I’m sure everyone is giving similar input but I had a few thoughts on what did and didn’t work from what little I was able to play it this weekend. To clarify, I almost exclusively played the PVP, and never solo, so I had at least one person with me to work with at all times. This greatly skews opinions so I just wanted to put that out there.
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As far as the weapon sandbox goes, I like what it showed off. Weapons were satisfying to use, although some were sort of boring in a strange way…almost too generic feeling. My favorite by far was the Commando, it just felt good to use effectively, and it’s balancing meant that I could use it at any range so I felt like I could switch my AR or my Sidekick with equal benefit. The Skewer is fun to get kills with, but it was also a little wonky…basically I wish there was a theater mode so I could go back and see a lot of the shots that I KNOW hit people, and figure out how I hit people that didn’t look like I should have.
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The equipment is the same as always…annoying to me in a Halo game. It’s nice they dropped AA’s and Spartan mobility nonsense, but map pickup equipment is still not a great addition to the sandbox and only creates randomness and chaos. I suppose the one I liked the most was the Repulser though. Once I figured that one out it was really useful in a variety of ways. I loved knocking people off the side of the map, or launching the flag, or doing a super jump to a higher point on the map, etc. The grapple hook was annoying and I hated it, as I suspected I would. The camo and OS being equipment wasn’t BAD per se, but it did change the way both those power ups work substantially. Now all of a sudden you can sneak behind enemy lines and THEN deploy an overshield to decimate the enemy team at their spawn by yourself. It’s a little op, although they did balance it a bit by making it take a couple seconds to activate.
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The maps were alright. I got used to them and their layouts and didn’t find too much wrong with them. I’d have to see the finalized weapon and spawn layouts to really judge them appropriately. I suppose Bazaar was my least favorite, but that was mostly because rockets are in a spot they shouldn’t be. They’re way too powerful sitting on the spot they are. Basically, a halfway competent team that gets rockets first should never ever lose the area of the map, and has a constant supply of rockets to use.
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The BR is good, but strange. The slower time to kill (or rather, the faster time most weapons have) makes lots of weapons outshoot it at close and even mid range. But in an open space it dominates as it should. I would still kind of prefer a commando for the versatility and balancing, but a BR is a sturdy tier of it’s own in the sandbox.
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The Needler is trash, complete and utter useless trash. It’s entirely random to get kills with it, and not fun to use at all. They really nailed the Needler with 4 and 5, and it’s sad to see a backslide on it.
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Hit registration is bad. There is almost no indication you’re getting shot from any direction, so by the time you notice your shields depleted you’re already almost dead. It was very disorienting to just not know how much damage I was taking before it was too late.
7, Melee lunge distance and magnetism is WAY too high. It’s like Halo 2 sword lunge distance, which is insane. Both need to be toned down, because melee combat should be a last resort or a tactical play, not the most effective way to get kills on close quarters maps.
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The melee glitch was toxic and I wanted to commit a list of war crimes every time someone did it. Heck, I think a few bots were even learning how to do it at some point.
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Vehicles are OP. I think it will be better when there are more ways to kill them on the map, but Behemoth just having a Skewer and the disruptor grenades made fighting a capable warthog or even a braindead ghost very difficult. You can barely tell what damage you’re doing to the drivers when they’re in the vehicle, so unlike other Halos, you can’t just rely on your normal weapons yet. Maybe they’ll polish that up. Until they do, the Ghost is insanely powerful and dangerous…which is fine when you’re the one in them.
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The heatwave and bulldog are very random feeling. It seemed like sometimes a close-mid 2 shot kill was super easy as long as you don’t miss. Other times you clearly don’t miss at the same range, and it takes 3-4 shots, if you can even manage to shoot that many times without being double melee’d. Maybe it was lag, but I know I have the video to prove it was inconsistent at least.
Anyway, those are some of my thoughts on this flight. I know most of it is just unhelpful opinion, but maybe I said something relevant to someone. Thank you, and maybe the game will turn out alright after all.