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> X-box Series XIʻve read most of the comments on here and some of the feedback is great, the rest sounds like bad little kids complaining that they got owned today in Halo LMAO!
> How can you ask for more aim assist? Or ask to remove BxB when anyone can use it? I wish they brought back BxR and double shotting, those were tough maneuvers to pull off in the heat of battle and made players with real dexterity able highlight the skill gap. There will always be pro players and casual but do some of these writing in the forums know where they fall on the scale?
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> As for game feedback…
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> Radar - I heard a lot of people talking about the radar today. It did seem to have a short range but I didnʻt mind it, we shouldnʻt be staring at it. Look around the game and be immersed. If people are coming up behind you and assassinating you then you probably shouldnʻt be standing still looking out a window, this isnʻt COD.
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> Maps - The three maps we played today seemed more designed for rumble pit then team slayer. There were a bunch of crazy spawns that put me behind players and gave kind of an unfair advantage. Also, the maps were kind of compartmentalized so many encounters were 2v1 or 3v1.
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> Graphics / Smoothness - Graphics looked great and I was honestly impressed with the frame rate. There were times I was doing moves that I expected the game not to keep up with but somehow it did. My friend was on an older Xbox though and had some frustration with lag which is expected since this is a next gen game. The game overall definitely seemed faster paced even more so than other titles which I wasnʻt expecting. Halo has always had a different gravity and been very much based on marksmanship where this felt extremely tactical. Not a bad thing, just a call out.
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> Features - I loved the fact that you can mark areas and players on the map. This was long overdue considering some players have different call outs. It will make it much easier to play with new players in matchmaking.
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> Equipment - The equipment seemed very balanced and didnʻt give anyone a huge advantage. The invisibility is sick, it is super hard to see someone which caused me to blind fire a few times until they came out. I expected the grappling hook to be a game changer but itʻs just another cool addition. When you have it thereʻs an extra chance to escape or flank a team but nothing unbalanced.
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> Weapons -
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> - I like that the BR was kept traditional and the four headshot kill is still a thing. BxR would be dope though - Commando - This gun was fun to play. It had the close range burst you want and you can even tap it for the long range felt like a great upgrade to the past version which was rarely used in PvP. Also a cool comp for the DMR. - Pistol - I heard a bunch of players talking about how the pistol isnʻt great at long range, well if you line up your shots it can land. I donʻt know if pistols are really designed to be a long range gun even though Halo 1 and 5 made it like that. I think at long range a BR should dominate a pistol every time and close range vice versa which is what I experienced today. - AR - Some people are talking about the AR being over powered that is crazy. It felt like it already got a nerf since the last flight. If it gets any weaker you wonʻt be able to defend against a power weapon. - Grenades - although the animation was different the amount of force needed on the controller to launch one felt familiar. I would like to see the spike and electric grenades get a damage boost. They felt underwhelming compared to the plasma and frag. - Pulse Carbine - I like the tracking bullets, will we see a regular carbine to compete with the BR? - Bulldog - Iʻm surprised that this gun doesnʻt do more damage up close, it leaves very little to comp the gravity hammer. Maybe we will see the sword and traditional shotgun in the near future?Canʻt wait to see what is coming next! I love the fact the beta is going strong, hopefully this will make for a smooth release. We canʻt have another Outriders or Cyberpunk! I hope you guys prioritize those players buying the game first since the PvP will be free to play.
I agree with most of what you say.
The sidekick is NOT the magnum. It is designed to be used for close to medium range at best. Taking it to long range fights is not going to compete with a true precision weapon. It’s balanced to fit into the sandbox and avaoids halo 5’s all on one ultimate utility magnum. Alot of people don’t see that it’s not supposed to be the magnum.
I think the bulldog is strong and feel the gravity hammers instant kill range should be smaller. I think as it is right now. It would give the traditional shotgun a hard time.
Now referring to other posts I have seen in this thread.
Radar
The radar is perfect the way it is now. Its traditional to halo and still offers more opportunities to enter the dance.
Timers for weapons
Can we stop considering timing weapon spawns as skills. It takes no skill to remember when weapons spawn. It was never fun to do so and people will time it themselves anyways. Keep the timers for weapon spawns because it helps new halo players and old halo players don’t need to track it themselves. Even for comp.
Weapons
The AR strength is exaggerated by most I have seen. You won’t be killed by an AR across the map. It is good to pepper people using precision weapons but that’s it. The AR and sidekick just don’t have the range.
Skewer/sniper
I think most people are struggling with the two for one main reason, bullet magnetism. Infinite has the lowest bullet magnetism we have ever had in halo. Unless your reticle is on the enemy, there will not be a hit. This was not the case for past halos and that may be why so many people confused.
Lastly I want the bxb to be fixed.