Seriously, don’t you guys know that halo 5 is extremely balanced as it is? A 4-shot pistol would lower the TTK even more and make every other precision weapon useless. From a lore standpoint, a pistol shouldn’t kill faster than a DMR. I know you guys want it to be like the CE pistol, but it would just ruin the sandbox. What’s the reason behind a 4-shot kill pistol?
Edit: when I say everyone, I just mean a lot of people.
I think the pistol is fine as is. I’d say it is the most balanced pistol in the whole series. I loved the CE pistol but it was a tad OP…it was a mini-BR.
Double tap rhythm. Goes well with many kinds of music.
0.o
Some people place skill with precision weapons above all else and a four shot pistol would give you a better chance to out gun an automatic weapon at close range since most believe the autos are OP in H5. I think the weapon balance is fine as is as well. Every weapon fills a niche and is actually useful. The older Halos while great were a bit stale as there wasnt a reason to even pick up any of the other weapons because they were pretty much useless.
I don’t really care which way it is. I just know that if 343i listens to the fans and makes a decision that breaks gameplay, we know who to blame.
Because of a few things actually
the minimal amount of aim assist on the pistol
when combined with
enhanced movement mechanics like sprint and thruster
when combined with
auto weapons which have had significant buffs to their power range and accuracy and then further buffs in smart scope to range and accuracy plus headshot modifier
And to
to give halo 5 an actual utility weapon
There are probably a few aspects I’ve missed and I’m sure other people will fill them in
Because landing more than 4 shots is HARD! That’s why bad kids wanted the 3 shot Halo CE pistol. So they had to land as few shots as possible for a kill. Because landing 4 controlled bursts from a BR is too hard for them as well. So they need a side arm to kill in as many shots as it does with a BR.
-Yoink- that. Its a pistol.
I like the fact that I use a huge varitey of guns. Not just pistol whip everyone. Thats no fun.
Fight for the BR, Carbine, DMR.
Its a pistol…Not a sniper.
And the AR deal. Switch. I did. And eating sweaty nerds with it is that much better.
I don’t even think I’ve seen that being argued all too frequently.
Maybe the ROF could be increased a little bit, but overall the Pistol is just about right.
> 2533274832130936;6:
> Because of a few things actually
> the minimal amount of aim assist on the pistol
>
> when combined with
>
> enhanced movement mechanics like sprint and thruster
>
> when combined with
>
> auto weapons which have had significant buffs to their power range and accuracy and then further buffs in smart scope to range and accuracy plus headshot modifier
>
> And to
>
> to give halo 5 an actual utility weapon
>
> There are probably a few aspects I’ve missed and I’m sure other people will fill them in
So you want people to pretty much only use the pistol? That will make for a stale game. The weapon you spawn with isn’t and shouldn’t be the best weapon.
What is wrong with this community. Do they want a 4 shot pistol just to counter the assault rifle? omg… Its not even that hard to counter against a person with an AR. And if they get close to you use the “noob” weapon. Seriously guys assault rifle and pistol is supposed to be the basic and relevant because that’s what everyone starts with. Much like SMG and magnum in Halo 2. A skilled player will utilize both and know when to switch weapons. I think its illogical that people think a BR should always win in close range. Sure it can, if you do it right, but assault rifle has to stay relevant as everyone starts with it. Otherwise, massive killing sprees with the BR will happen, which it should not. I feel like most of the people who are complaining about the assault rifle and SMG are 12 year olds who don’t have a lot of patience.
ITT People who have no idea what they’re talking about concerning themselves with Halo weapon balance, please stop.
Oh boy. Seeing how notorious I’m starting to become against the Waypoint community, I’m pretty sure this thread is gonna get ugly real quick. But here goes.
Considering how the mobility in halo 5 is fairly fast in comparison to the original trilogy, it was important that 343 implement a utility weapon that can counter this by allowing players with exceptional gun skill to punish enemies who have made poor plays, because otherwise most individual gunfights would be prolonged due to the implementation of thrust. Unfortunately, they decide the route in making the pistol require more skill with its minimal aim assist/bullet magnetism compared to most precision weapons, but not improve its damage output. Unfortunately, this presents a problem in which the utility weapon would be dropped for other precision weapons because they were all easier to use while maintaining a similar (if not faster) TTK. Not only this, but they make the automatic weapons (not necessarily the AR) easy to use with extremely fast kill times. Literally everything now counters the pistol in their own respective ranges, which defeats the purpose of even implementing a “utility weapon.” You’re supposed to make the pistol counter all weapons through great aim without making it the most viable weapon in each situation. That’s how true interaction between the weapon sandbox thrives, but instead, encounters are more determined by who had the better weapon (particularly in CQC with the storm rifle and SMG) than who had better gun skill.
Making a 4 shot kill pistol (while making it take 4 shots to kill an unshielded player without headshots and 3 shots to then get a melee kill) would not only strengthen players off spawn to allow for more individual plays, counter the majority of the weapon sandbox with exceptional skill of the weapon, punish players for defensive uses of spartan abilities, but also punish users of the pistol for not sustaining a head shot on unshielded players because of how slow it kills otherwise. Now you would present an advantage of automatic weapons by making them easier to finish off kills, which would still make those weapons just as useful now. See how much more interesting gunfights would occur with these changes?
For the OP who claims that it would “make every other precision weapon useless,” well here’s a solution; DON’T make the precision weapons so redundant against each other by overlapping them in their roles. Literally every precision weapon kills in about the same time despite their different RoF and damage per shot. If this was my game, I would only keep the carbine and LR with the pistol, as these 2 weapons have more specialized roles than the DMR and BR in terms of functionality. Make the carbine require 1 less shot to kill for shielded players and 1 more shot to kill for weak players in terms of body shots, and you have yourself an interactive sandbox. Now players would make more meaningful choices with which weapon to pick up on the map instead of going for a straight upgrade weapon based on what role they’d like to obtain for their team.
I agree, the pistol is fine as is. I’ve killed plenty ARS with it
> 2533274832130936;6:
> Because of a few things actually
> the minimal amount of aim assist on the pistol
>
> when combined with
>
> enhanced movement mechanics like sprint and thruster
>
> when combined with
>
> auto weapons which have had significant buffs to their power range and accuracy and then further buffs in smart scope to range and accuracy plus headshot modifier
>
> And to
>
> to give halo 5 an actual utility weapon
>
> There are probably a few aspects I’ve missed and I’m sure other people will fill them in
Pretty much this. H5 really doesn’t have a real utility weapon. Upping the MAGNUM (cuz there is a difference between a lil dinky pistol to a magnum) to a 4sk makes it much more viable as a utility weapon. It competes better vs CQC weapons and it rightfully deserves to being it is the hardest weapon to master.
Many question tho is would a 4sk magnum work in the current h5 build? I’ve played the evolved settings a group on beyond did and the 4sk magnum works for that because BMS is increased making it harder to get perfect kills, my worry in the current h5 is I think a 4sk magnum would be too good due to the BMS not being able to really test an individual on skill and making perfect kills happen more often than they should. it would still make the magnum a utility weapon reguardless but it then just lowers the skill gap if you see what I mean?
> 2535455681930574;1:
> Seriously, don’t you guys know that halo 5 is extremely balanced as it is? A 4-shot pistol would lower the TTK even more and make every other precision weapon useless. From a lore standpoint, a pistol shouldn’t kill faster than a DMR. I know you guys want it to be like the CE pistol, but it would just ruin the sandbox. What’s the reason behind a 4-shot kill pistol?
>
> Edit: when I say everyone, I just mean a lot of people.
So glad I bookmarked this.TL:DR- A 4sk pistol would greatly fix the sandbox and overall create a more skillful game.
> 2533274968707582;13:
> Oh boy. Seeing how notorious I’m starting to become against the Waypoint community, I’m pretty sure this thread is gonna get ugly real quick. But here goes.
>
> Considering how the mobility in halo 5 is fairly fast in comparison to the original trilogy, it was important that 343 implement a utility weapon that can counter this by allowing players with exceptional gun skill to punish enemies who have made poor plays, because otherwise most individual gunfights would be prolonged due to the implementation of thrust. Unfortunately, they decide the route in making the pistol require more skill with its minimal aim assist/bullet magnetism compared to most precision weapons, but not improve its damage output. Unfortunately, this presents a problem in which the utility weapon would be dropped for other precision weapons because they were all easier to use while maintaining a similar (if not faster) TTK. Not only this, but they make the automatic weapons (not necessarily the AR) easy to use with extremely fast kill times. Literally everything now counters the pistol in their own respective ranges, which defeats the purpose of even implementing a “utility weapon.” You’re supposed to make the pistol counter all weapons through great aim without making it the most viable weapon in each situation. That’s how true interaction between the weapon sandbox thrives, but instead, encounters are more determined by who had the better weapon (particularly in CQC with the storm rifle and SMG) than who had better gun skill.
>
> Making a 4 shot kill pistol (while making it take 4 shots to kill an unshielded player without headshots and 3 shots to then get a melee kill) would not only strengthen players off spawn to allow for more individual plays, counter the majority of the weapon sandbox with exceptional skill of the weapon, but punish users of the pistol for not sustaining a head shot on unshielded players because of how slow it kills otherwise. Now you would present an advantage of automatic weapons by making them easier to finish off kills, which would still make those weapons just as useful now. See how much more interesting gunfights would occur with these changes?
>
> For the OP who claims that it would “make every other precision weapon useless,” well here’s a solution; DON’T make the precision weapons so redundant against each other by overlapping them in their roles. Literally every weapon kills in relatively the same time despite their different RoF and damage per shot. If this was my game, I would only keep the carbine and LR with the pistol, as these 2 weapons have more specialized roles than the DMR and BR in terms of functionality. Make the carbine require 1 less shot to kill for shielded players and 1 more shot to kill for weak players in terms of body shots, and you have yourself an interactive sandbox. Now players would make more meaningful choices with which weapon to pick up on the map instead of going for a straight upgrade weapon based on what role they’d like to obtain for their team.
>
> This is going to be fun to watch.
If you were to make the pistol a 4sk, you’d need to re-work the rest of the sandbox to a certain extent. I actually used to be against this change since I thought it was unnecessary (change for the sake of change without inherently improving the game), and because saying “the weapons need to function more uniquely in relation to one another” is not a strong argument on its own. While I disagree that weapons’ roles somewhat overlapping is a bad thing (there are still differences between them which creates different outcomes, and really, gun skill is still king in Halo 5) it can make firefights more interesting with these changes. So… I guess you changed my opinion with this short essay. Nice job.
I just think the ADS with the pistol could be a lot faster or smoother, maybe no descope either. I would possibly play with that instead of buffing the pistol.
> 2533274895603860;17:
> > 2533274968707582;13:
> > Oh boy. Seeing how notorious I’m starting to become against the Waypoint community, I’m pretty sure this thread is gonna get ugly real quick. But here goes.
> >
> > Considering how the mobility in halo 5 is fairly fast in comparison to the original trilogy, it was important that 343 implement a utility weapon that can counter this by allowing players with exceptional gun skill to punish enemies who have made poor plays, because otherwise most individual gunfights would be prolonged due to the implementation of thrust. Unfortunately, they decide the route in making the pistol require more skill with its minimal aim assist/bullet magnetism compared to most precision weapons, but not improve its damage output. Unfortunately, this presents a problem in which the utility weapon would be dropped for other precision weapons because they were all easier to use while maintaining a similar (if not faster) TTK. Not only this, but they make the automatic weapons (not necessarily the AR) easy to use with extremely fast kill times. Literally everything now counters the pistol in their own respective ranges, which defeats the purpose of even implementing a “utility weapon.” You’re supposed to make the pistol counter all weapons through great aim without making it the most viable weapon in each situation. That’s how true interaction between the weapon sandbox thrives, but instead, encounters are more determined by who had the better weapon (particularly in CQC with the storm rifle and SMG) than who had better gun skill.
> >
> > Making a 4 shot kill pistol (while making it take 4 shots to kill an unshielded player without headshots and 3 shots to then get a melee kill) would not only strengthen players off spawn to allow for more individual plays, counter the majority of the weapon sandbox with exceptional skill of the weapon, but punish users of the pistol for not sustaining a head shot on unshielded players because of how slow it kills otherwise. Now you would present an advantage of automatic weapons by making them easier to finish off kills, which would still make those weapons just as useful now. See how much more interesting gunfights would occur with these changes?
> >
> > For the OP who claims that it would “make every other precision weapon useless,” well here’s a solution; DON’T make the precision weapons so redundant against each other by overlapping them in their roles. Literally every weapon kills in relatively the same time despite their different RoF and damage per shot. If this was my game, I would only keep the carbine and LR with the pistol, as these 2 weapons have more specialized roles than the DMR and BR in terms of functionality. Make the carbine require 1 less shot to kill for shielded players and 1 more shot to kill for weak players in terms of body shots, and you have yourself an interactive sandbox. Now players would make more meaningful choices with which weapon to pick up on the map instead of going for a straight upgrade weapon based on what role they’d like to obtain for their team.
> >
> > This is going to be fun to watch.
>
>
> If you were to make the pistol a 4sk, you’d need to re-work the rest of the sandbox to a certain extent. I actually used to be against this change since I thought it was unnecessary (change for the sake of change without inherently improving the game), and because saying “the weapons need to function more uniquely in relation to one another” is not a strong argument on its own. While I disagree that weapons’ roles somewhat overlapping is a bad thing (there are still differences between them which creates different outcomes, and really, gun skill is still king in Halo 5) it can make firefights more interesting with these changes. So… I guess you changed my opinion. Nice job.
You should check out the Evolved settings, they feature a 4sk pistol and a reworked sandbox and it’s been (surprisingly) well received here. Team Beyond, and r/halo.
A few of you are acting like people got 3 shot kills with the CE pistol all the time when that isn’t the case all (I’m not referring to MCC). Just like people aren’t going to always get a perfect 4SK with the H5 pistol either.