Why do the pros hate the mangler?

Not in my hands it isn’t.

FEAR THE PINK CAT-EARED SPARTAN WHO WIELDS THE PINK MIST MACHINE !!!

cool, but what i will point out, pros are complaining that the br is uncompetitive and too easy. My aim is average at best, even I could win a br battlle. The reason i’m low diamond is not because of my BR aim and strafe but because of everything else. For example, I do 0 trick jumps. I could practtice them but I dont. I could learn to move around the map faster but I dont. I suck at weapons like sniper, heatwave, the mangler/BR combo.

What I dont have a problem with is shooting my BR. I still like the BR. the only thing i think should change is that there shoulld be headshot damage even when the enemy has shields then even the pros could really stand out with the BR and actually be fun to watch as they duck and weive headshots deciding when best to choose body or the head.

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allso this is further examplle of how you fail to understand and jump to mocking. pros have no problem with players getting close to them, the problem is when 2 players choose to fight each other at close range and one person randomly has a mangler. its the randomness thats the main problem.

basiically, infinite has too many close range weapons to keep track of. My solution was, whyy not just start with a close range weapon to fight back. Ive always believed halo is about starting with a close range and long range weapon.

Context of your BR battle means everything. Your aim can feel average in 1 lobby, above average in another, or severely below average in a different lobby.

Like this is what I mean…you have to think about things before just throwing them out there without a thought. The BR isnt extremely hard to use, but there’s still an apparent skill gap. Go into higher lobbies and you’ll find that even in raw 1v1 skill challenges you’ll see a big difference between players skill levels.

Halo has never had precision damage multiplier on headshots while shielded when using the main utility weapon of the game. Its part of the halo formula. It’s actually perhaps why halo does not have snail trigger like other games, nor all the other nonsense that impact hip fire. Like bloom while walking, jumping etc.

Not saying it can’t work of course. Just not sure if they’d change more than just adding a damage multiplier.

Personally I think we need a single shot weapon as our main utility weapon. Like the dmr and magnum of reach and 5. The BR has never been this difficult gun to use. Even in halo 3, we found out the "difficulty " stemmed from artificial mechanics randomizing outcomes…hence the damage being 110% to mitigate this in mlg. I prefer the pacing and outskill factor of a 5 shot weapon Personally. More if theres less aim assist. With the BR you’re able to get lucky swipes becauae theres 3 bullets coming out of it. So you’re capable of getting very sloppy last shots on players imo.

Pick up the other weapons. Grab the sniper. You’ll never get better at using them if you don’t ever actually use them. This game also hardly has any skill jumps or…faster means of traveling. It’s not halo 5 level movement to master. The slide techs are pretty straight forward and simple to get.

Map pick ups are not random. It’s a parody (joke) of what you said. Re read what you wrote bro…then re think this reply to me. Say something ridiculous, get a ridiculous reply.

Everyone starting with a mangler in their back pocket isnt a good solution whatsoever. It adds more to the problem than it takes away. The weapon tier and respawn just needs adjusting. It isn’t bad to have that weapon in the game. It’s been talked about so much already that we already have the best solutions on hand. They just need to actually implement it so it can be seen how much of a difference a simple adjustment like that does in the games competitive setting.

the only time i ever notice someone outskilling me with the br is when we are out of red reticule range with no aim assist and constantly being descoped. those are also the only interesting br moments in pro tournaments imo. really close range br fights can be interesting too(however, countered with lots o close range weapons) but anything at the most effective distance is easy. its just who sees who first most of the time.

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classic. another failiure to understand and then mock. Did I say map pickups were random. I said too many close range weapon pickups is random because its harder to track and fight against with just a long range weapon. why do you think they want less mangllers on the map? because less = better control and less randomness when you only have a BR.

thats cool but aleast give a reason.

Do you play alone mainly? I’ve played with a variety of skilled players going even up to 1900s. The lobbies change, the players baseline raw skills change (with it, all the other factors as well). I know we’re about to get a reset in the game, but i dont believe every single high onyx player was just over gifted csr.

It’s easy to think it’s easy if you’ve not experienced that yourself. You’re really the only person I’ve talked to that seems to think this way. That the BR is so easy that aiming in this game just doesnt matter because it’s just that easy. No matter the caliber of the player.

2 pro players even between themselves has differences in how good their raw skills are like aiming. Up close in RRR as well. Shots are still missed. They have high accuracy at times though, sure. The BR has aim assist. No questions on that. No ones hitting 100% though. Players still make each other miss. Some are renowned specifically for how good their control on the sticks are. (We get it though, its pointed out by mnk players all the time how much help aim assist gives, but even despite this we see players distinguishing themselves against their peers. So it still makes a difference, and it still matters.)

Failure to understand what? Its simple to keep track of IF the respawn timers made sense. There isn’t TOO many…its the respawn that CAUSES that.

You’re the only one failing to understand. how many maps have more than 1 mangler? Come on bro. Again you aren’t thinking. Simplest suggestion…weapon tier and respawn timer change…

giving everyone a mangler is a horrible suggestion. Idk how one can even come to such a conclusion tbh. It’s just self explanatory man…

With a fixed respawn timer it gets rid of the over abundance of it, and the weapon pad already signals to the player which team is holding the weapon. It literally glows with the teams outline color…

I spent way too long trying to get this dude to realize this. He still doesn’t.

same difference. pros feel like the maps hand manglers out like candy which means they cant control it, aka feels random when they get killed by one because they couldnt fight for it or even know someone picked it up by the time they die.

give me a simple reason. it shouldnt need a wall of text to explain why starting with a mangler is bad if its as bad as you make it out to be.

I really don’t think Mangler starts would be a good idea. The dominant strategy every game would just be to either do the drop combo or melee combo and the Mangler would be used more than the BR. The flaw there in ranked is that it would completely eliminate the need for most of the other sandbox elements. If everyone has a Mangler, the bulldog and heatwave are practically nullified. So are the plasma pistol, pulse carbine, and disruptor.

good points but bulldog and heatwave is still an upgrade on the mangler. they are 2 shot kills. Also, BR would still get used for long range.

i dont really see how plasma pistol, pulse carbine, and disruptor become more useless than the already are. plasma pistol would still be useful for a noob combo at medium range

It’s because its power level is essentially the same as a Bulldog/Heatwave but with more abundant ammo and spawns faster, and has no In Play spawn restrictions.

The only balance it needs is to be placed on a red rack so they aren’t too accessible and are fought over for dominance.

Giving everyone a Mangler would be the same as starting everyone with a more accurate Bulldog, which is not what you want considering the players are starting with BRs which are already a halfway between skilled and casual.

If you ask me, the Ranked boys should all start with Sidekicks but that’s a whole other arguement.

I vote for side kick starts.

Or br and sidekick starts.

Or camando and side kick starts.

I don’t like having one weapon off spawn and I don’t like the br as a start either. And I don’t like AR as as start

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The game breaks down into the exact problems we see with it, only now its even worse because everyone spawns with it. The game deteriorates into people relying on the beat down combo and drop shot. Its not bad as a higher tier weapon pick up with a better spawn timer…but if its a higher tier and considered to be a higher tier weapon by the vast majority…does it really make sense to spawn with it? Shouldn’t be this difficult for you to understand.

Because if all you have is a BR plasma and shock weapons become viable as support weapons. The highest level pros in tournaments for money will use weapons like the pulse carbine. That’s a pretty good sign the weapon works

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Alors la je rigole bien serieux les pro sortent de la -Yoink!- quand meme attention les pro se plaignent dc faut nerf le maugler car attention cest les dieux qui parlent la lol . alors que cette arme ds halo 3 etait une turie comme le fusil a pompe de halo 3 qui avait le meme effet au corps a corps mais la cest normal alors messieur les pro si vous voulez nerf le maugler demander le retour du vrai fusil a pompe . mais bon cest comme des youtubeur pro qui sortent que sur halo un frag ne ce fait jamais seul cest obliger le team shot laisser moi rire dc cest genre de personne en 1vs1 il tue jamais si je comprend bien lol . la plus part des fps finisse desequilibrer surtout a cause de tout ces gens qui ce plaignent de tout et nimporte quoi juste parce que il se font tuer lol.

Because it’s a budget energy sword on a pistol spawn. You can shoot punch combo within milliseconds for what amounts to an instant kill against anything but an actual sword (which erases your melee if they swing at the same time).

It’s not that they can’t pick it up, though it is annoying to start a match on the side with disruptor/plasma while the enemy gets the first mangler for free. The problem is they’re everywhere in high skill games, because you can’t just leave something that strong on the ground/spawn if you want to win, so there are always multiple manglers running around with the instakill combo ready to go.

That’s why the pros have been arguing to put it on a red bar spawn; so there will only be one on the map at a time. Personally, I’d say just make it 2 shots and a melee.

OP, go look up proximity’s YT video about the Mangler from like a month ago. He does a pretty good job explaining why pros think it needs some sort of balance.

Quick summary of the breakdown (still recommend going to the vid). The biggest issue is the mangler has the highest kill count potential in the game, and it’s a 30 second respawn wall weapon.

It’s got 24 rounds when you pick it up, and it’s a one shot one melee kill. So it has a max potential of 24 kills per pickup, which is crazy.

For comparison, if you killed 4 players with every rocket you fired after picking it up, your max kill potential is 16. And that will literally NEVER happen.

So that’s kind of what the crux of the situation is. We have a wall weapon that respawns every 30 seconds with a relatively easy-to-perform maximum kill potential FAR above every other weapon in the game, including the best power weapons.

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