature inherently bad starts is 4, for obvious reasons. I feel like weapon balance between short and long range, starting and power weapons, was pretty on point in Reach, CE, and 2. Everything served it’s purpose well. 3 not so much, but I still enjoyed the attempt at variety and 4 and 5 sort of butchered the weapon systems in my opinion, though 5’s balance is the best we’ve gotten since Reach
> 2533274857642512;17:
> > 2533274819446242;15:
> > > 2533274857642512;14:
> > > My personal preference in every game mode (unless it’s BRS or DMRS obviously) is to have AR/Magnum fair start. It’s classic, and it’s surprisingly effective once you’ve been forced to familiarize yourself with each game’s new iteration of those weapons. It feels fantastic to outmaneuver someone with a power weapon when you’ve still got the starting kit. But anyway, the other reason I prefer those starts is because it’s also more incentive for people to pick up other weapons. I don’t know about you guys but when im playing Slayer BRS or DMRS almost nobody picks up anything short ranged, unless they’re going to hide in a corner somewhere with it.
> > >
> > > -edit-
> > > I would also like to throw in my opinion on the power levels. I think it should be that at short to medium range the magnum should equal the BR. That way you’ve always got something useable with a little skill in your back pocket off the get go. A true blue utility.
> >
> > Short range weapons don’t get picked up because they have been poorly designed post CE and have nothing to offer and while H4/H5 variants have competitive killtimes they don’t offer anything worthwhile outside of that.
> >
> > CE has more organic weapon variety of all the Halo games with the most powerful precision starter weapon in the series. Uncompromised utility weapons are not the problem, uninteresting, redundant weapons are the problem.
> >
> > Halo plays better with a proper utility weapon, the default starts of H2/H3 were horrendous, and the compromised Pistol starts of Reach and Halo 5 are not much better(though admittedly H5 is as close as we have gotten in years).
>
> I’d have to disagree. I think the only game to feature inherently bad starts is 4, for obvious reasons. I feel like weapon balance between short and long range, starting and power weapons, was pretty on point in Reach, CE, and 2. Everything served it’s purpose well. 3 not so much, but I still enjoyed the attempt at variety and 4 and 5 sort of butchered the weapon systems in my opinion, though 5’s balance is the best we’ve gotten since Reach
I have a few questions:
When you say BR/DMR starts are you referring to all Halo games with those weapon starts or a specific entry?
Why do you think Reach and H2 are balanced in a way that is comparable to CE?
Why do you think H3 is less balanced than Halo 2?
What do you mean when you say “4 and 5 sort of butchered the weapon systems?” Ignoring things like loadouts
Because frankly a lot of that post seems pretty contradictory from my perspective. I just can’t square acknowledging the balance in CE, while decrying BR/DMR starts, liking the balance of weapons in H2/Reach(but not oddly enough H3), and having issues with Halo 5’s “weapon systems” while liking its balance.
I’m a BR start fan all the way. I liked Halo 5 being magnum starts, but it’s far too OP concerning it ROF and bullet magnetism. If the magnum was adjusted I’d be okay with it being a starting utility weapon. The BR needs adjusting as well on that note.
> 2533274805386380;19:
> I’m a BR start fan all the way. I liked Halo 5 being magnum starts, but it’s far too OP concerning it ROF and bullet magnetism. If the magnum was adjusted I’d be okay with it being a starting utility weapon. The BR needs adjusting as well on that note.
I agree the magnum is too OP in h5 for a starting weopon it contradicts classic halo gameplay
Assault rifle and magnum are supposed to be weak weopons like H3.Halo 2 SMG starts weak weopon (but it can be duel wielded a problem back then)
Now in halo 5 assault rifle and magnum ARE SO OP with ADS.you don’t need to pick up anything that’s why everybody has most favorite weopon “magnum” At least in halo 3 you have to get a br that’s the only weopon that can kill anybody…