Halo 5 multiplayer tweaks

Just some suggestions for balance of the gameplay that I think would make this game near perfect:

  1. Reducing the grenade blast radius and maybe similar to halo 3(it seems a bit big)
  2. No slow turn when getting shot at(It might be just me that experiences this). This mainly affects my close range encounters.
  3. Spawns are a little close to the enemy
    Other than that everything seems to be in check in. It’s been lots of fun pouring hours in order to get better :smiley:

I honestly feel like halo 3 grenades were way worse.

I would really like to see a Reach style option to kick player after 2 teamkills instead of the autoboot. I do good work with the plasma caster but sometimes friendlies get in close for melee while I’m grenading the enemy and things happen. Most of the time I’m playing with friends and have a mic on so I can apologize to whomever I TK, so I would rather be kicked by a person than be autobooted and banned. An option to kick would still be useful against people who actually seek to grief friendlies but not hurt the team by removing people for a mistake.

ghosts and gungoose are too good. way too much health and they do way too much damage. plus couple that with the completely broken splatter system in h5 theyre the most annoying things to deal with

  1. Disagree, I think they’re probably just right. My only grenade complaint is the amount of time those little orange pieces stay in the air from a Splinter grenade. It feels 1-2 seconds too long. I shouldn’t be able to survive a battle, wait to let my shields come back up, and then die anyway because I turn around with full shields into a splinter grenade thrown in the battle. Maybe I’m not perceiving it correctly, but the splinters shouldn’t last longer than it takes for your shields to come back up, imo.
  2. I don’t know a whole bunch about this, so can’t comment.
  3. Agree, spawn points are clearly still an issue and I’m hoping they’re looking at this to provide some adjustments. Too often enemies get spawned at perfect pinch points after taking a death. Additionally, on a map as large as Coliseum, I’ve been helped and hurt by spawning next to a guy with rockets or having an enemy spawn next to me when I have rockets. This type of stuff evens out over time, but it has no place in a competitive game.

I think multiplayer overall has been a great experience so far though, and I hope they don’t make any major changes to gameplay or weapon tuning.

> 2533274843638395;3:
> I would really like to see a Reach style option to kick player after 2 teamkills instead of the autoboot. I do good work with the plasma caster but sometimes friendlies get in close for melee while I’m grenading the enemy and things happen. Most of the time I’m playing with friends and have a mic on so I can apologize to whomever I TK, so I would rather be kicked by a person than be autobooted and banned. An option to kick would still be useful against people who actually seek to grief friendlies but not hurt the team by removing people for a mistake.

It was always a tough call when trying to tell whether or not to boot your teammate when the “boot player” question would pop up in past Halo games. My thought is they tried to remove the onus from the player.

> 2533274810174356;5:
> 1. Disagree, I think they’re probably just right. My only grenade complaint is the amount of time those little orange pieces stay in the air from a Splinter grenade. It feels 1-2 seconds too long. I shouldn’t be able to survive a battle, wait to let my shields come back up, and then die anyway because I turn around with full shields into a splinter grenade thrown in the battle. Maybe I’m not perceiving it correctly, but the splinters shouldn’t last longer than it takes for your shields to come back up, imo.
> 2. I don’t know a whole bunch about this, so can’t comment.
> 3. Agree, spawn points are clearly still an issue and I’m hoping they’re looking at this to provide some adjustments. Too often enemies get spawned at perfect pinch points after taking a death. Additionally, on a map as large as Coliseum, I’ve been helped and hurt by spawning next to a guy with rockets or having an enemy spawn next to me when I have rockets. This type of stuff evens out over time, but it has no place in a competitive game.
>
> I think multiplayer overall has been a great experience so far though, and I hope they don’t make any major changes to gameplay or weapon tuning.

nades blast radius are too big all people is spam nades in a gun fight nades should be used to flush out enemies, prevent a push, or clean up a kill not treated as a primary weapon people throw nades first in a gun fight before shooting and i agree with you on the splinter nades though

Also increase radar radius plz