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This topic has moved here: Subject: MA37 ICWS AR. It should take 16 rounds to kill
  • Subject: MA37 ICWS AR. It should take 16 rounds to kill
Subject: MA37 ICWS AR. It should take 16 rounds to kill

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Posted by: DrinkingDark1
It's too underpowered yes..One magazine = One kill,its IMPOSSIBLE to survive in a 1 vs 2-4 people battle with the AR,you can with the DMR barely,but you can surive with the DMR but not the ALMIGHTY assault rifle..Look back in halo 1? It was über-powerfull back then..


No it wasn't.

  • 12.25.2010 1:12 PM PDT
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My real Gtag is: (The Sacramentum) or (DoctorG26)
Generation 26: The first time you see this, add it to your sig, but add 1 to the number. Call it a social experiment.

It should have 36-40 rounds in it's clip, and should kill in 15-16 rounds.
As it is now, all UNSC arms surpass it in killing power, which is pretty bad. The only time I've gotten any use from it is tackling solo elites/brutes, and mowing down small packs of jackels and grunts.

  • 12.25.2010 1:27 PM PDT
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My real Gtag is: (The Sacramentum) or (DoctorG26)
Generation 26: The first time you see this, add it to your sig, but add 1 to the number. Call it a social experiment.

While we are on the topic of buffing, the Plasma repeater needs a buff as well.

  • 12.25.2010 1:33 PM PDT

Why dont they make the AR shoot plasma swords and fuel rods? would you like that better, BUFF NOOB! (jk)

  • 12.25.2010 1:35 PM PDT

"This is not a war, but a campaign for extermination"- X11


Posted by: RIZEUTO

Posted by: dark Agit
That is true remember halo 1 when the ar could take down a hunter if you tried. Now the hunter laughs at your puny magazine!


Or rather your weak rounds. But the Hunter was very weak in CE. One M6D shot and he could be killed.



The hunters "Headshot Area" was its back so of course the pistol could kill it in one shot while other weapons that have no headshot capabilitiys would take longer to kill the hnter.

  • 12.25.2010 1:44 PM PDT
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Posted by: sg1Elim89

Posted by: RIZEUTO

Posted by: dark Agit
That is true remember halo 1 when the ar could take down a hunter if you tried. Now the hunter laughs at your puny magazine!


Or rather your weak rounds. But the Hunter was very weak in CE. One M6D shot and he could be killed.



The hunters "Headshot Area" was its back so of course the pistol could kill it in one shot while other weapons that have no headshot capabilitiys would take longer to kill the hnter.


...Which is not the case in later Halo games. What's your point?

  • 12.26.2010 10:13 AM PDT
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Posted by: Wobbly_guy

Posted by: RIZEUTO
Any argument against the change has been disproveen.

All the reasons I have given in favor of the change are logical and still stand.

Not much to debate.


You still haven't disproven my argument.

I tested the burst firing rate of the AR and compared it to other precision weapons. At my rate, it's faster than a full-auto needle rifle. It's not rendered, but this is the rate I can do at best. The DMR usually loses as well, but it can still spam their way to victory because it's bloom is too forgiving.

The problem with the AR is not a slow kill time, but lack of auto-aim at anything further than mid range. But it would make the pistol obsolete if it had any more range. It's really balanced right now. Make it any better, and I would never drop my AR for another weapon.


I saw your clip :)

Note that the burst firing doesen't mean you'll hit with both bullets.

Also, a 2 round burst is weaker than a DMR round.

And then there is the lack of aim assisst at mid-range and above, while for precision weapons it is rather generous.

I'm against increasing aim assist, or it's range. I think that an AR that never misses would beat the point of making it require more skill.

A damage increase just makes it more effective.

  • 12.26.2010 10:27 AM PDT
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Posted by: DoctorG27
It should have 36-40 rounds in it's clip, and should kill in 15-16 rounds.
As it is now, all UNSC arms surpass it in killing power, which is pretty bad. The only time I've gotten any use from it is tackling solo elites/brutes, and mowing down small packs of jackels and grunts.


It needs a buff, but I'd rather not have the magasine size increased. It would promote spraying, rather than skillfull use.

  • 12.27.2010 7:01 AM PDT
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UWG Great group, you should check it out.

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At the guy argueing about range: I agree that if you increased the range it would be OP, but what the OP is talking about is magazine size.

  • 12.27.2010 7:23 AM PDT
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Posted by: FabFubar
I die A LOT by AR fire. I have almost twice as much deaths by AR than by pistol fire. If I were to complain about the AR, i'd say it is overpowered.

Bungie did a good job balancing them out, because I don't always kill AR wielders at close range with my pistol. the only way to kill them is to spam bullets and hope you get either a headshot or don't get a traded beatdown.

At longer ranges, the pistol obviously wins. but they can still take out pistol wielders if they strafe well and burst fire.

in other words, it's fine the way it is.


At close range you're supposed to win most of the time, using the AR. Not once in a while, by luck.

That is not the case at the moment.

Case closed.

It needs this change.

  • 12.27.2010 9:15 AM PDT
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Bump.

  • 12.27.2010 12:30 PM PDT

It should be a 16 shot kill, but keep the 32 round clip size. The Halo CE AR was overpowered, but with Reach's lower rate of fire and smaller clip, keeping the damage would be fine.

  • 12.27.2010 12:34 PM PDT
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Posted by: OniLink147
It should be a 16 shot kill, but keep the 32 round clip size. The Halo CE AR was overpowered, but with Reach's lower rate of fire and smaller clip, keeping the damage would be fine.


This. Also the accuracy promotes aiming, rather than spraying.

This is preety much the gist of what this thread is about :)

  • 12.27.2010 12:36 PM PDT

I remember a lot of Halo 3 forum members -blam!-ed about the AR being too powerful, making it "noob friendly". However, I think increasing the damage per bullet makes sense, and with the addition of AA's, it could make the AR a go-to weapon.

Also, I propose that the plasma repeater's accuracy be increased, so it's not such a "spray-and-pray" weapon.

In this universe, these rifles are their MAIN weapons, so we shouldn't switch to our side arms (pistols), because the rifles suck.

  • 12.27.2010 12:38 PM PDT


Posted by: RIZEUTO

Posted by: Wobbly_guy

Posted by: RIZEUTO
Any argument against the change has been disproveen.

All the reasons I have given in favor of the change are logical and still stand.

Not much to debate.


You still haven't disproven my argument.

I tested the burst firing rate of the AR and compared it to other precision weapons. At my rate, it's faster than a full-auto needle rifle. It's not rendered, but this is the rate I can do at best. The DMR usually loses as well, but it can still spam their way to victory because it's bloom is too forgiving.

The problem with the AR is not a slow kill time, but lack of auto-aim at anything further than mid range. But it would make the pistol obsolete if it had any more range. It's really balanced right now. Make it any better, and I would never drop my AR for another weapon.


I saw your clip :)

Note that the burst firing doesen't mean you'll hit with both bullets.

Also, a 2 round burst is weaker than a DMR round.

And then there is the lack of aim assisst at mid-range and above, while for precision weapons it is rather generous.

I'm against increasing aim assist, or it's range. I think that an AR that never misses would beat the point of making it require more skill.

A damage increase just makes it more effective.


A 2 round burst generally hits dead center. It's your own fault if you miss a shot, unless you're shooting so far away that you don't have auto-aim.

2 round bursts might be weaker than DMR rounds, but you're able to fire them twice as fast as DMR rounds.

The lack of aim-assist prevents the AR from being overpowered. As I said, increasing the range of the auto-aim will make the pistol obsolete. It already has an effective range of 4 grid spaces or 4 warthogs.

A damage increase would render the AR an ineffective starting weapon. Right now it's on par with precision weapons, but only if you're really skilled with it. You're punished more with the pistol and the AR for spamming than with any other weapon. Which is exactly what a starting weapon is supposed to be. They're effective in the right hands, but still encourage you to pick up other weapons.

  • 12.27.2010 12:57 PM PDT

It needs a small scope, the ability to headshot and bigger clip.


[Edited on 12.27.2010 1:08 PM PST]

  • 12.27.2010 1:06 PM PDT

RAGE is an interesting thing, although sometimes controllable, it mostly occurs without notice. It's very odd, as one time I wa-- RAGE!! -throws marshmallow at you-

Anyone remember the Halo: CE Assault rifle? 60 round mag? those were the days.. -nostalgia-

  • 12.27.2010 1:22 PM PDT
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Posted by: Wobbly_guy

Posted by: RIZEUTO

Posted by: Wobbly_guy

Posted by: RIZEUTO
Any argument against the change has been disproveen.

All the reasons I have given in favor of the change are logical and still stand.

Not much to debate.


You still haven't disproven my argument.

I tested the burst firing rate of the AR and compared it to other precision weapons. At my rate, it's faster than a full-auto needle rifle. It's not rendered, but this is the rate I can do at best. The DMR usually loses as well, but it can still spam their way to victory because it's bloom is too forgiving.

The problem with the AR is not a slow kill time, but lack of auto-aim at anything further than mid range. But it would make the pistol obsolete if it had any more range. It's really balanced right now. Make it any better, and I would never drop my AR for another weapon.


I saw your clip :)

Note that the burst firing doesen't mean you'll hit with both bullets.

Also, a 2 round burst is weaker than a DMR round.

And then there is the lack of aim assisst at mid-range and above, while for precision weapons it is rather generous.

I'm against increasing aim assist, or it's range. I think that an AR that never misses would beat the point of making it require more skill.

A damage increase just makes it more effective.


A 2 round burst generally hits dead center. It's your own fault if you miss a shot, unless you're shooting so far away that you don't have auto-aim.

2 round bursts might be weaker than DMR rounds, but you're able to fire them twice as fast as DMR rounds.

The lack of aim-assist prevents the AR from being overpowered. As I said, increasing the range of the auto-aim will make the pistol obsolete. It already has an effective range of 4 grid spaces or 4 warthogs.

A damage increase would render the AR an ineffective starting weapon. Right now it's on par with precision weapons, but only if you're really skilled with it. You're punished more with the pistol and the AR for spamming than with any other weapon. Which is exactly what a starting weapon is supposed to be. They're effective in the right hands, but still encourage you to pick up other weapons.


I meant during strafing.

Also, DMR spam is faster than 2 round bursts.

5 shoting with a DMR is faster than 2 shot bursting with an AR (it's supposed to be, but not this much).

  • 12.27.2010 1:24 PM PDT

If this does happen, remove bloom for the DMR

  • 12.27.2010 1:25 PM PDT
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Posted by: Dark link a95
Anyone remember the Halo: CE Assault rifle? 60 round mag? those were the days.. -nostalgia-


It was a piece of art for me. But nowdays we need to worry about ballance.

So a 60 round mag would promote spraying and be considered OP.

I'd rather have a damage increase.

  • 12.27.2010 1:25 PM PDT


Posted by: RIZEUTO

Posted by: Wobbly_guy

Posted by: RIZEUTO

Posted by: Wobbly_guy

Posted by: RIZEUTO
Any argument against the change has been disproveen.

All the reasons I have given in favor of the change are logical and still stand.

Not much to debate.


You still haven't disproven my argument.

I tested the burst firing rate of the AR and compared it to other precision weapons. At my rate, it's faster than a full-auto needle rifle. It's not rendered, but this is the rate I can do at best. The DMR usually loses as well, but it can still spam their way to victory because it's bloom is too forgiving.

The problem with the AR is not a slow kill time, but lack of auto-aim at anything further than mid range. But it would make the pistol obsolete if it had any more range. It's really balanced right now. Make it any better, and I would never drop my AR for another weapon.


I saw your clip :)

Note that the burst firing doesen't mean you'll hit with both bullets.

Also, a 2 round burst is weaker than a DMR round.

And then there is the lack of aim assisst at mid-range and above, while for precision weapons it is rather generous.

I'm against increasing aim assist, or it's range. I think that an AR that never misses would beat the point of making it require more skill.

A damage increase just makes it more effective.


A 2 round burst generally hits dead center. It's your own fault if you miss a shot, unless you're shooting so far away that you don't have auto-aim.

2 round bursts might be weaker than DMR rounds, but you're able to fire them twice as fast as DMR rounds.

The lack of aim-assist prevents the AR from being overpowered. As I said, increasing the range of the auto-aim will make the pistol obsolete. It already has an effective range of 4 grid spaces or 4 warthogs.

A damage increase would render the AR an ineffective starting weapon. Right now it's on par with precision weapons, but only if you're really skilled with it. You're punished more with the pistol and the AR for spamming than with any other weapon. Which is exactly what a starting weapon is supposed to be. They're effective in the right hands, but still encourage you to pick up other weapons.


I meant during strafing.

Also, DMR spam is faster than 2 round bursts.

5 shoting with a DMR is faster than 2 shot bursting with an AR (it's supposed to be, but not this much).


I know DMR spam is faster than AR bursts. But The DMR's bloom doesn't punish spammers as much as the other weapons. This makes the DMR much too random and powerful up close. And even then, pacing still wins over spamming 70% of the time. This is a problem with the DMR, not the AR.

As for missing your shots while strafing. You always need time to change directions. That's the right time to shoot. It's no different from the BR, really. The only difference is that you fire 2 round bursts and that the bullets are hitscan, and both improve your accuracy.

Pacing with the DMR doesn't grant you a kill faster than 2 shot bursting with the AR. The AR kills a little faster, but the DMR has very forgiving bloom at it's side.

  • 12.27.2010 1:42 PM PDT

I want it to that I don't ever have to switch to my pistol if I've gotten one kill with it and someone else attacks me before I start reloading.

  • 12.27.2010 1:46 PM PDT
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No it's perfect right now. The idea is that the magnum is a better choice to use at any point because if used correctly it can always kill an AR user. This is good because it rewards marksmanship as oppose to blind firing a machine gun. If we made the AR kill in 16 bullets then the AR would always dominate the Magnum, CQC would be a blind fire luck-fest with no true skill, and the Magnum would become useless.

  • 12.27.2010 1:49 PM PDT