Lack of Thruster Pack
I think it takes a spartan ability that is already standard in Halo, the Thruster pack.
Multiplayer is missing that extra mobility as is the thruster pack boost, or else they should make the standard infinite grapple.
Lack of Thruster Pack
I think it takes a spartan ability that is already standard in Halo, the Thruster pack.
Multiplayer is missing that extra mobility as is the thruster pack boost, or else they should make the standard infinite grapple.
Overall really great! I love the new game mode and I can tell it is going to be really fun! My only thing I would have to say make the points on the objectives to be more. I think this will make the game modes more of a team oriented. Look at battlefield on operations capturing those objectives gives you a lot of XP. I think this will force the teams be more objective based than go off shooty shooty.
Overall game experience was great IMO. I haven’t played halo in quite sometime, the last I played was ODST to any extent. I did play 5 very briefly. Not much I DONT like about the new addition. Frame rates, colors, shadows, lighting, etc look great especially on the series X. The main thing that stood out to me was the sensitivity tolerances for looking around. I hope they are adjusted to the upside before release. I had to adjust mine almost to the max to get the look speed I desired. That is really my only true complaint. I know it is a legacy function, but god I hate the ADS cancelling when your hit by incoming fire. Maybe a slight increase in damage output of the more basic weapons, even from the originals I never liked dump a whole mag to kill an opponent. I would like to see a bit better of an XP system put in place. Seems like ranking is a bit slow which was one turn off to Halo 5. My overall thoughts is great work. Really brings me back to the days of sitting in a lobby with my military buddies with 4 Xbox’s wired over LAN running slayer matches all night. Great feel, design, and playability. Can’t wait for full release and hope there is an open beta with more map/mode experiences before full release. Great job guys and will definitely be investing some time into the full release.
I had a LOT OF FUN, with Big Team Battle. It looks like a combination between Halo 5’s Warzone and the classic BTB from Bungie Era. The sounds of the weapom were fantastic. But, not everything is perfect. I saw some issues with matchmaking. It happened two times when I joined a match there only 4 or 5 people in Fragmentation, that was weird. But I guess this some with server problems.
I think the Warthog’s turret is a little bit hard to accurate when you shoot the enemy, if I compare to other Halo games.
That was all, I mostly enjoyed this mod.
Thanks 343 for the invitation.
Ghosts and vehicles should not be able to push (CTF flags) or objective objects around the map.
I encountered this issue to many times, where someone would take the flag and die in the open and a ghost would come along and just push it over to their base and capture it too fast. This is game breaking in my opinion and needs to be fixed. This happened in BTB and on the arena map behemoth. This ruins vehicle based objective modes in Halo infinite for me.
I have had the privilege of being a part of the BTB community in a very deep way, including having my own maps in Halo 5 matchmaking BTB (Ancestor w/ Weeeeeeeem4n, Viking 2019 refresh, Entombed 2019 refresh) and helping in many ways on the rest of the playlist 2019 refresh as a community volunteer. I’d like to believe I have good insight in the BTB world across the Halo universe as a whole as my main focus has always been BTB. I absolutely enjoyed this tech preview, but there are definitely things to address before shipping. My suggestions here should be understood that vehicle/weapon/equipment tweaks would be represented through the entire game as it should be. I played about 85% BTB of all the BTB weekend sessions of the Tech Preview. TLDR version at the bottom. So without further adue, here is my feedback:
Fragmentation design - Wonderfully designed map. I think this map stands out as large segmented maps are a lost art form and Fragmentation does not disappoint. The loot caves are fantastic, though in future maps this room could potentially be or include a vehicle. The arches, pathways, bases, rooms, art, etc. all feel as if they were ripped right out of the Halo campaigns and could not feel any more “Halo”. This is a fantastic return to form that makes the map feel familiar, yet new at the same time. Name is an unnecessary mouthful, just call it Fragment.
Vehicles - The vehicle game play felt lacking compared to all previous titles, this came from a few reasons. One reason being that the Warthog was simply in an area that is not commonly in the players view. A player would have to spawn in the area of the Warthog or be specifically looking for it rather than many past designs encouraging the player to use a vehicle because it was in player pathing. Fragmentation could definitely support 2 Warthogs per side and be given the tank, and continue with the random pelican drops. This would allow more opportunites to pull the tug of war rope on the game types, give players more vehicular opportunities and allow for stronger CTF pushes entirely. There are too many counters for vehicles on the map that takes away from the rewarding feeling of the vehicle in the first place. Vehicles are very short lived due to the intense amount of Ravagers available, plasma grenades, shock grenades, ordinance drops, grapplejacking, loot cave items, etc. Not to mention if weapons are added in later that are good vehicle counters (Hydras, Sentinel beams, etc.) If the map starts with skewers instead of snipers, this only adds to the amount of counters. Fragmentation offers way too many counters to vehicles that takes away from most players needing to even team up to take down vehicles. This is Big Team Battle and the lack of vehicle play makes it feel more like Big Team Arena. The vehicles are major to the identity of BTB and should always feel rewarding to use while presenting a threat on the map. With the crazy amount of counters, the vehicles are neither a threat or present a consistent feeling of reward to take down. They should also not be able to push flags.
Weapons - The weapon balance on the map is okay, but with the amount of higher tiered items offered to players it definitely felt more like BTB fiesta without a strong vehicle presence. I do enjoy sidekick/AR starts, especially since ranged weapons are so available near spawns that it should satisfy most people that prefer ranged weapon starts (this design is something to consider as a standard on future maps). Safe spawning and a few weapon options near spawns definitely feel proper. However, the AR could use a decrease in range effectiveness as it is too easy to just spam at medium range only to outperform medium/long range weapons (4v4 too). The map offers too many tier 2 weapon options, specifically the Ravager. Many players had Ravagers that would squash vehicles, as brilliant as the weapon is, it became less and less rewarding to use since you never had to go without. Remove some of the tier 2 weapon options, either have less on the map or have the sidekick represented as a pickup or ammo refresh in turn leaving options open for future tier 1 options. The thought of adding more tier 2 weapons shown in the armory and leaks would only make the problem worse. A main positive is that the weapons all feel great to use, other than the pulse carbine needing some help.
Equipment and Grenades - WOW! The return of equipment has never felt so incredible and fresh! All the potential for future equipment on the platform is also very exciting. For Fragmentation specifically, there is just simply way too many grenades. I always found many grenade options and was never without. So many sticky grenades wrecking vehicles and control points, it was overwhelming, especially in destroying vehicles. The map could remove half of the grenade options on the map and still provide players with many opportunities for those grenade types and proper counter options. The grapple shot is amazing of course, but I am really enjoying attaching threat sensors to vehicles and flag areas. The drop shield could either deploy a little faster, have more strength, or perhaps both. OS and Camo being an on-use option is a welcome change for sure! The Repulsor feels overtuned, perhaps the player knockback could be decreased or better yet, allow the Repulsor to require a sound and charge time in order to knock back players. Shock grenade could use a less, flashy, harsh visual, it doesn’t look graphically up to par.
Game modes - Slayer felt very good, but would be improved upon with the previous suggestions and an increase in player kills (125), especially now that there are 8 more Spartans flooding the battlefield. CTF felt fresh having different flag spawn points per point. This allowed the opportunity to change strategies at different points in the game. Though a welcome change, I hope it isn’t a standard for maps as some maps would still play better with the flag spawning in the same location each time. Please do not eliminate either design. Total control is fun, but I can see how this is a very difficult game type to balance, which could prove difficult for Forgers to design for. However, avoiding placing 2 of the 3 points on a single side could only be beneficial. If the teams are balanced, it is only in the team favor of the team that has 2 points on its side. This should be a neutral start with the next two rounds having a node on each side with a constant neutral. This would allow the player choices and vehicle use to help determine the captures in a stronger way. This game type would likely serve much better on asymmetrical designs.
Continued in next Post.
Part 2.
Mongoose - The Mongoose feels really good, good air control, perfectly balanced other than I’d like to see less flipping due to bumping small trees and rocks.
Warthog - The Warthog could use a health buff entirely as it just gets shredded in both BTB and 4v4. The driving is fantastic, but it flips way to easy hitting a funky small rock or bumping a small tree. The Skewer appears to one shot a Warthog if it has any damage inflicted on it already. Ravagers seem to absolutely demolish Warthogs as well. Sticky grenades are too plentiful and appear to be an instant double kill on any successful stick to the vehicle. The Warthog is a major Halo player and being a 2 person vehicle it should feel more threatening than it is, the chaingun is powerful, but finding ways to make this vehicle have more life in it’s blood would be beneficial. On the last day of the Tech Preview I found more and more people just running by the Warthog on spawn and fewer people were taking this vehicle throughout the matches. This vehicle could very well be the “Jack of all trades”, but just isn’t quite there yet.
Tank - It feels as if the Tank is faster than in Halo 5, the Tank feels perfect outside of too many counters, let us play with it more on large maps such as Fragmentation.
Ghost - It is hard to determine the health of the Ghost as the driver or opponent. Probably too late, but I’d love to see better damage stages determining the life of the Ghost. Outside of that and too many counters, it feels very solid.
Wasp - Perfect. Especially the change of swapping between rockets and the machine gun.
Banshee - Not as threatening as in previous games. It is very fast and a little harder to maneuver. However, the splash damage of the Banshee Bomb is minimal and the gun feels very week. I was able to get a Banshee most of the time when it dropped and felt underwhelmed every time. Let it turn a little faster, up it’s damage and health a bit. The Banshee unfortunately spent too much time fleeing from players. “The Banshees that dominate the local Banished occupation fleet have been thoroughly optimized to increase armor and combat durability, but also to maintain the base chassis’ core performance aptitude.” This is not reflected in the Tech Preview.
It is hard to not be noticed with the player outlines, making it difficult to properly sneak. I like the customization, I could go back to RvB or stay with this. However, seeing outlined players cross-map could be an issue down the road on a map less segmented, especially in 12v12 maps. Please allow a distance drop off for enemy player outlines.
TLDR:
Things I liked
BTB is very chaotic and fun to play. - Fragmentation is an amazing and well designed map map and is extremely fun to play on. - It is good to finally see fusion coils in action and they are extremely fun to use. Its also good to see they have had some alterations to make them more than just some explosive barrel placed on the map. - The loot cave is a lot of fun, though I fear between being able to see when and where weapons/vehicles spawn and the loot cave, camping may become more of a problem.Things that need improvement
BTB seemed a little less focused on vehicles and more on just being a game of arena with a larger map and larger player count with vehicles there just to be there and not to actually make a major change to the game. - The ghost and warthog need to be removed from the pelican drop (the ghost will need a spawn placed on the map) and alll vehicle should be dropped off sooner, maybe have a single more heavy/air vehicle get dropped off at the start to get things going. - Vehicles are really too easy to takedown and need a counter to the many ways to counter vehicles. Here is a list of easy ways to stop most vehicles (with what was given to us in the flight) just give us a couple of ways to counter a few of these.
Shock grenade - Shock rifle - Traditional boarding - Grapple boarding - Skewer - Rocket launcher - Fusion coils - Heatwave - etc…In the end the game turned out to be quite a bit better than I could have hoped for after “Halo” 5 and all in all the flight for infinite was a lot of fun and truly felt like a return to what halo was.
I had much fun with the new btb, also the map looks like ragnarok and that is so cool.
The vehicles are very useful for kind of map and even more in modes like CTF but I hope the wasp and warthog could be tougher for the game launch.
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> TLDR:
> - Fragmentation - Wonderful map, name it Fragment.
> - Vehicles - Need balance, stronger identity, less counters, more play on map.
> - Weapons - Less T2 weapons (Ravager), keep Sidekick/AR starts with many T1 options, AR reduced range, pulse carbine could use help.
> - Equipment and Grenades - Awesome, too many grenades on map countering vehicles, grapple shot and threat sensor are great, drop shield should have more health and/or deploy faster, OS and Camo on-use change is perfect, Repulsor should charge for a knockback, shock grenade needs an updated visual.
> - Game Modes - Slayer to 125 kills, CTF flag moving is great but should not be done that way on every BTB map, Total Control should not have 2 nodes on one side of symmetrical maps.
> - Mongoose - Feels great, flips too easy on hard to see rocks and bumping small trees.
> - Warthog - Feels great to drive, needs more health, flips too easy on hard to see rocks and bumping small trees.
> - Tank - Great, needs more play.
> - Ghost - Great, needs better visual on health stages.
> - Wasp - Perfect.
> - Banshee - Fast and hard to maneuver, needs more health, better dmg on gun and banshee bomb splash.
> - Player Outlines - Need a drop off at long distance for enemies.
> There is so much positive this year surrounding Halo Infinite as it is in shut down mode and I appreciate the opportunity 343 has provided for the players. Of course this feedback is based off of this Tech Preview and we are missing some items that I assume will be at launch. I hope this is seen entirely as constructive criticism. Thank you 343!
Aftr many hours of playing BTB (and 4v4 modes), I can say I absolutely love what 343i is doing! I co-sign on D4rkDeath’s feedback, quoted here^
So far my BTB experience has been really positive! I’ll leave a few pros and cons here on what I liked and disliked.
Pros:
Cons:
Overall the experience was mostly positive.
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> > 6. Giving the losing team better vehicle drops isn’t a good idea. You can steamroll with a tank, and the other team would have few to no options to counter it. Stop it with the comeback mechanics.
>
> Oh, please, they just spam dynamo grenades and hop aboard your scorpion and kill you within 30 seconds. Vehicles are easy kills in this game.
Care to explain how my friend went on a rampage after hopping in the tank? Play smarter, work together, and stop dying in vehicles.
Please consider a communication wheel, and/or call out wheel.
Right now you have the (mark) button which is better than nothing. But please add a wheel to further communication, and tactical decisions.
I heard Apex had a good one. Overwatch as well wasn’t too bad.
Also for flavor and being friendly, maybe a wheel to say thanks, and things like that.
-Thanks, God bless
I’m enjoying:
Experianced issue with not being able to ping through Warthog Wreckage location & between the Warthog Wreckage and it’s closest tree. Some invisible obstruction is preventing my pings from reaching through to the other side.
really fun
Halo infinite things to change:
(Sorry for my english)
-Need to add options to put our friends in a different outline ou name color to find them easier in btb
-We die to quickly, everything is faster, should add a little more shield to players
-The drop shield is useless, not enough resistence and not big enough and fun
-The plasma pistol should stop vehicles as any halo or the gun is near useless
-The repulsor should halve the damage taken while using it to make it more useful
-the outlines on players are to flashy and need customization
-In the ghost, our head should be visible, we should be able to 1on1 a player on a ghost, or at least have a better chance
-Sniper is hard to use
-The medals while doing multikill dont appear in a satisfying way
-When we kill an enemy, its hard to know, put it more clearly on the screen
-In a flag game, you should put the spartan kills in the result screen -In the end of a match, the statistics should be appearing so everybody see it clearly
-The way we customize armor is not intuitive and unapealing
-The ravager should be stronger considering his slow firing and big design
-The animation with the turret of the wharthog should be more energic, to feel the power of the gun
-Players should move a little slower like every halo to date, the gameplay is to fast
-The animations at the start of a game lack some dynamic and music
-While waiting for a game to start, it should be easy to see the players stats and spartan armors…. and be able to modify our spartan
Max
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> 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.
It doesn’t always feel right to hear someone other than Jeff in multiplayer. Spartan Palmer, while liked short term, had gotten repetitive, and is an example of a non-Jeff voice appearing in multiplayer that didn’t sit right with everybody. I quite like the fourth wall breaking comments from Laurette though. Her commentary functions differently from Jeff aswell, Jeff’s function in Halo doesn’t usually stray beyond a few words at a time, and hasn’t been commentary before. Not to say that commentary from Jeff wouldn’t work, I would be just as psyched to hear him say “They’re going to be talking about that on waypoint tonight”. I’m optimistic for the VA talent at play with this title either way.
The warthog turret reticle as a fat dot that covers up the enemy I am trying to kill feels very wrong. I’d like to see a parity replacement with its detachable mounted turret brethren, which feels fine. In addition spinning on the replaced reticle would go a long way by giving the user feedback to exactly how fast the turret is firing.
Also, I share the view that by default, reticles arn’t transparent enough across the board.
Cheers.
I love big team
The big map and how It was so big that if you didn’t remember well the map you could end up somewhere else and how you can hack Door to get Best equipments and weapons surely when the finished game arrive I play big team so much