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Weapon Rebalancing on the Horizon

Fri Apr 19, 2013 8:22 am

Feels so good! Feels so Good!

http://www.343industries.org/forum/topi ... r-returns/



I know I haven't seen a lot of familiar names on the 343industries.org and HaloWaypoint forums, but I spent a LOT of time fighting for exactly these changes over there (Minus the Beam Rifle and Mantis adjustments, I hadn't commented on either one previously).

It's been exhausting, and I have no idea that any of my posts ever assisted any sort of progress, and these are "Proposed" changes, but the thrilling thing is that I've been saying exactly these things, even in these words, for a long time, and I finally feel vindicated that by some means 343 is considering them. Again I may be completely unrelated to the progress, but more than one person can have the same good idea at the same time without ever crossing each other's paths. I'm just glad that the good ideas are getting somewhere.

Except for the beam rifle which I know little about, I hope that every single one of these proposed changes becomes reality. The BR and Carbine suck, they've sucked since launch, this is exactly what they need. The Warthog Chaingun is EFFING HORRIBLE and PAINFUL to fire it's so weak, but finally it might get a buff, hopefully the buff it needs. I didn't actually feel the Mantis needed a lot of tweaking, I've long considered it the most balanced vehicle in the game, but it's chaingun WAS weak and I'll be happy to see it improved.

EDIT: I have no idea how to get the damn embedding to work, I've tried multiple things.
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Re: Weapon Rebalancing on the Horizon

Fri Apr 19, 2013 8:54 am

I fixed the embed for you. I'd welcome the changes proposed here.
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OboeCrazy
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Re: Weapon Rebalancing on the Horizon

Fri Apr 19, 2013 7:28 pm

For those of us who are out of town and video is impossible at the moment can someone do a quick list of what is detailed in the video?
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Re: Weapon Rebalancing on the Horizon

Fri Apr 19, 2013 10:45 pm

Emphasis on them being PROPOSED changes, nothing set in stone:

BR made 4-shot kill with slower RoF
Carbine made 7-shot kill
Lightrifle's aim assist increased to match DMR's
Automatics get damage boosts all around

Mantis and Warthog chaingun get damage boosts

Beam Rifle aim assist decreased
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Re: Weapon Rebalancing on the Horizon

Fri Apr 19, 2013 11:46 pm

the video said that the beam rifle will get aim assist added. This is one that I don't agree with.

Im happy about the chaingun, mantis, and BR upgrades, though.

Hopefully the BRs decrease in rate of fire will make it shoot off 4 shots at the same rate as it takes to DMR 5 shots. But if its faster, that would be even better for us BR users. I've been killed quite a few times by the 5th DMR shot simply because it fires a split second before the BRs 5th shot. Those are frustrating deaths.

I was surprised when the video said that they want to INCREASE the mantis' damage. That thing is already a monster.

Im happy aboot the hog damage increase, of course. (then i'll just need hel monkey to play with me again)

I think if the light rifle gets the range increase, i'll stop using the DMR as my secondary wepon, and go with the LR.

One last thing, for oboe, the video also said that the automatic wepons will get their aim assist reduced by 50%.
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Re: Weapon Rebalancing on the Horizon

Tue Apr 23, 2013 1:21 pm

I view Halo 4 as a beta for Halo 5, hopefully 343 continues this trend but it's too little too late regarding the Halo 4 now. However I still welcome these changes.
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Re: Weapon Rebalancing on the Horizon

Thu May 16, 2013 4:25 pm

more info on stabilization:

Current State of Weapon Tuning

Let’s talk a bit more about what’s going on with weapon tuning. While we’re certainly nearing the final build, we’re also looking forward to receiving feedback from our community guests as well as those watching the live stream from home: you! This feedback will undoubtedly provide valuable insight because Friday’s live stream will be the world premiere of our sandbox tuning. Additionally, we’ll continue updating you with our progress in each Bulletin. For now, I sat down with Quinn to grab some details about the vehicle weapon tuning, as it seems some of you are particularly interested in this area.

Vehicle Weapon Tuning Details

We’ve mentioned that we’ve been looking at the overall state of game types with vehicular combat and attempting to find a balance with vehicle weapons that makes them the perfect mix of deadly, viable, and, of course, balanced. As of right now, both the Warthog and Mantis chain guns have received a 35% damage increase. In current testing, this increase provides a deadly method for objective play and Slayer domination for players who utilize vehicle play.

Also, we’ve noticed a ton of questions about the schedule of our weapon tuning, so I sat down with several members of the Matchmaking Systems Team to get some insight into what tweaking sandbox settings requires (and what can go wrong):

The biggest difficulty in tuning the Halo 4 sandbox is that we support so many different modes (at a high level, we have Campaign, Spartan Ops, and Multiplayer). But each of those gets broken down even further: co-op (1-4 players), difficulty levels, Skulls, Forge, saved films, and a plethora of different multiplayer modes, some of which have different traits that further modify sandbox elements. From that perspective, just fully vetting and testing everything can be an incredibly complex and challenging problem. What might seem like a relatively simple change can quickly turn into a logistical nightmare for our testing team. Start changing multiple things at the same time, and it gets even harder! And that’s just looking at things from a high level and ignoring the impact of loadouts and the fact that our low-level moment-to-moment gameplay provides players with so many tactical choices and interplay (golden triangle of guns/melee/grenades + Armor Abilities, vehicles, and regenerating health/shields + headshots, and so on).

-Matchmaking Systems Team


As you can begin to see, we have to be very delicate with sandbox tuning not only due to how each change affects the entire sandbox, but also due to technical concerns. These include verifying that all animations, audio effects, and more function correctly as we tweak the firing rate, reload speed, and other values. As a result, our weeks of testing and tweaking will ensure that the final changes, when delivered on June 3, will provide the most optimal multiplayer experiences.
 
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Re: Weapon Rebalancing on the Horizon

Fri May 17, 2013 7:48 am

I've never understood or agreed with the "Golden Triangle" "Three Pillars" guns/grenades/melee BS that I've seen coughed up over and over again on forums. I do not want 3 types of grenades and 3 melee weapons (Including fists) on equal footing with the dozens of guns. I know as far as tools of destruction go they aren't, but I just want people to quit referencing this weird alien lie.

Historically they all have a place in a good player's arsenal, but that same player knows to avoid melee because your risk of trading is too high (You melee only when 50/50 is better than the odds you had before melee), and that you simply get too few grenades to budget them poorly. Grenades have lots of uses and can be used very skillfully, but you get 2 grenades and how many shots with a gun...? There's no "triangle" or "three pillars", there's "weapons in your arsenal" and if you're a smart game designer you know that the resulting gameplay experience has to triumph over some pretend rubric.

I'm actually glad to see that 343 understands this a little, although disappointed that they feel the need to propagate the fantasy. I like that they ignored some basic mathematic principles to insert a more nuanced view of Halo weaponry:
golden triangle of guns(1)/melee(2)/grenades(3) + Armor Abilities(4), vehicles(5), and regenerating health/shields(6) + headshots(7), and so on


Last I checked triangles had 3 sides.

I'm especially glad to see the regenerating health/shields in there, it's relevant because Halo introduced that to consoles as far as I know, it's actually a much larger pillar of Halo gameplay than anything else on that list, and the shield recharge delay is too damn long in Halo 4. Maybe the fact that they noticed it means they'll fix it.
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Re: Weapon Rebalancing on the Horizon

Fri May 17, 2013 9:05 am

Sounds like it's gonna be more worthwhile to run a vehicle post-balancing.

...maybe it's time for me to work on my gunner kills. Anyone wana drive? ::wheel::
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Re: Weapon Rebalancing on the Horizon

Fri May 17, 2013 9:48 am

So has the Warthog received a buff already, or are they still testing? I will definitely want to test this out. Might make Dominion hogging viable.
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Re: Weapon Rebalancing on the Horizon

Sat May 18, 2013 10:40 am

''The Light Rifles auto-aim increased to that of the DMR''

This is the exact opposite of they should've done. Now we have two overpowered rifles that will make open maps hell.

The time has come, and so have I
 
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Re: Weapon Rebalancing on the Horizon

Sat May 18, 2013 11:56 am

right now they are still in testing. on june 3rd it will be implemented into matchmaking along with new maps for matchmaking.

all the info is here

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