Infinite Tech Preview – Big Team Battle

General

  • I think fragmentation was kind of a bad map. I feel like it didn’t take advantage of the 12v12 expansion.
  • Bring back friendly fire
  • the multikill medals seem really screwed up here. Sometimes they just don’t work.
    Sandbox
  • Aiming feels strange. I’ve heard others saying it feels kind of off. It’s hard to describe why or what the issue is, just that it feels very different.
  • The skewer is very underwhelming and difficult to use. Maybe I’m just bad, but I’ve heard many people saying similar things.
  • The sniper is much harder than other games and I think that’s a bad thing. When even Mint Blitz struggles with it, maybe you’ve gone too far.
  • On the subject of the sniper, descoping is broken. There is plenty of proof on youtube; when you are scoped in and aimed at someone’s head, if you zoom out, you will miss the shot; if you zoom back in, you will hit it, without moving the reticle in the slightest
  • Being shot at should push you out of scoping, regardless of if you are using a real scope or ADS like with the AR.
  • The AR desperately needs to be nerfed. It is far too powerful at all ranges.
  • The physics seem off. Especially with vehicles, which are simultaneously too heavy and also light as a feather. They bounce on tiny invisible bumps in the terrain but also don’t flip over nearly as easily as in past games.
  • The repulsor should push the warthog significantly like it does the other vehicles.
  • The ghost takes too long to right itself when it gets pushed off course or caught on some geometry
  • The gravity hammer damage and speed is fine, the problem with it is that it barely packs a punch in terms of physics. In past games, people and objects would go flying, while in this game, it feels like it imparts the tiniest push.
  • Player collision… where is it? It’s not halo without player collision. Also it can be frustrating when firing if a teammate just walks through you and your rocket blows up in your face.
  • Pressing the sprint button a 2nd time should make you stop sprinting. This worked great in Halo 4 and it is very frustrating that the only ways to stop sprinting are to stop moving, slide, attack, or use equipment.
  • The reticles in general feel too small, and in particular the warthog reticle feels way too small. At least give us the option to adjust their size.
  • The warthog lacks punch.
  • Bring back plasma pistol EMP. More counters to vehicles is not bad, and that means vehicles can be a little stronger, which is also not bad.
  • The drop wall is totally useless. There is no reason to ever use it; it gets melted almost instantly by most weapons and items. It needs a big buff
    Sounds
  • The needler still sounds bad. The change is in the right direction, but is still not where it should be. It just sounds like an SMG, not a needler
  • Why is there a little ding whenever you kill someone? I guess that’s just an industry standard nowadays. It would be nice at least if you could turn it off.
  • There is too much auditory clutter, especially in BTB. In BTB you have 3 voices in your ear with spartan chatter, your AI, and the commander, along with all the other sounds that are going on, and it is too much. Gone are the days of simplicity with just the sultry tones of Jeff to give the occasional tactical information.
  • Speaking of Jeff, he ought to be in BTB. It doesn’t feel like Halo without him.
  • The gravity hammer sounds are just boring. Right now it just sounds like a dull thud, like someone dropped a heavy box. In past games it used to have a really cool and unique futuristic sound, and it would be nice if that sort of sound, or something totally new that captured the idea, was used instead of the boring sounds currently in game.
  • The warthog lacks volume
  • Spartan Chatter - super annoying and repetitive. Each voice line sounds like it’s out of a children’s movie. Let us turn this off completely.
    Personal AI
  • Not sure where this piece of feedback belongs, so I’ll put it in each thread in the hopes that it is seen. Every single personal AI is incredibly cringey and annoying. There was never a single line of dialogue that came out of their mouths that did not detract from the experience, with the only exception being tactical information. I want to be able to turn them off completely, or for there to be other Personal AI that are not so poorly written and acted. However, by design, turning off Personal AI takes away tactical information, so the best compromise would be to allow players to turn off everything except the tactical information.
  • They also repeat themselves very often. I heard that this was scaled back since the last flight, which I didn’t play, but it is still a problem.
    Visuals
  • There ought to be an icon (or a better one if there is one) for the ordnance drops. Many times I hear that a vehicle is dropping, or hear a weapon pod coming down, but have no clue where it is.
  • Destroyed vehicles look barely damaged at all. Visual vehicle damage indicators need to be amped up significantly. In all other halo games, it was easy to tell if any vehicle was destroyed.
  • The transition from a vehicle being in the EMP’d state to the normal state is jarring; it doesn’t exist. If some kind of interpolation is being used, it’s either happening too fast or is not working.
  • Projectiles (mostly the bullets from human weapons) look cartoony, like little blobs, instead of like how actual bullets look, which was captured quite well in other Halo games. If this is how 343 wants the game to look that’s fine, I just think it’s a downgrade.

> 2533274906921231;842:
> General- I think fragmentation was kind of a bad map. I feel like it didn’t take advantage of the 12v12 expansion.
> - Bring back friendly fire
> - the multikill medals seem really screwed up here. Sometimes they just don’t work.
> Sandbox- Aiming feels strange. I’ve heard others saying it feels kind of off. It’s hard to describe why or what the issue is, just that it feels very different.
> - The skewer is very underwhelming and difficult to use. Maybe I’m just bad, but I’ve heard many people saying similar things.
> - The sniper is much harder than other games and I think that’s a bad thing. When even Mint Blitz struggles with it, maybe you’ve gone too far.
> - On the subject of the sniper, descoping is broken. There is plenty of proof on youtube; when you are scoped in and aimed at someone’s head, if you zoom out, you will miss the shot; if you zoom back in, you will hit it, without moving the reticle in the slightest
> - Being shot at should push you out of scoping, regardless of if you are using a real scope or ADS like with the AR.
> - The AR desperately needs to be nerfed. It is far too powerful at all ranges.
> - The physics seem off. Especially with vehicles, which are simultaneously too heavy and also light as a feather. They bounce on tiny invisible bumps in the terrain but also don’t flip over nearly as easily as in past games.
> - The repulsor should push the warthog significantly like it does the other vehicles.
> - The ghost takes too long to right itself when it gets pushed off course or caught on some geometry
> - The gravity hammer damage and speed is fine, the problem with it is that it barely packs a punch in terms of physics. In past games, people and objects would go flying, while in this game, it feels like it imparts the tiniest push.
> - Player collision… where is it? It’s not halo without player collision. Also it can be frustrating when firing if a teammate just walks through you and your rocket blows up in your face.
> - Pressing the sprint button a 2nd time should make you stop sprinting. This worked great in Halo 4 and it is very frustrating that the only ways to stop sprinting are to stop moving, slide, attack, or use equipment.
> - The reticles in general feel too small, and in particular the warthog reticle feels way too small. At least give us the option to adjust their size.
> - The warthog lacks punch.
> - Bring back plasma pistol EMP. More counters to vehicles is not bad, and that means vehicles can be a little stronger, which is also not bad.
> - The drop wall is totally useless. There is no reason to ever use it; it gets melted almost instantly by most weapons and items. It needs a big buff
> Sounds- The needler still sounds bad. The change is in the right direction, but is still not where it should be. It just sounds like an SMG, not a needler
> - Why is there a little ding whenever you kill someone? I guess that’s just an industry standard nowadays. It would be nice at least if you could turn it off.
> - There is too much auditory clutter, especially in BTB. In BTB you have 3 voices in your ear with spartan chatter, your AI, and the commander, along with all the other sounds that are going on, and it is too much. Gone are the days of simplicity with just the sultry tones of Jeff to give the occasional tactical information.
> - Speaking of Jeff, he ought to be in BTB. It doesn’t feel like Halo without him.
> - The gravity hammer sounds are just boring. Right now it just sounds like a dull thud, like someone dropped a heavy box. In past games it used to have a really cool and unique futuristic sound, and it would be nice if that sort of sound, or something totally new that captured the idea, was used instead of the boring sounds currently in game.
> - The warthog lacks volume
> - Spartan Chatter - super annoying and repetitive. Each voice line sounds like it’s out of a children’s movie. Let us turn this off completely.
> Personal AI- Not sure where this piece of feedback belongs, so I’ll put it in each thread in the hopes that it is seen. Every single personal AI is incredibly cringey and annoying. There was never a single line of dialogue that came out of their mouths that did not detract from the experience, with the only exception being tactical information. I want to be able to turn them off completely, or for there to be other Personal AI that are not so poorly written and acted. However, by design, turning off Personal AI takes away tactical information, so the best compromise would be to allow players to turn off everything except the tactical information.
> - They also repeat themselves very often. I heard that this was scaled back since the last flight, which I didn’t play, but it is still a problem.
> Visuals- There ought to be an icon (or a better one if there is one) for the ordnance drops. Many times I hear that a vehicle is dropping, or hear a weapon pod coming down, but have no clue where it is.
> - Destroyed vehicles look barely damaged at all. Visual vehicle damage indicators need to be amped up significantly. In all other halo games, it was easy to tell if any vehicle was destroyed.
> - The transition from a vehicle being in the EMP’d state to the normal state is jarring; it doesn’t exist. If some kind of interpolation is being used, it’s either happening too fast or is not working.
> - Projectiles (mostly the bullets from human weapons) look cartoony, like little blobs, instead of like how actual bullets look, which was captured quite well in other Halo games. If this is how 343 wants the game to look that’s fine, I just think it’s a downgrade.

I agree with most of this EXCEPT:

  1. Skewer being underwhelming. I believe it does an appropriate amount of damage and knockback to vehicles to replace the spartan laser. The lack of accuracy prevents it from being used as a cheese sniper which is great. But I do not like that they spawn in such abundance and that there is no wind-up time before projectile spawn.
  2. Sniper rifles being weird: Most of that seemed to be netcode/lag on my end, and not the rifle itself. Scoring headshots or double body shots seemed to happen as expected except for the fact that I glow like the sun due to player outlines so I immediately get return fire from target + his buddies if I so much as peak from a mile off. Although aligning the scope with the 1st person reticule is important and should be fixed.
  3. AR needing a nerf: I disagree. I think it fills its role as an automatic rifle that can compete with the BR and Commando at close-medium range adequately. We wouldn’t want a return to Halo 3 and Reach’s problem of everybody ALWAYS choosing the BR or DMR and never using the AR, would we?
    I will say that the headshot multiplier for the AR should get toned down a smidge. It is making time-to-kill seem very… Call of Duty (bad) At first I liked that it can headshot people… after playing a while I realized it doesn’t feel very spartan that my enemies die so quickly and so do I, with the exception of spray-Melee combo, that feels good still.
  4. “The Warthog lacks punch” I got plenty of killstreaks and kill assists in the WH in BTB. TTK for the minigun is adequate, but it would be more interesting if the minigun had to spin up for a second and did a little more per-shot, just like the older games… but I can live with what we have.
  5. “The needler still sounds bad” I feel that the only way to make the needler sound better would be to TURN IT UP a notch or two.

> 2533274906921231;842:
> General- I think fragmentation was kind of a bad map. I feel like it didn’t take advantage of the 12v12 expansion.
> - Bring back friendly fire
> - the multikill medals seem really screwed up here. Sometimes they just don’t work.
> Sandbox- Aiming feels strange. I’ve heard others saying it feels kind of off. It’s hard to describe why or what the issue is, just that it feels very different.
> - The skewer is very underwhelming and difficult to use. Maybe I’m just bad, but I’ve heard many people saying similar things.
> - The sniper is much harder than other games and I think that’s a bad thing. When even Mint Blitz struggles with it, maybe you’ve gone too far.
> - On the subject of the sniper, descoping is broken. There is plenty of proof on youtube; when you are scoped in and aimed at someone’s head, if you zoom out, you will miss the shot; if you zoom back in, you will hit it, without moving the reticle in the slightest
> - Being shot at should push you out of scoping, regardless of if you are using a real scope or ADS like with the AR.
> - The AR desperately needs to be nerfed. It is far too powerful at all ranges.
> - The physics seem off. Especially with vehicles, which are simultaneously too heavy and also light as a feather. They bounce on tiny invisible bumps in the terrain but also don’t flip over nearly as easily as in past games.
> - The repulsor should push the warthog significantly like it does the other vehicles.
> - The ghost takes too long to right itself when it gets pushed off course or caught on some geometry
> - The gravity hammer damage and speed is fine, the problem with it is that it barely packs a punch in terms of physics. In past games, people and objects would go flying, while in this game, it feels like it imparts the tiniest push.
> - Player collision… where is it? It’s not halo without player collision. Also it can be frustrating when firing if a teammate just walks through you and your rocket blows up in your face.
> - Pressing the sprint button a 2nd time should make you stop sprinting. This worked great in Halo 4 and it is very frustrating that the only ways to stop sprinting are to stop moving, slide, attack, or use equipment.
> - The reticles in general feel too small, and in particular the warthog reticle feels way too small. At least give us the option to adjust their size.
> - The warthog lacks punch.
> - Bring back plasma pistol EMP. More counters to vehicles is not bad, and that means vehicles can be a little stronger, which is also not bad.
> - The drop wall is totally useless. There is no reason to ever use it; it gets melted almost instantly by most weapons and items. It needs a big buff
> Sounds- The needler still sounds bad. The change is in the right direction, but is still not where it should be. It just sounds like an SMG, not a needler
> - Why is there a little ding whenever you kill someone? I guess that’s just an industry standard nowadays. It would be nice at least if you could turn it off.
> - There is too much auditory clutter, especially in BTB. In BTB you have 3 voices in your ear with spartan chatter, your AI, and the commander, along with all the other sounds that are going on, and it is too much. Gone are the days of simplicity with just the sultry tones of Jeff to give the occasional tactical information.
> - Speaking of Jeff, he ought to be in BTB. It doesn’t feel like Halo without him.
> - The gravity hammer sounds are just boring. Right now it just sounds like a dull thud, like someone dropped a heavy box. In past games it used to have a really cool and unique futuristic sound, and it would be nice if that sort of sound, or something totally new that captured the idea, was used instead of the boring sounds currently in game.
> - The warthog lacks volume
> - Spartan Chatter - super annoying and repetitive. Each voice line sounds like it’s out of a children’s movie. Let us turn this off completely.
> Personal AI- Not sure where this piece of feedback belongs, so I’ll put it in each thread in the hopes that it is seen. Every single personal AI is incredibly cringey and annoying. There was never a single line of dialogue that came out of their mouths that did not detract from the experience, with the only exception being tactical information. I want to be able to turn them off completely, or for there to be other Personal AI that are not so poorly written and acted. However, by design, turning off Personal AI takes away tactical information, so the best compromise would be to allow players to turn off everything except the tactical information.
> - They also repeat themselves very often. I heard that this was scaled back since the last flight, which I didn’t play, but it is still a problem.
> Visuals- There ought to be an icon (or a better one if there is one) for the ordnance drops. Many times I hear that a vehicle is dropping, or hear a weapon pod coming down, but have no clue where it is.
> - Destroyed vehicles look barely damaged at all. Visual vehicle damage indicators need to be amped up significantly. In all other halo games, it was easy to tell if any vehicle was destroyed.
> - The transition from a vehicle being in the EMP’d state to the normal state is jarring; it doesn’t exist. If some kind of interpolation is being used, it’s either happening too fast or is not working.
> - Projectiles (mostly the bullets from human weapons) look cartoony, like little blobs, instead of like how actual bullets look, which was captured quite well in other Halo games. If this is how 343 wants the game to look that’s fine, I just think it’s a downgrade.

And I will now take this moment to further highlight some of the things I wholeheartedly agree with:
6. “- Bring back friendly fire.” Hell to the yeah. Also player collision. This isn’t a children’s game even though I played OG Halo when I was like 9. Currently with no friendly fire and no player collision there’s no reason not to crowd a hallway and spam grenades or BE spammed by grenades. Encourages bad/annoying play from my teammates.
7. “Why is there a little ding whenever you kill someone?” You are Halo. We want to play HALO. We do not want to play Fort of Duty or Battle Guys. Mood is important… like, really important. It’s probably the most important thing to get right, and luckily it’s not too far off as-is (Y’all have truly done wonderfully compared to H4 or H5, brings a tear to my eye, but it could be better with some minor adjustments.)
8. Personal AI / too much auditory clutter : … yep… Please don’t tell me what GUN I just picked up “Gravity Hammer acquired!” “Skewer obtained!” HNNNGGGG YES I KNOW WHAT I DID… Thank youuuu.
I had to hold down a button to pick up gun… it means I wanted to pick up gun, which means I already know what gun I picked up. Telling it to me again feels like you’re making fun of me for playing this game, like I shouldn’t be doing this as an adult, y’know? Avoid redundant information, or at least make it minimal so I don’t feel like I’ve regressed into a 6 year old boy playing a children’s game.
They would be a welcome addition if they just stuck to reminding me about Hweapons and ammo counts and special events… not picking up grenades.
9. Projectiles. Yea what he said. At the most they should be a very small, long streak to indicate the flight path like the older games. Part of the deal was that plasma weapons, rocket launchers, and sniper rifles give away your position after a shot like nobody’s business, not true for most human weapons. This isn’t critical, just more identity crisis…

Overall Halo infinite and BTB are phenomenal! I recommend making the shock rifle EMP vehicles with 3 shots instead of 2. And the plasma pistol needs a buff. Improve its tracking abilities and make it’s single fire mode drain shields better. Because currently the weapon is not viable.

SANDBOX -

Weapons -
Sidekick - feels too weak in regards to sound design, vibration feedback, and damage dealt; in my experience I always drop this weapon for any other weapon. Ability to quick swap to this weapon to finish off a target is good, but quick draw time could be at least one beat quicker.
Plasma Pistol - Secondary charge fire mechanic takes a beat too long to fully charge, and inability to maintain partial charge is punishment for such a long charge time. Fully charges indicators are not being clearly communicated in the UI reticle, due to small size of reticle and usage of white-on-white. Tracking for charged fire is too weak, did not hit enemies with clear lines of sight and normal movement speeds that would be hit by previous versions of the Plasma Pistol. Sometimes does not EMP enemy shields, feels like bug and also reported as such. Does not EMP vehicles, feels like bug and also reported as such.
Needler - Supercombine explosion takes too many needles on enemy players, and usually only get a supercombine kill from the grave in a 1v1 gunfight; supercombine is lacking physics impulse; supercombine seems to have a tiny blast radius that doesn’t affect nearby enemies or objects; needle tracking is too weak at short to medium combat ranges, and in specific strafing situation highlighted in the Needler Weapon Drill Stage 2.
Pulse Carbine - too long between bursts; tracking feels weak and inconsistent at most ranges; tracking seems to overcompensate at short distances and miss enemies entirely despite reticle being centered on enemy. Frequently saw this weapon left on weapon pickup racks, or traded out for other weapons.
Heatwave - Weapon drills demonstrate that the Heatwave should be most effective against groups of enemies at close to medium range in horizontal firing mode, or single close range targets in vertical mode, but in matchmaking it was not actually useful in either situation. Horizontal mode does not seem useful in typical Arena Slayer maps and matches, only useful against single vehicles at close to medium ranges. Frequently saw this weapon left on weapon pickup racks, or traded out for other weapons, due to feeling of inconsistency with hitting shots and lack of damage in horizontal mode against enemies. The ideal situation for horizontal mode is finding 3 enemies on a horizontal surface and killing them before they move, but in matchmaking players will typically react to being shot by spreading out and moving to different elevations or surfaces, putting you at a disadvantage and nullifying the effectiveness of the horizontal spread. Suggestion: heatwave weapon projectiles would benefit from a force of magnetism or tracking when the projectiles are within a certain very short range to targets, especially when in horizontal mode. Projectile bounce is very fun, and is sometimes useful.
Ravager - Secondary charge fire mechanic takes a beat too long to charge, and projectile drop on primary firing mode could be more prominently indicated in weapon design or UI/reticle language, more falloff lines or a rangefinder display when aiming down sights could be a better communicator to player of the artillery-style drop in projectiles over distance. See: Halo 2 Brute Shot reticle UI design, Halo Reach/5 Grenade Launcher angle range finder reticle UI design.
S7 Sniper - does too much damage to vehicles, seems to upset role balance with Skewer weapon, inability for most vehicles to counter or avoid.

Grenades -
Grenades - hit-marker indicators seem inconsistent between games and games modes, unsure if bug or feature, if feature then in-game explanation or indication is needed.
Frag Grenade - yellow glow on frag grenades that drop from bodies or are present on weapon pads visually indicate that they are live and will explode despite the opposite, needs to be toned down or changed in color or style.
Dynamo Grenade - Area-of-effect lockdown and electricity effect on grouped are very useful and very cool, much more effective than previous versions of this type of grenade (Pulse Grenade in Halo 4 and Splinter Grenade in Halo 5). But, the low damage and EMP electricity effect describe more of an equipment pickup rather than a grenade to me. No counters to EMP effect by vehicles. Suggestions: limit pickups to one, or inventory capacity for Dynamos specifically to one, to reduce spam and allow counterplay by vehicles; or make Dynamos destroyable by gunfire and explosions; or make Dynamos equipment pickups instead of grenades so as to implement traits and attributes inherent to that part of the sandbox.

Equipment and Pick-ups -
Repulsor - feels great in almost every situation to use. Repulsion effect seems too strong against multi-ton vehicles, like Warthog and Ghost, and could still be useful if effect was tweaked down.
Grapple Hook - feels great in almost every situation to use. Yellow UI reticle overlay indicator for a surface that can be grappled at your current distance is far too small, needs to be bigger or more dynamically indicated.
Drop Wall - sections on deployed wall fade and disappear under gunfire almost instantly, sections do not seem to regenerate very quickly or at all; feels like a useless gadget and always substitute for another equipment when one is found.
Fusion Coils - fun to pick up and throw; sometimes do not seem to damage enemies or vehicles; drop angle on thrown projectile could be more distinctly indicated since it has an uncertain visual weight and is not using the grenade buttons; pool of lingering plasma fire needs more indication as it can sometimes be hard to see.

Vehicles -
Outlines - friendly player outlines in vehicles is distracting, friendly outline should just apply to vehicle or not at all.
Health Values or Damage Resistance - all vehicles feel far too easy to counter and destroy, even from regulars MA40 Assault Rifle gunfire focused by a few enemies. Feels like most weapons do too much damage, or vehicles have too low of health values, or both. Exceptions to this are the Skewer and the Shock Rifle, which feel like useful anti-vehicle counters that do appropriate damage or have balanced effects.
UNSC Scout/Light Vehicles - feel far too floaty and low-weight, tires do not seem to grip ground, center of gravity seems too high, no apparent downforce despite mass and speeds, and flipping or overturning happened too frequently to be user error, especially on smaller obstacles like little elevations or short drops. This applies to the Mongoose and Warthog, and presumably will also apply to the Gungoose, Rocket 'Hog, and Razorback.
Warthog - tiny reticle for gunner seat is hard to use, especially in typical situation when both vehicle and targets are moving, centering gunner reticle on targets is difficult and frustrating.
Ghost - turning or pivoting feels slow and sluggish, unsure if bug or low cap on max sensitivity for controller.
Flying vehicles - there does not seem to be any specific counters to an enemy player attempting a grapple-jack, expect for specific instances where the enemy attempting to jack is doing so from directly ahead of you, where you can shoot and kill said player. It feels cheap and frustrating to lose your air vehicle to a grapplejack. Suggestions: add counterplay options to air vehicles, like flares or smoke that distract the grapple from finding purchase on the vehicle, or a burst of force that can break a grapple that is already attached, or aerobatic maneuvers like Banshee dodges to fling off a grappling enemy.

Btb feedback:

Total control is very fun but my only issue with it was zone info between zone sets. As one zone is totally controlled there is a period of time before the next zones are outlined. About 15-20s before the next zones are live, you are notified about it. But atleast on fragmentation I often found that wasn’t enough time. It felt like 20-30s without any info. In the flight there were teams that already memorized every zone placement and would setup at the next zones before the average player even knew where the next zones were.

If BTB were ranked I think it would be fine. But for social btb, player should be notified of the ne, t zone locations a lot earlier.

There were many instances where the next zones were shown and before I could even make my way to contest, the enemy team already had total control.

Other feedback. Atleast on fragmentation, vehicles have too many counters. The narrow canyons leave too many places for enemies with shock weapons, dynamo grenades, grapples, repulsor, and loosely coordinated fire to hide and then to dump on you and kill you quickly.

Dynamo grenades need to be a lot more difficult to emp vehicles with.

Grapple jacking is far too easy.

Vehicles need to spawn in with more frequency and variety.

Drop pods need to be more visible to the players. “drop pods incoming”. We’ll they broke when they landed so now I have to try to find a floating weapon amongst the foliage and rocks. It’s very hard and ai scan doesn’t do much here - unless you expect the player to ai scan non stop. Also I don’t really know where they landed unless I happen to be looking in the right spot at the right time.

Pelican drops toward the back of the base to refresh team vehicles would be much appreciated.

Loot caves felt like more of a novelty than something actually useful considering how many power weapons ends up spawning on the map. Maybe you could give some players a positional advantage with it (e.g. Teleport or man cannon to a place that would otherwise navigating past the enemy? Extra vehicles?

2/3 games of BTB I played I got my screen flashing RGB and then got the black screen of death to the point I had to unplug my TV to switch inputs. Other than that it was a blast to play

I played the Tech test last weekend and I found myself missing some little things like the sound of you amour crutching when you sprinted or being able to customize your spartan while waiting to find a match. I also have not hear if Firefight is back or not, but I do also miss the long and complex game type like Warzone had in Halo 5.

I like the improvements that 343 have made for BTB since Halo 5. I really felt like a Spartan fighting in a simulation, although there are some complaints I have.

  • Personally I don’t like the grapple ability to hijacked vehicles, it make things to easy and vehicles kinda bad. There may be a way to balance that, like the chain saw fights in Gears of war where the winner is the one who press A or Space faster - There where some bugs in total control where a team stayed on a circles for a certain amount of time and the didn’t captured it. That ruined some matches. - The banshee feels kinda heavy like the one on Halo CE.

Decent experience throughout the week, multiple times i felt like vehicles weaponry just isn’t worth using. That and having extremely limited access to anything other than warthogs and ghosts doesn’t really allow for good vehicle feedback. The skewer seems like to much of an anti vehicle insta kill for a game mode with only 2 vehicles at once.
Dynamo grenades, way to good of an anto vehicle deterrent. And they last infinitely to long for an instant EMP.

Vehicles feel extremely worthless with the sheer amount of counters available(Grapples, rockets, skewer, and dynamo), Low health, and super low damage for a vehicle. Make them feel super pointless to use. That and the tiny map size for a BTB game mode.

Bugs and feedback aside i did have some good fun and even more shenanigans with the 1 time i seen a wasp spawn. Game looks good, runs good, and plays OK, understanding this is a beta flight is all that is keeping my dissatisfaction at bay. Im really hoping there’s a lot more content, weapons, vehicles, Etc. In future flights and the final release.

My requests

More health for warthog
less health for the ghost
4x-10x on the sniper not 5x to what ever its is
have ghost spawn in like mongoose and have pelecin drops be only tanks and air
less recoil for the VK-78 less zoom also
no grenade cancels

No scoping is inaccurate. Try no scoping a forerunner building for example. Zoom in on no scope shot and notice the projectile being offset from where you aim.

Most of my feedback from 4v4 format is also applicable to this, but I am only going to post my big team specific notes here:

  • Limiting spawns of the stronger vehicles ruins big team. I played approximately 10 hours of big team, never got a tank(did get turret once), never got a wasp, only got banshee once which lasted like 30 seconds. - Tell me where ordinance and weapons are dropping - Spawning no where near flag too much - Spawned under my base with an enemy on top of my base multiple times - In one game enemy team got two tanks to spawn by their base, we got none - Used bonus exp, game crashed. - No sound on rocket a couple times - Chat randomly popping up during game when there are no new messages - Having moving points is fine, but making two points super close to one spawn is a bad ideaDid not enjoy big team as much as standard team because of the vehicle and spawn issues.

any one now when next beta is

Sharing my experiences.

General

MP was fairly fine. Not too much to complain about, only issues I encountered are ones that have plagued every Halo; Team balancing - I recognize that this was a test weekend/s and the purpose was to stress the system, but would like to see how 343 plans on tackling stacked teams and trying to provide the best experience to new players.

Only other general item to note was a few (3) crashes. Two were equipment (Active Camo/Overshield) related, crashed on use but was fine on subsequent uses. The third was closer to frozen than crash, but still forced a (manual) reset, after which all sound had stopped, even after resetting a few further times after the initial issue.

Weapons/Equipment

Commando - Felt wildly inaccurate. The recoil made it difficult to use as a scoped weapon, leading to not picking it up at all. A reduction of the recoil by 10-15% might help it fit its role better (as it stands, it doesn’t communicate that very well).

Shock Rifle - Again, Another weapon that fails to communicate it’s role. It was shown to be an anti-vehicle weapon, but fails to be useful in that role. Better communication on how it operates may resolve those issues,

Sniper Rifle - The issues I encountered may have something to do with it (and other scoped weapons) ignoring sensitivity settings. The black boxing around the ‘scoped in’ section (going to about 1/3rd visibility) could be lightened, resulting in a better feel when scoped.

Repulsor - The physics seem to off. I dislike the fact it can throw warthog’s like they are toys around the map without any sort of resistance. At this point, it’s use by the wider community as ‘yeet things away’ button, doesn’t sit right with me. A tweak to how strong it is based on distance would go a long way to putting closer to it’s original use; reflecting incoming projectiles. Another issue is how much it breaks map flow if used as a ‘jetpack’. People complained for years that the jetpack from reach and 4 broke maps, and yet here is an item that does it silently and people love it.

Grapple shot - Nothing wrong mechanically, more of a need further information. Better context clues on what a grappleshot can/can’t grapple to.

Vehicles

The only issue that I would like addressed is the speed/acceleration. The ghost feels right, but the Warthog and Mongoose accelerate just a little to fast making it uncomfortable to drive or be in those vehicles. If the acceleration could be toned down, that would be great…

A quality of life upgrade I’d like to see is the motion tracker showing what vehicle it is (like H4). As it stands, a giant red blob doesn’t tell me anything useful.

Some more miscellaneous feedback:

  • Grapplejacks are just too easy, especially against flying vehicles. Maybe the grappling player should have to be in the right position and time an input just right, or fail to hijack and take damage instead. Or maybe it could be a button mashing combo and whoever mashes more wins, kind of like chainsaw duels in Gears. - Interesting idea I’ve heard is to have shock weapons force vehicle malfunctions (ie: uncontrollable acceleration or heavy steering or both) instead of outright disabling them. This will make them distinct from plasma EMPs - Failing that, there should be some sort of downside to boarding a vehicle you disabled via shock because it’s just too easy (especially with Dynamo grenades, they should require 2-3 ticks to disable a vehicle instead of it being instant). Ideas include taking damage from the shock, or resetting the disable timer so you’re just sitting there for at least a few seconds after hijacking, or both. - I think vehicle health in general might need an increase, and I feel the current destruction physics don’t do as good of a job signalling how much health is remaining as they did in older games. - I’ve seen a video that suggests the red reticle on the Skewer and Pulse Carbine actually turns red when leading your shots, rather than when you are exactly on target. That’s super cool, but it highlights one more reason why PC needs red reticle, and I think a system like the “tracking” reticle from Reach when playing Elites in Invasion could be used to make things more clear.ie: Infinite - https://www.reddit.com/r/halo/comments/q167ax/how_to_useaim_the_skewer/
    vs
    Reach (at 13:40) - Halo Reach: Invasion Gameplay (No Commentary) - YouTube

  • Drop Wall could use a buff, and panels that are shot out should be entirely removed, rather than just darker than the rest. - Personal AI just talk too much and their personalities are frankly kind of annoying. But I’d very much equip an AI based on Colony from Halo Wars 2 lolThank you guys

me pareció muy bien, jugando sobre todo Slayer que es el modo que mas juego, deberían al igual que en halo 5 hacer un modo especial de solo Slayer para aquellos que no les gusta CTF, Fortalezas y esos tipos de juego.

> 2535412849552390;16:
> The challenge for xp system must go immediately. It is absolutely awful and completely de-incentivizes people playing the game and doing well. Fix this -Yoink- 343.

I have seen a lot of these such comments and i have to disagree. XP in Halo was never about being good at the game, frankly, and it never will be. It’s about how much you play, that’s all that really matters; let’s not try to make it a measurement of how well someone plays. I actually really like the challenges only for XP because it gives you something to think about while you play, and encourages players to try different games more often, or go for certain goals which I really enjoy doing. It feels much more rewarding than the flat: play game -> get XP, now repeat 10,000 times and tada you’ve maxed out your rank.

Also, side note, is there not an entire forum that’s supposed to be about the challenge and progression system? Phantom7408 this should probably have been posted there.

> 2533274795076335;545:
> There ought to be some kind of indication that something you’re pointing at is within grapple range. (If there already is one, I sure don’t see it.) Grapple experience for the most part goes like this: aim, whiff the shot, fall/take one step forward, fire again, ok now you’re hooked.

I didn’t notice anything the first flight but this last flight I noticed the TINIEST of X’s appears in the center of your reticle when something is within grappling distance. Now, I play on a 10 year old 40" tv, but the “X” was nearly impossible to notice if I was paying attention to anything else on the screen. So, they definitely need to make that bigger and more easily recognizable in peripheral views

Overall I really enjoyed this flight and here are some pro’s and con’s I came up with.

Pros:

  • Love the return to the classic aesthetic
  • It looks and plays like Halo
  • The assault rifle actually feels usable and isn’t the default throw away gun for a weapon swap it usually is.
  • Total Control is a fun match type that keeps the action going at a fast pace.
  • Customizable AI’s are fun addition that I never knew I wanted until I got it.
  • The grapple shot is fun way to get around maps and to flank enemies.
  • Grapple Jacks
  • The ability to customize individual pieces of armor is back
  • Overall map designs were good and had the asymmetrical sandbox design Halo is known and loved for.
  • The way vehicles and weapons are deployed to the battlefield by Pelicans
  • The unlockable rooms that not only give you power weapons and power ups but create a secondary objective to fight over.
  • Different spawn locations for the flag in Capture the Flag.

Cons:

  • The Shield Wall is junk in it’s current form and too easily taken down.

  • A lot of “power weapons” had a distinct lack of power. The Heat Wave, Ravager, Bulldog, and Gravity Hammer are prime examples of this.

  • The Heat Wave and Ravager take way too many shoots to kill somebody. Feel like I have to dump a whole “mag” of a heat wave to kill one Spartan. While it feels the same with the Ravager, all the Ravagers shots in a “mag” have to be perfect hits at the same time to get a kill. - BRING BACK THE CLASSIC SHOTGUN! The Bulldog seams like it could be good weapon in campaign for taking out groups of Grunts or Jackals but it’s hot garbage in multiplayer. Was constantly losing CQB battles against AR’s or pistols. Or I was winning CQB battles against Bulldogs with AR’s or pistol. - The Grav Hammer was almost as useless. It seems like unless you have an enemy perfectly lined up center screen and are close enough to normal melee them the best you could hope for would be taking down their shield… It’s weak.- Need to bring back the plasma pistols ability to EMP vehicles. Don’t know why this was removed but it was a bad decision.

  • Vehicles are way too weak also. I have no problem with being insta killed by a Skewer or SPANKR in a Warthog but vehicles get destroyed way too quickly from normal small arms fire. They also need a damage buff. Feels like the .50 cal gatling gun on the back of the Warthog has the same, or even less, DPS as the assault rifle.
    -The dynamo grenades are OP against vehicles. It EMP’s them for far too long and the area of effect(AOE) feels too large especially considering the time it EMP’s a vehicle for. I believe it would be better if it slowed down vehicles with it’s current AOE instead of outright disabling them.

  • While I liked the overall map designs, Fragmentation was somewhat of a let down. It is way too cluttered with predefined vehicle routes that basically punished players for using ground vehicles.

  • Vehicles spawned way too late and far to infrequently. This is especially true for the Scorpion, Banshee, and Wasp. Most of the time the game would be over before they could even spawn. And that’s not even in game where a team got rolled. I’m talking about 15 to 20 minute games or even longer.

  • Basically it felt like someone in 343 hates vehicle gameplay and wanted to ruin it for everyone else.