dslgunstar said:
Well what would you change? Any move back towards the broken balance of Halo: CE is a shift backwards and moves forward require creativity and problem solving instead of simply whining.
Halo 3's MP is skewed towards close-range fights. Some of that is due to poor design decisions, some of that to poor coding.
Here are my thoughts on H3 weapon balance (keep in mind I primarily play 4v4, so you BTBers might have some stuff to add).
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Plasma Pistol
The plasma pistol became OPed in H2 with the noob combo. In H3 this was corrected, and the PP now works well on LAN in its overcharge mode. On Live its really random, but that's Live. The battery emptying itself was a good design choice. However the main fire mode is underpowered. The freezing effect from H1 should be brought back.
Underpowered
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Plasma Rifle
Once again, the freezing aspect should be brought back. This weapon used to be headshot capable in H1, why did this disappear. It's now a much more spray 'n pray weapon.
Underpowered
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Needler
On LAN, it's balanced, on Live, it's random, but once again, that's Live.
Balanced
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Spiker
WTF is this shit?
WTF is this shit?
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SMG
I hated this weapon in H2, but Bungie fixed it up pretty well for H3. I still don't understand why we spawn with an AR instead of with an SMG in Team BRs.
Balanced
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Magnum
It fits its role as a headshot-capable weapon for AR starts.
Balanced
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Mauler
Now that they aren't all over my place, they fit in IMO. Hearing "Mauler on my X" by a rushing noob never gets old (until he costs you the game).
Balanced
●
Shotgun
Perfect fix from the Halo 2 Slotgun.
Balanced
●
Energy Sword
The sword was a bit OPed in H2, it's been nerfed in H3. The battery was a good choice, but the time it took to activate was a bit too long in H3. Something between the H2 and H3 times would have been better. Sword games on Live are a pain in the ass (reason why I haven't played Lone Wolves in years, literally).
Underpowered
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Gravity Hammer
A pain on Live, but Grifball's fun.
Good for Grifball
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Assault Rifle
Halo 2 was spawn with SMG, pick up second SMG, spray and pray, rinse repeat.
Halo 3 has been spawn with AR, spray and pray, melee, rinse, repeat. Six shots + melee = kill. It gives easy kills, doesn't require much skill, and is over abundant (every "standard" Halo game has you spawn with them).
I'd have it replace the SMG and pick up its role from H1.
Overpowered
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Battle Rifle
H3's Battle Rifle is no longer a hitscan weapon. Fine by me, that requires more skill to use. But H3's poor hit detection coupled with a tad too much spread have nerfed it. Add in the slower bursts..
Underpowered
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Carbine
The H3Beta Carbine was a bit OPed, so Bungie totally nerfed it. Something between the two (closer to the Beta's) would have been better.
Underpowered
●
Sniper Rifle
More time between shots, more skill required to use, this was another great fix by Bungie H2 -> H3. A shame the poor hit detection ruins the fun very often online, and even on LAN (see Cloud's sniping on the Pit in MLG Orlando's WBR3 game for example).
Balanced
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Beam Rifle
The Beam Rifle complemented pretty well the Sniper. Not much to say on this one.
Balanced
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Bruteshot
Nothing to say.
Balanced
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Rocket Launcher
Nothing to say as well.
Balanced
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Spartan Laser
I don't play much vehicle games, but I agree with EasyB on this topic.
Overpowered
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Melee
me said:
In H3 MP, a player has 70 Shield HP and 45 Health HP. A melee does 70 damage. IMO H3 MP would have been better off with 45 damage. Still enough to kill a shieldless opponent, but not OPed.
I hope the emphasis in Reach MP is more on precision and less on spray n' pray plus lunge melee.
fake edit: Oh, another thing concerning melee; in H1 and H2, melee damages varied if you were standing still, running, or jumping, and varied from weapon to weapon as well IIRC. In H3 it's always 70 damage. The only improvement I saw from Halo 2 to Halo 3 concerning melee was the randomness of the lunge being toned down. Instead of every other lunge being random like it was in H3, it's only one out of every ten times that I see guys lunge across rooms.
Overpowered
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I never said H3 weapon balance was horrible, just that it was far from perfect. IMO H1 retains the best balance of the three games, but H3 was a step above H2 overall.
What kept H3 MP from being truly astounding for me was map design, which was far from H2's quality, playlist management, which for the most part sucked (since Shishka's taken the job, things have greatly improved, but there's still so much to do and some decisions still make me go WTF?), and netcode/hit-detection problems.
Also,