Weapons balancing

Just wanted to go over some of the weapon balancing issues that I think need to be addressed.

Storm Rifle

Problem: This weapon is a little nuts. Kill time too quick and dominates other close range autos. This isn’t necessarily a bad thing. There should be powerful weapons that people fight for. These just seem to be a little too abundant.

Solution: increase spawn times of the storm rifle to about 45 seconds. I would also recommend shrinking the clip size by about 25-30%

Splinter Nades

Problem: They detonate instantaneously when they hit an opponent and can be used to block pathways. The instant kill aspect is way too powerful.

Solution: Either add a delay to when they go off or reduce their frequency on maps. If the mechanics will not be addressed, then reduce map spawns from 2 to 1 and increase spawn times.

Plasma pistol

Problem: Auto aim is way too high and has far too much range.

Solution: Remove the boost granted to range and tracking when smart link is active. Increase energy used when full charge is shot. increase charge time.

Note: This should be a situation specific weapon IE when someone has over shield or when you need to take out a vehicle. It should not be a viable standard weapon combo with pistol/BR.

Needler

Problem: Way too easy to use. Too large a clip. Too much tracking. Shoots too fast.

Solution. You may not need to address all of these issues but some. A combination of two of the following nerfs would be great: Reduce clip size, reduced fire rate, reduced tracking, increase spawn time, reduced ammo reserve.

Shotgun

Problem: The shotgun functions fine as a weapon but it does have some spawning issues. It is very powerful and therefor players should be able to track when it will pop up on map and that should be at regular intervals. Right now the shotgun is on a dynamic spawn. That means once it is emptied it will not spawn until it is dropped. This is bad because which ever team holds it controls when it will spawn and therefor has a high chance of continuing to control it.

Solution: Place the shotgun on a two minute timer just like the rockets or sniper. I would even go as far as to add a countdown timer similar to other power weapons. Let’s face it, the shotgun is a power weapon.

Note: the same goes for the scatter shot but I would like to add that the scatter has too much ammo in addition to these problems.

Fuel Rod Cannon

Problem: Too much ammo. It’s easy to rack up a ton of kills with this weapon. Far more than rockets or even snipe.

Solution: Reduce ammo by around 15%

Let me know what you think.

I hate to be “that guy” but I think all the weapons are fine as they are.

Weapons are fine as they are. The Storm Rifle overheats in a couple seconds, so if you don’t land almost all it’s shots, you’re defenseless.

Fuel Rod shots travel infruriatingly slow, so you’re bound to miss a few times against attentive players.

Needler is really high-profile, and makes you a huge target to everyone. Also, the needles themselves do hardly any damage, so if you manage to get away from the guy with the needler, you’ve already got almost full shields so you can make a quick reversal.

People need to quit with the overheat argument, it’s sheer nonsense. The Storm Rifle never overheats in the hands of someone competent, I’ve even managed to take on two people before it overheats a ton of times. You’re going to land the vast majority of its shots simply because of the extreme magnetism and size of the projectiles. It definitely needs some tweaking of some form, whether that’s nerfing the weapon itself or making it less frequent on the map.

All those other weapons are fine as they are, if not even somewhat underpowered, though I will agree that dynamic timers are a bad idea.

http://halo5arena.com/

Check out that site.

On the right side of the webpage it tracks kills according to wep and CSR, so you can see which weps the higher and lower CSR players are using most.

Guess what? Needler isn’t OP according to the stats. Pistol is King, as it should be. The wep balancing is pretty damn good in Halo 5.

> 2533274808945466;2:
> I hate to be “that guy” but I think all the weapons are fine as they are.

You are not that guy. H5 has the most weapon balance out of all the titles.

I just feel any needs to any of the weapons would make it more likely not to even pick up. As is, just using the pistol sometimes is enough to make me overlook even BRs or DMRs. Therefore if pickups were not as strong as they currently are, they would be completely pointless. As of now, they have purpose and add variety to the games.

> 2533274816788253;6:
> > 2533274808945466;2:
> > I hate to be “that guy” but I think all the weapons are fine as they are.
>
>
> You are not that guy. H5 has the most weapon balance out of all the titles.

I agree. I was just referring to being the guy that comments immediately on the post that everything mentioned by OP is null.

this isnt destiny bruh, halo weapons have had 14 years of reliability and game to game changes to keep the gameplay as balanced as possible.

If anything, some weps need to be buffed. Like how the Shotgun is extremely handicapped in Warzone where everything is spread out unless you’ll be that noob that camps at base to kill invaders. Also, the majority of the playerbase is in Warzone, not arena.

> 2533274792410782;10:
> If anything, some weps need to be buffed. Like how the Shotgun is extremely handicapped in Warzone where everything is spread out unless you’ll be that noob that camps at base to kill invaders. Also, the majority of the playerbase is in Warzone, not arena.

This is one of my only gripes about Warzone. There isn’t much space in any of the maps where using anything but a precision distance weapon makes any sense. I’m hoping for a smaller feeling Warzone map with small areas for battles that aren’t limited to the armory, core room, spire ramp, or garage.

> 2533274801134537;1:
> Just wanted to go over some of the weapon balancing issues that I think need to be addressed.
>
> Storm Rifle
>
> Problem: This weapon is a little nuts. Kill time too quick and dominates other close range autos. This isn’t necessarily a bad thing. There should be powerful weapons that people fight for. These just seem to be a little too abundant.
>
> Solution: increase spawn times of the storm rifle to about 45 seconds. I would also recommend shrinking the clip size by about 25-30%
>
> Splinter Nades
>
> Problem: They detonate instantaneously when they hit an opponent and can be used to block pathways. The instant kill aspect is way too powerful.
>
> Solution: Either add a delay to when they go off or reduce their frequency on maps. If the mechanics will not be addressed, then reduce map spawns from 2 to 1 and increase spawn times.
>
> Plasma pistol
>
> Problem: Auto aim is way too high and has far too much range.
>
> Solution: Remove the boost granted to range and tracking when smart link is active. Increase energy used when full charge is shot. increase charge time.
>
> Note: This should be a situation specific weapon IE when someone has over shield or when you need to take out a vehicle. It should not be a viable standard weapon combo with pistol/BR.
>
> Needler
>
> Problem: Way too easy to use. Too large a clip. Too much tracking. Shoots too fast.
>
> Solution. You may not need to address all of these issues but some. A combination of two of the following nerfs would be great: Reduce clip size, reduced fire rate, reduced tracking, increase spawn time, reduced ammo reserve.
>
> Shotgun
>
> Problem: The shotgun functions fine as a weapon but it does have some spawning issues. It is very powerful and therefor players should be able to track when it will pop up on map and that should be at regular intervals. Right now the shotgun is on a dynamic spawn. That means once it is emptied it will not spawn until it is dropped. This is bad because which ever team holds it controls when it will spawn and therefor has a high chance of continuing to control it.
>
> Solution: Place the shotgun on a two minute timer just like the rockets or sniper. I would even go as far as to add a countdown timer similar to other power weapons. Let’s face it, the shotgun is a power weapon.
>
> Note: the same goes for the scatter shot but I would like to add that the scatter has too much ammo in addition to these problems.
>
> Fuel Rod Cannon
>
> Problem: Too much ammo. It’s easy to rack up a ton of kills with this weapon. Far more than rockets or even snipe.
>
> Solution: Reduce ammo by around 15%
>
> Let me know what you think.

Needler - learn to use boost to avoide needles, and close the gap or find cover. Problem solved.

Storm rifle - overheats very easily, you literally can’t go full auto and kill someone without it over heating. Balanced just fine.

Plasma pistol - works just as well as it has in EVERY other halo game. You’re asking them to change it, and you’re saying it shouldn’t be a viable standard weapon combo? The ‘noob combo’ has been around forever. If you think that’s bad, try plasma pistol/bolt shot. You don’t even need to aim with that setup.

Shotgun - you can see when someone has the shotgun from across the map, that’s why there is a flashlight on it. Keep your distance and out pistol the shotgunner.

the scattershot has reduced range from the shotgun, by about half - that’s why the clip size is 40% larger.

And believe it or not, you have to be fairly decent at leading your target, to get more than 3 or 4 kills with the fuel rod. Keep your distance from that person if they’re causing you issues.

and as any great halo player will tell you - the game is about map control. The weapon spawns are fine, just learn how to control them.