Me gustó todo en la prueba de Big Team, solo que considero que 100 muertes en este gran modo son pocas.
Tal vez debería aumentar el objetivo de Kills a 150 o 200 ya que los equipos son algo grandes, además que hay una especie de penalización a los que se van de los juegos.
Since there’s no overall feedback thread on how the game itself feels, I guess I’ll use this to give my opinion on how the game feels, in addition to BTB specific observations. I only wound up playing a few games due to the issues I’m gonna mention, and the melee bug, which I’m not mentioning as apparently it’s already been fixed for later builds, but it was a huge detriment to my enjoyment of this one. I like my melee, having to cheat to win a fight doesn’t feel good. Alright, time for the big list.
1: Overall TTK is too quick, no matter what gun. Needs to be tuned down, having higher than average TTK is a huge thing for Halo.
2: Radar feels way too short, to the point of near uselessness. Adding range feels necessary. I could be staring at someone not far away and have the radar not pick them up.
3: Spartans need to stand out more, or the radar needs to be fixed, that might be enough. Feels like Spartans don’t pop out enough against environments sometimes.
4:Speed lines while sprinting are really poorly designed. Probably should just be removed, there’s enough indication that you’re sprinting anyhow. They make the screen busier, infrequent and random enough to seem like they might be sniper glare or bullets, or even a flash of movement at the edge of your vision.
5: Found all the AI to be bland and sort of annoying. Either let us toggle them off, or put more effort into them, it feels… cheap, I dunno.
6: Vehicle hijack range feels incredibly generous, and with the grapple hook being added hijacking feels really, really easy, and unfair to the driver.
7: Grenades are either too strong or too plentiful, tone them down or make less of them available.
8: The sniper kicking you out of zoom when taking any damage made sense in the old games, but here, where even the AR is pretty accurate from a good range, and only one bullet having to hit to kick you out of sniper zoom, another solution needs to be found. Maybe some sort of damage threshold?
9: Hope to see assassinations back in soon, one of the best additions to the series that ever got made. Honestly part of why I played Reach instead of 3 for a while, even though I liked 3’s gameplay more.
10: Gravity Hammer feels useless, with not enough range and with the TTK feeling lower, so getting in close is just suicide, and you’re unlikely to get a kill with it anyhow. Maybe some sort of charge up feature could be added, giving either a shockwave, or an AoE damage field. Not sure.
11: For all BTB matches, the random (?) vehicle and weapon drops are… well, just random. There’s no indication on when, where, or what they are. Just your AI saying that something got dropped somewhere, and no followup information.
12: For CTF, flag melee should be a one shot, or you should carry the pistol with the flag. I don’t know why this got reverted in favor of being able to sprint and slide with it.
13: Also for CTF, the flag should always be visible. Having it pulse in and out is… really, really irritating. This was absolutely unnecessary.
14: And my most wordy issue, the new Total Control mode is… it’s just terrible, and another big reason I’m not playing more of the Flight. Holding all three points generally requires a team to be significantly better than the other team, which is… not fun. And it means two evenly matched teams, in theory, will always draw. Dominions had a great design, with bases that rewarded you for keeping them with things beyond the victory condition, and only required a majority, not all three. In fact, Dominions had a way to end a match quickly if one team was significantly better, with the three captures leading to a last stand and a potential early victory for one side.
Beyond comparing this to Dominions, Total Control fails on its own merit, with the aforementioned desire to have one team be much better, AND with the randomized spawns being… well, to be blunt, absolutely terrible. They can very easily favor one team with the spawn points, leading to a free point for them, which feels unfair, obviously. I had three points spawn on top of teammates in a game, and since you don’t actually have to hold the points at three captures, we got a score the exact second we could have, with basically no chance to retaliate from the enemy team.
Despite all my complaints, the game feels solid at its core, with TTK and radar being the only real issue with the base gameplay. Everything feels very fixable, but there’s a lot of little things that add up, and the map we got for BTB was also kind of… underwhelming, I guess. I look forward to seeing the state of the game in December. Hope it winds up being worth the wait.
343 Industries,
Thank you for the opportunity. Can the Weapon foreground movement while walking, strafing, aiming down sight or left/right aim movement be improved?
VR
Sean
The only issue I have with BTB is that vehicles seem too easy to take out. There are soo many ways to disable or hijack a vehicle that it almost seems not worth using them sometimes. This is most prevalent with the Ghost and warthogs but that may be because they are the most common. You can disable a vehicle with, 2 repulsor shots, dynamo grenades, rocket launchers, skewer, grapple jack, standard hijack, standard grenades, and even just group shooting with ARs. It just seems too easy most of the time to take these vehicles out and it can be done from all ranges.
I think a good buff to these vehicles would be to still be able to shoot within a limited area when the vehicle is EMP, or lessen the time it’s EMP. This would be a nerf to the dynamo grenades and Repulsor by making it so you can’t just face the vehicle head on and instead, having to out maneuver and time when your EMP goes off. Another idea I heard about the Dynamo grenades would be to require a stick in order to have the EMP.
Another option may be to increase the damage on the primary gun on the ghost and warthogs. I get that the ghost is a solo vehicle so shouldn’t be as strong but the TTK on it is incredibly slow compared to how quickly you can be taken down. Increasing the damage on these will allow them to not get bullied by 2 players coming from different angles.
Don’t get me wrong, I really prefer infantry combat to the vehicle stuff, but in objective games like CTF where it’s there to give you an advantage, I feel like it just gets 3 people killed very quickly with no other impact to the game.
Well upon my first impressions I didn’t know what to expect from Fragmentation. It is certainly a beautiful looking map reminiscent of Assault on the Control Room meets Valhalla which i am sure was some of the expectation. It took me a while to get my bearings and explore the map. It has lots of tight corridors meatn for small engagements, but it didn’t feel like a lot of large or open spaces more similar to some Halo Reach and Halo 3 maps. I think the design is well balanced well against sprint and the new abilities however. But I am sure in some of the other BTB maps we might find more of this open battlefield type of concept. Sometimes doing too much is a bad thing, but this is still a fantastic looking map.
Gameplay wise I loved the addition of being able to use my AI to unlock parts of the map. I would want some more feedback actually from my AI partner in crime when I do more actions. I heard some feedback, but it would be cool if the AI just talked more when you’re waiting anxiously for the door to open or to give you more battle updates with how the match is going during your travels across the map.
My largest gripe is one I read someone commented on too. I like the idea that large more valuable weapons/vehicles get dropped towards the end fo the match, but this limits the amount of fun you can have with these vehicles. Part of Halo’s giant sandbox is being able to play with said sandbox. Instead of removing this mechanic. I would simple add these vehicles at the base when you start off, in ADDITION to being dropped off later. So not only might you start with a Scorpion, but maybe you team can have two scoprions and go against another two scorpions on the other team. That to me says big team battle. Playing with mulptiples of vehicles. In other Halo’s You may have had a Wraith or a Chopper and a Warthog all being used at once, leaving up to 6 players without a vehicle option in 12 v12, but wouldn’t it be great to have more wraiths and scorpions on the feild at once? I forget if that was possible in Halo 5. I understand that might eat away at some resources to have too many vehicles on the feild potentially at once, but in a day and age where even Battlefield 3 was able to have 3 or even 4 tanks and even more planes and choppers in the sky, I am sure Infinite and this new engine can manage something similar.
Again, Infinite has a great foundation to work off of and I am sure we’ve only seen a glimpse of what is to come. For now, I am in love again. I can’t wait for the campaign and I am happy with the direction you’re taking the game into. It looks, feels and sounds beautiful. It’s amazing work and a culmination I’m sure of a lot of effort, care and attention to detail and that has not gone unnoticed or unappreciated. I am quite excited.
Been enjoying the game a lot so far! Mainly played Big Team throughout the second weekend.
Some feedback on things that can be fixed/changed:
- BTB feels kinda empty without Jeff Steitzer, I feel like he should be in for at least multikill and spree medals at the minimum. I like the current announcers but I also miss Jeff, his voice is a massive part of Halo.
- I enjoy the vehicle rotation in BTB, however I wanna see more of the Scorpion. I only saw it once throughout the whole weekend. It was in a CTF game that went into overtime.
- I feel like more precision weapon spawns should be implemented throughout the map. I thought I would dislike AR starts in BTB but it’s not so bad considering how versatile the AR is.
- Whenever ordnance drops, I feel like there should be a visual indicator on the HUD. It could possibly fade after a few seconds, and/or when the player gets closer to the ordnance drop.
- I feel like it should be clearer where the flag carrier should go. I saw a lot of people try to capture the flag wherever the flag was (either at the bottom of the base or on the side), instead of the capture point (at the top of the bases).
- This might be a UI problem, but it also pertains to BTB: Whenever I party up with my friends, they aren’t always highlighted in my fireteam colour.
- Also, the radar range of 18m is way too small. Even in Arena. Considering the slightly lower position of the radar, it was pretty often that I’d miss an enemy. It was 25m in previous games, I feel like that was the perfect range.
Can’t wait for the full game. Already have some great memories with my friends in BTB.
Great Stuff!!
i would say my only critisism is that the outlines on enemies really hurt it. I reveal a finger from my spartan and then im getting shot at by 3 people at once. its ridiculus there is no stealth in this game which is a HUGE part of CTF for me. And the new Assault Rifle makes it so much worse. These 2 things combined and i often feel like im getting assaulted by 3 people at once. The AR is a bit too bland and the kill time for it is a bit too fast in its effective range. The sidekick is also a little too much just dial it down just a litte. For the next flight maybe test out a slighty weaker sidekick,(maybe 1 or 2 shots more to kill), Slower kill time on the AR and weaker outlines on enemies for a day or 2 of the flight.
User physics on hammer are still missing btw
Otherwise you are on the right track 343!!!
also i hope the iconic weapons will one day be in the game atleast for story(plasma rifle, brute shot, spiker)
BTB was a ton of fun, and I feel like Halo Infinite’s BTB has the potential to be one of my favorite iterations of the mode in the Halo franchise. That being said, there are a few areas of improvement that I’d love to see addressed by launch if possible or shortly afterward if necessary.
Pros:
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I loved the random ordnance drops and vehicle drops during the match. It felt like a giant battlefield with combat in every direction, which was great. - The sheer number of weapon drops blew my mind. Even though we all spawned with MA40 ARs and MK50 Sidekicks, there was always a new weapon, grenade, or equipment item to grab, leaving a lot of freedom of choice to the player. - CTF and Total Control are very fun, and the increased speed on all the vehicles comes in clutch for making last second pulls on the Flag and pushes into contested Zones. - The presence of Fusion Coils and regularly respawning vehicles is very fun and adds an additional layer of depth and chaos to an already great mode. - The vaults on each side of the map are such a neat idea for a side objective. It’s a fun way to involve the Personal AI and grant players some new items to play with as a reward for the time they spend defending it. - When they drop, the Scorpion and Wasp feel fantastic to use. Even the Scorpion’s Turret seat is fun, which is a welcome change from previous games.Cons:
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Slayer doesn’t feel like it lasts long enough. I think that the score should go to 125 or 150 instead of the current 100. - The M247 HMG mounted turrets only spawned once, without ever respawning. The same is true of the Fusion Coils. I would like to see these sandbox items respawn throughout the match, as they can lead to some very cool plays when combined with other sandbox items. - Cool power weapons are available constantly throughout the match, which is fantastic, but the same cannot be said for vehicles. There are far too many Ghost and Warthog drops on both sides of the map before any of the cool aerial or siege vehicles are dropped. In many cases, matches ended shortly after these vehicles started dropping. I would like to see at most two drops of ground vehicles like the Ghost and Warthog before aerial vehicles are introduced (with an occasional ground vehicle drop) and then see siege vehicles drop shortly afterward. - The Banshee feels underpowered. I wasn’t able to get the Banshee Bomb to lock onto enemy aircraft (may have been user error though), and it traveled extremely slowly for how much (or, rather, little) damage/blast radius it had. The cannons are better, but the default forward velocity of the Banshee is a bit too fast for my liking, making it hard to kill a target in a single pass.
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Vehicles are painfully underwhelming in BTB, which misses a major part of the Halo sandbox. I believe this is partially due to the sheer number of anti-vehicle options available. In general, I would like to see the damage resistance on vehicles increased considerably in all areas, but with only a slight to moderate damage resistance increase in their weak spots. When all weak spots are destroyed, then the vehicle itself can take the amount of damage it currently does. The weapon/grenade/equipment-specific issues I would like to see addressed relating to vehicles are listed below. - The Skewer trumps all vehicle play and feels like a much stronger Spartan Laser with fewer counters. The knockback from the projectile is great, but the amount of damage it does to vehicles makes them feel extremely weak, given its prevalence in BTB. - The Dynamo Grenade EMPs vehicle too quickly, allowing a stray grenade to stun a Wasp or Banshee for a very long time with only a glancing blow. - The Plasma Grenade killing all vehicle occupants out of a Warthog with a single stick makes little sense. At most, it should only kill the occupant closest to the grenade. - The Ravager melts through vehicles too quickly, being able to effectively kill a Warthog without needing to cooldown. - The M41 SPNKR does too little damage to vehicle occupants. I feel like it is in a good place with how much damage it does to vehicles themselves, but it should certainly do more damage to the occupants, especially given how slowly the rockets travel. - Using the Grappleshot to Grapple-jack an enemy vehicle is way too easy. Being guaranteed a hijack just for attaching the grappling hook to an enemy vehicle feels cheap, and it is almost impossible to avoid with any ground vehicles, barring the Scorpion. Perhaps making it so that the vehicle must be traveling below a certain speed (as though the player were on foot trying to hijack the vehicle) and requiring the player to manually hold the hijack button would make this action sufficiently difficult without making it impossible.
I know that the Cons list is fairly long, but much of it addresses the place that vehicles currently have in the sandbox. I absolutely want there to be vehicle counters readily available to players, and I do want to be cautious about making vehicles too dominant, but I don’t want vehicles to be so underpowered that entering a vehicle effectively becomes suicide by Skewer or Ravager or Dynamo Grenade or Plasma Grenade or Heatwave or Grappleshot, etc. In my matches with my friends, we kept wanting to do cool things in the Warthog, only to have it destroyed almost immediately by the enemy team before we could do anything to respond to the onslaught. And, similarly, whenever enemies wanted to use vehicles, we would immediately find it and “end their fun” with the plethora of anti-vehicle options available. Ultimately, I just want vehicles to have a louder voice in BTB and exist alongside the other three pillars of the sandbox, rather than be outperformed consistently by them. Beyond that, everything about the mode felt amazing.
This is feedback on the BTB game mode from the second halo infinite flight
I thought that Big team Battle was great during the Flight and played that for a majority of the BTB flight.
Bugs I found
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One bug that happened a lot was the map preview repeating a lot more than usual I’m not sure if It was just the map loading or what but it happened a couple. - Another thig I noticed was that during the beginning team showcase the screen would cut off a bit of the showcase plate of the character. - At the end of the match some times the camera on the winning team would be ether at a weird angle or zoomed in
Pros -
I think the map was awesome and the vehicle and weapon drops were great. - Everything felt well placed and not to cluttered or out of the place.Cons
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The game seemed to chose total control more than any other game type I played more total control than CTF and slayer put together but that is ether a bug or just weird luck on my part. - The warthog/mongoose have almost no ramming damage and if they do it is very finicky on the hit detection making it awkward to crush people to say the least
So far my only input for BTB is starting weapons should be an AR and a BR. Doesn’t really make much sense that we start with only short range weapons in such a large game mode
Radar – 18m is simply far too small. Way too often when I encounter enemy players, I had no idea they were there and I’m taken by complete surprise. Keep radar as it has always been. 25 meters.
Announcer – Jeff Steitzer should be the ONLY default announcer for all game types. There is zero reason to exclude him from BTB. Getting sprees, multikills, or interesting medals feels very lackluster without the traditional Halo announcer. There should at least be an option to disable/enable the default (Steitzer) announcer in BTB.
Communication – There is an extreme amount of over communication that takes place in most modes, but BTB especially. The personal AI, announcer, and spartan chatter are FAR too frequent. Spartan chatter should be removed completely and communication between individuals for information about what is happening in the match should be a personal player responsibility alone, not delegated to an automatic announcement that clutters game audio and removes team work from the equation. At least have the option to COMPLETELY disable spartan chatter (including the subtitles) or remove it completely.
Objectives – The map interaction (towers firing into the sky) and flags moving positiond in BTB is awesome, and should be kept, it adds a sense of reward and challenge. Vehicles being capable of pushing the flag absolutely needs to be removed.
Many of the audio queues that take place during objective interaction (flag taken, territory captured, etc.) are extremely high pitched and ear piercing. Very unpleasant to hear. Simply either modify them to not be as high pitched, or better yet add Jeff Steitzer’s audio of “flag captured” “flag taken” etc.
Objectives should not be able to be grappled, period.
Sprees – There are only very generic sprees, such as getting 5 kills with rockets/forerunner weapons/precision weapons, etc. There is no announcement for them and they feel weightless. Halo Reach’s weapon sprees should be the baseline (add on to, not take away from) the sprees from Halo Reach.
Sniper – Sniper spree, sharpshooter, Be the Bullet
Shotgun – Shotgun spree, Open Season, Buck Wild
Sword – Sword spree, Slice N’ Dice, Cutting Crew
Warthog Driver – Wheelman spree, Road Hog, Second Gunman
ETC.
Bring these back! And expand upon them!
Wheelman has been removed as a medal, and is given after your gunner kills 5 players. This completely removes the significance of the wheelman medal and makes the spree(s) feel worthless. Especially when there is no announcement by Jeff Steitzer.
Medal placement and size need to be adjusted. The medals are ridiculously small and obscure a critical part of the screen (The center). Mirror Halo 3/Reach medal size and placement. The new rarity system for medals (color coating) is very displeasing and makes all medals look identical. Remove this system and give traditional Halo 3/Reach medal colors. If rarity is necessary to keep, give a background or back light to the medals to emphasize this, but making many medals the same color looks incredibly bland.
Weapons – Weapons no longer appear on players back when operating turrets or vehicles, this was a small but nice attention to detail, and should be added.
Assault Rifle – Feels too powerful for multiplayer. Kills at medium/long range way too easily. This weapon needs more bullet spread or more shots to kill.
Sidekick – Quite balanced in terms of range and TTK. Needs actual reticle magnetism.
Shock Rifle – This weapon felt satisfying and balanced to use against infantry, but felt too powerful against vehicles. Two shots to EMP a vehicle from across the map is far too generous, either reduce the EMP allowance of the first shot (which is currently 10 seconds) or require more shots landed to EMP the vehicle.
Sniper – Reticle centering feels off, when zooming in the reticle seems to move slightly from where it was initially aimed at. Aim assist feels nonexistent, Halo 3 had perfect aim assist for the sniper and Halo 5 was far too generous. This is more of a personal aesthetic opinion, but I think the sniper view model in infinite is quite ugly. The scope is super small and the weapon is awkward looking. Halo CE/Halo 3/Reach nailed the view model.
Heatwave – Awesome weapon with enormous potential, should do slightly more damage to players. The TTK on this weapon at any range other than point blank is too long.
Skewer – Well balanced weapon. Far fairer than the Laser was. However, it does a bit too much damage against lighter vehicles. It’s damage and physics effects (while fun) should be given a slight nerf. The Skewer should be capable of penetrating players and allowing collateral shots (killing multiple players with one shot).
Vehicles
Random Vehicle Drops – Randomness as a factor needs to be removed 100%. Vehicle positions on maps should be set from the start of the map, and players should have to compete for/earn those vehicles. Random vehicle drops completely remove the necessity of map control and results in all players crowding vehicle drops and blowing them up the second they hit the ground.
Physics – Vehicles feel far too light and weightless, the warthog flips over incredibly easily and is repelled extremely far by the repulsor. Grenades have far too much of a flipping effect on even light vehicles.
Health – I have experimented with vehicle health in this game and cannot make any sense of it. In Halo Reach vehicle health was measured in stages, and would recover to the max health of that specific damage stage after 10 seconds. Not in Halo Infinite, in this game vehicles seem to have their own health (GTA style). Vehicle health should be reliant on the spartan inside the vehicle, and not necessarily independent of it. Halo 3 got this system perfected. Small arms should not be capable of damaging heavy vehicles at all. As of now, small arms inflict far too much damage on all vehicles, and this needs to be corrected. States of vehicle health are not readable or obvious at all. A warthog appears to catch on fire after a few BR shots, yet when one looks perfectly intact I’ll get in it and it will be blown up by one frag grenade.
Wasp – This vehicle was far too rare in the flight, and when this vehicle did drop it was destroyed almost immediately. I had the opportunity to use it once and the health on this vehicle felt far too low. Also, this vehicle should not have to switch weapons to fire missiles, left bumper should be the default button to fire missiles. If there is no boost function, there is no reason to not utilize that as a dedicated missile button.
BTB
Fragmentation – While this is a very large and beautiful map, map control is next to impossible. There are far too many crevices and hiding places for Spartans. Vehicle paths are predefined and there is no freedom of movement for ground vehicles. Spartans can simply hide behind cover and pop out one by one to engage your vehicle, the second you respond they go into hiding and a Spartan hiding elsewhere on the map engages you. This game needs more BTB maps inspired by Halo 3/CE. The maps we have been getting since Halo 4 are far too cluttered and vehicles suffer to operate on them.
Pros:
- fun to play with higher number of players, felt engaging, something was always going on.
-total control is fun, makes you feel apart of a big team capturing objectives with smaller squads for the greater good.
-throwable fusion coils are a blessing
-deploying onto the field via man-cannon evokes nostalgia
Cons:
-several players going for one objective on CTF will cause chaos. higher player count needs more focus points to distribute encounters.
-going solo is not an option as you will be overwhelmed by enemies.
-these things cause you to die quickly and spend a lot of time respawning and traversing a large map to get back to the action instead of actually playing and getting multiple kills, capturing objectives.
-its very hard to kill the enemy flag carrier once 4+ enemies arrive to defend him. almost an assured capture at this point
-the map fractured is more narrow than open and vehicles like the scorpion are easily ambushed by players. they can get in close very easily to steal or destroy.
-radar is too small for the map size. I am constantly blind-sided by enemies that are within shot-gun range. radar should show all enemies in close proximity, enemies that are sprinting and shooting at mid range, and enemies that are shooting at long range. especially for btb maps.
It was very fun I enjoyed everything
I really enjoyed this new beta (I had never played Halo).
I found a bug with physics on death and some shadows appearing in a single frame.
The textures, the design of the environments, armor, etc, all looks very good but here is my biggest criticism: lighting and visual quality from a distance.
In some parts, mainly at noon, the lighting looks overexposed, an artificial appearance.
The other thing I noticed is that from a distance everything looks blurry, I don’t know if I can explain it, it seems the effect of using DLSS aggressively.
Thanks.
> 2533274960356557;557:
> BTB made several issues with the vehicles very apparent especially relating to the warthog.
> - The warthog flips way too easily, bumping into the smallest object will send the warthog flying in an exaggerated manner almost always resulting in it having to be flipped. It feels like it has almost no traction at all and is just waiting to become airborne. - The warthog turret crosshair is too small. At range I found it would fully cover up enemy players, it should be increased to the same size as the stationary turret crosshair. - The warthog dies too easily. The health of the warthog needs to be increased. Too often after just doing some basic drive bys the warthog would instantly enter its ‘last stand’ state and subsequently blow up. I’m not even using it that aggressively it just wants to blow up because it has such little health. It’s also not helped by the lack of visual feedback for vehicle health which I’ll expand upon later. - In stark contrast to the warthog you have the ghost which is the toughest vehicle in the game. The ghost needs its health reduced it can tank way too many hits. The fact that the ghost (perceptively) has more health then the warthog just makes no sense to me. - Compared to previous Halo titles there seems to be significantly less feedback on overall vehicle health. It’s very hard to tell if my warthog is on low health and is going to blow up from just a few stray bullets because the visual effects are so toned down. Previous titles had exaggerated flames as well as beeping audio cues (at least in Halo 4) which made it blatantly obvious if a vehicle was low on health. - Grapple jacking is incredibly strong and is a very ‘feels bad’ for the person getting hijacked especially in aerial vehicles. There should be some sort of counter play to grapple jacks (at the very least for aerial vehicles, maybe make it that banshee tricks break the grapple) as all it takes is the person aiming at the vehicle, pressing a button and now it’s theirs. Maybe increase the cool down of the grapple itself as players are currently able to grapple their way towards the vehicle to close the distance and then grapplejack the vehicle all in quick succession. If a determined grapple player has their sights set on a vehicle there’s really not much you can do. - The rocket launcher seems to barely do any damage to vehicles and their occupants. Many a time whilst inside a vehicle we’d get hit by a rocket and just be able to shrug it off with none of the occupants dying (yes even inside the paper thin warthog) and as the person with the rockets it’s incredibly unsatisfying to have a power weapon which has previously been a serious vehicle killer now do next to no damage. After testing myself it takes 2 rockets to kill the ghost and mongoose and 3 to kill a warthog. This seems like an absurdly high amount of rockets especially since every other halo title has had the rocket launcher kill in one rocket less for each respective vehicle.
1.- Im reposting what you said because I extremely agree with you. You have no idea the percentage of health in any vehicle. In previous games when a tank or warthog had flames coming out of the engine bay/area you new it had little life left in it.
2.- I also agree there needs to be some sort of defense against being grapple jacked. Specially for the tank since it is so slow and the banshee.
3.- You have a zero chance defending yourself if someone is using the grapple shot your screwed in the tank or banshee. Somehow I think if the tanks top of the cockpit is still intact it cannot be highjacked. But after X amount of damage that breaks off and then its allowed. That way having a tank isn’t a disadvantage and just get hijacked.
**4.-**This also can be prevented by just making BTB like it use to be. All vehicles are present at the beginning of each start of a match at each teams base. They also load at the same spots. That way you can can have tank mantis and banshee battles right off the bat that so I know so many of us miss from BIG TEAM BATTLES it was so much fun battling it out vehicle against vehicle. Who had a better shot etc. REALLY HOPE THIS GETS READ BY 343i.
Big team battle was a blast overall! I had a great time. The map was beautiful, gameplay had a nice flow and the sandbox between weapons, vehicles, and equipment was awesome! Hackable doors I personally think is a great way for map interaction and another layer to the personal Ai.
I found the map to have great areas for both on foot and on vehicle routs. I did find at times I would glitch into parts of the map and get clipped. I also had a few times I would spawn with enemies over allies (especially in BTB).
My fireteam (actual party of 3 friends) were always split up over seperate “fireteams” within the BTB game mode.
was really pleased with BTB, it really felt alive. would like to see a loadout select option again. balance felt well with weapons and drops. warthog felt fresh AF
En cuanto a nuevo modo está bien pero este presenta algunos Bugs, el que me tocó Ami consistía en que era imposible capturar la zona A está no podía ser capturada por ningún equipo.
En cuanto a las armas se sienten balanceadas pero me gustaría que la pistola de plasma volviera a desactivar los vehículos.
Anuncios estaría mejor que los wathorgs no fueran traídos al mapa por los pelicans y aumentaría la posibilidad de aparición del scorpion.
Los desafíos están bien
El rendimiento está bien mi Xbox one corre bien el halo y además este se muy bien.
En mi opinión se que el la prueba técnica no era la versión final de juego pero sin serlo está está muy bien
- Vehicle respawn is not very functional, the heavy vehicles leave one minute before the end of the game.
- The vehicle deployment location does not work so well, it would be nice to use not so used parts of the map.
That’s all, we love them, they are doing a great job. <3