Thoughts on 8/17 blog update
Last week we kicked off a conversation to let players know that the Halo Sandbox Team has been working on some tuning tweaks to a variety of weapons across Halo 5. Many details and specifics for this test program are still being finalized but in the coming weeks we'll be providing more insight into which weapons are being adjusted and some high level context behind it.
If you haven't already, check out the following resources for additional info (more to be added in the days/weeks ahead):
- Read about the overall impetus for the tuning change and how the team is approaching it in this blog post.
- Read more about the first few weapons being included in this tuning test in this blog post. (Active Camo, Energy Sword, and Beam Rifle)
- More weapon info in the 8/17 community update blog (Fuel Rod Cannon, Grenade Launcher, and Rail Gun)
Very interesting read, I like this "few at a time" approach.
I think that we can provide much better & more useful feedback if we know what exactly you're looking to fix?...
The rail gun part makes a ton of sense and it's really cool to see what, in particular, is the design philosophy behind it and where the issue lies...
But fuel rod?
Very sparse info here, I'm not sure what kind of feedback you're looking for here
Could you be more specific?
Or is it more of a case that, the overall "role" is fine, but the "overall strength" is not?
Would be really useful if we had some kind of a "starting point" as to what is dis-satisfactory about its current form.
Also, is there some point later on in these updates that you guys will go into "possible solutions" that you are currently considering?
How can we offer any insight for or against a particular type of fix, if we don't even know what the current considerations are?
... or is the point, right now, just to get the most general of feedback, without the potential bias of letting us know too much about current considerations?
Either assumption to either of the 2 above points would be fine I think, but it would be nice to have a more "explicit" & straight-forward guide to the process here
-- what, exactly, are you looking to get out of this thread?I know, I know
: "early discussion" -- but what particular type of feedback will be taken away?
Or are you just looking to tell
us about weapon balancing, rather than actually looking for feedback?
There's only so much we can do without a clear direction... :/
Some more explicit clarity would be greatly appreciated.
As for this week's items:
I think this one's pretty easy: less aim assist.
Since day 1 of launch, 9/10 complaints I've heard about rail gun is simply that it's too easy to aim.
Lowering the aim assist would make it more difficult at close range, while preserving the "sniper" functionality (since you're mostly using left stick/walking to aim at longer ranges anyway, so aim assist matters much less).
That being said, I don't recall ever seeing discussion around this "sniper" aspect.. I mean it might be capable of longer ranges, but I don't think that's really where it tends to get used anyway, and I think people are kind of fine with the med-long range capability that it currently has (other than the magnetism issues of course, though lowering this would also create just as many increased complaints about its inconsistency).
Beyond that, I think just a general reduction in ammo is fine.
If you really
want to go one step further, I guess you could add a sort of "cone-shaped" splash damage, where the splash area is "longer" in the direction that it was shot from.
This lets you make it less effective at short range by raising the risk of suicide, but does not increase its overall area of effect that would happen as a result of a uniform change to the radius.
So basically: keep the side-to-side radius, but add a bit of a "cone" radius towards the direction that it was shot from.
The unfortunate part about this one is that it's highly dependant upon the context.
At high level play such as HCS, I see what the pros are saying -- you get a lot of kills for only a little bit of risk.
But at more "normal" levels of gameplay, it's pretty difficult to use. The effective range is really situation-specific, and a rifle can usually out-gun it from a lot of angles.
And against AI (campaign+warzone), it's pretty much trash due to limited "total damage" for the amount of REQ points it costs.
I think the biggest thing here is just to lower the ammo in Arena gametypes and raise it in warzone firefight.
Beyond that, I'm not too sure where to go with things because I don't know what 343's intended purpose for it is, other than as a weaker-but-faster rocket launcher...
Certainly, letting it "bounce" super easy is an obvious one -- this makes it so you need to pretty much dead-hit in Arena, but yet it's not a huge additional hurdle against the larger/more crowded AI in other situations. However, this may require a slight increase to the projectile speed to compensate for more low-mid tier gameplay.
Love this weapon but I haven't gotten much use with it so I can't say too confidently what the issue is.
And again, there's not too much detail in the blog about what issues you're finding with it, so finding a starting point would be difficult anyway.
But overall, I guess just keep Halo: Reach in mind because it was loved both competitively & casually there.