> 2533274884198112;479:
> > 2533274841134225;474:
> > > 2535470114671656;7:
> > > I think pistols are ruined
> > > no longer good whatsoever
> > > clip after clip no damage long range
> > > would like a buff on these as its making whoever has br destroy
> >
> > 100% agree! I haven’t got anything good to say about the pistol, when shooting long range doesn’t seem to do anything to other players and the clips don’t seem enough. Maybe up the damage rate or clip limit?
>
> Disagree. The pistol is not a ranged weapon. It’s damage, recoil, and range are all suited for mid to close range encounters. True, in previous Halo’s you could get shots off at range with the pistol, but the BR and DMR have always reigned supreme over the pistol at range. They are rifles…against a pistol. They are supposed to perform better at range. If you don’t like that, you should fight opponents at range using a weapon better suited to the distance. I don’t think the pistol needs changes of any sort. I’ve been getting double and triple kills with it in Social Arena all afternoon.
I know the difference from a Pistol and a rifle that’s not what I’m saying I’m just saying if you’re trying to pick them off after a heavy incounter then you’d think the pistol would do a bit more like in other Halos not saying it’s not good but I’m also not saying it is. I just think maybe needs some adjustments but only small
> 2688756206105704;470:
> I can’t tell whether or not a fully charged Plasma Pistol shot still disables vehicles. I’ve shot a fully charged blast into both a Warthog and a Ghost, but it doesn’t seem to stop the vehicles in their tracks. This might be intended behavior, but I’ve heard from others that they were able to disable vehicle this way. Maybe there could be a weapon drill explaining how to counter vehicles?
Would like to echo this big time. Put this in my post-flight weapon review as well. I hit a ghost and a mongoose today with a fully-charged Plasma Pistol shot and nothing happened. This is a problem and the fully-charged EMP blast from the Plasma Pistol needs to return because since its conception and introduction back during the first ever Halo: Combat Evolved, it has been an integral part of counter-vehicle strategy in Halo. Not having this function has lost me entire games because in some instances I need to stop a Warthog driver from taking his buddy back for a flag capture and in other instances I need to stop a Ghost from slaying my entire team. This tiny little weapon function has huge significance and it needs to be fixed.
AR is way too powerful at range, you can shoot tower to tower on Behemoth. Negates a lot of the sandbox by making the starting weapon that good. I still don’t understand why AR has a scope to begin with. - Sniper has an odd issue, where you can zoom into a headshot, zoom out and fire, and you miss. There’s some sort of disconnect between the crosshair while scoped and while hipfiring. - Commando should bloom faster. You don’t really need to pace your shots to stay accurate. You can easily spam the trigger and get perfects with this gun. - Team player collision needs to come back. Not sure why it ever left. What’s the design goal with this? No other Halo does this. - Friendly fire needs to return, at the very least in competitive. Personally, I think it should be in social games too, since you are going to all this trouble to teach people good habits in Training Mode, Tutorial etc. Turning off friendly fire in social, is enabling the bad habits of nading, shooting teammates etc. Especially if those players ever move onto competitive playlists.
I would really like to see a pre game lobby system where we can vote for maps rather than searching for a game and letting rng choose what map you play.
CTF on Bazaar after going into overtime myself and other person I was playing with got stuck in another teammates cam. The cam that you can switch to other teammates before you respawn. Except overtime was just starting. After they died we were just stuck in that cam but kept dying to other players, would do respawn count down, the UI would change and show us our weapons, I could shoot and most likely was moving but the cam was still stuck in the same spot where the teammate first died.
I love the game well done. However i lose every game to sweaty 4 stacks that team up and communicate like their life depends on it while im just solo q just trying to have fun and chill in social. I think the 4stacks should be matched with other 4 stacks while solo q players get matched with other solo q players. I think that will make the game overall more enjoyable. The gameplay and design of the game though… Is worth the 6 years we waited.
> 2535453159131068;457:
> **Platform:**Xbox Series X and Elite Controller 2
> **My Halo history:**Played since original CE. Heavy MCC user, mostly H2A and H4. Didn’t like Halo 5 due to thrusters, pistol-centric 4v4 (love BRs), and mostly high-level players in matchmaking.
> Pros: Everything felt very polished on my system (no funky frame rate issues, etc). The graphics are beautiful/next gen. 343 has come to close to nailing this one.
> Cons/What could be better: - The outline system needs to be changed. I go more in depth on my final comment. - The grenades are too powerful (I found most matches to be grenade fests, especially on Recharge). - The gravity hammer is too powerful (good players can just run around the map owning everyone). I was in multiple situations where 2-3 of us were in a smaller room on Recharge, and could not take out the gravity hammer. I think the damage radius is too large. - The radar’s radius needs to be increased. I was constantly getting surprise killed. Maybe I’m too used to the old Halos. If you’re going to keep it that small, increase the sound of footsteps so we can at least hear them coming. - I don’t mind the more powerful ARs. I appreciate the Sidekick not being as strong as H5’s. IMO the Sidekick should be a finishing weapon vs. an all around weapon. - The Sidekick is REALLY hard to aim when scoped. I enjoy using it close up, but it’s almost impossible to hit anything from a distance. This may be a good thing? - I really hope you will have the option to have BR starts on 4v4. If that doesn’t happen, the ARs should keep their power, because it allows players who can’t find a power weapon to still compete. - Please bring back collision physics for teammates. - Please give us the red X on teammate death. I found myself constantly saying “1 shot on my X,” but there was no X for teammates to look for. - My most critical feedback: I’m not a fan of the outlines. Seeing the other team as multiple colors (sometimes red, sometimes blue) really throws me off. I find myself hesitating to shoot, or thinking my teammates are the enemy. I know the plan is to make money on the armor, but I REALLY wish we could at least mute the colors on the enemy team, so they are at least somewhat desaturated (would at least let players have a color, but they won’t be bright red or blue). I REALLY miss the Red v. Blue. If accessibility is the issue, please offer other colors for our fellow color blind players.
Yes the big red X from previous Halo games really helped, I forgot to mention that on my post.
Overall, I’ll have a lot of suggested changes here, but I have been enjoying the game a lot so I wouldn’t want anyone to think otherwise!
Starting with the maps though, I think most are great, but maybe Bazaar could use a pathway leading from each base to the Library and Lockers respectively. This almost creates another “lane” so that players need to watch more than the cluster of paths that all lead to the front of the bases, and the alleyways that lead to the underground. Overall it gives a little more room for sneaky plays and an extra way out of the base to add a little complexity to the map lock.
As for weapons and aim mechanics. I do think the game can be slowed down a bit. Maybe dial the Commando to a TTK like the H5 pistol (still faster than most other weapons, but less of a look and delete gun that ensures easy map locks). The AR could also use a slight nerf. Not too much because it’s good for new players to have a gun they can pick up and use with ease, but what good does that do if they quickly lose interest bc it’s the only gun they’ll rly use at all since it outperforms so much the rest of the sandbox. Right now I’d pick it over the Bulldog / Heatwave & even BR in all but long range bc it kills almost as fast as the former 2 up close while being more effective at a range, and kills even faster than a perfect aim BR even at the mid. As for aim mechanics, I stand by what I said during the last preview. The game could use the slightest uptick in aim assist mechanics. I’ve been swapping between inputs on PC and precision fights just feel like chore on controller. Yes, it should be difficult, that’s the risk / reward, and I’ve been doing fairly well, but I still like I’m fighting my sticks (even after messing with deadzones and other settings) as much as I am the opponent. I wouldn’t want it on the level of previous Halo games, but those assist mechanics def need a bump. The game needs to be accessible to a wide incoming audience and nobody wants to feel like half the sandbox is lost on them. Topic shift, and I think it’s a registry bug or something, but I feel like my rockets have been weird at times. I’ve landed them right near an enemy only for them to be dropped to zero shield. I even have a video where someone runs up to me for a melee, I shoot a rocket that appears to be a point blank direct hit, and I die from the explosion but they survive. Very odd.
The motion tracker change, I honestly am happy either way, but I do think the last iteration might’ve been onto something. I’ve noticed plenty of corner camping hammer players or ppl trying to use the BxB punch. I can play around it often, but just worth noting what the traditional / current build tracker might’ve influenced. Shifting toward objectives, I do think the flag should be a 1 hit kill melee again. Admittedly, I need to get more CTF matches in, but so far it rly hurts to be lacking that extra gun and be moving slower in a Halo game that does still have some enhanced movement mechanics.
Those are some initial thoughts. Again, I am enjoying the game despite the plethora of suggestions and am thankful that we’ve been made part of the dev process via the Flights, but it definitely needs some tweaks here and there. I’ll have a more full write up when the preview ends.
Sidekick is absolutely shredded by Commando and BR would be nice if it was worse but could put up more of a fight. Very hard to hit any shots mid range and beyond.
Time to kill is too fast for me, fights are over in a blink of an eye and no cat and mouse fighting where you survive an extra second or two to help your team. Get swept up in half a second from full against two enemies even at mid range.
Overall a very positive experience, but gameplay wise I think the following things should be explored:
The AR seems to be too powerful at long range. I really appreciate the effectiveness of this AR but it does feel like there are situations where it is winning against weapons that it shouldn’t.
The heatwave’s power. I feel like this weapon is very close to where it needs to be but should have a slight increase in it’s power. At the moment I wouldn’t consider it a super viable option other than a shield breaker.
The sniper. This one I can’t quite put my finger on… Something just feels… Off about it. I would say it is probably the most difficult sniper to use in the games. I am not advocating for major aim assist, but I think it could use a slight bump in this area.
The spiker grenades take a while to explode. I am admittedly still getting used to these, but it feels like the spiker grenade is not all that effective because it takes a long time to explode when armed. On top of that, I have had opponents almost stand right on top of it and it barely breaks their shields.
> 2533274884198112;482:
> > 2688756206105704;470:
> > I can’t tell whether or not a fully charged Plasma Pistol shot still disables vehicles. I’ve shot a fully charged blast into both a Warthog and a Ghost, but it doesn’t seem to stop the vehicles in their tracks. This might be intended behavior, but I’ve heard from others that they were able to disable vehicle this way. Maybe there could be a weapon drill explaining how to counter vehicles?
>
> Would like to echo this big time. Put this in my post-flight weapon review as well. I hit a ghost and a mongoose today with a fully-charged Plasma Pistol shot and nothing happened. This is a problem and the fully-charged EMP blast from the Plasma Pistol needs to return because since its conception and introduction back during the first ever Halo: Combat Evolved, it has been an integral part of counter-vehicle strategy in Halo. Not having this function has lost me entire games because in some instances I need to stop a Warthog driver from taking his buddy back for a flag capture and in other instances I need to stop a Ghost from slaying my entire team. This tiny little weapon function has huge significance and it needs to be fixed.
I actually am starting to think the plasma pistol is bugged - I had a number of times where a fully charged plasma bolt tracked and hit a target with no effect on their shields, and other times when I fully charged a bolt, hit someone at close range, saw their shields pop, went in for a melee, but they did not die. I haven’t gotten to play on the new map today with vehicles, but from what you’ve said it makes me think that the PP itself is bugged in some way.
> 2535470114671656;7:
> I think pistols are ruined
> no longer good whatsoever
> clip after clip no damage long range
> would like a buff on these as its making whoever has br destroy
Agreed, feels and sounds like a baby gun. Not scary at all. They need to Bring back the pistol from halo ce
The aim on controller just feels absolutely awful. It feels noting like halo 5 or mcc not sure what changed, but it does not feel right. Also the sidekick is just not a good starting weapon, I think a positive change would be battle rifle starts. So far the new power weapons and abilities have been really unique and fun, but I think the grapple is a little too strong. I think it should be changed from 5 to 3 or maybe have a longer cool down time between uses.
The AIM assist is insane on controller, mouse and keyboard feels likes its actively working against you to get head shots. Its hard to kill anything on M&K but with a controller its to easy.
Weapons feel incredibly unbalanced now. Assault rifle is too strong. Outguns BR at range which doesn’t make sense. Commando is really weak now. Rocket launcher is the same. Explosion radius needs work. - Grenades are unpredictable and should be fine tuned some more. - Not sure if these are just performance issues with the server but the last beta was perfect. No lag. Buttery smooth performance. My guess is that there are more people on the server and its stressing them out. I keep getting killed through walls so I’m guessing that’s a server issue. (I have gigabit internet so it shouldn’t be on my end.PC: AMD 5950X, GPU 2x 2080 Ti’s, 64gb of RAM.