> 2535445246560609;493:
> > 2533274848961178;491:
> > I feel if the pelican dropped only top tier vehicles (i.e. tank,banshee,wasp) and lower tier (warthog,ghost,choppers) spawned behind base it would make the pelican drop feel special. Right now I don’t care what it’s dropping until near the end of the match. And I don’t see why heavy vehicles aren’t spawning early on. That’s part of what makes BTB
>
> Agreed. That would be better.
I like heavy vehicles dropping later but not too much later and def need more of them
So BTB are fun. Really fun. I had some issues many of them that other people already mention:
Spawn- 60%/70% of the time I am sprinting across the map because we spawn at the edge of the map and my fire team is halfway across the map. Spawning near your fireteam or closer to the action would be better. - Aim- I played this weekend exclusively with a xbox one controller. Aim feels slightly better than with mouse. However adjusting to your target feels really bad. It becomes worse with sniper riffle and the BR. Any small adjust with ads and your aim just goes everywhere. There is virtually no aim assist on controller which i think will create a problem in any cross platform game. - Sound/chat- i was missing an announcer during matches. Notice also that when you spam the sidekick there is and audio glitch were some shots have no sound and don’t register. There is also no visual indication of who is talking on team voice chat or if you are talking in game. Notice some people that were streaming or just randomly talking with open mic that had no idea everyone was listening. There is also no easy way to mute players. The only way i found was going all the way to settings and lower the chat volume. Proximity/kill chat during Team Slayer would be fun imo.
Just had a zone control match where B became uncapturable for our team.
The other team was capturing it from fresh in the second round. We killed them, undid their capture, and then the bar wouldn’t raise. We backed off and left the zone, then went back in again, no change, wouldn’t go up.
Eventually red team started capping it again, worked just fine for them. We were unable to raise the cap on that point at all for the rest of the match, even with 6+ players in it and uncontested.
Coincidentally, my fireteam partner entered her menu (hit escape) to change her settings, and the whole UI disappeared, but the settings menu didn’t show up. Cursor onscreen and unable to do anything via any button press, min/maxing the window, clicking on and out of the window, or getting killed. Effect persisted after respawn.
I loaded into a match and I couldn’t move or do anything then got kicked for being idle and then banned. what a great experience to end the last day on lol
The handling system of the vehicles is incredible, but it is too rigid in my opinion, sometimes it feels stuck that you can easily collide, perhaps a small touch up in this part of the vehicles does not vary damage. The movement can be erratic and too precise for when you are in rapid movement and that would get the vehicle out of control and turn it over.
So I want to start by saying you guys have done an amazing job at creating a fun and enjoyable environment in the Halo universe.
A few things I’d like to see improved:
Explosions look and feel weak; what I mean by this is the effects of explosives need to be a bit bigger in my opinion. Also the Rocket Launcher feels underwhelming, a small buff is needed for it to feel like a power weapon (against vehicles). All other explosives feel great (grenades, wasp, banshee bomb, noob coil) damage wise, but as I mentioned, need a little more of a BANG (expect the fusion coil).
-Vehicles feel a little weak at times, tank and ghost is an expeption though. The Warthog feels too weak to be blown up so easily, the mongoose feels too strong (can take 2 rocket shots but this may be due to rockets being weak). The banshee feels alright, but the skewer is just too damn strong towards vehicles. The wasp feels a little but overtuned, could use a weapon nerf (not a health nerf).
The skewer; This gun is insanely powerful. Destroys warthogs and all other vehicles in one shot. For it being essentially a harpoon launcher, it feels way too OP. I don’t want vehicles to be to OP either, but with mutliple ways to EMP and the new grenades, the skewer just annihilates everything. If the skewer was to get a nerf, the rockets would definitely need a buff against vehicles.
The sniper feels off. I’m not 100% sure what it is but it feels wonky. Halo Reach sniper felt the best in my opinion, and the crosshair for Infinites sniper when not scoped feels like it isn’t centered.
All in all, the PVP feels great and most things are balanced, just a few things to keep in mind.
> 2535447979542749;482:
> Tanks spawn WAY too late. The only time i saw one spawn was when the game was going to end in like 30 seconds
When I was playing, the pelican gave my team another ghost but sent the Scorpion to the team that was already winning and THAT certainly felt cheap and hollow.
I was legitimately angry at the game for a moment afterwards and felt like calling it a night.
Skewer makes Banshee completely outmoded, and makes vehicles in general feel unappealing. Spawn less and spawn less often please, or add a controlled delay to the firing sequence like the Spartan Laser of legend.
Right now the Skewer is being used like a shotgun, which is hilarious because the actual shotgun is kind of useless compared to the AR and pistol.
Heatwave also kinda bad. It makes sense for those niche situations where you’re in close-quarters and there’s not much room to dodge but outside of narrow hallways it’s also pretty useless. Not enough damage for non-headshots.
Also headshots… I’m starting to feel like the AR should not be able to 1-shot headshot spartans. 2-shots, yes, that’s still faster than the old games but not as easy to do as what we have right now.
Also, like I said before, enemy player outlines make sniping cheesy. Reduce overlay opacity as range increases please.
Thank you all once again for inviting me to this 3rd flight. Overall I’m really enjoying BTB! Here are a few things I found out throughout my play session
<ul class=“ul1”> - I personally love the new control game mode and was my favorite from this weekend. - In the final release I would like to see a more specific queue. Such as if I would like to play BTB control I would be allowed to only queue in that game mode. - Vehicle spawns need more variety. I rarely ever saw a banshee and I never saw a scorpion tank as well so more vehicle variety would be nice.[/list]Once again I really enjoyed this flight and BTB was so much fun! I can’t wait for December!!!
Was fun to play, can’t wait to see more of the maps and such at release! Here are some of my thoughts after getting to play maybe 8-9 or so BTB games, (would have done more if I could).
Pros:
The map previewed offered a good mix of combat at different ranges and I liked the scale of this map and think it is well designed with a good choice of weapons available around the map. Adding to this, I think the ‘loot caves’ are an interesting include that I got to check out maybe 2-3 times. I like the aspect of it taking some time to access these areas and will be sure to explore them some more.
I liked the periodic spawning in of vehicles by pelicans as well as weapons from drop pods which for me was reminiscent of moments like Delta Halo from H2. Although I still hope we maybe get to see some heavier vehicles present regularly from the start in addition to these later pelicans drops.
For CTF specifically, the changing placments for the flag was something that I found to be a good change.
12v12 is obviously another welcome change to this gamemode.
Cons:
The timer for BTB matches seems a little off, rather more games than I expected were ending rather due to the time limit. This was especially so for CTF matches, which I found usually ended with only 1-2 flag captures by either team before time expired. I feel this creates the problem of one team ‘turtling’ and not bothering to close out the match with one or more additional flag captures. I even seen a slayer game at least once end if I recall by the timer rather than score total.
Vehicles such as the scorpion or banshee spawn not only it seems not that often, but also quite late into matches. For instance I saw a scorpion once only appear with just 2:40 minutes left in a match.
I don’t wish to get too off topic with this other quick and final thought, but when any type of game mode for that matter ends there’s one little annoyance for me. Although I’m fine with seeing the challenges and their progress advanced appear, I don’t like that I’m stuck there for a while and am unable to dismiss this popup which seems to be there almost too unnecessarily long. I would rather have the choice of dismissing it for the most part near immediately to start searching for another round.
On the map are some mongeese and hogs and the pelican drops off ghosts nearly all the time, rarely a banshee or tank. I didnt even encounter any other vehicles. Please change that, as more variety is needed and appreciated.
Also the pelican splatters you when its landing/leaving and you happen to use the base’s man cannon, as you’ll inevitably hit it
The Rocket Launcher should be more devastating against the vehicles most especially against Warthog and Ghosts.
I seen numerous clips and I experienced it a few times, the Rocket Launcher’s rocket directly hit the enemy warthog and it does little damage rather than absolutely devastation of the damage, I even seen one where the Warthog with 3 players in it straight up survived the two direct hit Rockets and carry on with few damage and all 3 players in good condition
Firstly, I love how the game is turning out. From the sandbox focus, vehicle physics, and map esthetics to the Grappleshot, Battle Rifle, and Training Mode, so many things are useful, interesting, new, and fun in Halo Infinite.
The new BTB is definitely a highlight, very fun and immersive. Can’t wait to see more maps!
That said, there are a number of things I would suggest changing/improving, which I will post in the relevant forums.
BTB vehicle drops: In BTB it would be nice if the vehicle drops provided a little more information as to where they would be landing to give all players a better chance at retrieving the vehicle. However, I can understand that the intent might be for the player to watch the sky as the Pelican is approaching in order to predict the drop zone as part of the emersion and/or skill gap.
> 2535456388527614;514:
> Firstly, I love how the game is turning out. From the sandbox focus, vehicle physics, and map esthetics to the Grappleshot, Battle Rifle, and Training Mode, so many things are useful, interesting, new, and fun in Halo Infinite.
> The new BTB is definitely a highlight, very fun and immersive. Can’t wait to see more maps!
>
> That said, there are a number of things I would suggest changing/improving, which I will post in the appropriate forums.
>
> Friendly fire and player collision: The lack of friendly fire and player collision is a bit of a disappointment. No friendly fire means players don’t need to be as aware of teammates when throwing grenades, shooting rockets, etc. Also, the inconsistency of being able to damage oneself and not teammates can create confusion during gameplay, as it’s easy to forget about self-damage. I would like to see friendly fire return at least for ranked, ideally for all playlists, as it adds a dimension to gameplay that is currently lacking, and would create a more consistent experience. Similarly, I would like to see player collision return in some capacity because it also adds more dimension to gameplay, both in having to be more aware of teammates and allowing more interaction between players.
>
> BTB vehicle drops: In BTB it would be nice if the vehicle drops provided a little more information as to where they would be landing to give all players a better chance at retrieving the vehicle. However, I can understand that the intent might be for the player to watch the sky as the Pelican is approaching in order to predict the drop zone as part of the emersion and/or skill gap.
>
> Plasma Pistol: The Plasma Pistol in its current state is not very useful, to the point I don’t even want to pick it up. The charged-shot tracking is too low, the lack of vehicle EMP goes against its precedent role, and the uncharged-shot does practically nothing to shields even compared to UNSC projectile weapons. All together these issues make it a mere shell of its prior utility and desirability. I would prefer if it had slightly increased charged tracking, vehicle EMP, and increased uncharged damage to shields.
>
> Gravity Hammer: The Gravity Hammer physics feel somewhat lacking and inconsistent. I would prefer the Hammer have more physical impact on players than it does currently, especially enemies. This would bring it more in line with legacy versions like Halo 3 and make it more impactful and enjoyable.
>
> Sniper Rifle: The Sniper Rifle seems inconsistent and difficult to use especially while no-scoping making it hard to hit shots and feel skillful while using it.
>
> Sidekick: The Sidekick feels ever so slightly overpowered. In Arena it feels like it shreds shields a bit to quickly and is hard to counter.
>
> Heatwave: The Heatwave is kind hard to figure out how to utilize. It seems a bit imbalanced or weak somehow, getting overwhelmed by most other weapons. Maybe the spread is a little to wide. It’s just kind of a mystery.
>
> Pulse Carbine: The Pulse Carbine is somewhat confusing in that it seems best at mid range and yet it’s Smart-Link implies it’s a close range weapon. I would like it’s role to be more clearly defined to the player and suggest giving it a Smart-Link that is either of a higher zoom power or is unique in some other way.
>
> Grappleshot: Only one small suggestion for the Grappleshot. The Grapplejack is a little overpowered and can be annoying at times. I would like to see the range to Grapplejack reduced slightly, which would hopefully make it less annoying to get Grapplejacked.
>
> Dropwall: The Dropwall needs a bit of tuning because it’s not practical to stand behind for cover and yet it allows the player to shoot it through from that side. I think it should be either a barrier on both sides or buffed to take more damage.
>
> Of course I understand the game is still in development, and I’m sure it will be better tuned at launch and beyond. These are just a few concerns/suggestions. Overall, really looking forward to the full release; I’m sure it will be just as fun and better.
This is the one that is pasted everywhere…it just needs to be in the Weapons Forum