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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

id say jus the damage

  • 11.19.2010 1:48 PM PDT

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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
... i have taken out three people with one clip, a grenade solves all problems.

  • 11.19.2010 1:49 PM PDT

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Posted by: RIZEUTO

Posted by: Kanku13 FTW
but thats WHY its a starting weapon. you use allmost a full clip to kill someone. its very ineffective.

because of this, it makes you try to get better weapons around the map. if you started with an allmighty weapon(*cough*BR*cough,cough*), then there would be no reason to go for a better one. you would jush kill, die, respawn, and repeat.


Increasing the damage gives you the theoretical 2 kills. Which are in practice nearly impossible.

This would serve only to IMPROVE BURSTING => INCREASING THE SKILL GAP between the good players and the bad ones.

See where I'm coming from?
yes, but you have to understand how small the barrier is between the 2. the rest of the sandbox its closer to the ARs level than before.

at the same time, they might increase the bloom by 10-15%, because of the hitscan registering so many bullets.

im just saying that its not ad easy as just increasing damage.

  • 11.19.2010 1:52 PM PDT
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Posted by: Kanku13 FTW

Posted by: RIZEUTO

Posted by: Kanku13 FTW
but thats WHY its a starting weapon. you use allmost a full clip to kill someone. its very ineffective.

because of this, it makes you try to get better weapons around the map. if you started with an allmighty weapon(*cough*BR*cough,cough*), then there would be no reason to go for a better one. you would jush kill, die, respawn, and repeat.


Increasing the damage gives you the theoretical 2 kills. Which are in practice nearly impossible.

This would serve only to IMPROVE BURSTING => INCREASING THE SKILL GAP between the good players and the bad ones.

See where I'm coming from?
yes, but you have to understand how small the barrier is between the 2. the rest of the sandbox its closer to the ARs level than before.

at the same time, they might increase the bloom by 10-15%, because of the hitscan registering so many bullets.

im just saying that its not ad easy as just increasing damage.


I wouldn't agree The MA5C (Halo 3 AR) was already at 16 bullets to kill, and had a faster rate of fire, as well as more maximum ammo.

Rushing was the problem in Halo 3. With the new melee system it isn't. So why make the gun it self useless? It was always the underdog of the weapons, but now I can't use it willingly.

  • 11.19.2010 1:57 PM PDT
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Posted by: Defiant Assasin

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
... i have taken out three people with one clip, a grenade solves all problems.


Grenades make everything kill no problem in Reach XD So thats not what it's about.

  • 11.19.2010 2:04 PM PDT
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Posted by: asm0d3us 916
id say jus the damage


Same here.

  • 11.19.2010 2:20 PM PDT
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16 rounds to kill is perfect. We all seem to agree on this :)

[Edited on 11.20.2010 9:58 AM PST]

  • 11.19.2010 3:07 PM PDT
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Bump!

  • 11.20.2010 9:58 AM PDT
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Posted by: Xmasher v3
Can't we just have the good ol' Assault Rifle from the good old days. You know... the one that doesn't sound like a toy. :\


I think it sounds good in Reach, only it should be a little more effective. 16 rounds to kill.

  • 11.20.2010 10:22 AM PDT

http://i.imgur.com/fsISj.png

Increase bloom, increase damage. The AR will both be more effective and take more skill.

  • 11.20.2010 10:24 AM PDT
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Posted by: annoyinginge
Increase bloom, increase damage. The AR will both be more effective and take more skill.


True, but not how MUCH the AR blooms, but rather the rate of bloom :)

It definitely needs a damage upgrade. Instead of 18 rounds to kill, 16 is the mark!

  • 11.20.2010 10:29 AM PDT
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bump

  • 11.20.2010 10:51 AM PDT

LEAVE EVERYTHING THE SAME!!!! well actualy i do kinda miss pumping a 60 round clip into a group of enemies and scoring free headshots after the mosh pit. If damage and rof stayed the same, does 60 rounds sound as cool to you guys as it does to me?

  • 11.20.2010 10:56 AM PDT

Oh great now were complaining about how many bullets it takes to kill someone whats next complaining about how the sniper can kill someone with one shot oh wait people already are complaining about it.

  • 11.20.2010 10:59 AM PDT

Wort Wort Wort!


Posted by: RIZEUTO

Posted by: annoyinginge
Increase bloom, increase damage. The AR will both be more effective and take more skill.


True, but not how MUCH the AR blooms, but rather the rate of bloom :)

It definitely needs a damage upgrade. Instead of 18 rounds to kill, 16 is the mark!

I think even with the 16 round kill, bloom as it is should be fine. If you hold the trigger down it will still miss quite a few shots, making burst fire more effective. If you wanted to change bloom, I believe that it should "cycle" faster, meaning it should increase at the current speed, but reset faster, making burst fire more effective than holding the trigger down. Note that the bloom would not reset until you let up on the trigger.

  • 11.20.2010 11:03 AM PDT
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Posted by: Zone Trooper 22

Posted by: RIZEUTO

Posted by: annoyinginge
Increase bloom, increase damage. The AR will both be more effective and take more skill.


True, but not how MUCH the AR blooms, but rather the rate of bloom :)

It definitely needs a damage upgrade. Instead of 18 rounds to kill, 16 is the mark!

I think even with the 16 round kill, bloom as it is should be fine. If you hold the trigger down it will still miss quite a few shots, making burst fire more effective. If you wanted to change bloom, I believe that it should "cycle" faster, meaning it should increase at the current speed, but reset faster, making burst fire more effective than holding the trigger down. Note that the bloom would not reset until you let up on the trigger.


I agree with you, but if we have to make a compromise, I find that acceptable. Youre gonna burst it at mid range if you are skilled anyway, going to full- auto when you get close.

Personaly, I think: SAME BLOOM; 16 ROUNDS TO KILL. Perfect.

  • 11.20.2010 11:06 AM PDT
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16 rounds to kill. Thats when it will all be balanced.

[Edited on 11.20.2010 11:59 AM PST]

  • 11.20.2010 11:15 AM PDT
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bump

  • 11.20.2010 12:00 PM PDT
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re-bump

  • 11.20.2010 1:06 PM PDT

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Voted.

  • 11.20.2010 1:15 PM PDT
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Posted by: o0 D4RKF1R3 0o
Voted.


Good :)

  • 11.21.2010 2:32 AM PDT
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Bumpity bump, bump! Bumpin' teh bump!

  • 11.21.2010 2:42 AM PDT

We were somewhere around Barstow...

I think damage should only be increased on unshielded targets, if that's possible.

  • 11.21.2010 2:44 AM PDT

I think 16 rounds to kill is good, but give the AR atleast 2-4 extra shots. This allows skilled players to kill 2 enemies with 1 mag, while allowing little room for error.

  • 11.21.2010 2:47 AM PDT
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Posted by: ArmourElite
I think damage should only be increased on unshielded targets, if that's possible.


That would help further stop rushing, but I don't find that necessary or as effective in increasing the AR's offensive capabilities.

16 rounds to kill, dealing equal damage to shields and health is what I think it should be like.

  • 11.21.2010 2:47 AM PDT