SMG - weak and inaccurate
Faster rate of fire makes it more powerful than the AR at close range. It can also be dual-wieldable for double damage, but that's really only advantageous in tight confines.
Ok agreed, I never used this much in Halo 3.
AR - Spray and pray with rampant packet loss
Shallow clip meant those who sprayed-and-prayed ran out of ammo pretty quickly and had to suicide-run for a melee kill. Others, who used grenades wisely or pumped the trigger could easily defeat such bum-rushers.
Spread ensured that the weapon wasn't too versatile, as it's effectiveness at range was severely hampered. If this was not the case, people would be four-shotting each other clear-cross the map. Not fun. Great mid-range weapon though.
This was a single-shot weapon. It was weakened after the beta if I recall correctly, which is too bad, cause it was a pretty effective counter to the BR. Still, I prefer the NR/DMR dichotomy, because the two weapons are more unique from each other.
Again, I'll agree. Pointless power weapon in a game that already had the RL and the Laser.
If Halo 3 had a larger number of great, smaller arena-maps, these would have been fine cause of their dual-wielding capability. But yeah, in the Halo 3 sandbox, with the relatively open maps taken into account, these were useless.
Needler - Easily avoidable. Maybe good if you get behind someone.
It SHOULD be fairly easy to avoid, since it's basically an instant-kill or nothing. If you catch a guy out in the open, with no cover, or in a tight space like a hallway, it's great. Beats the Needler in Halo or Halo 2, which were useless in EVERY scenario.