PVP ARENA FEEDBACK! PART 2!
Motion Tracker:
Highly appreciate bringing back the motion tracker. But to be honest it still doesn’t really serve the purpose I feel it’s intended to serve, a warning for incoming threats.
The range is so short that by the time someone pops up behind you on the radar it is by far already too late to do anything about it. Something I love about Halo is that both players often know that they are going to fight each other before they engage and both players are prepared. This makes Halo so unique from everything else. Bring it up to 30 ish meters
Not enough buttons on gamepad to map every ability:
When I started playing all my buttons were indeed mapped to something. But there was an ability in the settings called “switch equipment” which was not mapped to anything, and all the buttons were already taken. I’m guessing this ability will be more relevant in the campaign, but confused about how it will work. This has probably already been considered but I mentioned it anyway.
Switching Grenades:
The way to switch grenades in unnecessarily complicated. Opening a menu with one button to then select grenades with another button, and depending on which nade-type you’ll press different buttons, It’s complicated.
There should at least be an option to just toggle 1 button to switch through nades, a “next” button. Like in all the other games. It worked great.
Match intro:
The intro team stance idea is cool, but to be completely honest it’s only cool the first couple of times you see it. It quite quickly just starts feeling like a long unnecessary wait, when all we really want to do is to just start playing. A simple countdown while showing the team would be enough.
Player Collision:
This game would simply be improved if there was collision between players.
HUD:
The bottom right corner has too many things crammed into it. At no point did I ever have a clue what nades/how many I had, I can only see primary unless I open menu.
I don’t even notice that I have equipment, the icon is very small and melts together with everything else in that corner. Ammo counter only shows numbers for the current clip and doesn’t show the bullets-image that visually indicates how far through my clip I am, which was easier to see in the corner of the eye without looking at it.
Feel free to make use of the top left and right corners. It’s easier to quickly gather information on what you need info on by quickly glancing into the corner that the info is in.
Positive thing about the HUD is that I strongly appreciate you toned down the shield recharge effect compared to the campaign demo. I still don’t think it’s necessary at all, since the visual indicator is already the shield meter, but it’s ok this way, much better.
Countdown:
The countdown for starting up matches is very slow, it’s not seconds. The countdown from 3 feels more like 5 seconds. Frankly a countdown just to start searching for a game isn’t useful in the first place. Nobody wants to wait 5 seconds just to begin to wait some more.
Commando:
Here is another weapon that favours PC players. And it’s kind of in a weird place sandbox-wise next to the AR and BR.
So again, aim assist obviously needs to be increased, my fear is that this weapon will be over-powered when doing so, if it isn’t already. Because it does deal a lot of damage already.
I would suggest, either improve aim assist and decrease the damage. Or improve aim assist and increase recoil or spread.
Personal AI:
Too few lines that are repeated over and over. And most lines are just pointless remarks on how deadly I am, which I don’t need to be told. wink wink.
I would want settings that let me choose only to hear commentary that actually helps me, weapon drops, objectives etc. Also characters from the games would be fitting, I don’t really feel any connection to any of these AI characters.
Jeff Steizer:
We all love Jeff. Some of his lines are taken over by the personal AI’s this time. Which I find a little unfortunate. Could we get Jeff as an AI maybe?
Switching weapon during clamber:
Basically while I’m in a clamber and press Y it won’t do anything, which I understand since before auto-clamber you had to hold A to do it. It would be nice however if when we press Y during the clamber it automatically switches weapon directly after the clamber is finished.
I would say the same about pressing Y during grappling, would be nice if pressing Y wouldn’t cancel the grapple but instead do so that you bring up the other weapon once you finish grappling. Same goes for activating camo and overshield etc etc.
Sniper:
There is nothing that can prevent a Snipers advantages on mouse compared to gamepad. Gamepad players to an extend are just gonna have to live with this unless we want sniping to become easy, which I don’t.
However, the long ranged automatic weapons, Assault Rifle and Commando, makes the snipers scope almost impossible to even attempt using.
This discourages scoping and encourages more no-scoping, which makes the unbalance between mouse and gamepad even more apparent.
This is an issue I want you to acknowledge and consider. What the solution is I can not say.
This weapon’s first scope also goes too far, it feels very weird to use.
Mute:
I would appreciate a way to quickly mute team-mates from inside the game while I’m playing. Preferably just a button press in the scoreboard.
Battle Rifle:
I absolutely love this BR, whoever made this did an outstanding job, well done, and thank you. This is “at least” the best BR since halo 2 itself.
The only issue is that the rest of the sandbox stomps on in, I get punished and die quickly whenever I pick it up, simply because the starting weapons are just better, more powerful. Again, the AR range needs to be reduced and give some space to the BR.
And ofc the aim assist needs to be slightly increased here too, but it doesn’t feel quite as non-existent as on some other guns.
Vehicles:
Have only managed to get 2 games with them due to my time-zone. But I’ll say what I “think” I gathered.
I love how the wheels fall off. I love how they explode after a sound que.
The camera while on the gun on the Warthog felt a little too low, didn’t give a very good view, half the screen was covered by my own spartan.
The mongoose felt a little “too responsive”, and a little to light.
I’m not a fan of being able to spin the Warthog in the air. Felt a little cartoony. but when I didn’t use it the air-physics seemed to go all over the place by itself. Maybe the Hog is a little light too or something?
Explosion Physics:
Default physics effect from explosions need to be increased for all mode. Bring back nade-jumps
Behemoth:
Limited time on this map, but the Warthog seemed a bit useless on this map. all enemies have plenty of cover everywhere and you can’t really get close to get better angles, and with 2 skewers on the map the Hog didn’t see might light. I think this map would have been better suited for 2 Ghosts instead of 1 Ghost and 1 Hog. But that’s just my first experience. Only pay attention to this if others have said the same.
The map also felt a little too big for 4v4 slayer. On CTF it was perfectly fine.
Plasma Pistol:
This is “the” EPM weapon, this the most important weapon to have the EMP effect on
Grapple Hook:
Fun to use in multiplayer, and 3 uses is a great balance.
i think it would feel more natural with just slightly further range.
I have to criticise the “in range reticle”. i can barely see it, please make it more obvious.
Thx for reading both parts. Good luck!
