General thoughts. The Storm Rifle and Sniper are even more of a monster now. The GF Mag is useless at any kind of range the SR still outclasses every other close range weapon in a very easy to use package. Challenging a sniper at range is a dumber thing to do now than it was before. Getting a de-scope on a sniper so you can move has been a staple sniper counter-play in Halo forever and with the new BR and piss-easy sniper, that strategy is basically dead. Your spawn utility weapon needs to accomplish this at least at the limits of its range.
Here is my take on the BR:
Good:
Toned down AA and bullet magnetism - Very happy with these changes. Gun was piss-easy before
Don't care:
Recoil - A lot of complaining about this but the gun returns to center before you can fire again so the only compensation you need to make is to aim a little lower the farther out the target. The bigger issue with the recoil is how it screw with your line of sight.
Bad:
Random spread - The spread is a fairly tight circle, tighter than H3, but its still random and -Yoinks!- you at longer ranges. wtf stop it. make it short and linear or get rid of it.
Fire rate - I can't tell if the base fire rate is slower or if its just the spacing between the 3 rounds of the burst (or both) but its definitely slow. I was an advocate for spacing out the 3 rounds a little more but keeping the total TTK the same, and this feels like total overkill.
Close Range - fighting up close with this weapon feels artificially difficult. Cant tell if its the aiming, the Aim Assist changes or a combination.
TLDR; The problem with the BR was that it would aim for you and bend bullets around corners. Those issues have been resolved, but then a bunch of other unnecessary -Yoink- was done on top of that. KISS.
SMG: I like the changes to this actually. It melts close range, but simply thrusting backwards takes you out of that range to get a kill with a more skillful weapon.
AR: This still feels like it can destroy too easily. a slow tap-fire (release every 4 or 5 bullets) keeps the spread under control and still extends the range significantly.
DMR: AA and Magnetism toned down so this sits in a good place now imo. My only complaint is that like the BR, this feels artificially difficult to aim with up close.
GF Mag: Still undecided. Can't tell if i'm not used to the fire rate or if getting headshots is (again) artificially difficult.
Hitboxes general: Either the hitboxes have been made tighter, or this is a consequence of the bullet magnetism reduction, but you actually have to aim for the head to get a headshot now, which is a welcome change!!! (except for the sniper of course)
I have not had enough reps with the other weapons to provide any kind of educated opinion.
My general sentiment is positive. The AA and magnetism reductions across the board are welcome but... if those don't get extended to at least the sniper, it will become even more of a monster than it already is. ALL close-range battles just feel awkward. Hard to pin down why.
Phase 3 of this needs to re-tweak the BR, and try default magnum and AR starts.
EDIT: One thing i do not understand.... why does it seem like the BR is the new weapon that everything else is getting balanced around?? The original magnum was probably the most well-conceived weapon in the game. Why are we not testing a slight tweaked version of that with all the other items being pick ups?
Hopefully the BR is the starting weapon because it is the most drastically changed weapon and you want to get as many reps as possible on it, not because its actually going to become the default start weapon.