Halo Infinite has a very bad iteration of Big Team Battle - Here's a quick list of core issues that if fixed, will make it immensely better for everyone

Hey all. Just providing many hours of experience into constructive feedback for 343 to fix Halo Infinite’s Big Team Battle - Which is a mode that should be focused around vehicular gameplay and less “get out of jail free cards.”

  • Sticky Grenades: are way too widely available on every map, spawn too quick and dish out way too much damage to every vehicle and all the occupants, except the Mongoose, (where you normally have a spartan get directly stuck, rather than the quad itself). A single sticky grenade placed on the vehicle has almost 100% chance to kill all of the occupants in the Warthog. 2 sticky grenades has a 100% chance to kill all occupants and place the Warthog into detonation mode. Sticky grenades have insane hitbox magnetism effectively making it twice as easy for players to attach their sticky grenades to moving vehicles.

  • Dynamo Grenades: Literal pocket nukes that immobilizes every vehicle in the game in a split second with one push of a button. I mean do I really need to say more? They spawn too quick. The immobilization period is way too long. Max capacity should be reduced to 1. Electric tick-rate to immobilize vehicles is way too fast.

  • Shock Rifle: Another get out of jail free card. One tap of your fire button completely immobilizes every vehicle in the game.

  • Disruptor: Immobilizes vehicles with ease.

  • Hydra: Smashes a full-health warthog and it’s occupants with ease with 3 or 4 shots max.

  • An Infestation of Anti-Vehicle Weaponry: There are way too many anti-vehicle weapons in BTB that need not be contested for, plain and simple. They are placed in incredibly “safe” sections of the map as well as close to initial spawns. Rockets, Hammers, Hydras, Cindershots, Sticky Grenades

  • Ghost: Quite possibly the strongest and most overpowered vehicle in the entire game currently. It is way too tanky. The guns are way too accurate. The damage of the guns is way too much.

There’s more but I wanted to leave this relatively brief. All of these things can be hot-fixed into the game and they’re simply not. I also have no intentions of dealing with these sorts of issues for the next 3 months when Season 3 Launches. So, 343 please consider the feedback I’ve left you. From a Halo vet, you’re in the right direction with Halo Infinite and I am hoping to see this game flourish.

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WithBTB, I don’t think the weapons are the issue, it is the map design. Not enough open spaces for vehicles, everything is channeled into specific paths/trails. The warzone maps in Halo 5 were very good for vehicle play with more options for engagement.

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BTB has issues, but not what you’ve listed. Plasmas (stickies) are and have always been ment to be regularly available anti-vehicle grenades. Now that emp has been removed from one gun and added to two plus a grenade there are frequently multiple ways to emp vehicles, but you would typically find both a plasma pistol and a power drain on basically every map. The power drain respawn was short and pp had limited range. The real issue is that you have a close to mid range emp with both the disruptor and tesla while shock rifle covers all three. It’s the combination of range and ease of use. If they would actually have static weapon spawns for a map instead of rotating weapons they could properly balance each map. Hydra is meant to be a vehicle destroyer. It’s basically a hand held H3 missile pod. The ghost is fine. Just stick it or pump bullets into it. It’ll explode trust me. As someone who has been in a ghost plenty, it will get taken out faster than you’d think.

Really I feel like that real issues are the map design/layout. It typically feels claustrophobic as vehicles just barely fit down lanes. We need more open maps like Valhalla, Sandtrap and Avalanche. And we definitely need proper static weapon placement and balancing. Oh and fair vehicle spawns without the random asymmetrical vehicle drops. If you’re going to do drops 343i then make them be the same for both sides.

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343 doesn’t understand vehicles or BTB. They think people want to play BTB just so they can be funneled in to battles that are exactly the same as the 4 on 4 games. There are no open spaces for vehicles to maneuver and everything on the map shreds vehicles.

You also forgot that 343 decided that there weren’t enough anti-vehicle weapons so they needed to make the sniper rifle one too. Talk about over powered.

I think 343 just hates vehicle battles. Maybe they should look at what people actually want to play. BTB Heavies in MCC lets people play in all the vehicles and remains one of the most popular BTB gametypes.

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The only real main issue is the same issue with every playlist. The maps are terrible. BTB maps aren’t vehicle friendly at all. You only have certain paths for vehicles so they are very easily taken out. All the maps are cramp… I bet that is why they turned off player collision. In testing they kept running into each other and jamming up and instead of making bigger better maps they just turned off collision as a quick easy “fix”. The only map I even slightly like is behemoth for 4v4 fiesta only though… Launch site is ok for that game type as well… Other than that not one map is very good for anything.

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Honestly if it took any more shots it’d be almost pointless to pick up.

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While the Wasp is as strong as it is and to a lesser extent the Ghost and Scorpion. They shouldn’t be doing anything on a global level to balance vehicles. They can manage the weapon/equip spawns on individual maps the better allow vehicles to perform better.

This is one of 343i’s biggest failures, BTB map design. From Halo 4 up to infinite they are constantly building BTB maps like arena maps, with no real manoeuvrability for vehicles.

The idea of BTB is to have vehicles and infantry working together to achieve a common goal. Instead we have giant arena maps that focus on three lanes forcing skirmishes instead of giving players space to make decisions.

I’m waiting for the new BTB map to see how it plays, it looks quite open but until we see it in action I won’t give an opinion.

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I find it should take just one more to get a warthog into the doomsday state. Right now I find it too easy to blast them down with the dummy fire rockets, and frequently do it before they are able to see that I am shooting them and return fire. That or maybe a slower fire rate.

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ngl if you’re getting hit by that many dumbfired Hydra shots, you’ve put yourself in a really bad position or they have killer aim, because those things REALLY aren’t that fast.

I agree on most points being made here. I pretty much exclusively play Halo multiplayer for BTB and it’s just atrocious. There’s too many RNG (random number generator) mechanics. One team gets a tank, the other team gets a gungoose. One team’s side of the map gets rocket launchers and sniper weapon drops, the other team gets energy swords. Really well thought out system.

Plasma grenades and dynamo grenades are way too prevalent and way too powerful. On the point of plasma grenades, the issue really is the magnetism where plasma grenades are clearly missing the vehicle and then just snap to it. I see this all the time. They should definitely be powerful against vehicles, but they shouldn’t be everywhere, and they shouldn’t be a free kill because it’s gaming the hitboxes and snapping to you when they missed. I’ve never been stuck so many times as I have been in Infinite. Part of that is map design, part of it isn’t.

And yes, absolutely, there are way too many power weapons and ‘weapons’ that should be treated as power weapons but aren’t. Shock Rifle, Hydra, Dynamos. Tons of people just walk past empty hogs in the base because they know it’s a deathtrap.

Trying to play CTF is a nightmare when you roll up in a hog and someone is just hardcore defending it, hiding in a bush waiting with a dynamo grenade. They can effectively stun lock you for 10 seconds or more by just spamming dynamos at you. Not only does it stun you, but it’s also actively hurting you at the same time. It’s easier to walk the flag back than it is to get a fully loaded vehicle in there and exfiltrate them out.

Let’s not even talk about the garbage map design where there’s little to no maneuverability for vehicles in a vehicle centric mode. Or the horribly asymmetrical bases where one base is more diffused, and the other is more compact and easier to defend. Fragmentation is as close as we get to a symmetrical design which would really help objective modes play more fairly.

More ranting on the map design. Take Highpower for example. Where the ‘middle’ is treated as next to the big wall/gate. So, vehicle drops, stockpile seed drops appear on this side of the map where one team has a clear line of sight and height advantage over it and the other side has a massive wall and no visibility. Amazing.

Breaker is another good example of bad asymmetrical design. One team has a base that is super dense and easy to defend with safe vehicle spawns. The other team has the maps biggest open area at the back of their spawn that’s extremely easy to spawn camp. One team has a very easy to defend flag capture spot, and the other team has a dangerous walkway where if they get pushed off the ledge it’s and instant flag reset - and I’ve seen it happen, multiple times. The other team doesn’t share the same risks.

So, I agree fully, BTB is in a very bad state. It’s the least fun I’ve had of any Halo game - though it’s the first non-Bungie halo game I’ve really played.

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Well said and well written, thank you for your reply! I totally agree. You made some really good points.

If all they changed was expand the maps and make almost every surface ‘drivable’, BTB would be worlds better

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