And then you'll have to modify the DMR as the AR could become more favorable. Then the sniper rifle. Then the... And once all weapons get beefed up you then end up with relative balance equal to what is there now only now you have to beef up shields and health. And now we're back to exactly where we are now.
Balancing is tricky business. You can't just boost or reduce effectiveness of one item without considering how it will impact relative usefulness of all other items. I'm sure after internal testing they decided to reduce rather than boost (which is their preferred way to balance). As the later may have required more extensive balancing with regards to all other weapons.
Regards,
SB
No, not really - the DMR will be weaker than the pistol at close ranges (that is unless the guy with the pistol has terrible aim and can't kill with 1 clip).
So perhaps the AR will stand a chance against a DMR at very close ranges but not so at close-medium ranges. This was how it was in H3 with the BR so a similar balance here would work.
And you wouldn't need to rebalance other weapons like the Sniper if the AR got a boost, only weaponry that directly compete with it, like the PR.
In fact in Reach and especially with the Beta, Bungie went for the "if all the weapons are overpowered, then none actually are" and it seemed to work just fine.
I really don't get this. Yeah I notice the bloom being wider, but the weapon is still effective at semi-long range, you just have to pick your shots better. Besides how is it balanced or make sense when a short/mid-range weapon be so effective across a map?
The pistol is still beastly and again the only change I would make is possibly a few more bullets in the clip.
You're not getting me - i don't want the pistol to be as effective as a NR or DMR at long ranges - I just want it to be usable at mid range, it was in the beta, now not so much. It's like how the DMRs optimal range is medium, but in the hands of a skilled user it is still effective at close range, similarly the opposite should be true for the pistol - optimum at close range, and effective at medium range, (yet of course not as effective as the DMR is at close range, due to the recoil and tiny clip).
It would make the magnum more versatile and have greater depth rather than just being something you switch with a NR/DMR when you get the chance. ie. if you preferred a close-medium weapon that required skill to use effectively you'd take the pistol, if you preferred a more reliable, easier to use medium range weapon you'd take the DMR/NR. That is balance - it was more balanced in the beta than it is now, which is why I was saying that Bungie should have made no changes to the magnum and instead given the AR a small bump in damage (ie make it 16 bullets like in H3 to kill instead of 18), that would have broken nothing and kept everyone happy.
It's the result of them using temporal AA, which is also used in the PS3 version of DMC4 and MGS4. Two frames are basically blended into one, which works great with a static scene but not so great with motion. I would imagine that they hoped the motion blur used while moving would help mask the jaggies where their TAA is least effective.
It's clean enough for me, I can't stand jaggies for the most part and I'm very impressed with Reach graphically.
Actually while Reach is far better than H3 in this regard, I think I would actually prefer sub HD and high AA levels (ie 4xMSAA).
Having just started playing Alan Wake, it is clear that despite being 576p? image quality hardly suffers and the complete lack of aliasing makes everything look so much believable. I mean regular DVD is only 480p/576p and looks real, artifacts like aliasing is more noticeable to the human eye than lower resolution in most cases.