Please know that I am in no way mad. Ok, I’m sorta mad. But I’m more just annoyed and most likely won’t be playing this game for long after release if a lot of this stuff stays. And this isn’t just “it’s just a beta” stuff. This is a dev team changing things in the game that need to be changed before release kind of stuff.
All is my opinion.
Weapon despawn. Halo 4 ruined weapon despawn. Die or drop a weapon and it’s gone before yoy can get to your body. Heck, it’s sometimes gone before your teammate can finish off the enemy that killed you, or get their shields back if hiding, and pick up your weapons off the dead body. There should be a HARD 30 second - 1 minute countdown on dropped weapons. In Infinite it seems like if you staring at an item then the despawn is so very random, but if you look away or go maybe 20 meters then it’s an instant despawn.
Sick and tired of this AR and pistol start where everyone switches their weapon to the pistol on spawn. It’s H5 all over again. And on BTB??? Why would anyone want to start off with an AR on BTB or even on big maps like the upside down Narrows called Behemoth. What the heck.
These medals? Who redid all of these medals and WHY. They literally have only progressed since Halo 2 and now all the sudden they took a 180 and regressed to something that doesn’t even make sense.
The glowing trail that the grav hammer, overshield, invisibility, nades while in the air from being thrown. The glowing orange on the nades when nades are from a fallen teammate/enemy as if they’re a legendary drop.
Bulldog, Needler, Shock Rifle, Heatwave, Ravager ALL remain red on the rack instead of respawning because someone has it in their hand and it won’t spawn/countdown until let go. But the Sniper, Slewer and Rockets can respawn what, every 2 minutes and completely destroy the battleground? How many people have gotten 15+ kills with the Rockets on Bazaar. Why isn’t that red when barely anyone uses the Bulldog and the Bulldog is read right underneath. Lol.
Equipment on weapons/objective. I believe that should be removed altogether. Shouldn’t be able to grapple weapons or objective such as flag. Also shouldn’t be able to push the flag with vehicles or capture zones in vehicles in Total Control. It’s fun in beta, but not practical for actual game release, free game or not.
UI. The way the Hud sits while playing makes no sense to me. Every Halo up until this point has had the Hud in the same area or very similiar huds that got improvements with each new release. Biggest gripe is the dead teammate X, or lack there of. Used to be a big red X, and now it’s a timy, same color as the names x, or even an o? What exactly is that and is it changing? And now H6 has a clustered bottom right with nades, equipment, weapons, and ammo AND it’s all tiny and cramped? What was the reasoning behind that. Also makes me wonder why the radar is at 18m and not 25m like every other Halo game. Who did the oversight on that because that’s not staying… right? And what happened to the radar notification of ^ notification for above, v notification for below. Please. Just like the medals, spent more work regressing on random things that didn’t need to be changed. It’s ok to copy the previous Halo’s, they (for the most part) kept players active and involved. Keep changing weird stuff and you’ll see that new players have a hard time figuring out what’s what and will be outplayed easily.
If I can edit this, I’ll probably add more. Glad I got to be apart of the Flight, but also sad that this is how I get to play Halo 6 for the first time. Halo 3 had a better/smoother beta launch with the pre-order of Crackdown in like 2007??? Lol.
I like list discussions. Way easier to organize my own thoughts based on yours.
Havent noticed so I have no real opinion on the matter
I havent been playing the same game it seems. Based on my experiance the AR is used way more then the sidekick to the point people are calling for it to be hard nerfed (I agree with its general range but thats another topic). H5s pistol was way stronger then the sidekick. the sidekick is an initial precision weapon so it makes complete sense why people switch to it. Though many ditch it for the commando or BR once they get the chance. As for btb, its AR starts given there are a plethora of tier 2 weapons around the map. So many in fact that you cant really go 15 seconds without running into a spawn for them. AR/sidekick starts is a low skill barrier starting set which fits the nature of social. Switching it to precision starts increases that base skill level needed (makes sense for comp, not social) and activiely goes against combat variation in btb. Every fight being a BR fight is as boring as it gets.
meh, I dont mind them but then again I also dont care about the aesthetics of them. They are not game breakers for me. Do I think the older versions are better? ya. Do I care? not really.
All of these are important pieces of fight information given to players. If someone has OS or camo, the person fighting against them should know. So they know if that player bails, they could still use it. Hammer just prevents people from running around a corner after someone and then getting blindsided by a corner hammer. The more information you can give to the player, the more you reduce players feeling the game screwed them. Thats healthy
Why are you letting a player with rockets survive for that long to keep getting rockets. They only get 4 shots, most players dont get multikills with rockets. If you are not killing them between spawns, that seems to be more on you then an issue with the spawn system. As for the tier 2 weapon spawns, there are a few reasons why reducing their spawns based on usage could be a thing. One being the exact issue you have with power weapons. If you dont reduce it base on usage then you get players constantly refilling shotty, shock rifle etc from one specific spawn point which pushes for camping of tier 2 spawns. Of course there are generally 2 of each weapon spawn on the map so players could keep filling it, though that requires map movement which is a risk to the player which is fine. Personally, I havent found an issue either way. Generally the average game results in constant rotations of weapon ownership which doesnt conflict with the spawns. Cant argue against preference though. I just dont think it really negates the combat loop in any meaningful way.
Why is it not practical? These things are physical objects in the world. Why not be able to grapple it or move it with a vehicle? Vehicles are easily countered with multiple arc weapons as well as arc nades, plus the flag is always revealed. If your not counter pushing, thats not really the fault of the game. As for the flag, this is similar to a flag juggle. Only now you not only need to have control of the equipment but also need to know how to use it effectively. The only thing I would suggest is to increase the weight of the flag so it cant be flung very far. Everything else? all for it as anyone can do it, but only some can master it. It adds to the skill gap of the mode and if you dont like it, then control the equipment.
ya, not really a fan of the overall UI. I like some aspects of it, dislike others. Its neither a net loss or net gain for me.
this is a setting, if i remember correctly it can do 1sec to 3min, and unlimited, they really start to pile up with unlimited though, funny seeing a large pile of AR’s.
also a setting, would expect to see other starting weapons at and after launch. personally i like shorter range weapons in BTB, just cause it draws teams into closer firefights, but maybe thats just me.
they have already mentioned and shown off a full redesign, should expect those at launch.
glowy.
yeah, this kinda seems like a problem, don’t see why stocking up on M41’s is okay but CQS48’s isn’t, can’t kill anything with it anyway.
equipment use on objectives is actually a setting, and I’m pretty confident interacting with objectives with vehicles is a bug.
they’ve mentioned that they would like to look into HUD customization after launch, some of these issues might be addressed, but i dunno, at least with the color coding of team and party i find it a bit easier to distinguish if my actual friend is dead, compared to if someone not in my party died.
7.2. the radar range is a setting, … a difficult to understand percentage based setting, but a setting, i would expect this to be adjusted across different modes.
7.3. i can’t remember off hand how the radar denotes elevation, i think its dim when their under and bright when their at the same level or above… which isn’t great, no word on if they’ll adjust this pre-launch, and i would imagine it would be part of HUD customization if they get around to that.
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> Ok, good points and calls.
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> With all that you said tho, I wish the devs were more responsive in what they are taking a look at, fixing, and rearranging.
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> Seems like posts get mad and all is silent. Is there a thread that goes to their addressed issues?
believe this is some of their most recent comments in regards to the stuff I’m referencing.