<mark>UPDATE: Phase One has now concluded and this thread is now locked. The new “Weapon Tuning Test” playlist is live in Halo 5. Please use THIS THREAD for Phase Two feedback about the newly tuned weapons!</mark>
Please use this thread for official Phase One feedback! Following yesterday’s game patch, Team Arena has now been updated and we’re officially underway with “Phase One” of the Halo 5 Weapon Tuning Test!
Reminder: You can read all about the Halo 5 Weapon Tuning Test in this BLOG POST.
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Weapon Tuning Test - Phase One Summary
From today (9/6) through Sunday (9/10), Team Arena will feature adjusted loadouts and map settings in order to establish a baseline for the public test of the re-tuned weapons. During Phase One we’ll be gathering game data and providing some context to players so you have a reference point once weapon tuning is updated next week.
On Monday, 9/11, Team Arena will be updated again and renamed to “Weapon Tuning Test” which will include the new re-tuned versions of everything included in the public test. Until then, please check it out and let us know what you think about the new starting loadouts (keep in mind that the BR/Gunfighter are getting tuned so the current versions aren’t necessarily ‘optimized’ as starting loadout weapons) and any other feedback you have regarding this first phase.
Thank you for your participation and help with the Halo 5 weapon tuning test!
Note: The “Weapon Tuning Test Early Feedback” forum thread is now locked but can found HERE.
I’ve played one game of the new Team arena and It was a rig strongholds I had a shot delay so I couldn’t really see the difference in the BR and the gunfighter was obsolete for the majority of the game the nade launcher worked out pretty good it’s pretty good for clearing out nest and securing strongholds I’m not a fan of BR starts to be honest nore am I found of the gunfighter magnum but I’ll get ranked in it and and after 10 games I’ll post more of my thoughts on it
I enjoy the removal of AR starts. It now gives automatic weapons (AR, SMG, Storm and Needler) more usage. I’ve found myself using more automatic weapons (that isn’t the SAW or Storm) more than ever.
> 2533274979619629;2:
> The AR definitly feels better, and not as OP as it used to be, idk why…
placebo effect my friend.
None of the tweaks have kicked in yet. The week is all about getting familiar with the weapon placements. Next week, the weapons will be tuned differently.
> 2533274979619629;2:
> The AR definitly feels better, and not as OP as it used to be, idk why…
> 2676692992818466;6:
> > 2533274979619629;2:
> > The AR definitly feels better, and not as OP as it used to be, idk why…
>
> placebo effect my friend.
>
> None of the tweaks have kicked in yet. The week is all about getting familiar with the weapon placements. Next week, the weapons will be tuned differently.
Probably because you are starting with a BR which is pretty OP itself (in its current configuration) compared to the default magnum.
The BR and gunfighter magnum (extended mags) starts are a good idea. Can we get the extended mag variant of the gunfighter magnum as a REQ?. I would love to be able to use it in Warzone Assault.
> 2533274925659281;8:
> The BR and gunfighter magnum (extended mags) starts are a good idea. Can we get the extended mag variant of the gunfighter magnum as a REQ?. I would love to be able to use it in Warzone Assault.
> 2535460515014079;9:
> > 2533274925659281;8:
> > The BR and gunfighter magnum (extended mags) starts are a good idea. Can we get the extended mag variant of the gunfighter magnum as a REQ?. I would love to be able to use it in Warzone Assault.
>
> How is it a good idea?
It makes halo 5’s arena a lot more skill based. ARs are kind of easy to use. Both the BR and gunfighter magnum require skill to win in a firefight
Man I cannot wait for that BR nerf to kick in. The gun is so damn easy that it sticks out even in H5’s sandbox that is ridden by too much bullet-magnetism and aim assist on literally every weapon. I hope we can return to more skill based shooting like Halo CE, H3 and Reach had.
<mark>This post has been edited by a moderator. Please refrain from making posts that do not contribute to the topic at hand.</mark> *Original post. Click at your own discretion.
> 2533274828000208;11:
> I hope we can return to more skill based shooting like … Reach.
Haha. Yeah, like Reach had with it’s ridiculous random bloom effect and several horse crap armor abilities (here’s looking at you Armor Lock!). LMFAO. I recall Reach being one of the least skill-based Halo titles ever; although, the eventual title update that got released by 343i after the game had been out more than a year and ever so slowly trickled into specific general playlists over a lengthy period of time (5 months) did manage to help improve it some – at least for the playlists that received the update.
The Title Update (TU) Beta Matchmaking Playlist went live on October 4th 2011. It featured both Slayer and Objective gametypes with the TU and an 85% bloom as well as the ability to vote for a Zero Bloom (ZB) Slayer game-type. The TU also addressed Armor Lock, brought back the ability for players to inflict damage through shielding (aka bleed-through), reduced the Active Camo AA’s time usage by 15 seconds, and disabled the sword block being possible with a well timed regular melee action. - On November 1st 2011 the weighting for ZB Slayer was increased based on data collected and feedback that showed a strong favor for the Zero Bloom game-type. The update also brought along a slight tweak to the TU Armor Lock which further nerfed it and removed the Needle Rifle from under the ZB option. - The launch of Halo: Combat Evolved Anniversary on November 14th 2011 also brought about four new playlists centered around the Anniversary maps and fully utilized the TU: Anniversary Squad, FFA, BTB and Classic. The Anniversary playlists also received a rendition of the CE Pistol which modified the Reach pistol to behave as close to the original as possible. I have to admit I actually started playing a lot more of Reach’s matchmaking because of these Anniversary playlists and the TU Beta playlist. - The December 7th 2011 update brought about the first real spread of the TU to the normal Reach matchmaking playlists. Team Objective, Squad Slayer, and Multi Team were updated and the TU Beta playlist was renamed ZB Slayer since it only kept the Zero Bloom Slayer game-type. The MLG playlist was also updated with ZB and additional advanced traits. Due to the addition of bleed-through the Reach pistol was capable of killing in only four shots (the last one being to the head); however, feedback lead to 343i nerfing the damage on the Reach pistol and bringing it back to a five-shot minimum kill. - The January 10th 2012 update brought about more playlists converting to the TU. The Arena, Big Team Battle, and Double Team received the TU. - On February 7th 2012 Rumble Pit was also updated to the TU and the ZB Slayer playlist was removed while the game-type was transitioned into the competitive hopper.
> 2533274925659281;10:
> > 2535460515014079;9:
> > > 2533274925659281;8:
> > > The BR and gunfighter magnum (extended mags) starts are a good idea. Can we get the extended mag variant of the gunfighter magnum as a REQ?. I would love to be able to use it in Warzone Assault.
> >
> > How is it a good idea?
>
> It makes halo 5’s arena a lot more skill based. ARs are kind of easy to use. Both the BR and gunfighter magnum require skill to win in a firefight
Not really. The gunfighter is a lot more forgiving than the standard magnum. Despite being less powerful and less range, it’s quicker rate of fire allow less carefulness for shot placement and is more than a match for the AR even within 10 meters. One could just hit the body until the shields pop and one headshot or three body shots to finish someone of. Giving more ammo to it would make it allite too effective.
The BR has been stated to be more effective then intended at all ranges instead of dominating mostly mid range combat. It probably didn’t have that big skill factor that allowed merit to its effectiveness. This update and change to it are to bring it more in line and increase the skillfullness of shooting. A hard sell for me because by its very nature it’s gonna be more forgiving than the semi automatic weapons and even pulsed Autos at range.
> 2533274925659281;10:
> > 2535460515014079;9:
> > > 2533274925659281;8:
> > > The BR and gunfighter magnum (extended mags) starts are a good idea. Can we get the extended mag variant of the gunfighter magnum as a REQ?. I would love to be able to use it in Warzone Assault.
> >
> > How is it a good idea?
>
> It makes halo 5’s arena a lot more skill based. ARs are kind of easy to use. Both the BR and gunfighter magnum require skill to win in a firefight
I don’t feel like its more skilled based its just different skills being used. The BR is how good are you at shooting the gun across different distances. The AR is how good are you at getting close to an opponent.
<mark>This post has been edited by a moderator. Because we are not currently equipped to provide moderation in other languages, we ask that all messages be posted in English. Feel free to use an online language translation service.</mark>
<mark>This post has been edited by a moderator. Please refrain from making posts that do not contribute to the topic at hand.</mark> *Original post. Click at your own discretion.
> 2775209234672000;12:
> > 2533274828000208;11:
> > I hope we can return to more skill based shooting like … Reach.
>
> Haha. Yeah, like Reach had with it’s ridiculous random bloom effect and several horse crap armor abilities (here’s looking at you Armor Lock!). LMFAO. I recall Reach being one of the least skill-based Halo titles ever; although, the eventual title update that got released by 343i after the game had been out more than a year and ever so slowly trickled into specific general playlists over a lengthy period of time (6 months) did manage to help improve it some – at least for the playlists that received the update.
>
>
> - The Title Update (TU) Beta Matchmaking Playlist went live as part of the October 4th, 2011. It featured both Slayer and Objective gametypes with the TU and 85% bloom, as well as the ability to vote for a Zero Bloom (ZB) Slayer game-type. The TU also brought back the ability for players to inflict damage through a small amount of shielding (aka Bleed Through), reduced the Active Camo AA’s time usage by 15 seconds which encouraged players to use it more sparingly and cautiously, and disabled the sword block being possible with a regular well timed melee action. - On November 1st, 2011, the weighting for ZB Slayer was increased, based on data collection showing a strong favor for the Zero Bloom gametype. The update also brought along a slight tweak to the TU Armor Lock and removed the Needle Rifle from under the ZB option because it was still showing signs of 85% bloom. - The launch of Halo: Combat Evolved Anniversary on November 14th also brought about four new playlists centered around the Anniversary maps and fully utilized the TU: Anniversary Squad, FFA, BTB and Classic. Anniversary Classic and Anniversary gametypes also revealed a rendition of the CE Pistol, modifying the Reach pistol to behave as close to the original as possible. I have to admit I actually started playing a lot more of Reach’s matchmaking because of these Anniversary playlists and the Title Update. - The December 7th update brought about the first real spread of the TU to the normal Reach matchmaking playlists. Team Objective, Squad Slayer and Multi Team were updated, and the TU Beta playlist was renamed ZB Slayer, keeping only the Zero Bloom Slayer gametype. The MLG playlist was also updated with ZB and advanced traits. Due to the addition of bleed-through, the Reach pistol was able to kill with four shots, the last one being to the head; however feedback about the pistol lead to 343 nerfing the damage on the Reach pistol and bringing it back to a five-shot minimum kill, with the fifth shot able to bleed through shielding and kill. - The January 10th, 2012 update brought about more playlists converting to the TU. The Arena, Big Team Battle and Double Team received the TU. - On February 7th, Rumble Pit was also updated to the TU, and ZB Slayer was moved into the competitive hopper, removing the Beta from selection.
Please. The only people who complain about Bloom/the DMR in Reach were people who couldn’t get good and tried to use the DMR like the BR when in reality, the DMR took way more skill. You had to pace your shots and not fire as fast as you can like with the BR. Bloom never gave me any problems cause I knew how to use the DMR to its maximum potential and would drop over 40 kills with it.
<mark>This post has been edited by a moderator. Please refrain from making posts that do not contribute to the topic at hand.</mark> *Original post. Click at your own discretion.
> 2535421519140936;16:
> > 2775209234672000;12:
> > > 2533274828000208;11:
> > > I hope we can return to more skill based shooting like … Reach.
> >
> > H
>
> Please. The only people who complain about Bloom/the DMR in Reach were people who couldn’t get good and tried to use the DMR like the BR when in reality, the DMR took way more skill. You had to pace your shots and not fire as fast as you can like with the BR. Bloom never gave me any problems cause I knew how to use the DMR to its maximum potential and would drop over 40 kills with it.
Stop.
It was proven that spamming your shots like an idiot was, on average, more effective than pacing.
Your anecdote doesn’t supersede statistics.
And even if the averages didn’t work out that way, bloom still introduces the chance that a person who’s missing their target can beat someone who’s actually aiming directly at their target.
You’re literally trying to argue that randomness is more skill based than precision aiming.
And “the only people who complained” were ones who couldn’t get used to it?
So every single one of the top 100 players in the world just “couldn’t get used it it?”
LMAO well then I guess you should have gone to Halo tournaments because it would have been free money right? After all, the pros must just have “not gotten used to it” and your shooting “took way more skill?”
2 days of playing Halo and you could have walked away with an easy $5k several times a year, why didn’t you?
<mark>This post has been edited by a moderator. Please do not post spam.</mark> *Original post. Click at your own discretion.
> 2533274834881503;18:
> > 2535421519140936;16:
> > > 2775209234672000;12:
> > > > 2533274828000208;11:
> > > > I hope we can return to more skill based shooting like … Reach.
> > >
> > > H
> >
> > Please. The only people who complain about Bloom/the DMR in Reach were people who couldn’t get good and tried to use the DMR like the BR when in reality, the DMR took way more skill. You had to pace your shots and not fire as fast as you can like with the BR. Bloom never gave me any problems cause I knew how to use the DMR to its maximum potential and would drop over 40 kills with it.
>
> Stop.
> It was proven that spamming your shots like an idiot was, on average, more effective than pacing.
> Your anecdote doesn’t supersede statistics.
>
> And even if the averages didn’t work out that way, bloom still introduces the chance that a person who’s missing their target can beat someone who’s actually aiming directly at their target.
> You’re literally trying to argue that randomness is more skill based than precision aiming.
<mark>This post has been edited by a moderator. Please refrain from making posts that do not contribute to the topic at hand.</mark> *Original post. Click at your own discretion.
> 2535421519140936;16:
> > 2775209234672000;12:
> > > 2533274828000208;11:
> > > I hope we can return to more skill based shooting like … Reach.
> >
> > Haha. Yeah, like Reach had with it’s ridiculous random bloom effect and several horse crap armor abilities (here’s looking at you Armor Lock!). LMFAO. I recall Reach being one of the least skill-based Halo titles ever; although, the eventual title update that got released by 343i after the game had been out more than a year and ever so slowly trickled into specific general playlists over a lengthy period of time (6 months) did manage to help improve it some – at least for the playlists that received the update.
>
> Please. The only people who complain about Bloom/the DMR in Reach were people who couldn’t get good and tried to use the DMR like the BR when in reality, the DMR took way more skill. You had to pace your shots and not fire as fast as you can like with the BR. Bloom never gave me any problems cause I knew how to use the DMR to its maximum potential and would drop over 40 kills with it.
Wrong. The change from 100% bloom to 85% (as standard) was vital toward improving the overall game play experience within Reach. Increasing the speed of the game’s general 1-on-1 encounter outcomes by decreasing the random bullet factor under a pacing shot tactic was imperative toward achieving that improvement. Care to disagree if you wish, but the evidence toward improving the pacing of shots and still requiring crouch firing tactics to enable a risk/reward benefit speaks for itself under the 85% title update. Zero Bloom also proved ideal toward further increasing the game’s general 1-on-1 encounter pacing and it also ensured that best aim was most critical in relation to skill verses the ability to pace shots or perhaps by getting lucky which was in large part what the MLG competitive community sought and received. I can’t recall anybody ever asking for the retail bloom effect to remain over what the title update provided… are you the first?