Overall I enjoyed BTB and had fun playing it. I also liked the music. Some adjustments I would like to see:
Warthog and Mongooses should be a bit stronger/sturdier it felt like you don’t get to drive them very long before your hit with something that disables it or flips it. - The capture zone walls were a bit too bright so an option to dim it would be nice. - Audio tags to see whos talking, since the team sizes are so big when there are lots of people talking it’s hard to keep track of who is talking. - Sometimes mute was not working. - The commando aim reticle animation makes it difficult to follow the enemy and tell if your bullets are hitting. - Add match XP, its a bit frustrating to do very well in a match playing objectives and not get any XP because it didn’t line up with the challenges I had.
- Starting Loadouts:
I don’t know why AR/Sidekick start is still a thing. Especially for BTB! For BTB, BRs should definitely be the starting weapon!!
Also: consistent weapon spawns! It is in my oppinion super annoying to always check first which “spawn layout” for weapon slots is chosen per game/mode. Why don’t just have fixed slots for every game/mode? It is unnecessary and doesn’t “mix” anything gameplaywise that adds to a “better” gameplay feeling. Seems to me like another attempt to add “complexity” or “skill” to the game but fails completely…
- Vehicles:
Mixed feelings about the timing “delay” for big vehicles…while I love that they’re not available from the start and thus you’re less likely ending up in a total domination of one side that manages to capture your vehicles maybe as well from the beginning, I feel like they can decide a late match quite quickly if only spawned for one team. Also the drop positions are too much on the field giving enemies even more opportunity to capture a vehicle that was meant for your team…I’d rather have them dropped for both teams in a “safe” position to keep it balanced. Especially on Total Control vehicles like the Scorpion were able to completely turn around a match with little effort…
- CTF-related:
When carrying the flag, shooting shouldn’t trigger a melee attack with the flag but dropping the flag to use your weapon. This was the standard behaviour since Halo:CE and shouldn’t be changed! Unnecessary and confusing. Also, I found having the pistol as weapon was actually a nice way of giving the flag carrier a little more power. Since flag melee isn’t a one hit either, being the flag carrier feels “helpless” and unsatisfying due to the low TTK.
- Mapdesign / overall feel:
While the map was really beautiful and overall fun to play (I loved the small creatures running around etc and the environment design felt like Halo:CE), it felt like it lacked the feeling of a “Halo BTB”-map. It felt very cornered and more like “close-combat patches” packed together into a big map with little to no open spaces leading to “combat clusters”. This of course might have been on purpose and to be honest felt fitting for the type of gameplay there currently is, allowing you to get cover quickly but still leaving enough space to kill enemies from distance if you’re precise and fast enough. But thinking of “Valhalla” or “Sidewinder” which had open spaces for epic vehicle battles alongside of covered areas to operate for infantry, this map felt…small somehow? I fear this might be directly related to another critical issue of Halo: Infinite Multiplayer: the shorter Time-to-kill (TTK).
- TTK:
Just a quick one since this is a general issue right now: It is to short. Clear focus on reaction over consistent aim & movement in terms of skill. Unfortunately this is maybe the biggest issue to the “Halo legacy” - the “combat dance” as often described when it comes to Halo and which is one of the standout-attributes compared to other shooters.
This becomes also apparent as most matches in CTF ended up with a tie or a win/loose by one point - flag carriers die almost instantly, but their positions are constantly revealed.
BTB is really fun in this game; i especially liked the new mode “total control” since the heat raises approaching the zones whereas you are allowed to be more messing around the rest of the map.
An adjustment I would made are an increase in the radius of the radar (18m in BTB feels too short in my opinion).
Specifically on Fragmentation I’d move some (1 or 2) weapon racks from the base to the area behind it, which is visually great but empty from a gameplay perspective.
Another thing that I think should be tweaked is the emp mechanics: the one granted by dynamo grenades lasts too long, while I would make it harder to trigger one with the shock rifle (especially on bigger, slower vehicles), like 1 shot in the weakspot or 3-4 shots on the rest of the vehicle; i’d also give the emp back to the plasma pistol (as much as I love that weapon, it needs some adjustment), though I don’t know if 3 different emp in the sandbox could be too much.
> 2533274884093009;2:
> Damn this is really cool
> Im really having fun !
>
> And for some reason, I got a way better framerate on bigteambattle than arena
Same here dude! Really enjoying the gameplay, now that it’s ended I don’t want to play anything else ahah! Can’t wait for the game to come out going to be awesome!
Yh frame rate was really good as well but whether it’s just me I’m finding the spawn in times really slow? Could just be me being eager aha :’)
BTB feels like a return to Halo with enough new elements to keep things refreshing. Here is some feed back though:
Sneaking and crouching around to remain undetected feels impossible when you get outlined like a xmas tree from across the map even in bushes and trees. Please consider putting a fade out effect on the outlines on enemies over distance so that we can’t see them from across the map. But keep the outlines for friendlies as that is helpful and fair still.
Along those same lines of sneaking, the radar is so small you might as well not even bother sneaking because no one can tell where others are with how small the radar is, increase the range please.
The glare on scoped weapons seems too great, you can see the glare of the shock rifle from across the map and it seems way too big, I felt that the bullet trails were enough of a handicap for figuring out where snipers were in past games. Currently it is way too easy to hit snipers and force them out of zoom from across the map with a BR or Commando. Consider removing the glare or at least making it less noticeable from across the map.
Really fun game!
Nerf the AR range/ increase bullet spread a little
Buff the pulse carbine’s bullet speed. It’s almost useless right now. You can compensate nerfing the damage per burst. Picking up this weapon is basically throwing right now.
For the love of the Allfather, bring back the EMP to vehicles with the plasma pistol. It’s a signature weapon! Compensate reducing the EMP effect from dynamo grenades, maybe slowing down vehicles severely but not total shutdown
> 2533275014675865;607:
> - Nerf the AR range/ increase bullet spread a little
> - Buff the pulse carbine’s bullet speed. It’s almost useless right now. You can compensate nerfing the damage per burst. Picking up this weapon is basically throwing right now.
> - For the love of the Allfather, bring back the EMP to vehicles with the plasma pistol. It’s a signature weapon! Compensate reducing the EMP effect from arc grenades, maybe slowing down vehicles severely but not total shutdown
I think they have with bringing in the Dynamo grenade for the EMP but the only problem with that is trying to hit something that is flying.
BTB was a great experience overall. Very fun. Frosting only when the flag is taken with no hope to return from an enemy mongoose or warthog. In btb, thats a team issue, not a game issue.
I will criticize the weapon spawns being variable as others have. It makes the game less consistent and familiar not knowing if thr weapon spawn is the sniker or the sniper.
Stronghold/Control (forget the exact name of the gametype) isn’t a good fit for 12v12. It’s better suited to the smaller maps that are easier to get around. Once one team earns a point in BTB and has established map control it is practically game over.
I just LOVED using the Skewer during BTB matches, it was funny as heck sticking someone to a rock…hahaha. You just have to laugh at that stuff especially since we will get to do it in Campaign. The Ravager does need to burn the enemy some more because of its small amount of fuel cells or however it’s powered though.
Very much not a fan of the random weapon rack spawns, especially in BTB, in prior Halo games you were rewarded for memorizing spawns in the map layout but now weapon spawning has become a hinderance to the experience with certain drops being random each game.
Also removing Jeff’s voice from BTB was a huge mistake, the replacement got tedious fast.
The game has potential and I have a lot of feedback but not having Jeff Steitzer as the announcer is a dealbreaker. It’s enough for me to believe the game is being developed in bad faith and I will not play the final version unless this is reversed immediately and an apology is put out.
I found btb in Halo Infinite to be the best btb in a Halo game yet. I loved almost everything about it. My only feedbacks would be please mark the locations of Loot Caves or make them something every player should know about. Also, please make the Scorpion tank drop at least two to three minutes earlier
comento mi experiencia del juego en general
-se ve fluido las imágenes me gusta los gráficos y las texturas en este apartado la animación de los muñecos cuando le disparas se marcar de color rojo o azul pero se ve muy futurista no me gusta como se regeneran los escudos en mi opinión
-no me llama la atención el gancho para usarlo en el competitivo en mapas pequeños debería estar solo para mapas grandes y arenas sociales y por supuesto en la campaña
-la forma como carga los escudos no deberían cargarse mientras corres solo cuando caminas, debe haber esa sensación de nervios que debes escapar de modo inteligente
-cuando juega una partida y le das las opciones del menú de pausa, cuando buscas una opción para cierta configuración el menú parpadea demasiado
-al terminar las partidas del multijugador deberían incluir mejores animaciones, terminas la partida y se ve muy sencillas debería tener mejor animación para el final
I had a lot of fun with this weekend BTB flight. The only real issues I had with were the respawn times for the Warthogs and Mongeeese, the frequency of vehicle drop offs (why does the Scorpion spawn so close to the end of a match?), and the lack of any other vehicles on the map. Maybe give both bases a Ghost or a Chopper.
After playing BTB I saw the same pattern over and over again: one team completely dominates the other. I propose to automatically re-balance teams during the game if there’s a big gap in players performance.
Total control is the best game type to come to btb in a long time, love the mesh of king of the hill and territories. It certainly seemed to solve a hill spawn favoring/syncing with team spawning nearby that you see often in MCC. The map was great, never felt spawn trapped and weapons were everywhere.
I disliked how easy it was to splatter people, it’s close to CE. The Warthog feels like it needs more weight. It’s too easy to flip, clip a pebble and you’re done for lol. It’s like it was made of Styrofoam.
Pulse Carbine did not feel worth picking up in btb.
Ghosts need to take a little more damage imo, they can tank more than a hog it feels like.
Everyone has nailed the rest of what I would say. More good things than bad for sure, looking forward to Dec 8th.
I think the EMP effect on vehicles is a little over the top, the fact that vehicles just turn bright blue when inoperable seems distracting. A slight toning down of the effect would be appreciated.