Please, it shreds too muchShooterWG wrote:The top priority should be to nerf the Plasma rifle. It breaks the gameplay in playlists like Slayer.
Sandbox Update Wish List?
Thanks, I thought it was 7. I just didn't want to throw a number out there and have it be wrong.BADvorak wrote:It takes 7 needle shards to Supercombine and for the base Needler it has a TTK of 1.16 seconds at 10 meters, and all 7 shards must land on the target in 4 seconds for the Supercombine to occur as each needle lasts 4 seconds before it shatters.radar3301enigma wrote:Needler is too overpowered. I don't know the exact count of shards needed for a supercombine, but it's rather annoying to take half the required shards, take cover for a couple seconds, and pop back out to finish them off, and get exploded before you can blink. I'd suggest decreasing the lifetime of the shards once attached. Also, the tracking/turning on the shards is too high. I've seen close to 60 to 90 degree turns on the needles. The suppressor suffers from the high tracking as well. (I've seen a game where all but 1 or 2 of the kills were with the suppressor.) I actually refuse to put needlers on my forge maps because they are so imbalanced, unless it's a Covenant themed map.
DMR: contrary to everyone else here, I've seen more up close kills with a DMR than mid/long range kills. I can't put my finger on what feels off about it, so sadly I can't contribute much here.
The recent changes with splinter went way too far. I'm (mostly) fine with the nerf to the initial burst, but the remaining splinters need to be nerfed from their currently buffed state. You still should be able to move past a single splinter, and take some damage, rather than be instakilled by it.
The increased damage taken from frag grenades has actually led to, IMO, less skillful use of grenades. The damage falloff needs to be readjusted to a more appropriate balance between old settings and new settings. Sure, you should take a lot of damage if you step on it, but you shouldn't take full damage for being just on the edge of the blast radius... also, the graphical explosion still doesn't feel like it matches up with the actual blast radius; either decrease the blast radius (which actually might fix the above, and require more skillful use), or increase the visuals (again).
I know, that was technically 4, so if you really only want 2, I would have to choose the needler and the frag grenades.
I’m all for giving some kind of ammo buff for weapons in firefight.Aur0ra Unit 242 wrote:Thank you for always putting forth the effort to listen to our feedback, I really love Warzone Firefight but it feels like balancing for that mode is a bit of an after thought
My only major issue with Halo 5 is that Warzone and Warzone Firefight need to be balanced separately, as its been stated before power weapons just don't work in firefight when vehicles can do so much more, I'd love to have a reason to spawn power weapons to take down a boss but they run out of ammo before you can even put a dent in their health making it just not worth the req energy required to spawn them.
If req weapons could compete with vehicles in Warzone Firefight it would open up a lot more options for players keeping the experience fresh and fun while giving players more freedom in how they choose to take on each round
As it stands victory in most rounds boil down to "How many vehicles can our team spawn"