Yes i know that DMR is OP and i don’t use it but if we want to have this problem dealt first we need to see which is the real problem because the responses vary too much, some say is the bullet magnetism others says the kill time so i ned to you people to say and synthesize a response to convince 343i to change like they made with BS
No BR user or CC user can defeat a DMR user unless the DMR user misses or is already weak. The LR is the only weapon that stands a chance against the DMR and that’s only at long-range.
The responses vary so much because there are so many things wrong with it.
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Too much bullet magnetism on all weapons, but DMR’s accuracy and range makes this ridiculous
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Faster kill time than most other precision loadout weapons
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Effective at all ranges
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Can shoot across most maps whilst retaining it’s accuracy, hitscan, insane bullet magnetism and rate of fire
> No BR user or CC user can defeat a DMR user unless the DMR user misses or is already weak. The LR is the only weapon that stands a chance against the DMR and that’s only at long-range.
You did not apointed a problem we need to see where it can be fixed not where DMR stands out
> The responses vary so much because there are so many things wrong with it.
>
> - Too much bullet magnetism on all weapons, but DMR’s accuracy and range makes this ridiculous
>
> - Faster kill time than most other precision loadout weapons
>
> - Effective at all ranges
>
> - Can shoot across most maps whilst retaining it’s accuracy, hitscan, insane bullet magnetism and rate of fire
suposing that you are on 343i and you can make only a change only 1 in the DMR what you would do?
Rate of fire.
I would lower the scope of the DMR down to that of the BR and Carbine (maybe do this to the LR as well). That way, the whole cross map issue is null-and-void.
I don’t know about you guys, but it’s not really that hard to make a DMR user miss a shot when closer than anything long-range. The synergy that the BR has with grenades and it’s bleed-through gives it a niche in close up environments.
Play the game to close the distance on DMR users via flanking and the guns come on a much closer plane than most people exaggerate.
> > The responses vary so much because there are so many things wrong with it.
> >
> > - Too much bullet magnetism on all weapons, but DMR’s accuracy and range makes this ridiculous
> >
> > - Faster kill time than most other precision loadout weapons
> >
> > - Effective at all ranges
> >
> > - Can shoot across most maps whilst retaining it’s accuracy, hitscan, insane bullet magnetism and rate of fire
>
> suposing that you are on 343i and you can make only a change only 1 in the DMR what you would do?
Make it a pick up weapon along with the Plasma Pistol and Boltshot… PROBLEM SOLVED.
op at long range.
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It has too quick a killtime for the range and flexibility it has. The killtime it has means it is a safe, obvious choice: it succeeds at all ranges. This both outguns the other weapons in CQC, competing very well with them AND keeps it the supreme choice: you excel at long range yet you compete with an advantage in CQC? It isn’t right at all.
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Its clip is too deep: it stores enough ammo before reloading to kill 2.8 people, leaving the last deshielded. This means missing punishes the user less than other weapons.
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It has too great an autoaim range both in and out of scope, further making it easy and safe to use. To be honest, this should probably be the same for all weapons, given that 1) it’s a huge factor in a weapon’s effectiveness and 2) the DMR can still be used, with practice and skill, outside the autoaim range (unlike, say, the BR, which is basically useless at that range).
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Given the RoF and Shots to Kill, it’s very easy to use and this highlights the effort it takes to get an 8SK with a Carbine, or to use the Light Rifle scoped or unscoped.
Gee… I probably didn’t even touch on that much, I’m tired as anything 
My suggestion for balancing it? One or both of a Damage or Rate of Fire nerf, along with a nerf to one of the clip size, reload time or the stagger it causes sprinters and a third nerf to one of the bloom or recoil it has.
I’d also be fine with alternatively slowing the killtime to equal the BR, then making it a 7SK Headshot kill instead of a 5SK, along with possibly reducing the stagger it causes sprinters.
> > The responses vary so much because there are so many things wrong with it.
> >
> > - Too much bullet magnetism on all weapons, but DMR’s accuracy and range makes this ridiculous
> >
> > - Faster kill time than most other precision loadout weapons
> >
> > - Effective at all ranges
> >
> > - Can shoot across most maps whilst retaining it’s accuracy, hitscan, insane bullet magnetism and rate of fire
>
> suposing that you are on 343i and you can make only a change only 1 in the DMR what you would do?
Drop the rate of fire to the point where it is slightly slower than the BR, tone down the aim assist range back to Reach’s DMR.
Nerf the range.
Nerf the RoF.
Nerf aim assist.
Any one of those will do.
"Nerf the range.
Nerf the RoF.
Nerf aim assist.
Any one of those will do".
You MUST nerf the killtime via either the RoF or Damage because otherwise, players will adapt and overcome the lack of autoaim and the problem will still exist. You can nerf the autoaim/so on, by all means, that’s cool. You just must nerf the killtime too.
So if i create a thread about nerfing DMR’s RoF and Bullet Magnets are good to you people?