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[Locked] Weapon Tuning Test - Phase Two Feedback - 9/11

OP ske7ch

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NightClerk wrote:
NightClerk wrote:
...
I have to amend what I said about the BR. Something is wrong.

I played a game of Slayer on Truth last night. I was on the red side of carbine two, looking into the top of red base. A bad guy was AFK in top red, I SmartLink to shoot him. I'm not sure of the exact distance, but the reticle at that range covers about 2/3 of a Spartan (I think we can agree that the BR, heck, even the magnum, should be effective at that range). I put 3 shots into his body (hitmarker with each burst), then aim at the chin. I did not move the reticle from here on out. I fire a 4th time, hitmarker, I fire a 5th time, hitmarker, I fire 6th time, it's a kill and a headshot.

Let's think about this, 3 body shots (hitmarker on each shot), then 3 additional shots to the head, eventually registering a headshot and a kill. The BR should be consistent (and certainly at that medium range), as it is a "precision weapon." So how is the 4th burst not a kill but the 6th burst is (keep in mind, the reticle did not move)? Three shots to pop shields, then a 4th shot to the head to finish it off. The BR needs to be re-tuned (or not tuned at all), before the final update is made. I don't think gunfights should be determined by a seemingly random dice roll. I put the reticle on his head, what more do you want from me?
When you ADS or SmartLinked the BR onto that AFK guy was the weapon's reticle red?
NightClerk wrote:
NightClerk wrote:
I played 4 games last night, and got my hands on some of the items subject to tuning. Here are my thoughts, mostly on items I used/saw in action yesterday.
Battle Rifle:Overall, some good, some bad. I see what 343 is trying to do by toning down the BR at long range, but nerfing the weapon in the way they did and making it a starting weapon, in my opinion, is not the best way to go about it. I believe this could be better addressed by simply keeping the Magnum/AR starts and limiting the number of BRs on maps, especially small maps, replacing the old ones with say... tactical magnums (or something along those lines). A change like this also has unintended consequences, like the Light Rifle now becoming extremely valuable.
  • Short Range: I lost a couple gunfights (to the Gunfighter Magnum) in close-quarters I normally would have won. I think this is fair, as the BR should excel at mid and long ranges, and not be a pocket shotgun.
  • Mid Range: The bounce/spread becomes somewhat evident. This is not a good change, in my mind, but I can live with it at mid range. It feels too jumpy. I had a few enemies that required additional bursts that normally would have been dead already. If I put the crosshairs on a bad guy and pull the trigger, I should be rewarded. The more I think about this, the more this seems like a poor change. It doesn't break the weapon, but it takes the BR from the precision weapon category to something less desirable. I believe I see what 343 is trying to accomplish, but I really don't think this is the ideal way to go about it.
  • Long Range: The bounce/spread becomes excessive. If the community feels the BR needs to be toned down at long range, this is not the ideal way to go about it, in my mind. This is the standard issue rifle of a 26th century military force with faster-than-light travel being used by genetically superior super-soldiers in hella badass armor suits. I think a weapon like this would have more manageable recoil, and certainly when in the hands of a Spartan. The BR is a "precision weapon," it should perform as such, not bounce around. Keep in mind that the BR is (probably) still going to be heavily used in Warzone and BTB, so it should be reasonably effective at long range. If range is a concern in Arena, which I understand, it can be removed from some maps.
DMR: I had limited use of the DMR, but I did seem to notice a change in short/close range engagements which I think is fair. I do not think the mid-range (say 30 - 100 meters) effectiveness reduction is fair. If a weapon can nail an enemy at 100+ meters, it should also be effective at 50 meters, and remain effective up until very close range combat.

Gunfighter Magnum: This is such a fun gun to use. "Gunfighter" is a very appropriate name, too. I found myself winning gunfights up close and personal when the bad guy had the BR out, and I found myself losing gunfights when the bad guy had his Gunfighter out and I had my BR. Which, from what I understand, is what 343 wants. Did not seem overly-effective at mid range.
Active Camo: I was on the giving and receiving end of kills with the camo last night. I did not see a massive difference in the current camo and it's tuned brother. The edges of camouflaged Spartans appear a bit smoother (maybe my eyes deceive me). Not sure if duration has changed. Either way, it does not appear overpowered, and walking normal speed breaking camo is excellent, especially with the new "Ability Tracker."

Energy Sword: I did not see or use this weapon, but I 100% support any nerfs to the energy sword. Spartan Abilities and the sword's current speed increase are a very overpowered combo.
Grenade Launcher: I was shot at a few times by the tuned Grenade Launcher last night, and a couple times I thought I was dead, I survived. The tuned version seems to not have the blast radius the weapon currently does? I don't have enough experience to have an informed opinion here.Ability Tracker: 343, I love this change. It encourages players to be more aggressive in advancing on enemy positions while still having to play smart if they wish to avoid showing up on the tracker. It adds a great dynamic. Also, who doesn't love catching enemies unaware for the double back-smack?
BR/Gunfighter Start: As has been mentioned on this thread already and I mentioned earlier, I think the changes to the BR are inappropriate and not completely fair. So assuming the BR's final version is closer to the current version than the tuned version, I prefer the Magnum/AR start. I think giving everyone a BR off the rip would make the game a big BR orgy.
It's been enjoyable seeing what other players have to say. Also, 343, it may be helpful in the future to have multiple threads for updates, so one thread could be on the BR, another on Camo, etc. One last nugget. Frequently, developers will think a gun is "way too OP," then adjust it to the point that it becomes useless. While I don't think any gun here is useless, just be wary that the game has been out for a while, and besides the usual groaning about certain weapons, players generally do not seem dissatisfied with the sandbox as it stands, er, sits? Again, keep in mind how changes to weapons will affect the value of other short (Storm Rifle, Brute Plasma) and long (Light Rifle) range weapons. Looking forward to more games in this playlist.
I have to amend what I said about the BR. Something is wrong.

I played a game of Slayer on Truth last night. I was on the red side of carbine two, looking into the top of red base. A bad guy was AFK in top red, I SmartLink to shoot him. I'm not sure of the exact distance, but the reticle at that range covers about 2/3 of a Spartan (I think we can agree that the BR, heck, even the magnum, should be effective at that range). I put 3 shots into his body (hitmarker with each burst), then aim at the chin. I did not move the reticle from here on out. I fire a 4th time, hitmarker, I fire a 5th time, hitmarker, I fire 6th time, it's a kill and a headshot.

Let's think about this, 3 body shots (hitmarker on each shot), then 3 additional shots to the head, eventually registering a headshot and a kill. The BR should be consistent (and certainly at that medium range), as it is a "precision weapon." So how is the 4th burst not a kill but the 6th burst is (keep in mind, the reticle did not move)? Three shots to pop shields, then a 4th shot to the head to finish it off. The BR needs to be re-tuned (or not tuned at all), before the final update is made. I don't think gunfights should be determined by a seemingly random dice roll. I put the reticle on his head, what more do you want from me?
it probably has some sort of spread now and not all of your shot was hitting him
eLantern wrote:
NightClerk wrote:
NightClerk wrote:
...
I have to amend what I said about the BR. Something is wrong.

I played a game of Slayer on Truth last night. I was on the red side of carbine two, looking into the top of red base. A bad guy was AFK in top red, I SmartLink to shoot him. I'm not sure of the exact distance, but the reticle at that range covers about 2/3 of a Spartan (I think we can agree that the BR, heck, even the magnum, should be effective at that range). I put 3 shots into his body (hitmarker with each burst), then aim at the chin. I did not move the reticle from here on out. I fire a 4th time, hitmarker, I fire a 5th time, hitmarker, I fire 6th time, it's a kill and a headshot.

Let's think about this, 3 body shots (hitmarker on each shot), then 3 additional shots to the head, eventually registering a headshot and a kill. The BR should be consistent (and certainly at that medium range), as it is a "precision weapon." So how is the 4th burst not a kill but the 6th burst is (keep in mind, the reticle did not move)? Three shots to pop shields, then a 4th shot to the head to finish it off. The BR needs to be re-tuned (or not tuned at all), before the final update is made. I don't think gunfights should be determined by a seemingly random dice roll. I put the reticle on his head, what more do you want from me?
When you ADS or SmartLinked the BR onto that AFK guy was the weapon's reticle red?
Good question, and something I should have mentioned in my post. The reticle was not red.
SGO SMACK wrote:
What happens on btb maps like Viking if these changes are pushed though? Good luck killing the gauss gunner. Kids can barely kill me now.

what happens with br battles in all that open space? People will run out of bullets before dropping someone to half shields.

this whole idea is nonsense. By fixing one imaginary problem, you are going to create a bunch of new real problems.
Vehicle balance could be a real issue in BTB, but long range engagements always felt terrible IMO. I'm actually looking forward to being able to move on BTB maps without getting cross-mapped.
I don't think 343I had BTB in mind at all when doing these changes. Heck, BTB as a whole has been an after thought in this game I feel.

Let's be honest, these changes are mainly geared towards the HCS. Not trying to say 343I don't care how the changes will impact other playlists/modes but it's pretty obvious why they're experimenting with a lot of these changes.
Absolutely right, but with a couple tweaks I really do think that BTB could come out better here as well. It's pretty much universally known that the first BTB maps were all made with AR/Mag in mind but 343i changed it to BR/AR, destroying a lot of map balance. These changes indirectly address a lot of the problems caused by BR/AR starts.
NightClerk wrote:
NightClerk wrote:
...
I have to amend what I said about the BR. Something is wrong.

I played a game of Slayer on Truth last night. I was on the red side of carbine two, looking into the top of red base. A bad guy was AFK in top red, I SmartLink to shoot him. I'm not sure of the exact distance, but the reticle at that range covers about 2/3 of a Spartan (I think we can agree that the BR, heck, even the magnum, should be effective at that range). I put 3 shots into his body (hitmarker with each burst), then aim at the chin. I did not move the reticle from here on out. I fire a 4th time, hitmarker, I fire a 5th time, hitmarker, I fire 6th time, it's a kill and a headshot.

Let's think about this, 3 body shots (hitmarker on each shot), then 3 additional shots to the head, eventually registering a headshot and a kill. The BR should be consistent (and certainly at that medium range), as it is a "precision weapon." So how is the 4th burst not a kill but the 6th burst is (keep in mind, the reticle did not move)? Three shots to pop shields, then a 4th shot to the head to finish it off. The BR needs to be re-tuned (or not tuned at all), before the final update is made. I don't think gunfights should be determined by a seemingly random dice roll. I put the reticle on his head, what more do you want from me?
it probably has some sort of spread now and not all of your shot was hitting him
I agree. I think at that range, on a stationary target, with the reticle buried right in the middle of the target, a "Battle Rifle," a standard issue, precision weapon from the 26th century, in the hands of a Spartan, should be effective. Reducing the RRR? Fine. But these seemingly random elements are going too far. To me, it doesn't feel like I am being rewarded for placing the reticle smack-dab on target.
SGO SMACK wrote:
What happens on btb maps like Viking if these changes are pushed though? Good luck killing the gauss gunner. Kids can barely kill me now.

what happens with br battles in all that open space? People will run out of bullets before dropping someone to half shields.

this whole idea is nonsense. By fixing one imaginary problem, you are going to create a bunch of new real problems.
Vehicle balance could be a real issue in BTB, but long range engagements always felt terrible IMO. I'm actually looking forward to being able to move on BTB maps without getting cross-mapped.
I don't think 343I had BTB in mind at all when doing these changes. Heck, BTB as a whole has been an after thought in this game I feel.

Let's be honest, these changes are mainly geared towards the HCS. Not trying to say 343I don't care how the changes will impact other playlists/modes but it's pretty obvious why they're experimenting with a lot of these changes.
Absolutely right, but with a couple tweaks I really do think that BTB could come out better here as well. It's pretty much universally known that the first BTB maps were all made with AR/Mag in mind but 343i changed it to BR/AR, destroying a lot of map balance. These changes indirectly address a lot of the problems caused by BR/AR starts.
I think it was a real missed opportunity to not test these changes in BTB as well. They could have changed it to Pistol starts. Also would have gotten a lot more data.
DaxSeven09 wrote:
SGO SMACK wrote:
What happens on btb maps like Viking if these changes are pushed though? Good luck killing the gauss gunner. Kids can barely kill me now.

what happens with br battles in all that open space? People will run out of bullets before dropping someone to half shields.

this whole idea is nonsense. By fixing one imaginary problem, you are going to create a bunch of new real problems.
Vehicle balance could be a real issue in BTB, but long range engagements always felt terrible IMO. I'm actually looking forward to being able to move on BTB maps without getting cross-mapped.
I don't think 343I had BTB in mind at all when doing these changes. Heck, BTB as a whole has been an after thought in this game I feel.

Let's be honest, these changes are mainly geared towards the HCS. Not trying to say 343I don't care how the changes will impact other playlists/modes but it's pretty obvious why they're experimenting with a lot of these changes.
Absolutely right, but with a couple tweaks I really do think that BTB could come out better here as well. It's pretty much universally known that the first BTB maps were all made with AR/Mag in mind but 343i changed it to BR/AR, destroying a lot of map balance. These changes indirectly address a lot of the problems caused by BR/AR starts.
I think it was a real missed opportunity to not test these changes in BTB as well. They could have changed it to Pistol starts. Also would have gotten a lot more data.
I just want them to make sure that they create a universal starting weapon loadout across all gametypes. If that means BR/AR. Whatever. If that's BR/GF Mag whatever. If that's AR/Mag whatever. I just want everything to be the same. I do think that this new BR/GF Mag feels really good. I hope that's what they stick with.
All right I've been playing with the SMG a bit and for some weird reason I can feel that the AR is easier to use. Now granted AR is supposed to be good for medium to short range with the SMG being really only for short range. Maybe it's just me but the AR seems a lot easier to use up close range than the SMG does at the same range.?
NightClerk wrote:
eLantern wrote:
NightClerk wrote:
NightClerk wrote:
...
I have to amend what I said about the BR. Something is wrong.

I played a game of Slayer on Truth last night. I was on the red side of carbine two, looking into the top of red base. A bad guy was AFK in top red, I SmartLink to shoot him. I'm not sure of the exact distance, but the reticle at that range covers about 2/3 of a Spartan (I think we can agree that the BR, heck, even the magnum, should be effective at that range). I put 3 shots into his body (hitmarker with each burst), then aim at the chin. I did not move the reticle from here on out. I fire a 4th time, hitmarker, I fire a 5th time, hitmarker, I fire 6th time, it's a kill and a headshot.

Let's think about this, 3 body shots (hitmarker on each shot), then 3 additional shots to the head, eventually registering a headshot and a kill. The BR should be consistent (and certainly at that medium range), as it is a "precision weapon." So how is the 4th burst not a kill but the 6th burst is (keep in mind, the reticle did not move)? Three shots to pop shields, then a 4th shot to the head to finish it off. The BR needs to be re-tuned (or not tuned at all), before the final update is made. I don't think gunfights should be determined by a seemingly random dice roll. I put the reticle on his head, what more do you want from me?
When you ADS or SmartLinked the BR onto that AFK guy was the weapon's reticle red?
Good question, and something I should have mentioned in my post. The reticle was not red.
Then I think the weapon was functioning accordingly and as intended. The BR was meant to receive a re-tune to ensure it wouldn't be consistently effective beyond its Red Reticle Range and that certainly appears to be a success of the re-tune. The problem may relate to the fact that the weapon's ADS or SmartLink RRR distance got reduced further than what is appropriate. By the way, crouching while you took those shots probably would have increased the accuracy.

I want to use this information to confirm whether the ADS or SmartLink RRR distance on the BR was in fact reduced and approximately to what amount. Per the scenario above I think the BR's ADS or SmartLink RRR distance may have gotten reduced down to around the amount of the Standard Pistol which is approximately 58 meters because I'm pretty sure the Pistol was only able to earn a red reticle from your position to the front/mid top of Red Base and not back side -- I think.

EDIT: I was wrong. I have some confirmation that the ADS or SmartLink RRR distance on the BR at least extends out to 70 meters. Check the BR's target distance meter in the lower left corner of the Recon SmartLink sight. At the 7:36 minute marker within iTsSoFrosty's gameplay you can see he's got RRR at 70 meters, so that's at least more than the Standard Pistol.
Dont u See that you destroy halo? Put this list out! We dont find Games in hcs on high onyx and Champion! Halo is dying because you Split the low amount of Players! And this list is no fun at all. Thank you
GtL Vanity wrote:
Dont u See that you destroy halo? Put this list out! We dont find Games in hcs on high onyx and Champion! Halo is dying because you Split the low amount of Players! And this list is no fun at all. Thank you
You realise that the changes are most likely going to be tweaked before they become final right? Also, I recommend playing more than one game to really understand what they're doing instead of playing one game and then accusing 343i of "destroying Halo" because people are trying out the changes instead of playing your favourite playlist. They're making the effort to improve Halo, despite their mistakes in the past
eLantern wrote:
NightClerk wrote:
NightClerk wrote:
...
I have to amend what I said about the BR. Something is wrong.

I played a game of Slayer on Truth last night. I was on the red side of carbine two, looking into the top of red base. A bad guy was AFK in top red, I SmartLink to shoot him. I'm not sure of the exact distance, but the reticle at that range covers about 2/3 of a Spartan (I think we can agree that the BR, heck, even the magnum, should be effective at that range). I put 3 shots into his body (hitmarker with each burst), then aim at the chin. I did not move the reticle from here on out. I fire a 4th time, hitmarker, I fire a 5th time, hitmarker, I fire 6th time, it's a kill and a headshot.

Let's think about this, 3 body shots (hitmarker on each shot), then 3 additional shots to the head, eventually registering a headshot and a kill. The BR should be consistent (and certainly at that medium range), as it is a "precision weapon." So how is the 4th burst not a kill but the 6th burst is (keep in mind, the reticle did not move)? Three shots to pop shields, then a 4th shot to the head to finish it off. The BR needs to be re-tuned (or not tuned at all), before the final update is made. I don't think gunfights should be determined by a seemingly random dice roll. I put the reticle on his head, what more do you want from me?
When you ADS or SmartLinked the BR onto that AFK guy was the weapon's reticle red?
Does it matter? The bullets should fire in a straight line. If you want to remove RR and bullet magnetism from that range, that's fine. That's enough to restrict the range and differentiate skill. If a player can maintain accuracy at that range without assistance better than another player, they deserve the kill. Adding a random spread element introduces an element of luck into the game that is just not needed. And the longer the range, to more luck plays a factor as the random spread on a precision weapon increases.

"But then the BR will have the same effective range as the DMR and sniper!!" well no it wouldn't. DMR would still have RR and bullet magnetism applied, the BR would not. Plus the BR being a burst weapon means that not only do you have to maintain your accuracy without any assistance, you have to do so over a longer period of time so all the shots hit. No differentiation beyond that is needed.
it probably has some sort of spread now and not all of your shot was hitting him
It definitely does, but it shouldn't. see what i said above. The fact it has spread does not make what happened to him "OK" (not that you're saying that, but i wanted to address it). I bet if you repeated that experiment with the BR sometimes it would kill in 4, other times in 7, other times in 5 etc. We don't need that kind of randomness.
NightClerk wrote:
NightClerk wrote:
NightClerk wrote:
...
I have to amend what I said about the BR. Something is wrong.

I played a game of Slayer on Truth last night. I was on the red side of carbine two, looking into the top of red base. A bad guy was AFK in top red, I SmartLink to shoot him. I'm not sure of the exact distance, but the reticle at that range covers about 2/3 of a Spartan (I think we can agree that the BR, heck, even the magnum, should be effective at that range). I put 3 shots into his body (hitmarker with each burst), then aim at the chin. I did not move the reticle from here on out. I fire a 4th time, hitmarker, I fire a 5th time, hitmarker, I fire 6th time, it's a kill and a headshot.

Let's think about this, 3 body shots (hitmarker on each shot), then 3 additional shots to the head, eventually registering a headshot and a kill. The BR should be consistent (and certainly at that medium range), as it is a "precision weapon." So how is the 4th burst not a kill but the 6th burst is (keep in mind, the reticle did not move)? Three shots to pop shields, then a 4th shot to the head to finish it off. The BR needs to be re-tuned (or not tuned at all), before the final update is made. I don't think gunfights should be determined by a seemingly random dice roll. I put the reticle on his head, what more do you want from me?
it probably has some sort of spread now and not all of your shot was hitting him
I agree. I think at that range, on a stationary target, with the reticle buried right in the middle of the target, a "Battle Rifle," a standard issue, precision weapon from the 26th century, in the hands of a Spartan, should be effective. Reducing the RRR? Fine. But these seemingly random elements are going too far. To me, it doesn't feel like I am being rewarded for placing the reticle smack-dab on target.
Lore shouldn't have anything to do with balance.
The BR H3 burst feels cool but the connect is bad. I can't even thrust and shoot at the same time to out maneuver like the game wont let me. mid burst, first burst. last burst. nothing. The pistol, just take that out. it's horrible. Why take years to create an H5 pistol to replace it for some bad pistol that does nothing created in months?. Since when did the pistol even become a close combat weapon? I catch myself constantly trading the BR for a DMR and the pistol I NEVER try to pull it out. its just horrible. the Silence pistol would be much more preferred over this toy of a pistol. just look into your warzone data. nobody uses it. it bad.
All right I've been playing with the SMG a bit and for some weird reason I can feel that the AR is easier to use. Now granted AR is supposed to be good for medium to short range with the SMG being really only for short range. Maybe it's just me but the AR seems a lot easier to use up close range than the SMG does at the same range.?
The AR is easier to use short range. But the SMG at that range can throw more damage, so that seems a fair tradeoff to keep the weapons from becoming pure Rock/Paper/Scissors imo.
Hazefu26 wrote:
Absolutly hate all the new weapon changes, game feels slow especially with the new radar. If it aint broke dont fix it 343
Finally, someone who agrees with me. Please, come back to the old days!!
if by broke you mean poor gameplay mechanics, just ask the community what they think, oh wait.. they've moved on a long time ago because halo is too horrible/boring/stale to play. this weapon tuning is honestly a step in the right direction. its makes teamwork take alot more work and thats how it should be, and most of the people upset are the ones that have been abusing halo 5's poor game mechanics.
You're an SR47..... it seems like you might not have played enough to qualify the history of Halo 5 mechanics. The Community crapped on the Campaign story WAY WAY more than MP mechanics. Once the Pistol registration issues and customized dead zones were intro'd the Halo 5 weaponry as a whole was arguably the finest of all Halo versions to date. You are going to start to learn quickly when you nerf a dozen weapons others will quickly replace them as debatable OP weapons. The Storm rifle already owned short range...now it will absolute wreck planets enough to where people will want to see it on a public timer. Effective Snipers seemed to be having a great time before the changes. Now they will have the pink slip to maps. Light Rifle also gets a massive promotion because all of the combative counter weaponry are nerfed.
i stopped playing a long time ago. i occasionally popped on to see how things are. sure its improved but i still could not be bothered playing more than one or 2 games. what im playing now is a vast improvement. its fun as a solo player. its the only reason i continue playing the weapon tuning playlist. the only issue ive had so far is the matchmaking, but thats understandable since halo 5 has a low population. i care very little about ranks, k/d. If what you said is true then they should be nerfed too
My point is....once you make changes other situations pop. So therefore you wind up changing 38 weapons when in fact maybe 2-3 weapons need a light adjustment overall.
For those that think they BR ttk is too slow try to keep in mind that it is most likely feeling slow because of the spread and RNG associated with it. If you had the base H5 BR and shot it at the speed of the tuned br I believe that you wouldn't notice too much of a difference. However with the RNG spread more bullets miss resulting in 8 shot br kills. Regardless of your view on the ttk I believe and hope we can all agree that random spread is not good for the br, if you're shooting someone you need to be able to count on the shots hitting and not having them lost to the aether
Ayy NoVa wrote:
The BR H3 burst feels cool but the connect is bad. I can't even thrust and shoot at the same time to out maneuver like the game wont let me. mid burst, first burst. last burst. nothing. The pistol, just take that out. it's horrible. Why take years to create an H5 pistol to replace it for some bad pistol that does nothing created in months?. Since when did the pistol even become a close combat weapon? I catch myself constantly trading the BR for a DMR and the pistol I NEVER try to pull it out. its just horrible. the Silence pistol would be much more preferred over this toy of a pistol. just look into your warzone data. nobody uses it. it bad.
the only thing pistol makes sense for is when holding the flag. lets go with AR and BR or go back to pistol and AR
NightClerk wrote:
NightClerk wrote:
NightClerk wrote:
...
I have to amend what I said about the BR. Something is wrong.

I played a game of Slayer on Truth last night. I was on the red side of carbine two, looking into the top of red base. A bad guy was AFK in top red, I SmartLink to shoot him. I'm not sure of the exact distance, but the reticle at that range covers about 2/3 of a Spartan (I think we can agree that the BR, heck, even the magnum, should be effective at that range). I put 3 shots into his body (hitmarker with each burst), then aim at the chin. I did not move the reticle from here on out. I fire a 4th time, hitmarker, I fire a 5th time, hitmarker, I fire 6th time, it's a kill and a headshot.

Let's think about this, 3 body shots (hitmarker on each shot), then 3 additional shots to the head, eventually registering a headshot and a kill. The BR should be consistent (and certainly at that medium range), as it is a "precision weapon." So how is the 4th burst not a kill but the 6th burst is (keep in mind, the reticle did not move)? Three shots to pop shields, then a 4th shot to the head to finish it off. The BR needs to be re-tuned (or not tuned at all), before the final update is made. I don't think gunfights should be determined by a seemingly random dice roll. I put the reticle on his head, what more do you want from me?
it probably has some sort of spread now and not all of your shot was hitting him
I agree. I think at that range, on a stationary target, with the reticle buried right in the middle of the target, a "Battle Rifle," a standard issue, precision weapon from the 26th century, in the hands of a Spartan, should be effective. Reducing the RRR? Fine. But these seemingly random elements are going too far. To me, it doesn't feel like I am being rewarded for placing the reticle smack-dab on target.
Lore shouldn't have anything to do with balance.
I agree. It's not about lore. My main beef here is that the spread seems random, and the weapon is being broken for being (allegedly) a bit too strong at long range. If they want to reduce the RRR (and in turn auto-aim and bullet magnetism at long range), that will bring the "balance" 343 apparently wants. But it's a precision weapon. It should be precise. If you keep the shots consistent, and precise, good players who can place the reticle right on the bad guy at range will still get hits. Bad players will miss. Right now, a determining factor in who wins the gunfights seems to come down to this random bullet spread. The random spread, in my mind, narrows the skill gap between good and bad players.

Man, that 6-shot last night just felt wrong to me. In a game as fast, clean, and precise as Halo 5 generally is, it was like a big, ugly black eye.

Note: Right now, we don't know for a fact that the change 343 made is a somewhat random spread, so this could be completely wrong. But quite a few other people in the thread feel the same so I think we're onto something.
BR feels way off, and inconsistent. My initial thoughts were take off some of the magnetism and it's good to go, similar to the snipe no-scope change earlier in the cycle.

Bigger problem is map size, and what including BR as starting weapon does to the game. after playing 10 games between accounts, i gave up on the tuning because it just ruins the entire flow of the game. HCS was a good start, tone down magnetism, add new maps, and it's perfect.

Other point is the discrepancy in aiming with GFmagnum and tuned BR. GF flies around aiming wise, like sens/accel got increased, where BR feels entirely sluggish like a heavy aim.
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