Rig includes:
Ryzen 3700X
RTX 2080 Super
16GB of DDR4 3200 CL16
Running at 1080p@60hz
Gameplay-Specific Feedback
Bots are pretty great as opponents depending on the situation. At times, probably as a result of underoptimized code, they go a little a dumb. At other times, they make the Sidekick seem like a good weapon and have god-tier grenade throws and bounce tricks. I think we need to find a happy medium in there, which might emerge once the product is finished and the code is polished. They’re decent opponents all things considered.
The Sidekick and the Commando both feel really unsatisfying to use. The Sidekick is ineffective at medium range without consist headshots, taking 7 to kill, and feels extremely inaccurate at the ranges where Halo pistols have typically been meant to perform in. Also, its aim assist tuning is garbage, magnetizing very poorly at close combat ranges. Feels like the bots perform very well with it because they’re auto-aiming in a crude sense. The Commando seemed to have no heavy recoil deviation in the original E3 2020 demo, but its strong recoil was genuinely surprising to encounter in a Halo title. The fact that it can be provided by the same racks that also hold Battle Rifle seems to imply that the Commando is supposed to be BR-adjacent. This is hard to reconcile against the fact that it’s a 3x zoom weapon that kicks like a mule (stand still, expend the magazine, see how high the climb has sent the barrel). Its body damage is pretty bad, so it can’t even really be used a close-to-medium-range replacement for the AR (which is more stable). I tried using single shots with measured trigger pulls, and using it like a DMR produced some interesting results (more consistent headshots), but I don’t feel like that was the designers’ intent. When a Halo game features a weapon that’s as difficult to control as some of Destiny’s worst offenders, I start to worry about the whole ‘oh this is my best long-range option on the map because of a pre-game dice roll’ thing.
The Bulldog feels real bad compared to previous iterations of the iconic Halo shotgun, to the point that, I feel like this gun is meant to set up melee finishes. I’ve tapped a Bot with two shots at typically-lethal ranges and been forced to finish the encounter with a handy punch to the skull (also the range at which melee magnetizes is pretty short this time around, it feels). I understand that the damage per cartridge is meant to be offset by the higher cyclic rate on this weapon, but we either need a tighter pellet spread on it or more damage per pellet. /shrug
The Heatwave feels like it has the potential to be a great weapon in the hands of a virtuoso, but right now I’m not feeling another super-technical weapon after the single tube grenade launcher that’s been haunting us since Reach. Three hit direct body kill is decent for how weird the weapons dual fire modes are, but it feels a little gimmicky right now.
Ravager doesn’t do enough damage/has a weak payoff for its charge time and feels like a setup gun for your teammates or a prelude to a melee finish. It’s got range if you arc the shots so what’s the follow-up if you nail someone down the field? Not sure what this thing’s role is in the sandbox other than a possible successor to the Concussion Rifle or Plasma Caster. Feels like a gimmicky campaign weapon.
Assault Rifle is great, feels like it does in prior game, maybe increase the damage per round ever so slightly.
BR feels great, leave it alone, shot grouping spread feels fine and fair, the only precision weapon in this that doesn’t feel bad to use.
UI Feedback
Applying literally any kind of armor accessory needs to be simplified. You can press the equip button in the general selection menu (e.g. Coatings), and the selection won’t occur; you have to select the item to view it’s info/lore page and then hit the equip button to get a meaningful change in what texture’s being applied to your Spartan, or what model, etc. etc.
The main menu is not very intuitive, and the combination of ‘I need to confirm three times to get into matchmaking’ with ‘so many assets are absent and the matchmaking bar is tucked away at the bottom of the layou’ just makes it seems very alien. There’s no Halo energy, there’s no Halo simplicity, and I look forward to it being finished so I can see what the UI artists’ intentions are for this whole thing.
Performance Feedback
So, I’m really disappointed that I’m not running a stable 60 on my architecture, with extremely similar frame loss at all settings levels (I’m vacillating between 45-60 at Low, Medium, and Ultra, it doesn’t even matter. Drivers are the most recent Nvidia point release from 7/19/21. Not digging this, it absolutely effects my in-game performance when I’m trying to steady the Commando and I can’t track a skipping target.