Infinite Tech Preview – Big Team Battle

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> I would like the radar to cover more ground, since it detects enemies basically when you have them very close

Yeah it definitely needs to be larger and show enemies that are 20 feet behind you because many a time I have been killed from behind and it never has shown an enemy anywhere near me to be exact all that it has ever shown me is if there are some friendlies around.

The motion tracker range is way too small. I have gotten into firefights with enemy players that don’t show up on the motion tracker because they are too far away. Way too often I have gotten snuck up on from behind by a guy who sprints towards my back and I can’t respond in time because they show up on my motion tracker for the barest second before I die.

Additionally the motion tracker doesn’t specify heights relative to your position, which I find very confusing especially given the additional verticality of the maps. Being able to tell that someone is above or below you is very useful in planning ambushes from above or responding to the possibility of such.

TL;DR: The motion tracker gives so little information to me that it’s effectively useless in its main job, giving me situational awareness and enabling me to actually make choices on how to act during or just before firefights, instead of dying from someone 15 feet away from me that I didn’t even know was there.

Trying to be short and “sweet” about this because I just wrapped up and it’s midnight for me, but here goes:

  • Motion tracker range needs to be increased by a lot - Dynamo grenades need to die in a fire, or at least get severely nerfed when it comes to the EMP effect on vehicles (mostly due to the length it sticks around, also due to the fact you can have half the team spam them and just keep you from moving at all) This gets really annoying when you get a scorpion and within 10 seconds you have 8 Dynamo grenades being lobbed at you because their spawns are plentiful, and then you get boarded and have a grenade shoved, quite literally, up your tailpipe. - Conversely, shock rifle EMP effect needs to be lengthened slightly (see edit below) - Gravity hammer needs to swing faster - Sidekick needs to have its range nerfed hard. I love the rate of fire, but I shouldn’t be able to snipe with it. I believe it should behave more like the Halo 2 magnum. - The vehicles (especially the warthog) feel like they’re made of paper mache, or those little pasta necklaces you made in kindergarten. Bad. Real bad. Need a buff. - The skewer I feel needs to have a bit of a tell, maybe like a slight laser (think the splaser charge light beam, or prolong its firing), This would be really helpful for people in air vehicles. - The spawns during total control are actual, unwashed butt. Either that or the zone spawns need to be more evenly spread. If one sneaky p-o-s using camo who spent the match sitting on the rockets walks up (can’t see him on motion tracker because the range sucks, remember), and wipes you and 5 others out… now you have to spend way too long waiting to spawn, then walk 3/4 the way across the map just to get to the nearest point.Also, the whole thing where you get banned after your game crashes a couple of times is bad.

I’m sure I’ll think of more

Edit:
After thoughts:
After reading a few pages worth of opinions, I’m beginning to agree that the EMP effect of the shock rifle needs to be looked at.
I also forgot to add that the plasma pistol needs to be un-screwed and given its EMP back, and its overcharge shot tracking increased.
The s7 needs some tweaking. Something just doesn’t feel right about it.
The bulldog is still garbage and I dont see how it could be a good counter for the hammer or sword (well maybe the hammer with its slow swing and inconsistent range).
And, as someone else said before and whom I quoted in a later post… you shouldn’t be able to run backwards and outrun me sprinting toward you. I can’t tell you how many times I could sprint at someone with the hammer and they could just backpedal away and laser-beam my tader with the sidekick from full shields, and the hammers inconsistent range did me no favors.

If I think of more, I’ll post another edit lol

I really enjoy btb, the wasp and the banshee are really awesome

Enjoyed it but found the long respawn times killed match pace and momentum - felt like there were a lot of stalemate or long drawn out games because players would spend a chunk of time waiting to spawn before needing to traverse a fair bit before being able to reengage in the neutral or enemy territory. Possible approach could be to shorten respawn time proportional to the travel time required to reenter fights and assist in consistently providing those big fights - besides that, excited for the potential of the game mode

My thoughts are short and sweet, The Pelican drops should only be limited to heavy vehicles(Banshee, Wasp, Scorpion, Etc.). However, I also feel that the Scorpion/Wraith should spawn naturally behind each teams base, this would make BTB feel like BTB instead of a slayer with just Warthogs.

As far as weapons go, I’d say 343 did a great job on most of them, a few things i would like to see changed would be the plasma pistol, bulldog shotgun, and the needler. For the plasma pistol, it feels like it does no damage at all if uncharged and i was really dissappointed when I shot a charged bolt at a Warthog and it did nothing, I’d love to see a return of the EMP shot in the final release. As for the bulldog shotgun, I feel this weapon also does no damage, and constantly find myself pumping 4-5 shots to kill just one enemy, add that to the 14 shells you get and its just not a viable option in combat. And finally, the Needler, I don’t even know where to start with this one, the amount of needles needed to perform a supercombine explosion combined wirh the needles slow tracking and extremely limited ammo means that you can only use it if your enemy is unaware of your presence and doesnt have time to move.

Gadgets and HUD:
I feel asthought the HUD is great with the exception of the motion tracker, it only works if your enemy is 5 feet away from you. I also love the personal A.I.(Circ is best girl), but I wish they had more lines. The Grapple shot is absolutely the best gadget by far and the moat useful. The repulser is repulsing because of how useless it is, I genuinely havent repulsed anything in my entire time playing, I tried repulsing bullets, melee attacks, and vehicles, but nothing works. The deployable shield is about as useful as throwing dirt in front of you and hoping it blocks a bullet or two, the shield is so weak it takes 2 shots and then the tile breaks I’d like it way better if it could block at least 5 sidekick bullets before breaking.

Vehicles:
The warthog is perfect, speedy but not fast, can take a turn but isn’t too agile, and is overall my personal favorite. The mongoose is the warthog, but better and with no turret an adept driver can still get a couple splatters in, but is typically a glorified taxi. The ghost is strange, sometimes its faster than light, and other times its slower than my pet rock, but firepower is good so its a solid vehicle altogether. I didn’t have too many chances with driving the wasp but the weapons on it seem to be alright, as for the banshee, I never got a chance to fly it.

Maps:
343 has really outdone themselves with these maps, theyre both visually pleasing and hold up in gameplay, theres multiple routes to get to one spot and there are so many interesting ways to traverse them, im really looking forward to seeing what they have in store for us next.

Customization:
My god the colour schemes for the armour are gorgeous, from Tahuna Sands to Estate Gold, they’re all so vibrant and really do stand out, my absolute favourite is the Ghost Grey, I do hope the ODST armour makes an appearance in the final release. But i do wish the VIATOR shoulder pads could’ve been equipable I thought they looked exceptionally nice among the other shoulders.

Thank You for reading my thoughts and I hope you agree with me on most if not all of my opinions!

  • AR starts are awkward on big maps, you just end up staring at people way outside your range. Should be BR for BTB. - Vehicles, especially the warthog, are too fragile. Ramp up their durability. - Warthog and mongoose are too floaty and easily flipped over. Need more gravity on them or something. Even the ghost gets flipped over by hitting the smallest rock on the ground. - Should have 1 anti-vehicle thingamabob at the bases. Give the spawners a chance!

As a Halo fan, this is what I want for BTB.

Over all, great experience.

The audio is immersive, but not informative. What I mean by that is its hard to know where the fight is without visual input like bullet trails or an allies “x” that can be seen after they die. Its especially hard in slayer when there is no objective. A couple of matches I ran LAPS looking for the fight and felt like I was chasing it.

Kind of wish vehicles would spawn behind your base and not in front, they get swiped a lot. In total control the “B” zone is right next to where vehicles drop which if the enemy was on, they usually stole your teams ghost or what ever dropped, and because the zone is in front of your spawn you don’t really have equal opportunity to steal the one on the enemy side.

On the note of vehicles it would be nice if the high tier vehicle spawned a bit sooner, often felt like they where too little too late.

The vehicles and controls did feel pretty awesome during my time behind the wheel and I like the variety of ways to hijack them, I saw some creative stuff.

I like the “loot cash” but I hope its not on every map. I still like the reward of knowing when and where to get the power weapons.

BTB felt a bit too chaotic to me. I feel like the outcome of many engagements came down to chance due to the short radar and uninformative spatial audio. It was impossible to know most of the time whether you were running into a 2v1, 3v1, or 4v1 because the radar range was so short and you often couldn’t hear enemies until they were in your face.

I feel like slowing down the TTK a bit (eg. increasing shield strength a tad), doubling the radar range for BTB, and/or making the spatial audio more informative, may open up the door for more counter-play, and make winning/losing a duel feel more fair.

We want Jeff Steitzer back as announcer!

And let us ROTATE the death cam FREELY and spectate the ENTIRE team!

Here my feeback.

  1. I think this beta has the same mistake than the oldest halos, the weapons are not balanced, in halo 5 almost all weapons can compete against each one
  2. Slide feels some useless, should be improve
  3. Thrust should be in the game not as a equipment, should be by default for all, this could make the slide more useful
  4. The power weapons in the map should have a marker
  5. I dont know what is but sometimes I cant see diffrence between the spartans that are shooting and the spartan that are not shooting, i think that need more animations or somethingl ike that
  6. the medals should have a bigger icon in the screen
  7. I think the radar does not work well, in the transaction between run and crouch I’m still visible in the radar when im not moving, i think that we need to disappear faster

Loved the mode. Some
point felt that the stage was a bit empty tho. Maybe player number should increase by 2-3 each team

None of my party enjoyed Total Control, and we felt compelled to quit out each time we got it. As opposed to Strongholds, which promotes a push and pull style of gameplay, with Total Control we find most games we were in went to time or otherwise took most of the 15 minutes. Teams of equal skill kept trading points over and over again, and if one team got a lead they would just turtle on a single point as long as possible. I feel like we would have had more fun with Big Team Strongholds vs Big Team Total Control.

Especially in the context of limited-time play sessions, getting Total Control felt like a drag.

Additionally, Fragmentation felt really big, even with 12v12. Dying and needing to hike across the map, especially if your base had no more vehicles, it took a very long time. The separation of the map and the huge quantity of sightlines felt challenging to get a grip on, but that could be a matter of learning the map more.

In spite of all of the above, we still did have a ton of fun with BTB, though there were some huge lag spikes we got when some players had bad connections or players were quitting mid-match. Very excited to have more maps to play.

Once again 343, for the third and final flight, it has not been disappointing whatsoever. I’ve loved every minute of playing across all 3 flights and im here once again to provide some feedback from this recent BTB flight.

The biggest issue I had was the vehicle spawn times. So many games where the scorpion would drop 20 seconds before the end of the match. BTB is supposed to really show off the vehicle aspect of the game, however right now 95% of the time, the only vehicles in play are ghosts and warthogs. To address this issue, the pelican vehicle drops should be reserved for only heavy vehicles. Currently, the first 3 drops are all ghosts, the 4/5 being a warthog, and then maybe a wasp/scorpion if the game is still going. In my opinion, the ghost should spawn at the back of the base with the warthog, and only heavy vehicles should be utilized by the pelican drop.

My next issue i had was that 9/10 CTF games ended at 0-0 or 1-1. Rarely would a CTF ever get to 3 flag captures. Im not sure if this is due to flag placement as the second flag spot under the base is incredibly hard to get if the enemy team is defending. I feel like the 2nd flag location should be on top of the base, and the 3rd flag location should be underneath. Im not entirely sure if this will fix the issue and will allow games to actually get to 3 flag captures, however, i feel like this change would help the momentum of the game.

My 3rd issue is the orbital drops. What is the point of the loot cave when i can get the same weapons from the orbital drop that are all over the map? I feel like the loot cave either needs more weapons in it for you and a squad mate to work together to get, or reduce orbital drops to sniper/shock rifle/ equipment pickups etc. At its current state, it felt like the loot caves weren’t necessary to go after. The only reason I would is if i found myself next to one after a battle. The loot caves, in my opinion, should be something that are actively sought out by both teams for what they offer, and right now, the loot caves offer the exact same thing that can be found elsewhere on the map.

My next issue is the kill count on slayer. Back when BTB was only 8v8, the kill count was 100. Now we are at 12v12 and it is still 100. The slayer gametype on BTB feels too short. I propose that the skill count should be set at 150 to accommodate the influx of team size.

My last issue is amount of weapons that EMP vehicles. As i stated previously, BTB is a showcase for Halo vehicle combat, yet the vehicles are constantly hindered by EMPs. To help this, i feel like the shock rifle should not EMP a vehicle. It allows players to stun vehicles across the map with no skill required. Flying vehicles can get stunned out the sky across the map constantly which really reduces the vehicle capabilities. The plasma pistol should get its EMP effect back. Having the EMP effect on the plasma pistol means that vehicles cannot be stunned halfway across the map as you have to be close to a vehicle with the plasma pistol to stun it, as well as if you carry a plasma pistol around, you are sacrificing your secondary weapon slot for a weapon specifically used on vehicles, instead of having a sniper rifle that can also stun vehicles which is what the shock rifle is. Secondly, the dynamo grenades need a nerf. Reduce the stun time on vehicles from a dynamo grenade as they are so commonly found, pretty much everyone has one and it prevents vehicles from getting anywhere in its current state.

Overall, I really enjoyed BTB this weekend and im extremely excited to see what else it has to offer on launch!

I have a few pieces of feedback on the balancing of Vehicle’s and their spawns in BTB.

  • Vehicles aren’t varied enough in their delivery in the BTB map that we got to play. For instance, a single Banshee may spawn, sometimes. However ghosts and warthogs will spawn very frequently leading to repetitive gameplay. Players will gather and camp vehicle drop points when a banshee or other non-ghost/warthog vehicle gets dropped. I personally only flew a banshee once out of the tens of games I played, and I never got to try any of the other vehicles. The vehicle variety should be bolstered, such as making ghosts spawn in the place of some mongooses, thus allowing REQ drops to offer more variety. - Warthog HP is very low leading to player avoidance over time (except in CTF modes). This level of HP is good for arena 4v4 modes, but is too low for BTB as it gets destroyed very quickly because of the large amount of enemy players shooting it at once. The HP should be raised slightly for BTB modes. - Wasp HP is very low leading to it almost always getting immediately picked off after being dropped. It is usually never in the air for longer than 30 seconds.

Thank you for taking the time to read this. I’ve greatly enjoyed my time with this preview.

Halo Infinite GOTY
Things I consider missing from the game: -First Blood medal. -That you can level up in the battle pass also by playing only games, for example that give 10 XP points. Some errors that are not relevant -The radar range sometimes seems very little. -In some games when killing someone they died with delay. -Sometimes it does the animation of reloading 2 times.

Thanks 343, I love them.

I had tons of fun with what I experienced

  • I had some amazing clutch moments in capture the flag. All of the modes were super fun when people were focusing on the objective rather than whatever goofy challenge they were being forced to do to rank up. Sorry about that little complaint, but overall this was a really fun BTB experience for me (as someone who plays BTB more than any other mode in Halo.) - I am a tentative fan of the loot-room thing. So far it seems like a fun and tense meta-game, and I love that you can hack an enemy in progress. I’m not sure everyone even knew there were rooms to hack but it felt really good to crack that door open and grab a power weapon. Way better than the pelican thing (which I’ll touch on in a second.) - This felt like Halo. Congrats, it passed the vibe check. confetti and kids yelling The map was great and I’m so glad Big Team Battle feels like a priority for 343. I mostly had a lot of fun.Unfortunately I have a few issues

  • The radar seems to not be helpful at all. More often than not, I see someone way before they show up on the radar, and they have to be really close to show up at all. In theory I guess it might be a defensive tool but it’s not working that way. Not sure why we have one if it’s that useless (especially on such a massive map with not that many players.) - It could be my imagination, but the Ghost is insanely op and way stronger and more resilient than the warthog. - The Pelican vehicle drops. It saddens me to say this because I love the Pelican. Easily my favorite Halo vehicle. But the balance is completely thrown off, the likelihood I’m going to actually get a vehicle is way smaller, and the overall fun of the game is lessened when a huge vehicle flies down and drops a tank in the middle of the map. The idea is cool but I’m thinking you may have to kill your darlings on that one. As it stands, it’s lame and feels a bit Battlefront 2015 to me. That’s not a good thing.So aside from those and other general gameplay issues I have (like the un-fun but not necessarily game-killing lack of player collision,) I thought this was a sick flight. Most of this stuff could be easily fixable or adjustable, and I’m not against new ideas as a general rule, when they’re good ideas.

I’m more excited about this game than ever, and I said many things during the flight to the effect of “Well that was super cool.” Such a relief that the game is legitimately good.

  • I don’t think there is enough onscreen recognition that I’m being hit. I often die without knowing why or from where, especially from a BR it seems. It’s either theres not enough recognition, or hits don’t register on my screen until I’m. Party of 7 people felt the same. Unsure if it’s was connection issues, experienced those as well.

  • The weapon balancing seems to be wildly inconsistent sometimes. Again, unsure if its connection issues, but felt as thought sometimes weapons I feel should be outgunning other weapons, were not doing the job. Had one instance where I melee’d, fired AR rounds, got melee’d and then I melee’d again, but lost the fight after the enemy gave another melee? Not sure what didn’t register there but was very frustrated.

  • I’m liking the game a lot! There just seem to be these issues that can occasionally make playing very inconsistent and frustrating.

Overall, I like the evolution of BTB. However my squad (5-9 players) did come up with a few things we all think could use some more fine tuning…

  1. The vehicle progression seems too slow and at times can be quite unbalanced. 3 games in a row our team was only getting ghosts and warthogs, while the enemy team was getting wasps, banshees, and scorpions.
  2. The placement of the vehicle drops leaves the vehicles in an extremely vulnerable state. Usually the heavier vehicles were getting destroyed before they could even get going.
  3. Overall, the vehicles seem too weak. Quite frequently we had vehicles enter the dooms-day-state without being fired upon or severely damaged.
  4. While the spread of weapons and armor mods around the map is fantastic, we were mostly in agreement that there seemed to be too many power weapons at times. Also, the weapons and power-ups in the loot caves were a bit redundant because the weapons came in quite frequently in the form of ordinance drops. Hopefully upon launch with the bigger cache of weapons available this will be rectified.
  5. Power-ups whether in BTB or Arena, are WAY too weak. The OS gets shredded far too quickly by … pretty much everything. Invisibility is just redundant because you can still be spotted on the radar which defeats the purpose entirely. Both of these power-ups need to be strengthened quite a bit. You work hard for them and they are nearly useless. Also, just about everyone I’ve talked to about them has noted the difficulty in gauging how much time you have left of either power-up once equipped.

The only other thing we continually brought up as a group, was player skill balancing. Now perhaps the issue is so noticable because this was a tech flight and most people invited to it were playing the game for the first time, and it’s quite a lot to get used to, but nevertheless, we all hope there is some sort of skill ranking system upon launch to fix the issue.