Weapon Tuning & Join In Progress Settings! The Halo Bulletin: April 24th 2013

This weeks Halo Bulletin addresses the current state of the Halo 4 weapon sandbox tuning and information in regards to the updated join in progress parameters.

Weapon Tuning Status Update:

Battle Rifle

We announced last week that we’re investigating the feasibility of a 4-shot Battle Rifle and saw a lot of interest regarding how many bullets it takes to kill an enemy. There are indeed complications that exist around a BR that takes exactly 4 shots (or 12 bullets) to kill, and most relate specifically to latency and online play. While a 12-bullet kill feels good and rewards accurate players in a LAN setting, the vast majority of the game is played online, and the 11 -bullet kill provides a consistent online experience while still rewarding skill. Right now, we are testing a 4-shot BR that kills on the 11th bullet, which allows for a small margin of error in online play.

We had also mentioned the reduced rate of fire on the BR. When we brought the BR to a 4-shot, the weapon was dominating at all ranges. To balance it out, the fire rate now matches the DMR exactly in current testing.

DMR and LightRifle 

We’ve slightly reduced the range at which the reticle turns red for the DMR, and once again matched the LightRifle to this distance. This is based off some feedback we received last week that questioning whether or not it is currently too easy to engage people across the map. To maintain skillful long range battles, we’ve reduced this range slightly for this week’s testing. We’re also investigating slightly increasing the rate of fire on the LightRifle when zoomed, which increases its viability at range.

Assault Rifle

The current Assault Rifle kills in 16 rounds, making it technically possible to kill 2 players with one magazine if not a single shot is missed. Our current balance testing reduces the rounds to kill by 2 or 3 shots, making this feat a bit more achievable. However, a significant reduction in auto-aim makes this quite difficult and demands a bit more skill from players who wield the AR. Our current tests bring us to an optimal kill time range that lies between that of Halo: CE’s and Halo 3’s Assault Rifles.

As we tweak these values, we’ll continue to address some of the challenges associated with each and let you know where each week brings us. We’re currently in the process of building a release schedule for the new weapon tune, and we should have details about that next week.

Join In Progress Parameters as of April 22nd, 2013

Current Join-in-Progress parameters:

  • Once a match has passed just over half of the total game time, Join-in-Progress is disabled across all game modes and playlists.
  • Rumble Pit now has the smallest Join-in-Progress window, only allowing players to join during the first few kills of a match.
  • In Slayer matches outside of Team Throwdown and Team Doubles, players will no longer join after one team has reached just over half of the score limit.
  • In King of the Hill and Oddball, players will no longer join in the second half of the game in regards to score limit.
  • In Grifball, players will no longer join single-round matches if over 3 goals have been scored by one team. We will be updating Grifball Pro to similar settings in the next update.
  • In Team Throwdown and Team Doubles, players will no longer join after a small join window during and before the first moments of a match.

Check out the latest Halo Bulletin here!

– Chief Landless

Geronimo

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Halo 4 Weapon Tuning! Nerfs & Buffs! The Halo Bulletin: April 17th 2013

The Halo Bulletin: 4.17.13

Hi there, Chief Landless here, back once again with news from this weeks HaloWaypont Bulletin. Here are the highlights, but you can click here to read the entire bulletin.

April 22nd 2013 is the next update to Halo 4 and we’ll be seeing some weapons being tuned (details below) and updates to Regicide and Grifball Playlist.

Weapon Tuning – Potential Changes to Halo 4’s Sandbox.

** These are subject to change and are in no way final decisions **

BATTLE RIFLE

Buffed from a FIVE SHOT KILL to a FOUR SHOT KILL and Rate of Fire reduced

The Battle Rifle shipped as a FIVE SHOT KILL when Halo 4 released on November 6th, it was intended to be the go-to weapon for close to medium range, however the DMR was still beating this weapon at said range. To remedy this, the Battle Rifle is intended to become a FOUR SHOT KILL with a reduced Rate of Fire. This means that the Battle Rifle will now require three bursts to the body, and one shot to the head to kill.

LIGHTRIFLE

Adjusted range at which the reticule turns red to match the DMR’s

The LightRifle has been generally pushed aside by the community because of its alien-like feel and how awkward it is to shoot, however, once you begin to use it, it becomes a pretty viable weapon, and this change will make it even more viable. This change means that when you begin getting the aim assist on a player has been tweaked to match the DMR.

COVENANT CARBINE

Buffed from an EIGHT SHOT KILL to a SEVEN SHOT KILL

When Halo 4 launched, the Covenant Carbine was pushed to the side just like the LightRifle, however this time, it was because of how weak it was for the skill required to use the weapon. To remedy this, the Covenant Carbine is going to become a SEVEN SHOT KILLcompared to the prior EIGHT SHOT KILL.

ASSAULT RIFLE, STORM RIFLE AND SUPPRESSOR

All have received a damage buff and auto aim reduction

Due to the precision rifle changes, the automatic weapons became weak at CQC as the precision rifles were outshooting them. To remedy this, all of the above weapons have received a slight damage buff, alongside an auto aim reduction to make the weapons harder to use, but reward those who learn how to use them effectively.

BEAM RIFLE

Aim assist reduction

Anyone who has picked up the Beam Rifle in Halo 4 will have noticed that just not using the scope is a lot easier than scoping in, this is due to the weapons high aim assist when unscoped. This is planned to be changed so you won’t be constantly snapshotting people without putting much effort into aiming.

WARTHOG & MANTIS CHAINGUN

Both will be receiving a damage buff

Vehicles have always played a huge part in Halo, ever since Halo: Combat Evolved. However, the Warthog & Mantis currently don’t perform as well as expected in terms of their chainguns. Both of them will be tweaked to receive damage buffs to make them a lot more deadly and hopefully feared in big team gameplay.

Matchmaking Update

First, Regicide is a playlist that is long overdue for an update. While we know many of you have suggested that it be consolidated into the recently added Rumble Pit playlist, we have chosen not to do so at the moment for a few reasons. For one, not all Rumble Pit players want to play Regicide, as it is a very different game mode from Infinity Rumble and Rumble Pro. Secondly, being that it does have added scoring modifiers, we’ve decided to add additional game modes to make the playlist more fun and varied (and even a bit more chaotic), as well as change the way the scoring works a bit. Also, we’ll be removing Complex and adding the following maps from the Regicide rotation.

  • Landfall
  • Dispatch
  • Simplex
  • Scythe

The Grifball game type has been tweaked to create better balance between the weapons. Grifball and Grifball Pro now have identical shield, damage, damage resistance and radar settings. Grifball will continue to have one continuous round with auto-pickup turned on, while Grifball Pro will still have five individual rounds with auto-pickup turned off.

Griffball maps have also been tweaked based on errors or flaws experienced and reported.

– Chief Landless

Geronimo!