i dont think many people hated the dmr, they just hated reach... this is true. they will either have to have essentially the same damage and range or give the one with more range less damage.
The kill times are specific to their ranges. I'm theory hammering here. Essentially the weapons should be interchangeable at mid-range, but the dmr is extremely difficult at close range while the br is extremely difficult at long range. Get me?
I think the way in which the weapons are made to be extremely difficult at the wrong range is what defines any such theory. So far we've seen bloom and spread as the two core mechanics used by Bungie to enforce such roles. Now neither of those were (to my mind) done as well as they could have been, but even aside from that we've not seen positive reactions to either of them overall. The main one I can think of that they haven't tried is damage drop off. Plus those are really only range limiting mechanics, in a shooter with aim assist it's really hard to make a weapon more efficient at long range than it is at short.
I'm sure it will be something like this, or they will just nerf the DMR's range to compensate for the lack of bloom and the addition of the BR.
Well, surely then we should look at maps. In the majority of H3 maps, the right weapon for the job was the right one for the map. A DMR in guardian would fail miserably in its current form, wihlst a pistol would do a better job. That sort of thing. Every weapon should be balanced to play a different role in every map. With sandbox in H3 the sniper was useful throughout (especially with the manshee) its long sight lines, whilst again in guardian and narrows it was better used for area controlling and covering fire.
The easiest way to do it would be to make the DMR much more accurate, but give it a longer kill time than the BR. Therefore, if he's up close and takes three seconds to kill with the BR, you'd prefer that to a five second kill time with a DMR, but if he's far away, the DMR's accuracy with every shot overtakes the BR's superior damage, and kills faster, because every shot hits, instead of missing bullets in your three round burst.
I'm excited that all are returning. Though I'm more of a BR kind of guy, id like the option to choose.. Also, around 8:30 into the podcast, a guy says "everyone at 343 is a 50 in slayer". Im praying that this was a clue to the reveal of ranked matches coming back, though im sure it was just a reference to H3
Yes. It definitely encouraged competitive gameplay a lot more. Now I play Reach with my dad when I visit home from college and it just isn't the same. He's a higher rank than me. In 3 he was a 21 while I was a 48. I don't know, I just sort of lost my competitive spirit.
Considering the no bloom DMR is 100% accurate... You really can't make it more accurate than it is now. And to make the BR less effective at range they'd need to either introduce a degree of spread, or recoil (with the lesser amount of zoom) make the weapon significantly harder to use for long range engagements...
Yeah, pretty much. It is a three round burst, and had a good amount of spread in Halo 3. Solves the problem as well as any answer, imo.
While I despise the amount of spread from H3, I do feel that a comparable amount of spread (less please) would be a good thing for balancing the sandbox with a DMR included. Then again, the mechanics of the weapon itself could be what makes the BR less effective at long range, aside from the lower scope of course... Yes we've got hitscan, but who's to say that the BR is all three bullets linked to one hit? If all three rounds are actual independent rounds that each utilize hitscan, we might not even need bloom at all for the BR to balance the sandbox.
DMR should fire slower, but keep the same accuracy. Either that, or a trade off for damage. DMR is 6 headshots to kill/ 8 bodyshots BR (<3) is 5 headshots to kill/ 7 bodyshots
Has there been any indication so far of the STK for the new BR? It'd seem a little odd to me to bring back a weapon people love so much but change it from 4SK to 5SK.