Aozolai's Carbine Testing
I've felt since this update that the tuned carbine is absolute trash and totally inaccurate, but haven't been able to quantify it, and I've been very surprised that the community on these forums have not been more critical of the carbine. Maybe because the BR was the most glaring issue? But here's proof of the issues with the carbine being incredibly severe, essentially making it a non precision precision weapon.This is probably the biggest disappointment for me. I have really just stopped using it. I thought maybe it was just me, but now I know it's not. Their whole concept of making it less lethal at long range succeeded, but why are we punished at 30m?
https://youtu.be/wfSYmLVgNz4Please do something to make the carbine accurate at least within its RRR. Currently this gun is comically unreliable and inconsistent. Shots fired within RRR directly at someone currently don't always connect... see video.
My suggeation would be to decrease the random spread.
just brings video proof to what I've felt and believed might be a concern with the weapon. In all honestly, I didn't realize how bad the Carbine's effectiveness actually was within its' supposed "effective" range(s) until watching this analysis video.
My overall feedback post
and my most recent post
(prior to this one) both made note that players should be granted an ability to retain the Carbine's previous accuracy when NOT maximizing its' spam-ability. This could have been achieved by tying the weapon’s fire-rate to a bloom feature (a non-visible one) that only kicked-in to increase it potential spread when the fire-rate exceeded a certain threshold. This way the weapon retains an aspect of its previous effectiveness as long as players are manually managing the weapon's fire rate.
Further concerns with the Carbine continue to relate to the reduced RRRs and more precisely the reduced RRRs for the more costly Blood of Suban REQ variant which, in my opinion, should've kept the previous RRRs. The Blood of Suban's effectiveness has been horrendously hindered and unnecessarily so.
In general, I'm a pretty understanding and sympathetic guy with regards to the decisions you wrestle with as a business and as a developer, but there were certain decisions made within the weapon tuning update that I cannot figure out how they were actually contemplated to be improvements to the game's sandbox. I really hope you guys can get this figured out sooner rather than later or ever because Halo 5 is a very good game and I want to see it/play it in its best rendition. While the tuning update certainly brought some positive, as well as some neutral, changes (subjectively speaking) to the sandbox I am however quite perplexed by some of the "other" changes that seem obvious in how they create a negative outcome.