Infinite Tech Preview – Big Team Battle

BTB for the most part is pretty good and enjoyable. Loved the map for the most part. The map did feel like it was designed primarily for infantry combat compared to vehicle combat though. I wonder if other maps will be able to strike a better balance?

I liked the Total Control game mode, but I wished that the control points spawned in more neutral locations on the map that gave both sides a chance. The game could easily snowball out of control since it felt like a lot of control points favored one side of the map over the other.

Second, vehicles should be equal in my opinion. I was wondering why one team had a wasp while the other didn’t and it took me quite a few games to realize that the wasp only spawns on one side of the map. Speaking of wasps, I also wish that the better vehicles would spawn more frequently/sooner. There are already plenty of vehicle counters all over the map, so surely we can get a little more crazy than ghosts/warthogs for 90% of the match? (Assuming the game lasted long enough to spawn those vehicles.)

Oh, radar range needs to be increased for BTB. Barely noticed anyone appear on it with how short the range was to the point that I forgot I had radar sometimes.

The motion tracker range should be 25 meters. Shortening the range has made it nothing more than a brief distraction the moment before an enemy is directly on top of you.

BTB was super fun, only noticble thing was sometimes CTF would either be a hard stalemate or complete stomp.

Total control also had a weird quirk of sometimes spawn g the control points closer to one of the teams, in some cases B & C spawning closer to red team (even if they were winning) which caused a bit of an unfair advantage.

I also believe that the motion tracker should be atleast 25m, if not 30m in BTB as the motion tracker feels more like a hinderence than a help sometimes, as I can be killed by someone with an assault rifle and they won’t be on the motion tracker.

Other than that the entire BTB experience was what I imagined it would be, chaos filled fun that encapsulated the sandbox well. Looking forward to December 8th!

I loved the BTB 2.0 experience, I truly haven’t had this much fun since Reach came out! Fragmentation is an outstanding map and worked well for both Slayer and objective modes. The sheer amount of weapons and gadgets on the battlefield allowed me to experiment with several different playstyles in a single match, and there was never a dull moment.

While there were very few negatives aside from bugs, I do have some feedback on things I thought needed improvement, mostly regarding vehicles:

  • It’s difficult to tell when vehicles are being dropped off via Pelican. While I love the concept, the few seconds of heads-up given by your AI doesn’t give players enough time to prepare if they want a vehicle, nor do they specify what vehicle is being delivered. My recommendation: Have a marked landing zone for the Pelican drop-offs, and have the announcer/personal AI give a specific alert such as “Warthogs arriving in 1 minute!” to better communicate vehicle spawns to players.

  • The Banshee, Wasp, and Scorpion don’t spawn often enough. Most matches I played had only one of these vehicle types spawn, if at all, and even then it was at the end of the round. I never got to drive a vehicle that wasn’t a Ghost, Warthog, or Mongoose, and the absence of variety was one of the few things that felt missing from a Halo BTB experience.

  • Most vehicles felt like they didn’t have enough health; the Ghost actually felt more survivable than the Warthog for some reason. Warthogs were really easy to destroy, becoming doomed after a few magazines of concentrated fire, and unless they were at full health it was unusual to see one survive even a single Skewer spike. They didn’t feel like much of a threat, and it doesn’t help that there are more weapons that can disable them now, like the Shock Rifle and Dynamo Grenade. I would like to see vehicles have more survivability across the board, and perhaps slightly increase the shock damage threshold necessary to EMP them. This would require more teamwork to destroy/disable vehicles, and allow for even more fun moments on the battlefield if they outlive their passengers and change hands more often.

  • Ground vehicle physics need some work! They felt too “light” and caught air too easily, resulting in them being hard too control at high speeds and prone to flipping over. I believe I’m an above average Warthog driver, maybe even a good one, but I had a hard time keeping all four wheels on the ground.

  • Power weapon drops were difficult to find, and should be communicated to the player more clearly. The ordnance pods rain down with very little warning from your AI, and it was easy to miss seeing them fall from the sky due to the chaos of battle. While I was able to find and memorize the drop zones, they weren’t easy to discover compared to the weapon racks, and for the first few matches of BTB I had no idea where players were getting their power weapons from besides the loot cave.

  • Jeff Steitzer not being an announcer is incredibly disappointing. Having Spartan Commander Agryna and the personal AI completely replace the classic announcer in BTB just doesn’t feel right. I feel like he should still announce medals and sprees at the very least, and having the option to choose him as an announcer alongside Agryna would be even better, like the Voices of War pack for Halo 5.

Thanks for the great weekend 343, I look forward to December 8th!

I really love the game, the close to Halo 1-3 the better in my view. I feel like this is an excellent step forward. Few of my notes:

  • The snipper riffle glare. To me it looks almost fake. I appreciate the effort to make it clear someone is trying to snipe you, which is very welcome and stops the snipper being overpowered, although a more realistic glare would be appreciated.
  • The post-match player results didn’t seem to be in order of best to worse, seems a little odd to me, nice having them in order. I like everyone to know how good / bad everyone has done at a glance. Note the importance of making the K/D Ratio visible on the first screen post slayer.

Such a minor comment as the game seems to play really well! Looking forward to playing some more!

The Big Issue I came across was in Total Control and spawn locations. Far too often the spawn points were at the back of the homebase and often it took to long to get to the capture areas. Me and my fireteam lost so many matches as by the time we got to first capture point the other team had captured 2 as they were next to each other and were closer to them than out nearest. And by the time we got to our nearest the enemy team was already capturing it too and had full support of their Big team.
The spawn points need to be set closer.

Es increibe el modo de juego, la fluides es genial, la sesncibilidad al igual que la rapidez con la que actuan los botones. El unico problema es la conexión al modo multijugador. Tuve que iniciar 3 veces el juego para que se mostrara el multijugador.

> 2535433034229775;20:
> The biggest issue I’ve encountered so far is that for 90% of the matches I complete, my weekly challenges do not track. I have played 7 matches so far and only one of those matches did my challenges track. Could be poor connection on my part, but the game itself runs smoothly during the match so I doubt it.

It is problematic to say the least, to hypothetically get a weekly challenge that is tied to either specific arena map pickups or ordinance drops in btb, especially because THOSE spawns are not marked in any way visually or with HUD, to then have them not even count toward to the actual challenge(which is still my only way to level up).
During the flight I just kept shuffling my challenge to things that were actually working/more feasible. My solution I suppose would be to feature a variety of weekly challenges at the same time similar to MCC, then ‘unlock’ the capstone once you complete all the x amount of challenges you would have done anyways.
Also side note, having the capstone be “complete X matches” AFTER I already played all weekend is just an insulting system of my time.

BTB felt amazing. I was talking trash about the Commando rifle for awhile, but after I started practicing with it I realized it was truly a powerful gun.
I have been a bit spiteful of the pistol start outs, but I can see what 343 is going for and I’m starting to pick up what they’re putting down.
I would like to see what a start out where you can choose a loadout with either BR or Commando would feel like too. I think it would be a good way to get some data on controller and mouse matchups regarding the two.

gotta bring back Steitzer. Also I’m not sure if I missed the toggle feature but I don’t need my AI patting me on the back every second of the way. While I find them charming to an extent I think they’re gonna get a bit old for my tastes. Put a button in the menu where the only dude talking is Steitzer. I assure you that’d be very appreciated by your long time fans

also the melee distance and vehicle hijacking range is pretty long. If you guys don’t change it I’m sure it’ll be an easy adjustment but still it does seem like these have a lot more range than needed

I know a lot of folks thing the AR needs a nerf, I personally disagree. I think it needs to stay good and worth using. I’d rather it not to be a tickler like it was in reach. Also you pretty much only have enough ammo in a clip to get 1 spartan from full shields to dead.

BTB is amazing, his experience is very good and rewarding. I just wish the vehicles were deployed more frequently

I thought BTB was very fun and enjoyable, but here are a quick bullet point set of critiques for the future:

  • make more use of and have heavy vehicles such as banshees, wasps, and tanks appear earlier in games, as they only appear at the very end and after hours of gameplay only got to see them a small handful of times, let alone drive. plus it was the ghost almost every time without change
    -you have spectatable groups of you and 3 other Spartans, but when you are in a fire team with friends they are not always your spectating partners and it is with strangers instead. If this could be fixable this would be appreciated
    -vehicle explosions and destructions are a little underwhelming, with the exception of the mongoose and ghost. Breaking into more pieces and a bigger explosion animation would be good.
    -the warthog felt not very heavy and more like a remote control car, along with its sound. I found it to feel slightly top heavy, as was easy to flip over but hard for it to do a second roll back over. The turret reticule was also just a tad bit small
    -explosions in general could use more dramatic light changing and less transparent animations
    -player physics with grenades and gravity hammer are needed
    -enable player collision with team players, but I don’t mind friendly fire remaining off
    -teammate outlines were too strong while in vehicles and ruin the immersion being vehicles with them as they cut through everything
    -vary pelican drop locations, and make the pelican’s flight look more natural and less on a string path animation
    -mix up the order of new zones that appear in total control, as doing the same new zones in the same pattern is predictable and if the game is 2v2 that last set gives one team a considerable advantage with zone placements
    -increase radar range for btb
    -vehicles in general felt like they had low health compared to the sandbox
    -rocket launchers could use an increase in explosion radius
    -Jeff’s voice should still be used for metals and sprees in BTB

Despite what I said, this was the most fun I think I’ve ever had playing BTB in any halo with how responsive the entire sandbox is, interesting the map design is, and the freedoms that both allow the player. Great work and can’t wait to play more in December!

Audio

I’ve always considered the audio to work best in multiplayer halo when it’s subtle and unobtrusive,
currently I’m not feeling this. The dialogue from Agryna was too frequent and too samey.
Maybe she could do the intro/outro, Jeff could do kills and the ai could talk about objective etc.
Win/lose music too much, actually had to turn music off after 1st day of play.
Maybe options for music styles for menu, say chill or dramatic or intense or somber etc
Some option to easily individually mute players (rather than start button menu) like in previous halos.

Performance

Glad we have join in progress now, so that I don’t feel bad quitting games.
Had to leave at least 10 games due to high cpu (100%) other games I was at no more than 80% for full game.
Could have been server related but ping didn’t seem to matter.

Bugs crashes etc

Had a lot of problems getting the games to either search or setup correctly. Had to close several times to get
rid of server not found or other error messages.

Server selection and hit reg

Got into several 20-25 servers and many 30-50 servers with a few 100ms+ servers.
Hit reg in close seemed pretty bad at times reminded me of H2 BTB with P2P hosts in that not just
does what you did not exist but what you did 1/2 second before that as well.

Pistol start

Well I tried but i’m not a big fan. Had several games where the enemy team had br’s, the loot cave bridge
overlooking our base and snipers/shock/skewer. It was hard even when I could find a br but pistol against
that was pointless. One game they even held the rocks left of the base as well so we were getting
lasered from both directions with very few options to pick up other weapons.
So many bright lights it looked like they were having a disco at the rocks.
At least not as bad as H2 BTB smg start but similar in that feeling of spawn, get killed, respawn.
Not saying we need br start in social, hopefully ranked btb will attract the good teams and
social will be more chill.
My mate played and said where’s the br’s. I said over there, maybe, sometimes.
In his own words he’s a filthy casual, never watched a mlg match in his life,
actually got zero kills in one of the games we played yet still wants br starts for big team.
He said he still enjoyed it and that it had the halo feel.
I think that for social BR starts would be interesting but only as gametype not in all games.
BT Heavies gametype would also please those who want more powerful vehicles more often.

Gametypes

Control
This seemed a pretty good addition and most games played pretty well.
Had one game where enemy scored first point then the new zones were revealed
but both teams were unable to activate the point (middle one with rock overhang).

Flag
Liked the new location based flag dependant on score. Helped to spead out the teams
a little more. Had some really close/intense games.

Spawns

Seemed a little better than 4v4 but at times still a little more random than I would like.

Time wasting

Seemed to spend a lot of time looking for weapons/equipment etc especially when you
would go to a point that either doesn’t have the weapon you are looking for or is on respwan.
Was frustrating to spend time getting weapons and equipment and then getting one
shotted by a power weapon.

Vehicles

Didn’t try wasp or scorpion but didn’t seem overpowered when getting shot by/fighting them.
Ghost seemed a little strong at times when using it or shooting at it. Also able to move flag.
Hog seemed good, the weakness of it seemed balanced by the no cool down on turret, although
the reticle made it difficult to see at range.

Callouts

Calling out people seemed very specific i.e. Needed aim directly on person but on pad
this is very awkward if you use strafe aim as I haven’t got three arms.
Shadowrun had a great system that when you press on d pad it would call out what your
character was seeing on screen not just tunnelvision on aimer.
e.g. press up d pad and it would callout 3 enemies, skybridge
Would be a great way to encourage teamwork between people who speak different
languages as the game would do the translation for you.

Stats

Liked the focus of the stats dependant on gametype.
Enjoyed the 4v4 stats but think these were even better
Overall I thought they were great

Overall I did enjoy my time with BTB and the chaos it brings, the larger team sizes are a welcome change as well. However, compared to the regular Arena modes BTB feels much rougher around the edges and hopefully it can receive more flights in the near future to help gather more feedback and data to improve the mode. Here’s what I’ve noticed:

BTB:
⁃ the lack of per match XP is much more noticeable in BTB because you spend so long in a game and do so much that getting nothing at the end of it all made me feel frustrated. Especially when challenges like “complete 2 matches” count a BTB match the same as the much shorter, regular Arena match so if I just want to grind challenges I would be better served not even touching BTB.
⁃ warthog handles very loose and is hard to control. I think the speed might be a bit too fast as well.

  • All vehicles feel very weightless and flip super easily.
    ⁃ The map was too large so players would often go off on their own and no one plays the objective especially in CTF. I’d often find multiple teammates waiting around for vehicle drops or loot caves so they can go get kills instead of helping me run a flag or capture points.
    ⁃ The map layout creates these separated pockets were smaller fights happen instead of feeling like the map is a complete field of its own. So I think this often is what leads to teams separating and looking for their own fights.
    ⁃ nearly every BTB match I played had technical issues with lag, latency, rubber banding, etc. Some matches were more severe than others. To confirm that it was specific to BTB I would immediately follow up by playing a regular Arena match and they run perfectly smooth in comparison.
    ⁃ players need to start with BRs or Commandos. Long sight lines make AR starts very hard especially when enemy team gets a Sniper and camps spawn. It can be impossible to contest the sniper with the default starting weapons.
    ⁃ I didn’t quite enjoy the randomized vehicle drops. Vehicle spawns turn into a major target that halts momentum while players stare at the pelican and try to grab the vehicle first. I much prefer having pre set vehicles in specific spots so teams can strategize around that instead of just being lucky to have a banshee drop next to you.
    ⁃ Lots of problems with never having a full lobby in BTB, at one point I got thrown into a game with 2 players on each team. This could just be the limited flight player base but it might be worth running a wide open flight later to see if the issue persists.

Overall I’d like to say I had an enjoyable experience, and I appreciate the opportunity to partake. Halo is a franchise that is near and dear to me, and what I’m about to lay out is with the best intentions in mind. I would love to see Halo continue to grow and bring joy to many people’s lives. In regards specifically to Big Team Battle:

  • I am not a huge fan of Total Control in its current implementation. I’ve played games that are over in 2 minutes. Or games that are a complete stalemate for the entire duration. I think there needs to be more incremental progress towards victory - right now with the zones being so close to one another and being so fast to capture, it can be easy for a team to march towards the win before the match even starts. Or on the flip side, because the zones are so close and are so fast to capture, it can lead to total stalemates and a stagnant game focused on 1/4 of the entire map for the full duration of the game. Either option is not pleasurable. Again I think there needs to be more incremental progress, and I feel like the game mode would benefit from having zones further spread apart. Further zones would make it easier to focus all of my energy and strategy on just B, or just C so to speak. Taking longer to capture would also make me feel better about the territory I just fought hard over for the last 5 minutes to win. In its current state, I would much rather play either Crazy King or Territories - Total Control is just not it. - The vehicles in general feel really neglected. Fragmentation as a map is severely limiting in terms of vehicle maneuverability, even air vehicles still somehow forced into the same alleyways as the ground vehicles. The warthog is WAY too easy to blow up, and in general there are far too many counters to vehicles in general, whether that is the grapplehook, dynamo grenades, shock rifles, skewer, rockets, repulsor, or just sheer proximity to players because of the tight lanes. Having a counter to vehicles is important, and players should feel good about getting a Triple Kill taking down a full warthog, but right now its just too easy. The warthog should also be fun to drive, give players a sense of speed and power and capable of blowing up concentrated groups of enemies. The pelicans that drop vehicles off might have sounded cool when discussing in a meeting, but the reality is that the entire team flocks to one vehicle, and the only good vehicles spawn with less than 3 minutes left in the game. Not to mention the drop zone being so close to the middle can easily allow the other team to steal the vehicle and quickly pin your team. While this in general should definitely be possible, it is currently too easy. - Speaking of vehicles, the ghost is extremely overpowered and needs to be drastically weakened in terms of actual armor/vehicle toughness. Somehow the ghost is stronger than the warthog many times over, more agile with its lateral movement (as should be the case), and faster. The ghost should be a fast, light vehicle that allows one player to attack through fast movement and pester the enemy team with light arms fire. The warthog should be slower, heavier and allow players to break enemy lines. Currently the ghost plays both roles while the warthog was blown up 30 seconds after spawning. - I’m not 100% in the Battle Rifle starts camp for Big Team Battle, but if the only options are the AR and pistol, the pistol is just absolutely poor to use and needs to be reworked into a more viable range option. The pistol should still lose out to a BR or Commando, but should not be completely useless past 10m, and the player should not have any means to combat at range from spawn. - Big Team Battle in general felt a lot like Arena with 12 players instead of 4, rather than being a sprawling, vehicle and objective rich game mode that allows players to have fun and engage in the team’s goal outside of tight gun battles down narrow choke points. I think with an open map, some much needed love to vehicles not named the ghost, and one or two fewer counters to vehicles in general and that might start to become a reality. - The loot cave is another idea that I’m sure sounded great talking about in a meeting, but in execution, there is just nothing in there that can’t be found elsewhere on the map and coupled with its long opening time, it takes away from the combat flow. In my opinion, there should either be enough in there to significantly gear up most of your team at once, or have weapons and equipment for one or two players that are better than anything else found on the map. Another option would be to have a singular loot cave located centrally on the map that would allow players to fight over and be more strategic about when to open. Currently the loot cave is off to the side, filled with underwhelming gear, takes too long to open, and does not provide nearly enough incentive for me to camp out for 45 seconds while it opens. - I’m really not a fan of the first flag on CTF being away from your base, and then after that initial capture it is moved back inside your base. There should be a single location that the flag is located at all times so players can gameplan around that area in terms of map defense. There’s no reason in my mind why the game can’t start with your flag located inside your base - like every other iteration of Halo ever. Perhaps you use that side area as a spawn point for a vehicle that isn’t a warthog or mongoose. It would be a perfect location for a Banshee to spawn or something similar.

The team did great with this iteration of BTB and everything ran smoothly for me (Series X). The only thing I would like to see is more tanks more often.

One game, My camera was locked in and was stuck in the beginning sequence where it shows spartans but i could move around and it never fixed itself for the whole game and is why i got 0 kills haha.

When searching for multiple games in a row my game crashed every so often where it just kicked me out to dashboard and has to restart it. Some times mu game would crash in mid game and kick me out to dashboard.

Aiming felt a lot better now than last week in flight 2. Pistol still feela slighty out of balance compared to other weapon handeling

Gernades still feel weak and sont kill enemy when their shields are down

Whats weong with plasma pistol? Plasma pistol needs to emp vehicles… also needs to home to players better it always misses on charged up shots… if its going to take longer to charge it needs to at least home better… its useless now

Fusion coils need to respawn quicker and do more damage on explosion. They are very fun! Maybe a bigger blue flame aoe?

Absolutely Love fragmentation map!

The loot cave is awesome but i think the time to hack is a bit too long and should be slightly less… at least for the cave closer to your base… or perhaps you can enter your own loot cave but you need to hack opposing teams to get in… another suggestion is once you hack it should be available for your team for longer not like 5 sec before door locks again… also the animation for door to open is a bit too slow and die a lot of the time trying to wait for door to open… should open slower for enemy hack but not for your own team

Need a little more shields when we die too fast and cant react as well with all the chaos. It seems a little better than last week however needs a little bit more.

Radar needs to be 25m not 18 m

Gernade damage inconsistant… i throw countless nades at enemies feet and does nothing even with them having no shields… but yet 1 enemy gernade kills me not even close to me… enemeies throw one nade and one shot me but i throw nade with a whole clip of AR plus an additional ally shooting him and they still dont die… something is off with nades.

Comando doesnt do enough damage for the bloom asociated with it… the bloom reduces dmg too much and someone can kill me quicker with an AR than the comando. Pistol does a better job than this.

Plasma carbine shoots to slow and projectiles dont home target well enough… you die too quick before you can get a kill with it. This weapon is horrible and either needs to home really good, shoot faster, or just go to semi auto… or like a plasma pistol but this can emp vehicles since the plasma pistol cant since its bigger… maybe be able to shoot single bullets fast rather than a triple burst shot… or make it closer to a BR spread but to dmg shields… idk theres a lot of possibility but noone even picks this weapon up… its useless…

Where are the flame nades? Especially with brutes coming back… flame nades were the best!

Ravenger charge up shot doesnt do enough damage… players stand in it why i shoot them and they still kill me before i can kill them… and the flames should be like plasma and stick to vehicles to do DOT.

Why are enemies spawning on each other and close to zone by base everytime but i spawn clear accross map behind my base and not even close to zone… plus if its suposed to be tied 2 and 2 then ahouldnt the fight for the 3 zones be centralized? 2 zones where closer to them spawing at their base rather than to us

I think vehicle pelican drops should drop behind base and not out in the open where enemies are waiting for drop to shoot you before or as soon as you get in… plus everyone all huddles up and tries to get vehicles and i seem to never get them as they drop. I rarely saw any drops. Or perhaps have different locations for stronger vehicles vs smaller ones such as tanks or banshes in back but others where they are now.

-We need Jeff Steitzer in BTB !!!
-the scorpion feels very ugly to control
-is there any way to bring back the old original shotgun and fuel rod gun ?!

A couple other points I would like to make since the other feedback threads are not open:

  • The progression (lack thereof) system with challenges is steaming hot garbage. I can’t tell you how crappy it feels to battle through a 20 minute CTF game making the winning play to capture a flag, earning the highest score in the game, and literally not being rewarded for it in any way shape or form - because the only challenges available to me were to get kills with a weapon that doesn’t even spawn on the map, or capture strongholds zones when we are playing CTF. I’m okay with challenges being in there, but they cannot be the only way to earn XP. There NEEDS to be per match experience that is directly tied to your in game score. Using the scale from the most recent flight, you can divide my score from the game by 100 and add that to XP gained. For example, I scored 2950 in a game of CTF, and completed a challenge for playing 3 matches. That would be 100XP from the challenge, and 29XP from my match score. I would feel good about playing for the win, making big plays, and being rewarded for my time spent on the game. Many people have chimed in this regard, and I find it draining to continue to beat a dead horse, but this is an absolute necessity. Going into a match knowing that I will not earn any XP because all of my challenges have to do with scenarios that are not in the current map and gametype is extremely deflating. Knowing that the only way I can level up is to use a weapon that I don’t like on a map that I don’t like on a gametype that isn’t my favorite is extremely deflating. Knowing that Johnny Potato who just went 1 and 15 earned the exact same experience as me who went 28 and 10 is extremely deflating. Hopefully you get my point. You can keep your challenge system, but there NEEDS to be per match XP tied directly to your in game score to reward players for playing well. - Aiming on a controller is still a major issue, especially with weapons like the pistol, the shock rifle and to a lesser degree, the sniper and skewer (I agree that these weapons should be harder to aim as they are more lethal). The pistol and shock rifle feel tailormade for PC players with their lack of auto aim and headshot damage. I’m not going into detail here about why or how it is harder to aim on controller compared to mouse and keyboard, but the simple fact that it is in fact harder remains. For comparison, the BR and AR are two weapons that actually had good aiming. I’ve won many chicken dinners on PUBG console, and can tell you that many weapons in Halo Infinite felt a similar lack of any auto aim at all. Add in the fast strafing, BLOOM of all things (why is this in the game), and recoil, and it can feel very frustrating and not fun to use these weapons. It can get very mind-numbing using the AR every game as there is not much to it, but being forced to use it because i’m getting melted by PC players with the pistol is equally as frustrating.

  • some other shorter thoughts -

  • The drop wall needs more health per panel. I like how a panel will block even a single sniper round, but when you have an AR that shoots 32 rounds, those panels never stood a chance. Make the individual panels more damage absorbent to small arms fire please. - The pistol in general is in a really bad place right now as a controller player between bloom, no auto aim, and the spammable trigger. I would like to see bloom severely reduced if not removed entirely, auto aim increased, and the rate of fire decreased. Allow the pistol to act as more of a ranged weapon - but still weaker than the BR or Commando obviously. - The Pulse Carbine is … i’m not sure what this weapon is supposed to be. Its not good a range, its not good up close, and the pulses don’t track. Take this one back to the drawing board. - I really hope there is still a dedicated shotgun that one-hit kills within 2m. The bulldog is lethal in its own way, but doesn’t pack nearly the same punch as the old pump shotty. - Radar range should be boosted to standard 25m. - Overshield player highlight is obnoxious and should be toned down. Camouflaged players should not appear on radar when walking normal pace. - Make BRs and Commandos more accessible and plentiful in appearance on Arena maps. 1 every 30 seconds per side is not enough. - Player collision and friendly fire are pillars of the Halo multiplayer experience. From alerting a teammate that I want to gun in his warthog, to allowing a teammate to jump on my head to reach a hard area, these things are critical components. It feels very strange in the flight to have vehicle collision, but not player. It feels very weird to be able to splatter a teammate by accident with the ghost, but be unable to alert a teammate with a couple bullets that I’d like them to wait for me. - Player death markers i.e. the X by their names when they die should be larger. I have no idea why this is so cramped. The Halo 3 system of Callsign, Yellow/Red, X did it perfectly. there is no need to reinvent the wheel here.

> 2533274810267239;737:
> The loot cave is awesome but i think the time to hack is a bit too long and should be slightly less… at least for the cave closer to your base… or perhaps you can enter your own loot cave but you need to hack opposing teams to get in… another suggestion is once you hack it should be available for your team for longer not like 5 sec before door locks again… also the animation for door to open is a bit too slow and die a lot of the time trying to wait for door to open… should open slower for enemy hack but not for your own team
>
> Need a little more shields when we die too fast and cant react as well with all the chaos. It seems a little better than last week however needs a little bit more.
>
> Plasma carbine shoots to slow and projectiles dont home target well enough… you die too quick before you can get a kill with it. This weapon is horrible and either needs to home really good, shoot faster, or just go to semi auto… or like a plasma pistol but this can emp vehicles since the plasma pistol cant since its bigger… maybe be able to shoot single bullets fast rather than a triple burst shot… or make it closer to a BR spread but to dmg shields… idk theres a lot of possibility but noone even picks this weapon up… its useless…

This ^^^

Ok so here are my final thoughts in all categories I think are remotely relevant to BTB or just the game in general. Tell me why I’m wrong or right. And basically if I didn’t mention something, I probably enjoyed it or thought it was fine.

  • Menu/progression/UI/settings
  • Need actual progression system (Halo 3, Reach style) - FoF outline brightness customization - Modular HUD, with classic and new layout options - Platform/input indicator in lobby, carnage report - When unlocking armor, allow equipping from unlock screen - More AI customization (mixing shapes, colors, voice, personality) - Weekly challenges are completed too quickly - Core Gameplay
  • Strafing is too fast, impossible to track, makes aim assist too strong - Need player collision - Grenade, hammer, rocket jumping physics need improvement - Motion tracker needs more range - Need friendly fire (ok with not being in BTB) - Melee registration feels weird - Melee lunge range too far - More environmental hazards, interactivity (hacking doors, fusion coils placed) - Equipment/Grenades
  • Sound effect for equipment pickup (don’t even realize I have one many times) - Should be able to hold powerup AND equipment (causes weird break in gameplay to swap for the powerup, activate, then pickup equipment) - Spike grenade needs to be more directional - HUD indicator for camo timer - Equipment balance for fun/power way off - Drop wall is ugly and nearly useless - Grapplejack a little too easy - Movement
  • Should be able to reload while sliding - Sliding feels janky, pointless unless using special slide - Replace invisible height barriers with soft kill box for better freedom of movement - Matchmaking
  • Replace leavers with temporary bots in social game modes - Be able to view last 5 (or more) games carnage reports in game - Have existing basic carnage report, but also one as detailed as possible - Auto-matchmaking (toggle on/off) - AFK players need to be booted or implement vote to boot - Game mode/objectives
  • Flag return seems really fast - Flag should not be moved by vehicles - Vehicles
  • Ghost reverse speed seems too fast - Banished vehicle boost sounds seem a little lackluster for driver - Ghost catches edges that are below it’s ground clearance - Should not be rubber tire squeal on sand - Vehicles default keybinds are bad (ex. Passenger reload isn’t “R”) - Player Comms
  • H3 style proximity chat in social modes - Better (any?) system for selecting different text chat channels - Ability to ping your death spot (“on my X”) - Pings, ordnance indicators too small (allow customization?) - Couldn’t figure out how to mute people on PC - Toggle for gamertag voice indicator (hard to tell who is talking) - Weapons
  • Gravity hammer is strong, but still just feels a little slow to draw, swing - Plasma pistol NEEDS to EMP vehicles, however you make it happen - Needler tracking too weak (cannot hit walking target in weapon drill) - BTB
  • Vehicles drops pace too slow - Need more vehicles spawned at base at start, even if they don’t respawn - 1 drop at a time, entire team wants it - Over 15ish games I saw one game with a scorpion - Loot cave doors aren’t responsive enough, open too slowly - Some way for person who hacked loot cave to be given priority over the loot (3 second delayed entry for others?)