Infinite Tech Preview – Social Arena

It looks like I didn’t get a feedback survey, but I have a lot of feedback. This game is really close to being the best Halo, but it’s not there. In fact, it’s making some big mistakes in my opinion, to the point where I doubt how long I will be able to play the game with interest. Again, as I said, there is so much that I find excellent here. But I’m not going to talk about what I’m liking because 343 could just do nothing to them and I’d be happy. But there’s three things that I think are big issues, things that truly worry me about the game and I really want to see improved because my own 20-year Halo fan level of enthusiasm is actually threatened. And then a few smaller issues.

The three big issues:

  • Friendly Fire and Player Collision need to be ON. I honestly hope 343 is planning to make this be the default for matchmaking. At this point, I’m starting to feel like Padme in the Anakin and Padme meme… you’re going to turn on friendly fire, right? Friendly fire and player physicality are absolutely central to Halo’s core “physics sandbox” gameplay. The game is complex and has a lot of mechanics, but it’s all fairly easy to reason about because what happens in any given case is basically what you would physically expect. And this plays an important role in the gameplay: making it so you sometimes shouldn’t fire. Sometimes in Halo, firing or throwing a grenade or whatever would be counterproductive. And you can give yourself some measure of safety by using the enemy’s position to try to protect yourself from their teammates. That thoughtfulness and subtlety is what makes the game deep and interesting, and playable year after year. I have more to say about this below. - The aiming feels weird. I’m very glad to see this frequently commented on. I’ve played every Halo ever, and there’s been a remarkable through line of aiming feel through the entire series, across consoles and controllers. It’s been incredibly consistent. At most, I’d have to adjust the aim sensitivity up or down a tick for a given game, but I always felt right at home. This continued when the series jumped to MCC on the PC, I picked up my Xbox controller and it felt the same as ever. This is no longer the case, it feels strange and like I am playing some other game. I have messed with all of the look/aim settings, and perhaps I’ve made it worse, but I never made it better. If it were the case that this new aiming feel is better, I’d be all for it. But it feels worse, it feels harder to express my aim intention, and I haven’t been adjusting to it through my play time over the past 3 flights. - Midrange engagements are under-powered and under-skilled: Need BR starts or another fix. Another aspect of Halo’s gameplay is that you can choose to approach the game in many different styles, most of which are viable, winning styles. I have a friend who’s an artist with a spartan laser and the best warthog driver I’ve ever seen. Another friend is the sneakest, best shotgun-in-the-base style player ever. I’m a mid-long range specialist. But Halo Infinite has taken away most of my tools. I find it really hard to get a BR, which is the basic, all-around mid-range weapon. There is much competition for the BR spawns in my games, and the commando rifle and pulse carbine are not suitable replacements for the BR. The DMR and covenant carbines were suitable replacements for a BR, but these are not. This is also important because on many maps, the enemies that are alive are likely to be better equipped than the players just spawning, and it can be hard to make progress when they’re holding you down at range if you have a hard time getting an effective ranged weapon, because they’re scarce. Now, it could well be that there are more guns in the game that we haven’t seen yet, like carbines or lightrifles etc, and there will be more BR-style weapons and they will be more available on the map. I hope so. But I think this is an issue that a lot of people feel in the gameplay, but have a hard time tracing it to the source of the problem. One thing I have seen a lot of comments on both here and at Reddit is the gameplay feeling “spammier,” or “more chaotic,” “can’t live very long,” “die out of nowhere,” “too many grenades,” “TTK too low.” I totally understand all of these, I feel it too. I think this is all a way of experiencing the same root problem: lack of friendly fire. Friendly fire is what stays your hand. Without it, you should ALWAYS fire that rocket at a fight, you should ALWAYS throw that grenade, you should ALWAYS shoot at players fighting at melee range, and so on. And so people are doing that! There’s more damage flying at everyone at any given time, people are dying more, they return to the battlefield with more grenades, and so on. Friendly fire is back-pressure on the chaotic frenzy, and I don’t think people like the chaotic frenzy at this level. It might make some people to feel like it’s more fun for a few weekends, but it won’t keep the game interesting and will sap its longevity. To a lesser extent, player physicality has similar effects, requiring you to respect your teammates’ escape ability, and mind your own.

So those are the big ones for me. I’ve seen a lot of commentary to the same effect on all three, though as I said, I think people don’t always trace the issue they’re complaining about all the way to friendly fire; the other two issues people seem to flag often.

Some smaller but still important issues I see:

  • The player outlines on enemies ruin stealth and long-range play. It’s like having a driver hack to highlight enemies. This removes a lot of interesting play from the game. I’d say this should move to highlighting your teammates in blue/green/whatever, and leaving enemies unhighlighted. I also think this will make the game look better and be less busy. - The sniper rifle is in a weird place. The scope glint draws so much attention that it is much harder to snipe, while at the same time it makes it hard to shoot the player. The balance on the sniper was always that you get a free shot if you’re being sneaky, but the contrail gives away your general location. It’s usually not that easy to make a long-range sniper shot! Now you don’t even get the first shot. And you can’t even no-scope, which was always a very high-risk/reward option for self-defense with a sniper, and produces some of the most electrifying pro-level play. I’d say leave the glint on shock rifle and skewer, but return the sniper rifle to something like its previous state. - The shotgun is also in a weird place. The shotgun used to be another weapon of subtlety and cunning, a one-shot kill if you could get yourself close enough to the target, and you probably wouldn’t get more than one shot if you weren’t point blank. Now it fires quickly and can kill at almost mid-range after a few shots, but doesn’t give you that one shot kill. It removes a part of the sandbox’s variety by making it closer to an AR in engagement range/kill time. - I think the AR is a little too strong at mid-range. I think the AR has always been a little weak and everyone is quick to drop it, so I’m fine with a buff. It can overpower mid-range rifles at surprisingly long range, though. Goes back to the missing mid-range I mentioned. - The radar radius. Again, much commentary on this, and I agree with it. It’s difficult to see the radar as a useful tool with its current range, usually informing you of the guy right in front of you. Thanks for reading.

Really enjoyed the preview overall but there are definitely a few improvements I would suggest.

  • Let me manually move my death cam. Having it automatically follow the player who killed me isn’t always optimal so being able to move that camera, even it by default begins by following that player, it would be great if I was able to rotate it freely when I choose to. - I was playing with a controller on PC and besides the BR, using precision weapons didn’t feel great. I think this was partly due to the reticles not turning red which made AA nonexistent. - Not a big fan of bloom in the game. The Battle Rifle not having bloom I think made it significantly better than the other precision weapons and using a controller the recoil on the commando felt pretty insane. If I had to pick one I’d keep the recoil but I personally never liked bloom in a Halo game although of the three points I’ve made this is by far the one that is mostly personal preference.

Mi experiencia en arena 4x4 es muy buena realmente me encanto todo el balance de las armas y todo lo nuevo que te puedes encontrar en ella, la música ambientación y todo realmente quiero felicitar al equipo de 343 por este multijugador tan bien hecho realmente me encanta

I loathe the mandatory acknowledgement of the scoreboard between lives. It doesn’t allow me to breathe after a death so I get caught unaware at respawn and can’t see or jump. Still frustrating and been hard for me to consistently overcome, even after 2 days.

The weapon balancing for the AR and Sidekick is problematic to say the least.

Currently (with a controller at least) the AR is pretty much objectively better in almost any scenario for the vast majority of players.

The two weapons have almost identical optimal kill times yet the by virtue of being an automatic the AR is significantly easier to use.

The headshot benefit for the Sidekick is negated by the fact that the AR has strong headshot bonus damage.

The AR has stronger aim assist which kicks in at a longer range giving it a greater effective range for the majority of players.

The AR has significantly more kills per magazine than the sidekick meaning missed shots are less punished.

The only niche the Sidekick fits is a backup weapon for when you run out of ammo for your AR off spawn it and should be dropped at the first alternative.

I think a slight nerf to the AR and a buff to Sidekick should be explored. My suggestion would be to remove the headshot bonus damage from the AR (which seems ridiculous anyway given the amount of bloom the AR has), remove the bloom from the sidekick and bump up the aim assist range to match that of the AR.

This would still leave the AR as a very capable weapon, particularly for lower skilled players who are unlikely to be hitting optimal kill times with precision weapons, yet it opens the door for the sidekick to shine as a capable spawn weapon at higher skill levels. It wouldn’t relegate any weapons from the sandbox as the AR would still be a great weapon for closer quarters, the BR would be much more capable at long ranges than the sidekick and the commando has a shorter optimal kill time than the sidekick.

It could give us a sandbox with an approachable set of weapons at the lower end of the skill curve which retains those glorious precision duals which define Halo at the higher end of the skill curve. Unlike currently where the AR is just dominant over most weapons at short to mid range and completely negates any purpose of the Sidekick.

I have some overarching opinions about the social arena experience as a whole, also some very specific critiques. I played on an Xbox Series X
My general experience:

  • I don’t know if this is due to the way the game is built or just because the people playing this beta are diehard halo fans but social arena did not feel very social at all. My experience with social arena was hyper competitive with more than a few of my games being a complete shut out. It felt like I had to try really hard to just have a good time, let alone win the game. I had to use callouts, I had to focus on my aim the whole time, I couldn’t relax and talk about other stuff while playing the game. I had to be all in at all times except for the occasional match where my friends and I completely shut out the other team like I mentioned before. Sometimes we would just play with the objective to relax and have fun with the assumption that we would get completely stomped and that if we saw an enemy player on the battlefield, we would already be dead. I think that’s all great in any setting besides social. I’ve played every halo and in every halo (even cross play MCC) I could chill with a controller on the couch and vibe with my buddies and still top the leaderboard or at the least be on the top 50% of my team. I know this game is being built with PC in mind and the aim assist and bullet magnetism is being built from the ground up with PC cross play in mind but even with all that, MCC manages to do the balance better in my opinion. In Infinite when the match is fun, it’s REALLY fun. But those matches are a lot harder to come by in this flight for me. The losses are devastating. The wins, while the first few leave me feeling excited and invigorated that I just had a really close and enjoyable game, as it goes on I instead feel a sense of relief that the match is over because I’ve been holding my breath busting my butt the whole game and I’d rather just not play because trying to keep up is just really stressful after awhile. I don’t know if that is a sign that something needs to be tweaked, I don’t know if that just means I’m significantly worse at this game than literally all the ones that precede it, all I know is that I’m pretty good at every other halo game, topping the leaderboard, and this flight I felt like I was sweating just to keep up.Specific Critiques:

  • The reticles get minuscule in size at higher FOVs. I played at 120 a lot this time but I normally play at 100 flat. Either way, the reticles on most the guns felt so small. The AR, Sinper, and Commando specifically. Someone said they wanted the AR reticle to be smaller. Maybe they were playing at the base for the whole time but I don’t agree at all. - I feel like the damage radius of the rocket launcher could be a little higher to be honest. - Sometimes the hit registration with bullets felt off to me. Sometime it felt like every other bullet from the AR would land when I had red reticle square in the middle of someones chest. The sidekick kinda felt that way too. - The sidekick was all over the place for me personally. In arena it felt way to strong, like it could contest a Commando or Battle rifle on an even playing field which I just personally think it shouldn’t. However in btb i felt it wasn’t very useful at all. Which I honestly think is good, I just think it’s strange that I took two totally different opinions away from the flight on the same gun. It might just be a range thing. - I don’t know what the opinion is on aim assist but I don’t think it’s very fun for console players to be expected to aim with the same accuracy as a PC player. It definitely needs to be considered and it might already be in the game but if it is it’s inconsistent. There was a point where I was shooting at someone with a Commando, a ghost drove by behind him, and my aim went straight to the ghost and I lasered it. I don’t know what the deal with that truly was but I felt it was aim assist. Other times I couldn’t keep my reticles on a player to save my my life. - I don’t think the rng weapon racks are the way to go for arena or btb for that matter. In arena map knowledge is key, and if the weapons are different every game you can’t really develop a reliable strategy. I guess you could develop a number of strategies related to the number of different map weapon sets there are but I honestly feel like that’s a little overboard. In btb there is already an rng weapons drop system that’s so cool in the form of the loot caves. You don’t need the entire map to be randomized/continuously cycling through different weapons. - I LOVE Behemoth. It is a truly classic Halo map with an interesting aesthetic, super enjoyable vehicles and weapons layout. An overall refined map layout. It is one of my favorite maps in the entire series.I need to state that this doesn’t translate to me thinking this game is somehow bad or that I hate it or something. I genuinely think it is a return to form for the franchise and is shaping up to be the best game in the series, it’s just that these things I experienced hold it back from being that #1 best halo for me.

Loving the game so far but I do have a few things I want to mention! More on the audio side of things!

JEFF STEITZER - please make Jeff Steitzer announce in all of the game modes. Please stop with the spartan commander voices! The new spartan commander is really cool but I don’t want her telling me that nobody can stop me when I get a double kill. Just say double kill.

AI and Spartan Chatter - AI’s are really cool and I like them but some of their dialogues are cringy, minimize their chatter! Spartan chatter is ridiculous and it will not cut off even though I chose the option to cut it off. I really don’t like the battle chatter at all in my opinion. All of the halo games survived without it and so can this one

Throwables - Love the idea of being able to throw fusion coils but what if you could throw much more! Like a wheel off of a broken mongoose, propane tanks if they are added, boxes, etc.

  1. Plasma Pistol feels useless. This gun misses all the time when locked on, and now it doesn’t even disable vehicles…terrible.

  2. Pulling up stats menu disables your ability to shoot or throw grenades. Very frustrating as this slows the game down for anyone curious about the score.

  3. Sidekick gets destroyed by rifles at mid range. Please make this gun better at range. Don’t nerf this thing to death…

  4. BXB is the most broken combo ever LMAO

GREAT GAME PLAY only issue is plasma pistol might need slight buff in power up and also the gravity hammer i think needs to feel more powerful or atleast feel like a gravity hammer

1. Remove vehicles from social slayer - Especially on behemoth. feels way too unbalanced because whichever team is holding a vehicle has a huge advantage over the other team, its bad enough plasma pistols no longer stun vehicles to help counter them and having to go to certain areas of the map to pick up a weapons or grenade that can help counter a vehicle if you can survive long enough is ridiculous. Vehicles should stay in bigger playlist not social slayer with less players, I hated playing on behemoth because of those vehicles being there.

2. Magnum and battle riffles need a buff - Those two guns felt so weak when using them compared to the previous halo games, not sure if that is intentional, but i found myself getting outgun using those two weapons way too often by other guns especially against the assault riffle. all the other guns felt fine to me but magnums and battle riffles bothered me so much.

3. Capture the flag needs changes - there was a game I played where we had a score of 2-1 or 1-0, I cannot completely remember but we were in the lead by one point. Anyway, at the end of the round it extended it for another round only because the other team had our flag in their possession (didn’t score just holding it) and we had there’s (didn’t score just holding it). We should have won that match right then and there when we had the most points at the end of the round, there was no reason why it should have extended when we had more points. If the score was tied that’s one thing, but when one team has more points and is the clear winner then that becomes a problem and forces players to do an extra round that is unnecessary.

4. Stronghold needs changes - one team can only score points if they control two bases, it causes matches to go 200-0 if one team is constantly stopping the second team from having more than 1 base at a time if they’re lucky. That feels too unbalanced and needs some changes.

5. No longer getting xp after matches needs changing - If a person finishes the daily bounties they no longer get xp to level up battle pass. When a person plays enough matches and gets to “practice makes perfect 12” on the challenge, it requires a player to play 5 matches for only 150xp, that is too little and needs changes because 150xp for 5 matches is too low. There needs to be more ways to earn xp to level up

6. Double XP needs big changes - currently the way its set up, it last 30 minutes. Now usually that isn’t too much of a big deal, but the timer starts the moment you activate it. The timer should be counting in game time (the moment you and everyone else can move around) and not real life time, because then the time it takes to find a match and having to see the dumb animations at the beginning of the match and at the end of the match takes away time from the xp timer.

These were my biggest concerns and I hope 343 makes the needed changes by the time the game releases

Use Google translator, i’m not good writing english.

En general el juego me ha resultado muy entretenido, sin embargo encuentro varias cosas que no terminan de convencerme y me hicieron dejar de lado Halo Infinite para seguir jugando Halo MCC.

  • Apuntar se siente raro: En entregas anteriores apuntar no era un problema, se sentía muy cómodo usar cualquier arma con control o usando teclado/ratón, pero no es el caso con Halo Infinite, cuesta fijar a un enemigo con armas de precisión como el rifle de batalla o la comando, lo cual favorece el uso de armas automáticas en combate a distancias medias. - Balance de armas: el balance en cuanto a daño me parece muy bueno, sin embargo no pienso lo mismo en cuanto al balance a distancias. El rifle de asalto conserva mucho daño para distancias medias a largas, el rifle comando es difícil de controlar a distancias medias y largas. - Martillo gravitatorio: relacionado con el punto anterior, es muy lento para atacar pero igualmente tiene demasiado alcance para ser un arma cuerpo a cuerpo, además de ello no tiene el efecto de gravedad clásico de todas las entregas anteriores. - Bordes de colores en jugadores: los bordes en los jugadores amigos o enemigos resultan feos, no te permiten visualizar el color o skin de las armaduras de los demás jugadores, lo cual es irónico ya que por esa razón se eliminó el modo azul/rojo en las partidas por equipos. Lo ideal sería el uso de un marcador Amigo/Enemigo sobre las cabezas de los jugadores como ya es usual en otros juegos. - Sistema de progresión: el sistema de progresión es muy restrictivo, obliga a jugar ciertos modos de juego o a cambiar mi estilo de juego, cosa que no me gusta. Prefiero un modo de progresión como el de Halo MCC en el cual mi rendimiento en las partidas se ve recompensado y los desafíos son una opción para ganar más experiencia y no la única manera de progresar. - Robo de vehículos usando el gancho: me parece una buena manera de mejorar las mecánicas del juego, sin embargo considero que en ocasiones es bastante molesto que un jugador que use su gancho contra mi vehí-Yoink!- no muera atropellado cuando este viene a toda velocidad hacía la punta de mi warthog o ghost. - Menú poco intuitivo: el menú principal no es del todo intuitivo, y la navegación a través del menú de temporada es confuso y llego a perderme al querer buscar algo de mi interés.

My issues with BTB:

#1 Vehicle Scarcity and inaccessibility:

The lack of variety in vehicles is a huge concern to me. All we ever receive in 90 percent of matches /only/ seems to be warthogs and ghosts. Rarely do we get scorpions, banshees, or wasps. The thumbnail image for Big Team Battle feels like false advertising since it clearly shows a tank, but the chances of a player getting to drive one are almost non-existent. BTB is SUPPOSED to be a place where you get to enjoy and use vehicles to your heart’s content, and that’s why most people play it. At least give each base one tank and one aircraft, and maybe one or two extra smaller vehicles with it, that’s been the item meta for Halo 3’s BTB and it’s always worked. I want to see tanks and aircraft have a heavy presence like they should, otherwise BTB is just a slightly different version of 4 vs 4.

#2 Lack of health and effectiveness:

Vehicles as of right now feel really inaccessible and get blown up VERY quickly due to how fragile they are. The rarity of a tank or banshee being spawned with the fragility makes no sense. There’s more to vehicle combat than just a warthog or ghost. A mongoose doesn’t count as one since it has no weapons. Heck, warthogs can only kill one player on foot at a time since ARs will demolish it. I’ve lost track of how many times a vehicle gets destroyed the second it’s dropped from a pelican, even with a good team. Even worse, the ‘self destruct’ mechanic when enough damage is dealt needs to go. A vehicle should only stop functioning when it’s actually destroyed completely.

Personal thoughts:

The point of vehicles in gameplay is to mop up infantry, be used as transportation, and support roles. Specific power weapons should used to counter them, not starting weapons.

If people don’t want vehicles, there’s other playlists for them, no reason for them to compromise somebody else’s fun since BTB players don’t do the same thing to 4 vs 4 game modes.

Solution:

Use the same method for vehicle placement and amount Halo 3 Big Team Heavies has, at the bare minimum, give each base one or two tanks, an aircraft, and an extra medium-sized vehicle like a ghost, chopper, or warthog, you can get away with having more than that without the match being too chaotic. Also give vehicles a major buff since they’re not shredded by something that /isn’t/ a power weapon or another vehicle, and get rid of the delayed explosion feature entirely.

Tea bagging still feels clunky.

Hiiii.
I played on my xbox one fat.
About social arena, it feels great. I really like it.

Range radar The only thing that I relly dont like it is the radar. There is something wrong with it. When the enemy shoot out of your radar range you cant not see where it is. Normaly when a enemy shoot out of your range in the radar should appear a signal that tells you where those sounds come from.Also, when the enemy is in radar range they are literally in front of you.
sounds have to be improved a lot. Im not speaking about how a gun should sound. Im apeaking about how the sounds should move around the map, the echo, the distance, the loud. All of those sounds are very important information for the player to make quick decisions for the game. Maybe on xbox one its hard to make it. But you can do it!!

> 2535455842621868;1115:
> Hiiii.
> I played on my xbox one fat.
> About social arena, it feels great. I really like it.
>
> Range radar The only thing that I relly dont like it is the radar. There is something wrong with it. When the enemy shoot out of your radar range you cant not see where it is. Normaly when a enemy shoot out of your range in the radar should appear a signal that tells you where those sounds come from.Also, when the enemy is in radar range they are literally in front of you.
> sounds have to be improved a lot. Im not speaking about how a gun should sound. Im apeaking about how the sounds should move around the map, the echo, the distance, the loud. All of those sounds are very important information for the player to make quick decisions for the game. Maybe on xbox one its hard to make it. But you can do it!!

Hahaha that’s becoming just about the biggest issue with everyone including me and I’m talking about the radar range and how it doesn’t show your enemies until it’s too late.

> 2535415525919240;1114:
> Tea bagging still feels clunky.

Yes, an earned personal dance for winning a 1 on 1 fight.

As somebody that has great interest in the competitive multiplayer going back to the MLG days… here’s my feedback:

  1. Please remove all vehicles from 4v4 (vehicles should only be in big team battle).

  2. The melee lunges way too far – the range on melee should be decreased.

  3. Consider BR start for some of the bigger 4v4 Arena maps.

  4. I like that radar can’t be 100% relied upon for people to stare at and abuse – adds more skill to the game with players having to actually pay attention to their environment.

Couple other things I noticed this last weekend:

  1. Loading times are extremely long. I’m sure this will be improved but game-to-game time is unacceptable for those of us who can only play limited time a few times a week.
  2. The intro is painful to watch and further contributes to #1 above. We don’t need to see our entire team posing as if they were models in a Rambo movie. Thanks!
  3. Some weapons are obviously crap and need to be buffed to have a more balanced selection. I think you can figure out which ones by yourselves if you just look at the statistics of weapons used most vs least, there will be a huge gap between viable guns and underpowered guns.
  4. This is more of a bug but matchmaking kept glitching out and taking me back to lobby after trying to load a game when I partied up with more than 1 friend. Then after a few times I’d get banned for 10-15 minutes.

Thanks!

The overall Vehicle health is just too low. Within seconds of the pelican drop of the Wasp I was already about to self destroy. The warthog had the same feeling for me. Yes I get it’s unlimited turret but that didn’t matter when 3 Spartans are shooting at me with no power weapons and I always already about to self destroy. I think overall health of vehicles needs to be boosted and less spawn time. This is just coming from a halo veteran. The new engine does good work on movement and how you can rotate in air when hitting a jump but overall health is low.

Another flaw I saw was when taking the gravity lift from the base and the pelican is spawning a vehicle if you time it perfectly you can die from the pelican but cause of death was no whwre to be found on screen. No suicide no killed by guardians nothing.

First I want to say thank you for allowing me to play the flight and I had fun all three weekends I was able to play. Might be too soon to say but as a long time halo player Halo Infinite atleast in that state felt really fun and it felt “halo”.

WEAPONS -

  • Pistol was too reliable it could easily beat the commando or even the BR in some cases. Maybe 2 shots to the head also would be nice. The pistol shouldn’t be a primary it should be a weapon to finish off people at least. - Commando should at least kill in 6 shots(IMO) for it to be a more viable pick up and fight against the pistol but still be that fast firing weapon. - Assault rifle felt really good not sure how people are calling it OP but I felt like it was actually usable unlike other halo games. Maybe head shot should be 2 shots(if it already wasn’t) other than that it felt viable now. - Pulse carbine it could just be me but I didn’t preform well with that weapon but when I did I noticed it was good stripped shield really fast. I suggest maybe make a sweet spot for its tracking. (maybe long range) - Shock rifle cool weapon in concept but it doesn’t feel unique other than it was a semi-esk sniper , maybe look into something that you have to charge to disable vehicles and keep its long range single shot or maybe a short range constant electricity to quickly strip shields. - Plasma pistol should get a tad bit more tracking. personally like that it doesn’t disable vehicles but rather used as a close quarters disabler. BUT I think it should do something else too just don’t know what. - BR=good :slight_smile: - Shotgun was good but it (could just be me) should kill in 2 shot up close at least. also would mind a 1 shot shot gun up close like halo 3 close.UI-

  • Mini-map needs a little bit more range couldn’t see anyone until they were practically on top of meum that’s it.
    MAPS-

  • Overall good maps but I think Bazzarr needs an underpass on each building too many long range fights on such a small map - Behemoth- good(keep it up with the alien structures) - Live fire- Good - Recharge didn’t like it at first grew on me but the Gravity hammer should be something to fight for rather than being on 1 sidedCustomization-

  • maybe a vertical rather than horizontal UI for selecting thingsXP
    I think challenges shouldn’t be the only way to progress in this game , lets say I complete me daily and weekly challenges relatively fast then now I cant progress anymore that day and gives me no real reason to keep playing but if I’m leveling up and able to unlock other pieces of armor that if free and xp locked would be nice to work towards and also seeing how much i play by being a certain rank rather than in ranked matches.

Overall good impressions from me , obviously there’s a few hiccups but no need to nit pick every single detail that can be easily fixed and very noticeable like the fast melee glitch.
quick note I don’t think the flag in capture the flag should be a sandbox object and pushed by vehicles and grabbed by grapple I think sprint and clamber is enough. but could provide some crazy clips.
Thanks again.