Infinite Tech Preview – Big Team Battle

Without a doubt my favorite mode so far, and besides that the map is great too. I don’t really have comments, they nailed it, I’m hooked. Just sad for the big drop in connection and getting banned for it, only thing to resolve.

Having issues with game crashing. This last crash has left me with “user is banned” message. This seems to be the same for several friends as well.

I’m really frustrated with the horrendous and nearly constant lag on BTB. That is awful.

Map is well balanced. Have a great time making different pushes to get points. Love the ordinances and pelican drops, great feelings.

There’s a path along the top of the rocks by the loot cave I see teams using to quickly get the flag to the capture spot I’m not sure is intended. I’ll try and record it but from my perspective it just looks like the flag carrier goes in the air all the way up to their base super quickly, not sure if anyone else has seen this abused yet

I’m currently hearing another players sound XBOX ONE

My biggest issue/ feedback:

-Warthog is WAY too easy to destroy. Needs more health/armor.

Completely unplayable, with the server’s random packet loss and disconnects banned another 2 times now having to wait more than an hour to get unbanned, in total banned 5 times including last week’s bans.

AR too strong in comparison to BR. Shock Rifle is very fun and the Ghost feels great.

The Total Control mode is incredibly RNG based; all points are clearly set to spawn within a semi-close distance to each other, so if one team happens to be on the “correct” side of the map at the start of the next “round” of points, its not uncommon for that round to last 10-15 seconds in total, all because of chance capture-point spawning.

I strongly encourage the 343 team to actively observe the statistics of how often all 3 points are captured less than 30 seconds of the start of their spawn, and revise the game mode to compensate. I am almost inclined to recommend real “rounds”, where the match resets after a team scores.

The only comment I have is increase Stability. I have a lot of trouble with Crashing in the game mode that don’t come from any other game move, even with a party made of International players. If you can get the game more stable before launch, then you would have a really fun multiplayer program out there.

Please increase the amount of vehicles in Big Team. And let us choose Game Modes, I don’t want to always play objective sometimes I just wanna play with vehicles

> 2533274938709455;100:
> > 2533274855872059;96:
> > The respawn time in BTB needs to be reduced by half. Putting players on a gigantic map to wait very long to get back into the game so they can take an obscene amount of time to get back into the action just to get insta killed by someone camping with a power weapon so they can wait and run across the map again for the same to occur isn’t fun.
>
> What are you on about? Dying needs to have a penalty, how else do you expect the opposing team to capitalize on the slays and take the objective if everybody is just going to respawn twice as fast? Especially since BTB is now 12v12.

I should have specified, in objective it’s fine to have the long respawns for obvious reasons…

In Slayer the long respawns have no place when it takes centuries to get back into a fight. Either that or the spawn system needs to be changed where you spawn closer to teammates rather than at a base on the very back of the map considering how long it takes to get anywhere on such a huge map.

Loving it so far, more weapon spawn or faster would be nice imo.

I experienced an issue in big team battle where the geometry did not load

I feel like some vehicles are way too rare. I played several matches and never once saw a scorpion, and only saw a banshee once. The sound seems weird too, some sounds are way too quiet while others are super loud

> 2533274925473364;110:
> > 2533274808691805;101:
> > Dropping vehicles in the center of the map and the fact that you rarely get anything but ghosts ruins vehicle play. The scale of combat actually feels SMALLER than old BTB because vehicles are just not as much of a factor. This also weirdly makes the map feel too big for 24 players. Vehicle handling is also really strange, especially the Warthog and Banshee.
> > On top of this AR starts in BTB has never been and never will be a good idea.
>
> Also has anyone actually seen a Scorpion or Wraith drop yet?

I saw a Scorpion drop once in the first game I played, haven’t seen one since

> 2533274933898623;65:
> > 2533274933898623;15:
> > Pros of BTB so far (having played roughly 5-6 matches):
> > - Wow, this is really fun! I love the sandbox as well as the wide open map. - Chaotic feel of BTB is really there - Hacking loot caves is really cool! I could easily see custom games/modes centered around the number of hacks you can do in a game and such - I love the idea of vehicle drops coming in as well as the weapon pod things. - Overall I am really enjoying this and am looking forward to spending all weekend playing it :)Cons of BTB so far:
> > - Timer for the game feels REALLY short, especially in CTF. I’ve played about 6 matches so far, and only ONE of them was not subject to a timeout (A slayer match). This feels really annoying, especially if the game is just starting to get good at that time. It also leads to severe turtling tactics by whichever team gets a flag/total control point first (since they’ll win as long as they deny the points). - Perhaps related to the short game timer, but the iterative/escalating vehicle drop thing you all have implemented could use a speed buff. It seems like out of the 15 minutes allowed for play time, 14 minutes of those are for ghost/warthog drops. I haven’t even SEEN a tank yet, and I’ve only seen air vehicles once. Decreasing the threshold for these types of vehicles to spawn would be cool, so we can see more of it all. - On the subject of loot caves, how is the actual loot decided? I’ve opened several of them and every single time it seems to be a gravity hammer, spike grenades, and an overshield. Confirmation of some variety/randomness would be nice.
>
> Update: Played throughout the entire first window, still have not seen tanks or any more air vehicles. Also, can confirm that there are other RNG spawns in loot caves.

Update of update: Seen air vehicles a few times, not nearly as much as I would like. Got to drive a banshee once, but not a wasp. Seen a scorpion drop in the last thirty seconds of a 0-0 CTF match, wonder if those conditions have something to do with it. Literally had the entire team camping the vehicle spawn location, and I was lucky enough to get on the gunner’s seat (though not lucky enough to drive, big sad)

> 2533274855872059;133:
> > 2533274938709455;100:
> > > 2533274855872059;96:
> > > The respawn time in BTB needs to be reduced by half. Putting players on a gigantic map to wait very long to get back into the game so they can take an obscene amount of time to get back into the action just to get insta killed by someone camping with a power weapon so they can wait and run across the map again for the same to occur isn’t fun.
> >
> > What are you on about? Dying needs to have a penalty, how else do you expect the opposing team to capitalize on the slays and take the objective if everybody is just going to respawn twice as fast? Especially since BTB is now 12v12.
>
> I should have specified, in objective it’s fine to have the long respawns for obvious reasons…
>
> In Slayer the long respawns have no place when it takes centuries to get back into a fight. Either that or the spawn system needs to be changed where you spawn closer to teammates rather than at a base on the very back of the map considering how long it takes to get anywhere on such a huge map.

ah alright my bad, in slayer spawing near a teammate who’s not in combat could be good

> 2535421605880247;41:
> Yo who thought making one flag in base (= easy to grab and navigate out of enemy territory), and the other flag out in the open with multiple overlooks to gun down enemy captures? I havent gotten a CTF game where we scored a single point. Just the other team scores one, then our team has to sit base as they lay siege.
>
> Make both flags in the base of each team, instead of asymmetric placement.

They aren’t asymmetric, there’s 3 progressive spawn locations which are the same for both teams. The first flag is in the open, the second is under the base, and the third is at the top. When a flag is captured from one spawn, it’ll move to the next.