The Halo 5 weapon tuning update is coming Nov. 2! Read more HERE and share your thoughts and feedback below!
[Locked] Weapon Tuning Discussion Thread
but everyone is wearing nostolgia goggles and so now they are reverting the BR to halo 3 BR (crappy). some of these changes are terrible.John Pershing wrote:Randomness makes Halo 5 less skill based. Halo 5 is a skill based shooter. Please don't add random spread to the Battle Rifle and Carbine. Don't make Halo 5 less skill based.
Halo 5 is not a sim. There are other ways to make those two precision weapons less effective at long range, if that is so important. Why should some precision weapons have random spread, and others not?
Random spread was unwelcome in Halo 3, and it is unwelcome in Halo 5.
Other changes look good, especially the new sword.
It's not saying that magnum is better than BR at range, it's saying that the average range tends to be longer.
Reach had default movement of a snail, and much more open maps.
I almost forgot about brute plasma, I wonder how they would even compare it to the other kill times, given how it's more of a "combo weapon."
I definitely don't think the magnum "sucks" at close range... Harder? yes, but when playing onyx players and higher, people can definitely beat you close range. Now, unless I'm not understanding things right (very possible, a lot of information to take in) the magnum can hit more accurately farther away then the BR now. If this is correct, then to me this isn't right at all.a LvL99 Jay wrote:It's not saying that magnum is better than BR at range, it's saying that the average range tends to be longer.
This is because the magnum sucks at close range, not because it's better at long.
The BR and DMR are just much better at close range, which lowers the average.Reach had default movement of a snail, and much more open maps.
The DMR changes are interesting in a purely isolated sense, but the cramped corners and sprint/thrust/slide combo will make it much more situational, perhaps even too much.
I have to say that my biggest issue with the earlier tuning test was the changes to the BR. They made the weapon unnecessarily difficult to use for people who weren't avid H3 players, given that they were making that change to emulate that particular version of the weapon. I personally think that they should be trying to go more for the balance that the BR had in H4 where it was a competent weapon at all ranges, but it came up short at long range against the DMR and was normally at somewhat of a disadvantage up close against the AR, but dominated in the mid range. With this new change they're making, they're removing its ability to compete with other weapons outside a very selective distance. In conclusion, what I think should be done with the BR is either it should be set at the level it was in H4 (ideally) or at the very least kept at the levels that it is currently.eLantern wrote:These are my opinions on what I heard and saw within the stream; plus, read within the blog post:
- The Active Camo power up seems good.
- The AR changes seemed good and I'm generally excited to try it out.
- I'm concerned with the BR changes. I think the random horizontal spread amount is still a bit too much and I don't understand why you'd reduce the hip-fire RRR. It shouldn't be less than the standard Magnum as they should be equal. While some horizontal spread is fine I think the weapon will continue to be plagued by consistency issues within its mid-range role due to the degree of random spread. I think the Magnum will crap all over this weapon at pretty much all ranges except in cases where someone lands 6 bullets with two pulls of the trigger and follows-up with a melee for the kill.
- The Beam Rifle changes will be good.
- I'm concerned with the Carbine changes. I think the spread should have been tied to the weapon’s fire-rate, so that by pacing the weapon's shots somewhat (given its a high rate of fire weapon) players would have some ability to retain it's previous accuracy when the weapon isn't spammed. Also, why again has the hip-fire RRR been reduced to less than the standard Magnum -- they should be equal. It seems like the standard Magnum will also out class this weapon beyond closer ranges. Further concern relates to these changes affecting the effectiveness of its more costly REQ variants.
- I'm unsure about the DMR changes. The reduction of head-shot bullet magnetism is good and a slower rate of fire might be okay, but I am again concerned about the hip-fire RRR if it becomes less than the standard Magnum as they should be equal. While I thought the 2-shot + melee for a kill could have been altered into a 3-shot + melee to lessen its effectiveness within CQC I suppose the chosen changes may work out fine. I'll be looking forward to targeting the pick-up of this weapon on the battlefield to get a better feel for its overall effectiveness.
- The Relic Sword seems awesome. Basically, it's the return of the Halo 2 sword except with a zoom range aspect.
- The Frag Grenade changes appear okay.
- The Fuel Rod Cannon changes could prove good; though, I'm a bit concerned about how these changes will impact the effectiveness of the REQ variants? The upgraded Fuel Rod Cannons are already questionable choices in comparison to other similarly priced (REQ cost) weapon choices, so lessening their effectiveness even more so doesn't make much sense to me.
- The Grenade Launcher changes might be okay; though, did the Pro Pipe REQ variant really require the same nerfing? Again, it doesn't make sense when considering its effectiveness and usefulness verse other similarly priced REQ items.
- The Gunfighter Magnum changes are interesting. While I'm not the biggest fan of the amount of vertical drift I'm at least thankful that crouching appears to significantly reduce it plus I'm glad that the random spread was toned down from the testing playlist. The increased damage paired with its rate of fire should make this weapon a force up close and, in all fairness, because of that it may be well balanced with the current vertical drift. I'm kind of excited to try it out.
- The Splinter Grenade changes were a bit disappointing within the stream. I thought the whole purpose for addressing this grenade was to remove the automatic panic toss for a kill aspect to instead make sure its primary use was focused strictly on its temporary area of denial aspect. It didn't appear as if that was accomplished with the change. The concept should be that even if you get hit by the grenade and absorb the initial explosion plus all the splinter shards that you'll still have a tiny sliver of health left. The grenade's purpose and focus should be on its temporary area of denial aspect, so it shouldn't outright kill a fully shielded player by itself which means that it should cause players to contemplate and weigh the risk/reward aspect of passing through the equivalency of a survivable mine-field that'll make them incredibly vulnerable.
- The Railgun changes seem pretty good; though, I think it actually makes the weapon easier to use as a mobile OSK weapon verses what the stated goal appeared to be for the weapon. It'll be interesting to experience this weapon's changed from both perspectives (using it and having it used against you). Also, I'm glad to know that the REQ variants won’t be similarly affected.
Overall, I just want to say thank you for all the hard work and effort you've put towards trying to improve the game. Seriously appreciate all of you working to keep Halo the best FPS franchise in all of gaming.
- I have mixed feelings on the SMG change. I thought that the tuning test version was pretty good, but I didn't like hearing that the head-shot multiplier had been removed. So, I'm glad that's been brought back; however, I'm not greatly pleased with the damage reduction. I think the bullet magnetism and ranges just needed to be reduced while increasing the initial spread from the hip-fire position like how the tuning test had. Nevertheless, I look forward to trying it out.