Infinite Tech Preview – Social Arena

I had an incredible amount of fun and cannot wait to play again this weekend, however for the purpose of constructive criticism, I will only mention the issues I experienced.
*NOTE, I PLAYED ON PC

-Dying after turning a corner, this was one the most annoying things I encountered.
-NO EMP from the plasma pistol on vehicles, this was sort of heartbreaking as it turns the plasma pistol from a weak weapon into a show stopper piece of equipment.

  • The infamous melee glitch, I know its already been talked about and will be fixed, but I have to say the amount of times I encountered this and was abused by it was horrendous.
    -Sliding, it was a little inconvenient to use as it felt a little slow, and took a bit too long to go from a sprint to sliding.
  • Surprisingly, I had no issue with the plasma repeater (correct me if the name is wrong) as I fully understand its intentions are to be a long range weapon, however it was unusable up close or even medium range. I never picked it up as it was shadowed by the versatility of the AR, and BR.
  • I had 2 crashes both on behemoth, however they didn’t happen again after that.
  • The aiming input felt heavy (heavy aim) as it did in halo 5, however the ability to customize many aspects of aiming in game and through the Xbox Accessories app with the Elite 2 Controller, gave me the ability to almost hide it.
  • The Drop Wall was good only if you had the element of surprise. Otherwise, it was too weak for true saving cover. in the amount of time it takes to drop it and reequip your weapon, you had already lost your shield and were a simple melee away from death. That being said it worked great as long range cover in a pinch.

That’s all I can think of at the moment. Hopefully this gives some fresh insight!

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> > > I understand this is a beta and we are testing but constantly I’ve seen people slamming on the things people previously asked for, too much power, too much movement, blah blah I think you guys did freaking amazing so far and if this is just the start this game is gonna last FOREVER, dare I say top halo 3 multiplayer, stop comparing to other games cause there is no other games like Halo, state the glitches and things that matter play different and adapt, that’s what makes a good game
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> > This is not a Beta but a technical preview. The general idea of the game is good but a lot of things need to be tweaked and fine-tuned. and the engine needs to be optimized. and the nedcode could be better. getting shot around walls doesn’t feel good. Thanks for your non-existent productive feedback.
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> > lol this game has a long way to go before can be anywhere near the same level as Halo 3. That’s just facts.
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> > The Halo 3 Beta from crackdown what lightyears ahead of halo infinite technical preview.
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> I wasn’t saying it wasn’t without its faults, I liked how it played and said it could be something great, calm down before hopping on someone, yes I get it has problems I was mainly talking about the things game developers wouldn’t want to fix things they have there to make the game the way it is not bugs or getting shot around corners

The general idea of the game is good. That’s it. Nothing felt amazing from horrible FPS and stutters. Changing keybinds crashes game. No native full screen. Getting shot around corners. Textures would bug out and go black or disappear. Settings don’t save when game is restarted. And the list goes on. Keep in mind this has been in the works for 6 years and is being released at the end of the year. No campaign or forge at launch. Point being far from amazing. Has a long way to go before ever standing next to Halo 3. Sorry for being critical but I have waiting over a decade for a good Halo game let alone on PC. I love the multiplayer as a whole but has a long way to go before I praise them. IMO

Had a bug where in CTF overtime my camera switched to a 3rd person view of my teammate. I could still control my character but couldn’t see him. Once my teammate died the camera just stayed watching his body until the match was over

Please reduce the range and the damage slightly on the Assault rifle, it’s over performing severely. And also the bloom on the sidekick needs to be toned down. Bloom does not belong in halo on semi automatic weapons. Controller could use a little bit more aim assist. These are my only gripes with the flight, everything else is good.

Having 40 something pages of bullet pointed comments is a lot to digest and follow. So I think rant-style blob text is the key for me, haha! Amazing looking game with the potential for perfection with some tweeking. I have read hundreds of posts about everything from aim assist to garbage player bashing. I also want to preface that I have played Halo since CE. I played in the pro circuits at the end of CE, rose to fame during 2 and 3, then fizzled out during Reach. I have continued to play competitively since up through Halo 5. No, I don’t play under that title any longer so please don’t ask. This one is the family gamer-tag with crap stats and history because its not just me playing these days. I just figure my antecedents will lend credence to my arguments. I’ve also worked as a paid games tester in the past and participated in dozens of alpha/beta tests. I know these flights are tests and there are a huge number of features you are leaving out intentionally so you can isolate bugs and such easier. I don’t think the entire player base knows this. We are all working under the assumption that those features not in place will also not be in for final ship build.

Lots of comments about aim assist and specific weapon AA sensitivity. What I see is 2 groups of folks arguing about its either too strong or non-existent. What I dont think anyone is considering is how that came to be in the first place. Id like to know who has ACTUALLY checked to see what the AA was with default vs custom sensitivities/deadzones/etc. I think that has a lot to do with peoples AA experience. Because of the inconsistency I changed every little setting to make my spartan turn and aim MY way and in so doing destroyed AA entirely. I cant aim with the pistol to save my life now but I can across map 4 shot with the BR while still being able to pull off a 180 BXR-style counter to someone sneaking on me (the bxb made me so nostalgic that I even tried to replicate the old RRX… came close but my old fingers dont work like that anymore). As mentioned, doing this effected every weapon in game atm. I have NO aim magnetism whatsoever. On the plus side it made my aim with the S7 allow me to sweep shot like Halo 2 and the 3 beta. Before you question or berate the AA in place check to see if you’ve slaughtered it as I have. On the other hand if that is NOT the case the AA needs some serious attention. Personally I like the AA of the first flight.

Another huge topic was the people getting destroyed in PVP arena vs bots arena. Im sorry here but the truth is bots made you soft. No real player will stand there and let you ‘perfect’ them with the BR. At the same time I will also stipulate that these flights have resurrected a LOT of us has-beens as well as drawn in the newer pro’s. I posted earlier that the ratio of exceptional players vs moderate and below was stressed by the majority being in bots while the pros stayed in PVP arena. Yes this is going to create a terrible experience for people. I even got obliterated a lot without using my age induced diminished playing ability as an excuse. Disable bot play and the ratio will balance out again.

There is however another possibility in why there is such a huge discrepancy in players PVP arena experiences: connection quality. I was seriously irked at why my brute hammer and S7 would take a full second to go off. I didn’t have these issues in training mode or bot arena, only in pvp mm. I would get surprised and take a few hits from an AR or Pistol, turn and duck behind a corner out of sight, only to fall over dead 10 feet later to magic. I’d come face to face with someone, swing the hammer… hear the swoosh… see the animation and all… just to have nothing happen and die. I’ve had perfect shots with the S7 that took a full second to pop off. I stood there with an AFK player and lined up a head shot… click… one second later BOOM. I think ‘Liquid II Wings’ pointed this out previously. I dont know if they are using server base hosting or player hosting but I agree with the Aussie poster… its painful. I mean you guys did say you wanted to test back end integrity, I think you pushed that beyond its comfortable playability limitation.

Radar is another good one. Anybody who remembers H2 mlg pro starts will know BR start and no radar. I never needed it but I agree that if you’re going to put it in at least make it useful. Up and down carrots for elevation like Halo 3 and Reach (iirc?). Now is the slippery slope… do you want a threat tracker or motion detector? People get those confused a lot in their comments.

Spartan Individuality in PVP matches… yeah kill this or give us the option to turn it off. I LOVE the idea of customization, you devs did awesome with it. That said, I also hate it in pvp. Ideally the way it ought to play out is keep your custom colors for the starting scene, end of match, lobby, and during FFA so we can show off our armor sets. Outside that give us old fashioned RvB solid coloration. You let us pick outline colors so why not extend that to team colors but make it solid again? I got rekt several times in these flights because everyone was identical and created confusion. I’d bump into someone and go “Oh hey, its teammate” then BLAP dead. That also ties into player collisions… these are a MUST. Someone already talked about it so I will leave it at that.

Now is my turn at weapon reviews.
The AR feels good at short and mid range. If anything it needs more dispersion mid range+ or the recoil of the commando.
MX50 pistol or w/e is dead on for damage and fire-rate for close range. Not so sure about the aiming though… Remove scope entirely. Its not a Halo CE pistol ffs.
Commando is definitely better than first flight, well done getting it dialed in.
Bulldog = useless. Needs to be a one shot kill like previous shotguns out to 10 ft OR give a MUCH faster rate of fire.
S7 needs a faster cycle time. Its recoil should be the counter to its ROF. This thing is worse than the Halo 4 variant.
The BR in this flight is completely perfect in every sense so keep it as is.
Spanker is the -Yoink!-. Feels like old times. I see a lot of griping about it being too OP… dude its a ROCKET LAUNCHER! Its supposed to wreck.
Im not exactly sure what the Heatwaves roll is supposed to be but I don’t think its working. Be better off with the Halo 5 plasma caster (was an awesome weapon btw).
The Shock Rifle is an amazing concept. Instead of being a precision weapon it needs to be a bit more proximity based, like smart arcing, to be more realistic.
The Skewer needs a total rework. For a single shot weapon the projectile is insanely slow and the reload time is absurd.
Pulse Carbine… what was wrong with the old plasma rifle?
Plasma Pistol, working as intended. Needs a little longer lock-on range.
Ravager seems to be dialed in now. Would like to see more burning people running around from the damage over time effect!
Needler is love or hate. It tracks entirely too well on turns. If Im sprinting at a 45 degree angle toward the shooter they shouldn’t be able to track and stick.
Nades are sick as. They are absolutely perfect. All of them!!! From tossing to bouncing to damage… all perfect! Love the new shock nade (discounting the little graphical glitches of course)

I know I have more but this is enough to get people frothing with troll bile. I know its long but i try to be thorough. Thank you for giving us the BXB for a little while (shout out to the guy who snuck that in)

I like the amount of bloom you guys have in the game overall, (not to much) the perfect amount.

Please bring back the OG Plasma rifle from CE (can stun enemies, slow people’s movement and fire rate) and M90 shotgun (stronger than bulldog), I think many would prefer these iconic weapons over the Infinite counterparts, thanks!

Overall the weapons felt weak. And it took many more bullets to kill an enemy than in Halo 5. The Assault Rifle felt too short, especially at long range. The pistol felt weak. The gravity hammer felt too slow when swinging. And the rockets had too long of a cooldown between first picking it up and being able to fire your first shot.
When playing with another friend in a party, i experienced an issue where the Xbox menu constantly prompted which Gamertag was playing whenever the A button was pressed, while at the menu screen.
Would like the option to to filter play against keyboard users. Played a match where an enemy player abused tthe Melee glitch.

Personally, note that the shotgun does not cause any damage, even when burning clothes, I do not know if this is about a specific error

Another issue I ran in to many times was spawning in straight line of site of the enemy. Now that’s frustrating when your shields are gone before you even get your baring.

Overall I enjoyed the experience and the maps. I also liked the slightly tweaked capture the flag and strongholds. The first flight I played on an Xbox One X that I believe was having some issues. It had been locking up playing other games, and I’ve had a lot of connection and matchmaking issues (in Infinite and other games). For this flight I played on a brand new Xbox Series S. Loading, finding matches and gameplay were all flawless. No lag or other issues. The console did lock up once on the post-game screen, which required me to dashboard and re-start, but no other issues through almost 20 hours of play time. I thought the graphics quality was excellent on a 24" monitor, despite not being 4K on the Series S.

However, I have a few crucial areas I think need repair.

  1. I have never been a fan or frequent user of the AR. I have always treated it as a back up for close quarters situations. The AR in Infinite needs some serious adjustment. It not only gives too much damage per round, the range needs to be reduced. I had people depleting my shields from all the way across the map, faster than I could hit them with the Commando, BR, or Sidekick, and the AR has less recoil. In closer quarters encounters, you almost need a perfect kill with any other weapon to beat someone with an AR, and forget a double team. 2 opponents with ARs is almost instant death with no chance of even a trade with one of them. I noticed toward the end on Sunday there were players using nothing but the AR the entire game, except for the occasional power weapon. In my opinion that detracts from the fun and challenge of game and will get old fast. There needs to be some balance to give some advantage to the precision weapons, at least in medium to long distances. If Infinite is going to be majority AR battles, I don’t see myself playing it very long, and this is from someone who made Inheritor in Reach and 152 in H5.

  2. I think there needs to be an increase in aim assist or the bullet magnetism in some of the weapons, especially the longer range precision weapons. Maybe not as much as H5, but somewhere in between. It seems like there is none in a few of the weapons, which has an unsettling feeling. I tried lowering my controller sensitivity, but even that didn’t improve it. I don’t know what the difference is between the new Sidekick pistol and the H5 gunfighter magnum, but they feel drastically different despite being very similar weapons. The Sidekick is much more difficult to use effectively. I didn’t have a lot of chances to use the new sniper rifle, but it also seemed more difficult to use. It was easier in the training space, than in-game, but not sure why. From my limited use, I don’t think a team snipers game would be as much fun as previous iterations.

  3. I can’t stand the UI in the lower right corner of the screen. Please go back to the traditional placement and make it easier to decipher at a quick glance. Maybe leave the equipment in the lower right, but separate the weapons and grenades and relocate to the top corners. I’m also not a fan of the player outlines for teammates. I think there should be an option to toggle it off and just have the marker with the gamertag or ID above it. I think it clutters the screen.

  4. While I’m glad spartan charge and ground pound are gone, I miss thrust. I always thought it was a decent equalizer when you were caught from behind. You could thrust around a corner for cover, or it at least gave you a second to avoid a couple shots and return fire. I think it added an extra component for competitive game play.

Thanks for the opportunity to play this early release version and provide comments. Looking forward to BTB this weekend and the final release in Dec.

Bob

First off PLEASE BRING BACK MORE ICONIC HALO SOUNDS LIKE WITH THE NEEDLER AND PLASMA GUN. (EX: Gravity Hammer, The current sound and lack of flying sucks, Give the pulse cannon PLASMA SOUNDS, And bring the Ghost Sounds back this one IS DULL AND BORING!!)

WE NEED ALOT MORE RAG DOLL FLYING MOVEMENT WHEN DYING. Part of the appeal of Halo was how funny it was to melee someone or blow someone up and watch them fly 20 feet in the air!!!

PLEASE GIVE US THE OPTION TO TURN AI OFF. They’re annoying and repetitive halo is supposed to has always been a quiet game besides guns and explosions. I don’t need an announcer telling me what’s going on.

Pulse Carbine needs a buff it’s possibly the worst gun in the game. Almost unusable.

Add game chat only for certain game modes to make the game feel more social and lobbies more alive?

PLEASE bring back the type 51 Carbine. It was the best long ranged gun! WITH CLASSIC HALO COVENANT SOUND

A game mode where everyone has a grapple when they spawn with unlimited shots would be awesome.

I have noticed explosives especially grenades are causing damage through solid surfaces around the maps. I tested this with bots where they were below me and threw a spile grenade into the bottom of the platform. The explosion removed my shields.

There has been several times a grenade is around the corner so I hug the wall resulting in taking damage through the wall.

Weapon damage has appeared to be VERY inconsistent. I have seen where entire mags have been dumped into an armor less spartan and they turn around and kill ypu in a few quick bursts. I’ve seen where a teammate melee an enemy 3 times and didn’t eliminate the opponent.

PLEASE BRING BACK THE HALO 3 RAG DOLL MOMENTS ITS BORING TO SHOOT SOMEONE AND NOT SEE THEM FLY 50 FEET!!!

HALO 3 RAG DOLL, HALO 3 RAG DOLL, HALO 3 RAG DOLL

BRING THOSE PHYSICS BACK DAMIT!!!

The aim on Xbox series x feels very clunky, and off balance. Maybe it’s because there is no aim assist? Not sure. On previous HALO games like REACH, 3, and 4 my aim settings are all the same and it feels smooth and prefect. Another thing is the radar only shows enemies that are extremely close to you, which is fine but it seemed like sometimes they didn’t show up at all. And lastly the power weapons don’t feel powerful at all aside from the rocket launcher obviously. but anytime I got a skewer, a sniper, or hammer it just was NOT AT ALL dominating unless I was shoulder to shoulder with my teammates and even then it wasn’t that powerful, considering dodging all the Grenades being thrown. I was able to get way more kills and dominate the field with my pistol and AR than any power weapons, it’s like what makes the point of even going for the power weapons. Other than those main issues IT WAS ABSOLUTELY FANTASTIC

So, this is my opinion and what could be changed or improved on the weapons so far (Part 1 because Waypoint doesn’t let me write this type of long posts):AR: I love this weapon, it’s so satisfying to use, this is what I suggest:

  • It would help if you decrease its projectile speed since players and bots are using it as a mid to long range weapon, where weapons such as the Pulse Carbine, the BR, the Commando, etc should be used. - Pease remove the headshot multiplier, so it doesn’t interfere with the role of precision weapons and avoid the weapon to become too versatile. - Return the ability of H:CE to return to invisibility faster when firing with the AR than any other weapon, so you think twice before switching it for any other weapon. - Add the green lights it had on H3, so it’s more identifiable at a distance, this is a problem I’m seeing with a ton of weapons, UNSC in particular.Sidekick: I love it, and I don’t think it’s OverPowered, and it does what the name suggests, it’s a sidearm which you can rely on to quickly headshot and enemy and finish the job. And I only suggest this:

  • Replace the red lights with green ones so it looks more like the magnum of H3 ODST, I know it isn’t but the model has a strong similarity in my opinion.BR: I think it’s great, It’s not dominant like previous games, and seems to be solid on what it does. And I would only suggest one thing:

  • Add the red lights it had on H3 so it’s more identifiable at a distance.Pulse Carbine: So, this weapon is you, 343i, adressing the problem of precision weapons such as the BR, Carbine, DMR, Light Rifle, etc. being too dominant and flexible when they’re supposed to only be used as a mid to long range weapon, and I like that, it’s pretty bad at close to mid range, and very strong at mit to long range, it’s perfect but, I think it’s quite unnecessary to have the vent mechanic on this weapon since it cools down pretty quickly.
    Ravager**:** I love this weapon, design, sound, function, second-fire mode, what I find quite strange is the fact that it kills in 2 bursts being a plasma weapon, I think it should kill in 3, 1 for shields, and 2 for flesh/health. I would suggest removing the vent mechanic and just have the weapon to cool down normally instead of being extremely slow at the point that forces you to use the vent mechanic, which in itself it’s just the reload mechanic of human weapons but applied to plasma weapons.
    Plasma Pistol: I liked the sound and the tracking when overcharging the projectile, It’s quite weird seeing the H5 model when Infinite is supposed to be a spiritual reboot for the series, not saying that I hate the model, it’s just something that I found out of place, and there are other things that are quite wrong with this weapon. Here’s what I would suggest:

  • Plasma weapons are supposed to be extremely good against shields, and very ineffective against health, and this weapon is the opposite of that, which is truly out of place. - It shouldn’t have a headshot multiplier nor 2-shot people with the overcharged projectile, remember that this weapon shouldn’t rely on it’s own, it should be used along with a precision weapon or an AR which is very good against flesh/health. - Remove the vent mechanic, since one of the things that made unique plasma weapons is that you had to control how much you fired that weapon, so it wouldn’t overheat. - Buff the overcharge projectile, with this I mean you can both, destroy the shields of an enemy who just used an OS, and EMP vehicles, I’m not sure why you removed this one but I think it was a bad decision. - Return the ability of CE to fire as fast as you pulled the trigger, however, don’t return the stun effect it had on CE and only make it available for the Plasma Rifle (yes, the Plasma Rifle, not the Pulse Carbine).Skewer: I loved it! it has very little to no bullet magnetism, it takes a long time to reload, it’s very hard to hit an enemy with, I think this is a worthy replacement for the Spartan Laser, also, it has lens flare, which for a weapon that can 1-shot people, I would say it’s damn well-balanced.
    Sniper: This is definetly an interesting one, it has its pros and cons, I think I read something about you guys trying to re-balance this weapon so it isn’t used outside of its role which is to be used in firefights at long to extremely long ranges, but I think there’s one way to do it without the controversial bloom (I don’t mind having bloom since it only affects hip-fire). Here’s what I suggest:

  • Decrease bullet magnetism on this one, so it doesn’t need bloom which involves RNG, and at the same time, makes sure it stays in its given role. - Add the ricochett abilit again, why did you removed the ricochett ability of this weapon? So many clips and plays can thank this weapon, and it didn’t made the Sniper more OverPowered than it already was (I say “more OverPowered than it already was” because the Sniper is a Power weapon if you get me). - Add the video camera it had on the scope, and make it green.Bulldog: I like the balance of this weapon on this one, it has a ton of range, rapid-fire, and it recharges with just one clip, and it’s note a 1-shot kill like the Classic Shotgun, and no headshot multiplier. This gives me hope because I can see the Classic Shotgun fitting more instead of the Bulldog straight-up replacing its role. Here’s what I would suggest:

  • Add lights to the Bulldog like the Classic Weapon, so it looks like it belongs in the UNSC arsenal, and make those light colors different from the Classic Shotgun.Commando: It’s great! I like the animations, sound meaty, and it does good damage but at the same time it’s hard to control, with its bloom after the first 5 shots and tons of recoil. Here’s what I would suggest:

  • Add lights to this gun so it looks more identifiable at a distance, I think orange lights would be the way to go.Gravity Hammer: I like the weapon design and the trail it has, the slow swing speed and how different is from a sword. Here’s what I would suggest:

  • Return the Gravity effect it had in previous games, I mean, without it it’s just a big hammer. - Make the lights on the weapon red, taking into account that now we’re fighting the Banished and not the Covenant, so it fits more its brutish aesthetic. - Make the sound to be more like the Hammer we had on H3 and Reach, because now it sounds weak compared to those 2 games. - Change the normal melee animation, so it’s faster but it’s just that, a normal melee, and not overpowered.Needler**:** This is probably the best Needler we have seen so far, it’s not useless and not OP. I also like the ammo counter on the back, even if it’s a little bit redundant taking into account that you can see the needlers on the top of the gun, and man I LOVE the melee animation back from CE. Here’s what I would suggest:

  • Make the needler sounds louder, specially for the super-combine, I can barely hear them, it’s a shame because the new sounds are very appreciated and a return to form for the needler. - Why not make the CE melee animation to actually super-combine an enemy if hit with the melee? Sounds a little bit OP but, since you’re very close to the enemy, you receive damage from the super combine and all of the needlers in top of the gun are gone, and you can only super-combine if you have 12 needlers or more, so you can’t super-combine someone with just 1 needle.

This is my opinion and what could be changed or improved on the weapons so far (Part 2)

Heatwave: I love the new aesthethic these promethean/forerunner weapons are taking, they actually look like forerunner structures! I love how the heatwave stopped from being another shotgun and focusing more in its utilty which is being able to damage enemies from cover or use it in CQC so an enemy feels threathened because of the thought that it could die if it goes inside that small room. Here’s what I would suggest:

  • Make the vent mechanic only available for Forerunner weapons, so it makes the weapons of this faction more unique. - I hope the purple and orange lights aren’t applied to every Forerunner weapon, to avoid getting confused when lookin at someone holding a weapon of this faction. - It would help if the silver metal color isn’t used for every Forerunner weapon, why not combine it with colors like gold, bronze, etc, taking into account the new interiors of the Forerunner structures which stopped being only one color, and only 2 color lights.Those are my thoughts on these weapons so far, and I must say, I’m not a fan of whatever gun you have being automatically recharged when getting closer to another weapon, I’m going to put some examples to explain myself better.

  • Let’s say you have the Commando, which has 60 bullets, and a maximum capacity of 140, sometimes you get closer to a Commando on a weapon rack and only get 13 bullets or something, and the rest is just gone, the spawn-time for this weapon resets. If there’s any ammo left on the weapon rack, why not just let another player take the gun with whatever ammo it has left? so they don’t have to wait for it to spawn again. - Let’s say you have the Pulse Carbine, everytime you get closer to another Pulse Carbine, your weapon automatically charges up to 100% and the one on the floor/weapon rack directly disappears, I think it would be better if I just pick up the Pulse Carbine that the most charge on it, and leave the on that has less on the floor, so my teammate can use it instead of having to wait for the weapon rack to spawn another Pulse Carbine. - Gravity Hammer, this is pretty similar to the Pulse Carbine/Any Plasma Weapon problem, the Gravity Hammer on the Power Rack disappears, why can’t I just pick the Gravity Hammer with the most charge myself and leave the one that has the least charge to my teammate?The next 2 are a little bit off-topic but still have to do with weapons and weapon racks:

  • Return the Plasma Rifle, with the stun effect it had on CE, this weapon was so unique and is very different from the Pulse Carbine and the Carbine, specially since this gun is very useful in objective modes, like CTF! - Please don’t have specific weapons (ex. Needler, Bulldog, Heatwave, etc) have its spawn-time controlled when picking it up (I mean the weapon appears red meaning that it won’t spawn until the dude with the weapon has left this weapon or depleted its ammo), this was a very serious problem on H2 classic, and it shall never return, for Social nor Competitive playlists. However, I wouldn’t be opposed if it’s a setting for Custom/Map Editor/Forge.

Movement:

  • Sliding by pressing the crouch button while sprinting seems very delayed due to the long animation that plays while transitioning from sprinting to sliding. I understand the reason for it not being instant, but it could be shortened to feel more responsive.Vehicles:

  • Warthog is fun and responsive to control, but the extremely good traction doesn’t allow fishtailing like the mongoose does, and the handling seems a bit too perfect.Behemoth:

  • Allowing mancannons to throw projectiles (such as skewers shots) is fun and interesting. However, the hitbox of the mancannons for throwing projectiles extends upwards higher than the visual effects of the mancannons. When shooting above the mancannons the projectile is snached from far above the man cannon and teleported towards the base of the mancannon to be follow a set path. This can result in unexpectedly missed shots that appear as though they should not have been grabbed by the mancannon. - The hitbox also does not seem to accurately encompass the base/source of the mancannons. Shooting into where your feet would enter the mancannons does not result in the projectile being thrown

I generally feel like the Gravity Hammer is a bit too powerful to be honest.

It was fun in Bot Arena since it’s just bots you’re playing against. But having that weapon in the hands of actual players on the opposing team can make it so so powerful.

For me, I think the range is just a bit too far & wide. Some reduction in that would probably make it a bit more easy or effective to counter.
As of right now it feels like if you’re in the room with someone who has a gravity hammer you’re essentially dead without a fighting chance.

I think having players wielding the hammer having to close in the distance between their target would generally give a more even playing field.

With that being said, I do sometimes find the hammers damage inconsistent at point blank range, it either kills or barely does damage at all.

Secondly, this is a bit more niche but I guess niche feedback is also important. I haven’t had good opportunity to test this in full but I feel like melee lunge counters the Repulsor? Or at least nullifies the effect of it.
I’ve hit someone with a repulsor as they’ve hit me melee with a melee and it didn’t even move them a inch.
Just felt a bit off considering how powerful the blast of the repulsor is you know? If it can push a vehicle, why can’t it push the guy in front of me trying to melee me.
Overall I will say the melee lunge range did feel a bit inconsistent too. Sometimes hitting over distance and sometimes not at all. Possibly to do with the cone of impact?

And finally, the Shock Rifle. I feel like the weapon sound didn’t particularly sound very electrifying. I kind of expected a bum or buzz from the weapon. The firing sound sounds a bit flat.
Possibly needs a slight buff to its ability or EMP vehicles too. I feel like 3 shots to stun a Warthog was just a bit much. Bringing it down to 1 for light vehicles like a Mongoose, 2 for Warthogs & Ghosts, 3/4 for Tanks/Wraiths (yet to be tested as this is being written pre BTB). Just makes it a bit more of a good option for anti vehicle play.

I think there should be more than 2 ‘precision weapon’ spawns on each of the smaller maps we’ve been shown. On recharge, live wire and bazarr having each side of the map only contain either a BR or commando is insane. At least bump it up to 4. A BR and commando per side.