Halo 5 Weapon Tuning Phase 2 Feedback:
First, let me preface that there are two huge problems with this update that are not related to the tuned weapons themselves, but to decisions made by 343 Industries:
- Making the Battle Rifle the starting weapon instead of the Magnum is not a good idea. Yes the BR was the competitive mascot during Halo 2 and 3 and many people still associate the BR with fond memories of playing Team Hardcore and MLG and going to events. However, a burst-fire weapon will always be easier to get the final headshot with, unless you make it so that it requires all three bullets being a headshot to guarantee a kill on an unshielded player, in which case the weapon becomes inconsistent in the eyes of the user.
- Not including the Sniper Rifle, Storm Rifle as part of the update is a huge oversight by 343. These are the most obviously broken weapons in the entire sandbox, with the Storm Rifle doing too much health damage and the Sniper Rifle having way too much bullet magnetism, to the point where you can literally miss a player’s head by a foot and still get a “headshot”. Other weapons that would definitely require tweaking are the SAW, Brute Plasma Rifle and Spartan Charge.
With that out of the way, let’s get into the individual weapons:
Nothing to complain about here. A much-needed buff and makes this powerup an actual threat again. Assault Rifle
The best way to fix this weapon would have been removal of ADS bonuses and a slight increase to base spread and spread increase per shot. It’s definitely in a better place now than before, as it requires a certain amount of trigger discipline to be used effectively. But the fact that zooming in still gives it more range and that the effective range is still overall too long and the weapon steps on the toes of precision weapons is problematic. SMG
Good changes, I would actually go even further and give it some more recoil. More spread is a good way to nerf the range, but overall not much has changed and the weapon still melts people too quickly and is more effective than a Shotgun or Sword in many situations. Please also look into a damage-reduction as the weapon is a bit too dominant at close range. If you want to keep its raw damage output, consider making it an actual power weapon and reducing the amount of SMGs on maps. Sword
Removing the speed boost is a good change, but please also remove the increased range that ADS gives. Zooming in with a Sword just feels so wrong and silly, it also makes the game even more clunky than it is to begin with. Fuel Rod Gun
I’m not even sure what actually changed here. It feels like the RoF has been lowered and the explosion radius might be a tad smaller, but as a whole, the weapon is still just a spammy version of the Rocket Launcher. I would have welcomed stronger gravity on the projectiles and a smaller clip to make it harder to use and less spammy. Grenade Launcher
Nothing really changed on this weapon. It only takes a few minutes to get adjusted to the new arc and the actual problem still remains: The blast radius and kill radius are way too large. The Reach version actually took skill to be effective with, this new GL is just a more forgiving Rocket Launcher with a smaller clip. Beam Rifle
This change should have been made when the Sniper was changed, as it is essentially the same thing and puts the Beam Rifle in line with the UNSC Sniper again. But this weapon and the Sniper Rifle should be looked at in a second weapon tuning update as they are both way too easy to use for how much damage they deliver and also when compared to other Halo games’ sniper rifles. Rail Gun
This weapon was nerfed in the wrong way. It was too effective up close because of the insane magnetism and strong splash damage. Making it take forever to charge might achieve the goal of nerfing the weapon’s overall power, but it’s still too easy to use and now handles very similar to the Spartan Laser, so why does it even need to exist? Put the charge timer back to what it was and cut down on magnetism and aim assist and we’re golden.
Okay Let’s get to the nitty gritty: The precision weapon changes Gunfighter Magnum
This nerf is totally unnecessary. I understand the intention behind it: 343 feels like Halo needs a “sidearm” or secondary weapon, similar to the Magnum’s role in Halo 2,3,4 and Reach. I have to ask, why? All this does is clutter up the sandbox with garbage. Please turn the gunfighter into a useful weapon again and put it on the maps instead of spawning players with it. DMR
The weapon is now very hard to use up close, but still an easy-mode mini-sniper when scoped in. Generating such a huge gap between unzoomed and zoomed weapon behavior is – dare I used that word - jarring and makes long range combat more of a “who can descope the other guy first” rather than a skillful back-and-forth of zoomed and unzoomed shooting. Overall, I still prefer this new DMR to the vanilla DMR though, but please consider an aim assist and bullet magnetism nerf in zoomed behavior as well. Carbine
Here we go. Bullet magnetism and aim assist reductions are welcomed, as well as the reduced Red Reticle Range. However, any
sort of random spread has to go. This is a terrible way of reducing a weapon’s range, if you feel the Carbine is still too effective at range, further reduce the magnetism and RRR, but please stay away from random spread. Halo 3 and Reach have already taught us this lesson. Every 1v1 encounter turns into a coin toss with this amount of random spread. It shrinks the skill gap, it makes the game frustrating to play and there are much better ways to keep a weapon’s range in check. Battle Rifle
Again we have the issue of random bullet spread. See above why this is terrible for gameplay. But please keep the lower bullet magnetism and aim assist, 1v1’s are actually skillful now, whereas the vanilla BR is one of the easiest weapons in Halo history.
I’m not a fan of the lower rate of fire. Spreading the three bullets in the burst further apart only makes the gun more inconsistent and frustrating to use. We also do not need slower times to kill, Halo 5 already has enough problems with players escaping gunfights via Sprint, Clamber and Thruster, we do not need to make matters worse by nerfing the TTK of the starting weapon. I would much prefer the rate of fire of the vanilla BR or even the H5 Beta’s BR.