Love the AR but I think the head shot multiplier is why some believe TTK is too fast and some believe it is too slow. Not sure how to remedy this, it’s a skill gap issue for sure.
After adjusting I love the aiming. I feel like I’m placing shots. (XBSX)
Precision weapons feedback:
Sniper is great fun, the reload animations are nice but a tad light feeling. One handing the SR7 feels easier than expected, in isolation that was fine but when the hammer 2 handed feels so heavy it leaves me confused.
Especially if using both simultaneously.
Snipers lack of smoke trial was noticeable. On this topic, the same goes for the spnkr which also has a less than impressive explosion on contact. The fire sound however is great.
Glare on br and commando is unnecessary.
Skewer, sniper and other one hit kill long ranged weapons should be the only weapons with glare.
Makes the information more digestible.
Love the feel of all ranged weapons so far.
Auto weapon feedback;
The lack of descope on the AR makes it very effective at range when zoom is set to high magnification. Perhaps remove it?
Needler is great but I can hardly hear the super combine. I need that audio feedback to really hit home how explosive blamite is once critical mass is achieved.
Short range weapon feedback:
Love the sidekick’s quick switch and shot pacing to compliment the AR at close to medium range.
I’m unsure where the bulldog fits. It seems to get outplayed by the AR in most cases. I can see the PvE potential but not sure how it fits into mp.
Grav hammer is great I think melee could be faster and the lack of push back makes sense with the longer wind up but I’m not convinced its as fun as it can be. Its a chaos machine in past titles and thats the draw. Also the wind up lacks the squealing build and bass release of prior hammers.
Grenade launcher and grenades feedback:
Ravager is great taking from spv3s brute needler, incendiary grenade in H3 and the brute shot/ concussion rifle. Its great at area denial and crowd control.
The effects however ain’t landing for me. They feel very animated and disconnected from the environments. Halo 3s fire effects actually work better imo. I’d even be happy if those effects got recycled over the current one.
Digging all the grenades. Noobcube rules! But if the noobcube had better explosion visuals I wouldn’t complain as they weren’t AS explosive as expected, a pink hued humming coil used to strike fear in any Spartan’s heart.
Equipment feedback:
Love them all, however the indicator and range on the grappleshot makes it feel inconsistent.
Also I’d like it if holding the pick up input let me auto equip AC and OS as well as DB and SB if they are in the full game.
Still feel the interactive nature of the bubble shield is far more interesting than the defensive preemptive nature of the titanfallesque drop wall.
Threat sensor was better than expected and was great for coordination in social ctf without mics.
A sticky jammer-flare or chaf smoke would be a fine addition to the sandbox.
As would a smart scope deployable cover that functions as a make shift ramp would be awesome.
UI feedback:
Honestly just plain awful, unintuitive.
The way things are broken up makes little sense.
Having to back out of the lobby menu to get to armour or weapon hall was annoying in the flight with limited customisation options cant imagine how it will feel at launch.
It was just archaic and over complicated.
Also the message of the day blocks part of the squad. If you are showing squad members in the ui don’t clutter the screen with obstructions its 2 opposing philosophies. Perhaps a simpler menu system like 3 or reach or a more diagetic have a hologram monitor instead of just an image window and have the ammo crate be the customisation menu for example.
Right now the UI feels lack it is trying to be everything for everyone and has no sense of direction. The actual assets used are fantastic.
Academy feedback:
Weapon drills are cool and ill be going for full marks once the game is out.
Some additions to consider for post launch would be vehicles, seriously the wasp and banshee need to be explained to new players they aren’t as intuitive as past games vehicles because of added complexity release on release.
A break out aesthetic (literally use those assets) firing range that shows spread and drop on projectiles and perhaps has the option for community firing ranges to be added over time.
Hell if possible a kill house style time trial mode would do wonders for the community to unearth techs and share them with less skilled players.
I also hope getting all stars unlocks a camo for each weapon.
BTB feedback:
An added xp reward for playing objectives is 100% required.
Many games were utterly awful due to players chasing challenges and not the actual objective. In total control and ctf this lead to long low scoring boring games or short one sided affairs. I understand this is bound to happen but the frequency felt quite a bit higher than the past. I may be mistaken but after considering this I came to the conclusion that it was tied to the xp system.
Some effects are broken as I’m sure you are aware, ie the man canon.
Some melee kills did not get counted towards challenges/battle pass.
Being able to run through teammates and their grenades and shots sort of trivialises team play.
Example:I I was defending a point by the loot cave and had pushed back the enemy, I tried to stick a retreating spartan with my plasma nade as I was throwing a teammate passed straight through me and got stuck on the head, they survived, stole a kill(which is fine) and got taken out by 2 other Spartans. This couldn’t have happened in say halo 3. While team kills can be an annoying issue it does teach valuable lessons and improves player coordination. It also promotes a general sense of awareness in regards to surrounding geometry players. Mechanics that promote coordination and consideration of other players on the same team are qart of the experience and were sorely missed.
It also doesn’t teach new players to pay attention to grenades, allies or that grenade spamming isn’t always the solution. This was a major negative for me as it also makes the players feel distinctly separate from the environments and as the focus is on sandbox not being a part of that sandbox itself removed some of the essential chaos that is the strength of halo.
I understand why this is implemented considering F2P but its probably my most negative recieved aspect of the game over all as it is always there at the back of my mind. Especially when a ghost friendly passes through me.
Makes positioning that bit less interesting over all.
Loot caves feel sparse, such a great idea but a tad underwhelming however not sure how this can be changed with map balance being ruined.
Would love to see the door hack used to make dynamic changes to map lanes, sight lines, cover etc. Could make for amazing replay value.