The one thing that I’d like changed is friendlies being completely untouched by the player no matter what they do. In the very least I want friendlies to occupy physical space so that either cooperation can occur by methods like standing on each other or being detrimental to one another intentionally or not by blocking doorways. At most I want it fully back to the old methods of friendly fire being on but resulting in a ban with excess TKing. This discourages people going nuts with grenades especially and let’s more natural btb goofiness happen.
I suppose this may be the place to voice my minor concerns, albeit ones that are probably already mentioned ITT … so here they are:
(I hope I’m not putting this in the incorrect thread, but I would be really happy if this feedback would be received)
[As of SEP 29] Concerns:
I did notice quite a bit of aim assist while playing on controller … well, enough for me to notice it outright… this would be more of a tougher thing to balance - The “AI” and fellow spartan voices are far too frequent and/or annoying, could we have an option to turn them off? - I miss player collision! Feels weird as to why it might have been removed - The gravity hammer has quite a delay on swinging; personally I would prefer 3/Reach’s behaviour - One of the worse things I notices was that since you can only carry two types of grenade, you had to hold down a button to pick them up – This sucks! Improved things:
The sound design is much better than 4/5 - The art direction is a considerable improvement - more in line to 3/Reach designs - Maps have verticality in them - really helps vary the gameplay - The new sandy BTB map looks like it could be fun to play this weekend
This game has the potential to be really great but if things aren’t changed then this game is going to die very quickly.
Weapons
The assault rifle DESPERATELY needs a nerf both in damage and range. It has dumb amounts of range and is way easier to use than all of the other weapons. The main problem with the assault rifle being the “main weapon” is that it’s inconsistent and unreliable. If your fighting someone midrange and both using assault rifles, whoever gets that lucky headshot is just going to win. I think the headshot multiplier should be removed and the damage, damage drop off at long range, and the accuracy at long range need a nerf
The range of the gravity hammer is a little to big
Weapons like the sidekick and commando need way more aim assist if you are going to market to any console players. I think the game is too centered on aiming ability right now and that’s never what halo was about
The bulldog needs to be a 2 shot kill because if you get melee’d you can get 1 tapped by an assault rifle
Mechanics
Descoping needs to take multiple shots from an AR. If you are getting shot at by an assault rifle you physically cannot use the scope.
Radar range NEEDS a buff. The amount of times I’ve been killed in strongholds because some guy with a gravity hammer didn’t show up on my radar until he was in range of killing me
There are a lot more minor things but these are the most important. Pls fix
Until they give a real aim assist to controller players there is no way to play it right now, why?
Many matches that I played, mouse players are just using the pistol, firing it like a machine gun with 100% accuracy and reloading just as fast.
While controller players, have no aim assist at all, my aim is going all over the place no matter the controller settings.
It does not feel at all like other Halo games that I played, is too bad and gives me a headache every match.
When someone shoots at us with a Needler, needles’ sound is subtle and I think it would be better if it was louder like in previous games.
Everytime I’m being shot at, I don’t have a sound of from where or from what. I just see my shield going down and the red hit indicator. It’s a bit frustrating (I would like to hear plasma shots on my right side if I’m being shot at with a plasma gun from a spartan on my right).
I wasn’t able to play aside of scheduled game matches. During the first flight, I was able to play all day, but not this time, the menu did not load.
The pistol and the ar are too viable at longer ranges they often outgun the br and the commando while also being easier to use. They need to be made less viable so that harder to use guns like the br perform better
> 2535434687178944;864:
> I suppose this may be the place to voice my minor concerns, albeit ones that are probably already mentioned ITT … so here they are:
> (I hope I’m not putting this in the incorrect thread, but I would be really happy if this feedback would be received)
> [As of SEP 29]Concerns: - I did notice quite a bit of aim assist while playing on controller … well, enough for me to notice it outright… this would be more of a tougher thing to balance - The “AI” and fellow spartan voices are far too frequent and/or annoying, could we have an option to turn them off? - I miss player collision! Feels weird as to why it might have been removed - The gravity hammer has quite a delay on swinging; personally I would prefer 3/Reach’s behaviour - One of the worse things I notices was that since you can only carry two types of grenade, you had to hold down a button to pick them up – This sucks!Improved things: - The sound design is much better than 4/5 - The art direction is a considerable improvement - more in line to 3/Reach designs - Maps have verticality in them - really helps vary the gameplay - The new sandy BTB map looks like it could be fun to play this weekend
I also thought that the Gravity Hammer was too SLOW!!! I killed many Spartans who decided to pick it up, I picked it up once and got shot to death for trying to use it myself and never picked it up again.
I love the gravity hammer’s slow slam EXACTLY as it is! Makes it feel like it’s actually heavy, and more unique from the sword. It’s great, very satisfying. You just gotta train yourself to swing sooner than previous games, plan ahead for that sweet swing. I loved cruising around the map knockin heads with it.
The only thing I can ask for with it is for knockback/gravity effects, which seem like a must considering it’s in the name.
1.There needs to be an option to turn off your personal ai as they can often be distracting
2. Ar and Sidekick need a nerf they often outperform the br and commando despite being easier to use and people having it on spawn
3. Weapon spawns need to be more consistent on maps, for example the skewer is a perfect power weapon on behemoth due to the vehicles so when the sniper is in rotation it can be frustrating
4. Needler needs to be louder and more obvious from which direction youre being shot from as its ttk is so fast when not in cover
5. Grenade spam can be a bit annoying at times maybe make it so you spawn with 1 grenade at least in competitive game modes.
Other than that the game is amazing and will definitely be a great game
Really enjoyed my time on the Infinite flight last weekend but a few things stood out to me that I think need addressing.
Since there is no Flagnum in CTF I think it would be a good idea for the Flag to be a one hit kill again. A lot of times over the weekend where I would get the flag halfway across Bazaar and be completely defenceless against the enemy team. - Give the Plasma Pistol back its Vehicle EMP changing something that’s been in a core mechanic since halo 2 is baffling to me. - This is minor but I found the Pinging sound every time a player would take a stronghold to be really annoying. - Gravity hammer needs nerfing while I do apricate trying to diversify the melee weapons a little more. However the range on the gravity hammer is too high and makes camping with it a huge problem on recharge. - This issue is one I had with the previous flight as well, the lack of player collisions. While not integral to arena modes it was something I found myself strangely missing and I think would be even more apparent in game modes like infection where cooperation is key and having the ability to do skill jumps like the butterfly jump to find higher points is a core part of the experience. - My final issue is I like that the new equipment like the Grapple Shot and the Repuser enable users to find some creative ways explore the map its shouldn’t come at a cost of the more classic skill jumps. Grenade Jumps, Rocket jumps and Gravity Hammer jumps have been in Halo forever and are very satisfying when used correctly and removing these feels like you are limiting players traversal methods for no other reason than to make the equipment feel more necessary. I feel this will end up hurting infinite in the long run due to not giving players enough of a space to grow and find new ways of traversing the map.Hopefully you take some of these points into consideration thanks.
Medals definitely need to be more special, they need to be bigger, more central and reward xp after the game. There needs to be a way to level up the battle pass (and hopefully actual levels like in reach in the future) with game xp rather than only challenges. Players should be rewarded for playing well and improving so giving more xp and maybe unique rewards for better medals are a must to keep players invested.
Not sure if this is the right place to drop this but I have an issue so does a friend and my brother got to play no problem over the weekend and messed around with the academy and training mode on moday. I go to load things up today and it (MY ACCOUNT IS NOT VERIFIED) now this issue is not just me but a friend and my brother I already tried a hard reset with no success I really hope someone can help me and my brother.
I would like to add the (dooms day thing added to vehicles WARTHOG, GHOST ETC NEEDS TO BE EXTENDED THE WARTHOG HAS NEVER FELT SO WEAK) its a WARTHOG it should be able to take some punishment I love the damage aspect put a few shots and it turns red and blows up either give it more health or go back to the health of the driver as previous halos feels like a tin can more health and more time to ditch it this really needs to be looked as im concerned when using a mantis or SCORPION TANK there just gonna blow up to fast. In previous games your driving skill rewarded you with a longer lasting vehicle now once it has been shot X amount of times it blows up nothing to do with your health/shield.
But please someone have any advice on how to fix the issue myself and brother at his house why our accounts are not verified anymore really like to jump back into weapon drills and training mode
It seems to lack a place in the sandbox. The sidekick can effectively drain the shields of an enemy faster. On top of this the tracking is not that great for a charged shot. I would say a fair compromise would be the for the plasma pistol to be better than the sidekick at dropping shields but require more base shots to kill an unshielded enemy. I think I am ok with it no longer emp’ing vehicles but a definitive role needs to be made for it.
Like many have now already suggested, I think outlines on friends/team only is the way to go for standard two team matches: https://i.imgur.com/x1Z7oM9.jpg
Like most multiplayer games, unmarked=badguy is a tried and true method. Enemy outlines are superfluous when friendlies are already clearly marked. And that way you dont need to rely entirely on the hues of similar lines, the brain processes shape (luma) much faster/clearer than color. (That’s why chroma subsampling exists as a viable compression.)
So make teammates the only ones with the outlines to differentiate their luma/shape from the enemy’s, and you’ll tell them apart much faster.