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> > > Well? I can’t understand this myself but after a match or two I get so switched off but other Halo games I can sit in matchmaking from dawn to dusk…
> > >
> > > Why does Halo 5 give me these vibes? I want to unlock everything in my REQ packs and hit that max rank but I just can’t do it!
> >
> > Because this Halo, despite having equal starts, actually has more subtle changes that result in a ADS Twitch Shooter gameplay style.
> >
> > The big one. AUTOMATICS. Every automatic in Halo 5 can kill faster than the Magnum. The easy to use, intentionally forgiving CQC weapons actually kill FASTER than the skillful Magnum. I should not need to explain why this is bad, but I do. Hard Counter balancing sucks for the utility weapon in a arena shooters. The whole POINT of a Utility weapon is to be on par with the rest of the sandbox to ensure you are always on equal footing when respawning. Sure, you can always switch to the AR for CQC, but unless you do, you are intended lose in CQC, regardless if you have better aim with a deliberately more skilful weapon. It makes turning a corner a guessing game as.to which weapon to have equipped. The utility weapon isn’t really a utility weapon anymore.
> >
> > The movement mechanics add a randomness to how players traverse a map. What made other Halos so good was predictable map movement, well, that’s outright gone now.
> >
> > Between up in your face ADHD movement abilities, insane melee lunge and Op Automatics and rock paper scissor balancing, you have a recipe for making Halo 5 combat plays fundentally more Twitch Shooter like than even Halo 4, because at it’s core, Halo 4 was just a Halo game with Custom Loadouts, Sprint and Flinch tacked onto it. Fix those three elements, and the game designed around it was still very Halo esque.
> >
> > Halo 5 is designed ground up around the gameplay the abilities and weapon sandbox provide. This means, while Halo 4 does have the feeling of the elements being tacked on, and thus they feel ill considered and out of place in a game that plays similar to Halo, Halo 5 abilities are very considered and designed around, so feel much, much more consistent with the game they exist in, but as a result, the game itself plays and feels ALOT less like Halo than even the likes of Halo 4.
> >
> > Make no mistake, Halo 5 is better designed game than Halo 4, but that doesn’t make it any more similar to traditional a Halo game than Halo 4.
>
> That’s ridiculous. Peoples preference is always to use the pistol or battle rifle because it wins at range and is seen as high damage. CQC weapons are only good at extremely close ranges. Past a certain distance they are useless but a skilled BR player can kill you at that distance.
>
> You are on an equal footing because you always have a CQC weapon and a mid range weapon. Only in Warzone can you get more powerful load-out guns than other players.
>
> Because people didn’t use automatics in Halo 3 and Reach and 4. They make up most of the basic weapons. If I can kill people at point blank range faster than an automatic I will never put my BR away, its that straight forward. The player should be punished for not being spatially aware enough to have the correct weapon in a tight corridor. He shouldn’t be able to kill his opponent with three quick headshots before the AR kills him or have his opponent empty a whole clip and not kill him.
>
> Yeah its faster and you can jump around a bit.
>
> Most people die to being shot in the head with a BR or pistol. Not being melee’d. Same as most Halo games. In fact melee feels less prevalent since weapon damage at range is so high.
The Pistol is still a better overall utility weapon than the Automatics, I didn’t say it wasn’t.
But the weapon is very much not as much a utility weapon as precision starting weapon in other Halo games. The range of the precision weapons is going to earn them the work horse role, as it should.
But, it is much more skillful to use precision weapon in CQC than use the deliberately easy to use automatics. You don’t just balance for counters, you balance for skill too.
If I miss with my Magnum twice in close range, my optimum killtime goes up to 1.8 seconds
If I miss two shots with my AR, my optimum kill time goes up to 1.3, (1.6 for body shots) seconds
It is much, much harder to miss with an automatic in close range strafe battles.
The whole point of automatics, prior to Halo 5, was that they had a CQC advantage in being forgiving, easy to use weapons. Now, I absolutely agree, they were to weak in previous Halo games. The AR in CE alone was almost twice as long as the pistol.
But if OG Halo is one extreme, Halo 5 is the other. There is a happy middleground to be had. The AR and ODST SMG in Halo 2 Anniversary Multiplayer are actually a great example of that. They kill “slightly” slower than the BR, but fast enough to actually be a viable and often better but not outright overpowering CQC option.
Factoring in the blinding fast CQC killtime with the abilities well, ability, to close distances much faster than other Halo games, you have automatics that act as hard counters, not better niche role counterparts, to the precision utility. There is a very good reason the majority of pros and competitively minded players, and the team beyond forums, say they need nerfed. Because they do. Failing that they should be removed from comeptitive play, something else they advocate.
Every Arena matchmaking update has seen more and more removals of automatics from the competitive verisons on multiplayer arena maps, at the pros behest. What does that tell us other than I am correct?
Furthermore, it’s not as simple as walking into a tight corridor and having the right weapon out. That’s common sense. We are talking about situations were an enemy is either crouching round a corner with his AR out, or watching the sightline with his maguire, you expect an opponent to be there, but you can’t know if he is further back or behind the corner, you choose to have one weapon out, and you lose for one reason or another.
The utility weapon, ie the Magnum, has to be truly viable in the fight against automatics in CQC, currently it is not, and as a result, turning a corner is a guessing game, crouching around corners and watching your radar, ambushing the guy coming round with the automatic his pistol can’t reliably hope to match is a rewarded strategy, something else the pros are complaining about.
Try playing rock paper scissors at a competitive level, and see how that fares.