Hello. I’m just gonna place all my feedback here because specific threads do not exist for some portions of it.
Weapons:
AR - I feel the AR is mostly in a good position, however its effective range is a too long. I feel that it should function as a close-range shredder and not be anywhere near as effective at midrange like it currently is. Currently it just does too much damage at the midrange point which I feel intrudes on other weapons’ niches too hard, primarily the Battle Rifle and Commando.
Sidekick - I like the less damage but more utility approach. A true sidearm, it serves its purpose as a finisher/backup weapon very well. Only balancing changes I can say would be to make it take an additional 1-2 bodyshots for it to break shields as it currently has a shorter TTK than the AR.
Commando - The premise of a heavy assault rifle that is also a precision weapon is neat, I think it just does a bit too much damage. Making it take another 1-2 shots to break shields would make it perfect in my honest opinion, as currently it has a shorter TTK than the AR.
Sniper Rifle - I had issues with this weapon that I feel are pretty major. I have heard that the unscoped crosshair is off-center and does not correctly portray where the bullet will land, and having random bullet spread on a Sniper Rifle is something that I do not feel should be in the game. It adds an unnecessary element of RNG that occasionally causes a miss I should have landed and I just don’t agree with it.
Rocket Launcher - I feel the insta-kill radius of the explosion is too large, but other than that I have no complaints about this weapon.
Needler - This weapon could use some adjustment, I feel it should at least function past close range. At this time it becomes unusable at even mild distances and isn’t worth picking up in place of other weapons in most situations.
Plasma Pistol - This weapon is currently bugged and does not EMP vehicles. If the bugs were fixed I’d have no complaints about this gun
Shock Rifle - No comment, I did not get to play around with the weapon enough in matchmaking to be able to give an educated opinion on it
Grenades: I think the grenade spam should be toned down, frags are currently very spammy and have a very large explosion radius that should be reduced. The other grenades are fine.
I think the other weapons available in the flight are all fairly well balanced and do not need adjustment at this time
Vehicles:
Warthog - I feel the vehicle is too floaty and does not have the mass it should have. Even small inclines result in excessive time in the air. I suggest making it feel heavier. Also, I do not think there should be a Warthog on Behemoth. Being able to have 75% of your team in a single vehicle is rather strange and gives that team what I feel is an unfair advantage right out of the gate to whichever team claims it. I think both team should have a Mongoose and there should be one Ghost that both teams can fight for control over.
Mongoose - I think it simply moves too fast
Ghost - Has too high of a non-boost movement speed and boost should not be unlimited.
Equipment:
Repulsor - Has too strong of an effect on vehicles, it should not be capable of sending a full Warthog from max speed to a 15 meter throw backwards through the air. Reduce its effectiveness on vehicles depending on how heavy they are. I can see it throwing Mongoose and Ghosts around but being able to essentially juggle a Warthog off the map with ease is not balanced.
Drop Wall - Overall seems alright, but I think the generator at the base of the wall should have more health. Once you learn that the generator has incredibly low health and that you can just shoot it to drop the entire wall the ability stops being any sort of hinderance to you. I would multiply its HP by 3 or 4 times its current value.
Grappling Hook - I have no issues with this equipment.
Gamemodes:
Arena in general - I very much enjoy the AR/Sidekick starts. Generalist weapons that encourage scavenging and closing the gap between you and your enemies. Very different from a Battle Rifle start which I feel in the context of the sizes of the 4v4 maps would result in rather boring gameplay in which people spend the entire match on opposite sides of the map continuously sniping each other with no real desire to close the gap or look for other weapons. I think Bazaar in particular would suffer heavily from BR starts, which again makes me very glad that AR/Sidekick starts are the spawns in Arena with the exception of Behemoth.
Slayer - Good ol’ reliable slayer is perfect as always.
CtF - I feel that melee attacks with the flag should result in an instant kill like the CtF in the other games in the series. Having the Flag/Presumably Oddball only deal standard melee damage means it is never worth it to try to take a fight. Also, there is an issue with the Grappling Hook in which you can hook the flag towards yourself and cancel the animation while the flag is midair and subsequently launch the flag across the map. Now, you could just increase the mass of the flag to prevent this, but that also results in flag juggling being killed off so I propose that if the flag is airborne for more than 1 second at a time its mass is significantly increased very suddenly, meaning you can still juggle and grapple it to your heart’s content but launching it across the map is out of the question as it will drop like a stone.
Strongholds - My only complaint is that I think Point C on Live Fire should not be positioned at the base of the tower as this puts it almost directly across from Point A and creates a triangle between the three points with Brutes and Turbine being largely dead space. I think Point A should be moved into Brutes to make use of the map’s real estate more efficiently and reduce the danger of Hallway as a result, as it being a narrow space crammed between two points results in it being a minefield currently. No complaints about the gamemode itself.
Player Traits:
Outlines - I honestly really like the new outline system. Being able to customize my spartan more freely is very nice, but the gameplay aspect of being able to clearly see my enemies regardless of light level is a very welcome change.
Friendly Fire - I like the lack of friendly fire quite a bit. No more dying because someone else wasn’t being careful with their trigger finger is welcome. However, I think if an explosive impacts both an ally and an enemy at the same time damage should be inflicted to both parties, as currently there is no penalty for spamming an in-progress fight with grenades and I dislike that.
Collision - I also like the lack of player collision with allies. Allies can no longer bodyblock doorways or my access into cover and it has been a welcome change for me as i frequently ran into those issues in MCC and it was incredibly aggravating. I do not feel the lack of collisions has been negative for the core gameplay loop in the slightest.
Movement: I love the increased control over my movement. Being able to strafe and crouch as fast as I want to makes the game feel very responsive and crisp compared to older games in the series.
Reinforcements: The game bringing in players to replace leavers is a godsend that took way too long to become part of the series.
Bloom: I do not like bloom. There should not be any RNG involved in precision weapons. Nerf the damage of weapons to compensate if needed.
That is all I have to say for this portion of the flight.