| My view is that most of the changes are for the better, but a few.
Frag grenades are more of a killer with no shields, as they should be (fragments don't like shields). Frag grenades have also had a trumendous increase in their anti-material powers. Frag grenades just flip vehicals and objects in a room like crazy. Take a turret and find the maximum distance a frag grenade needs to be before the turret doesn't break. I'm sure you would be surprised, as even if something deflects it away (like a barrier) the turret will become dismembered. So while frags can't kill a fully shielded opponent, the can make the mongoose driver not know which way is up.
I too have noticed the battle rifle has a tendency to be inaccurate. The carbine has also had a simmilar treatment. Now I view this as a good thing, as long range should be given to the snipers. The lack of headshots that many of you are finding is the battle rifle/carbine missing, so it isn't your fault. The battle rifle is even more a king of moving horizontaly and spraying a head shot, as the spray is even more inaccurate to give players headshots that probably would not happen (very useful against flood).
Anything to do with delay or obviouse hits that do no damage is lag, unfortunatly. I have double sniped a charging elite in the chest (close) and only had one count. I can tell you the rocket launcher has no delay between pulling the trigger and shooting. It has in fact had a greatly reduced delay between the two tube.
spawn-charge-melee is something I detest, and it seems it is mainly found in games where there are too many players in the level (too small). I do find is compleatly acceptible if the spawn part is taken out, as that is a tactical choice. Melee damage is fine, as if you do not shoot, your opponent will live and kill you. If you both charge and melee, then it is whoever melees first, so both players are evenly matched (as it should be).
mauler may be very powerful very close, but for the most part it is inaccurate and does low damage. Now pair that up with a plasma rifle and you can go to town, but that would require most levels to have plasma rifles.
There are very few options for plasma rifles in forge and most levels. I've been experimenting and the lack of a plasma rifle is very annoing. I'm in forge, master of all I survey (except certain vehicals and scenery) and I see something missing in my map. Hmmm, what could it be? Well its the freaking plasma rifle. The only thing plasma is the pistol, and that is more of a utility tool than a weapon of destruction. So I can put 23 more assault rifles on the map and no covenant counterparts.
Another thing that I was sadened by is the trip mine, which was (or should be) the lottus anti-tank mine. The trip mine is practicaly pointless. A fully shielded spartan or elite can be standing right on it and not die when it goes. I've planted mines directly inside the driver seats of *enter vehical here* and the only thing it kills is the mongoose. Not only that, but the magnetic grappler has been removed. So no more waiting car bombs, no more killing the car, no more jump toss on a moving vehical (preferably a wraith or warthog), and no more fun. I beg of you to bring the mine back to the level of fun I had in the beta. It was fun even to attempt to attach it to something, expecialy those flag carriers that will stop at nothing to get back in the warthog..... ahh, good times.
The fuel rog gun has way too much starting ammo. That thing is deadly and needs to reflect it. 20 shots total (15+5 in chamber) out of a possible 35 is not ok. bring it down to a total of 15 and we can talk about adding to levels.
The rocket launcher. Now this is an anti-vehicular weapon. How come it takes two shots to kill a warthog, even if the first is hitting the crew compartments floor?
Hammer = ok, as long as it is the same as campain (far enough away and you get pushed away from the hammer guy and no little jump for using the trigger). I've never been crushed be a hammer in multi, as I shoot them
shooting through walls- never seen it, but it sounds like it is lag. I would prefer that the shield bubbles allow you to shoot through them when your gun barrel is pointed out, as this seems logical.
Needler is fine. The needle damage is not really important, unless you have tons of health/shield. The only thing that was really changed is the variable fire speed (slow then really fast), 30 round hopper, and the needle hold time. Needles now stay un-exploded for a good 9 seconds. So this means that while the enemy can dodge all but 4, the next 30 just need .... IDK 3 for the kill. I like this, leave the needler alone. It can already run out of ammo in no time at all. (only good for a few kills, if you don't die from something better).
*appologize for spelling, but I don't have time and I can't seem to get the text off to save it on word* |