Objectively assessing the Halo 5 beta

This thread is an attempt to offer an objective analysis of the Halo 5 beta, free of the raging “343i sucks” and “Halo is dead” rhetoric and conversely more substantive than “Halo 5 is amazing!”

These are the few strengths and weaknesses to the beta that stood out most to me. I know others may share contradictory views, or have other criticisms of the game that I did not address positively or negatively, but I wanted to expand on the responses I submitted to 343i earlier today for their Halo 5 beta feedback, and echo my thoughts on this forum to try and start a civilized conversation.

I’ll quickly admit my personal bias within the Halo franchise, because I think it affects my approach to the Halo games and my interpretation of the beta:
A.) I’ve played all Halo games starting with CE on original Xbox. CE & Halo 2 were during my high school & college days, and I have the fondest memories of these “classic Halo arena shooters” that rightfully pioneered FPS on consoles. Halo 3 multiplayer was a juggernaut, and I’ve played ODST, Reach, 4, and even RTS (Halo Wars) to death.
B.) I have NOT played other FPS games in recent decades, and my only other formative FPS experiences were back in the N-64 days of Goldeneye and Perfect Dark. In other words, not COD or Battlefield of recent.
C.) Despite hating Reach & Halo 4’s “multiplayer evolution,” I played the hell out of the campaigns and even multiplayer anyways. Individually, they were fun multiplayer experiences for me, though armor abilities (armor lock, active camo, no de-scope, sprint, ordnance. . .) broke true competitive experiences and pushed the Halo franchise away from its true niche – as an arena shooter.

All this being said, I am truly excited for Halo multiplayer again. The Halo 5 beta feels to me to be what Halo 4 should have been. Here’s why:
1.) We are back to equal weapon starts. Map control & knowledge and timing of weapon placements are paramount to gaining an edge on the map.
2.) Ordnance drops and load-outs are gone, allowing equal starts and placing a better emphasis on gun battles again.
3.) Competitive Skill Ranking is back. Nothing is more boring than winning match after match 50 to 10-20, and nothing is more frustrating than getting clobbered match after match 10-20 to 50. I’ve experienced both sides of this, since I would place myself as an above average (but not excellent) FPS player (current gold ranking on slayer in Halo 5).
4.) With rifle spamming (mostly) gone (I’ll discuss my opinion on this more in a minute), teams aren’t simply sitting back and engaging only at range now. There is a ton of run-and-gun, coordinated flanking and aggressive mid- and close-range combat that I felt was severely lacking in Halo 4 (since loadouts had enabled people to start with a 4-shot BR in addition to a light rifle, carbine, or DMR).
5.) While sprint is still here, they have attempted to balance it by instituting a shield-recharge penalty. I suspect this will still be a bigger annoyance on big team battles & large maps, but in smaller 4-vs-4 slayer formats, most of the time I have witnessed people try and sprint away from a losing engagement, they die anyways. That being said, I would personally prefer to have sprint entirely gone, and instead the thruster pack would be the universal tool for the occasional ‘extra speed burst’ to be employed.
6.) Thruster pack is in my opinion the one strong armor ability developed in Halo 4, and making it a universal feature in Halo 5 meshes well with the game. It does not break gameplay, and adds fun new maneuvers and tactics to gun battles and grenade bouncing around tight corners, etc. Spartan charge and ground pound seem to me to be nothing more than gimmicks, only really being effective against people (aka, lower skill types and novices) who do not emphasize mobility in Halo multiplayer to begin with. Continuous team movement is enough to avoid these, but in the effect an opponent does make an honest attempt at ground pound or charge, thruster pack is effective to dodge. Missing a ground pound and charge leaves the player exposed and is more than enough of a deterrent, in my opinion, to let these “armor abilities” to be self-balancing.
7.) Scope-out is back!
8.) From playing the game, it feels completely evident to me that 343i hired Halo pros to be a part of the developing team. Recent Halo installments lacked quality maps, whereas Halo 2 set the bar for amazing maps (Midship, Lockout, Ascension, etc.). The Midship re-boots, plus Empire, Crossfire, and Trench are wonderful. Sightlines are great, lots of verticality and cover to offer a ton of variety in run-and-gun or at range engagement. Knowing that there is not only a Halo 5 beta, but also a 343i pro team helping with development, makes me feel much more confident that by the time Halo 5 is released, weapon tuning and map design will be very balanced and competitive.
The Halo 5 beta feels to me to play faster than any other previous Halo game, and does NOT feel like “classic Halo.” However, it still feels like a solid arena multiplayer and importantly players need to coordinate extremely well to win. This game is shaping up to be an ultimate team shooter, and should get the Halo franchise back on the right track after Reach, H4, and now the MCC multiplayer debacles. Here are a few important tweaks to the Halo 5 beta that could turn Halo 5 from an average Halo game (better than Reach & H4, worse than 1, 2, & 3/ODST) into a shooter of the year.

(continued)

*Note that these are all meant to be recommendations that I think could be logical & realistic fixes that 343i could implement within the next few months before the Halo 5 release.

MATCHMAKING
1.) Matchmaking needs a HUGE facelift. Wait times are far too long to join games, and for new players to join existing games, and intermission can be cut in half between games as well. This is beyond frustrating. I dealt with it because I wanted to get a lot of H5 beta playing in to offer honest feedback, but the wait times for beta and MCC are enough to make me lose interest in the multiplayer experience. This would be my #1 request for a fix/reform from my Halo 5 beta experience. Whether it is an issue from 343i & Halo, or the Xbox console itself, or both, the issue needs to be resolved.
2.) Additionally, Breakout 100% needs there to be even team numbers, so I hope that there are more effective punishments developed for people who quit during the match in Breakout.

WEAPONS
1.) Though I adapted to aiming down scope much quicker than I thought (the pistol and BR transition quite naturally, in my opinion), scoping in on the DMR is terrible. The scope itself blocks far too much of the screen, whereas other scoped rifles (BR and pistol especially) allow for aiming down scope but the Spartan retains full field of vision. The black DMR scope is so darned bulky that it makes me want to completely avoid the gun, and I feel like this feature wastes the utility of a long range rifle.
2.) I am sure this has been echoed repeatedly, but the SMG is way overpowered. It has been the #1 critique that I have heard others state when I’ve discussed the Halo 5 beta in matchmaking as well. It appears to me to make the AR irrelevant.

GAME FORMATS
1.) Breakout is an awesome format, and I am 100% hooked. Trench and Crossfire are excellent maps, with enough variety to offer long sight lines and cover for close in combat and tons of options for flanking/maneuvering around. That being said, on “Breakout,” I have often seen glitches occur and people spawn die when getting shot out of the man-cannons onto the map. This happened to me 2 games in a row once – as my Spartan is shot out of the cannon, it suddenly glitches and my body falls to its death outside of the arena even though I press no buttons. I have seen this happen to others both for and against my team (most commonly you’ll hear “3vs4” or “4vs3” immediately at the start of a round).
2.) BR starts on small 4v4 slayer maps is miserable (this is a continuation of point #4 from my list of ‘positives’). I used to love BR starts (especially in H2 and H3), but with thruster pack and sprint, these maps play EXTREMELY fast now and BR starts break the game. Every BR slayer ends up either 50-15 or 15-50 - never competitive, whatever team earns the first set of kills can pretty much spawn kill at will. This is especially true of maps like midship that have incredible sight lines and multiple levels of elevation. I’ve been in matches (both winning and losing) where the winning team establishes pairs on each side at elevation and pretty much rotates around the map in the same direction, and can pretty much be team-shot-ing an opponent at their spawn within a couple seconds of spawn. I’d advocate that default starts always be AR (or a nerfed SMG) + pistol, and add a couple more rifles (DMR, BR, carbine, or light rifle) onto map spawns to compensate. I would further assert that BR starts only be an option in custom games, big team battles, and other variants. For the competitive 4v4 slayer playlist, keep it pistol & AR/SMG start.

MISCELLANEOUS
1.) Graphics, music, in game noise (gun shots, Spartan movements, etc.) – all AMAZING. My family members are nearly all musicians & artists, so I have always appreciated detail in these types of aesthetics in-game. But. . .
2.) The auto-call outs for weapon spawn times and even locations for engagement or support seem to dilute the competitive multiplayer experience. This shouldn’t be a substitute for actual players buying & using a microphone and communicating with one another. I know, there are a lot of immature headset wearers, but that is why a mute button is so accessible in-game. I would recommend removing the call-outs in-game entirely (except maybe the non-strategic oriented ones like “Nice assist!” and “Head-shot!”). Instead, keep the new feature where the HUD (bottom left of screen, I believe) displays the current map location you are at, so that the player can learn standard map locations to call out as they wish (i.e., Blue 2, Trench, etc.). Also, the auto-calling out weapon spawns is ridiculous and redundant given that the HUD also displays the weapon spawn locations AND a countdown to their spawn times.
Thoughts & opinions?

And finally, if you play a lot of H5 beta or MCC multiplayer, and want another competitive player with a headset to play with, add me @ Shaman0610. I am always up for some Halo.

Just played Pegasus and Orion for the first time last night, and wow, Pegasus is a completely broken map. So wide open, spawn trapping is incredibly easy.

Also, ranking could use a bit of an edit. I’m not sure exactly how it works, but when a guy like me (Gold) gets matched up against 3 pros and 1 semi-pro, with a gold, silver, and onyx on my team, I don’t see why I should get deranked all the way from gold 3 to gold 1 in one game because we lose 4-50 (and I go 3-10).

If it didn’t have sprint it would probably be a good game.

The sprint combined with Halo’s long kill times causes elongated maps. It also causes a range increase on weapons to compensate for the new, larger maps.

The result is a game that is very mid to long range oriented. This can make the gameplay very stale as the gameplay of mid to long range fights(gun) is much more limited than the gameplay of short to mid(grenades, guns, melees).

It also creates a stagnant pace as people don’t move and attack each other as much.

> 2535471367604642;4:
> If it didn’t have sprint it would probably be a good game.
>
> The sprint combined with Halo’s long kill times causes elongated maps. It also causes a range increase on weapons to compensate for the new, larger maps.
>
> The result is a game that is very mid to long range oriented. This can make the gameplay very stale as the gameplay of mid to long range fights(gun) is much more limited than the gameplay of short to mid(grenades, guns, melees).
>
> It also creates a stagnant pace as people don’t move and attack each other as much.

Maps are certainly larger and the average engagement is slighter further out due to sprint; however, thruster pack is a viable means to get in closer to an opponent, and clamber is great for gaining verticality.

> 2533274797604373;5:
> > 2535471367604642;4:
> > If it didn’t have sprint it would probably be a good game.
> >
> > The sprint combined with Halo’s long kill times causes elongated maps. It also causes a range increase on weapons to compensate for the new, larger maps.
> >
> > The result is a game that is very mid to long range oriented. This can make the gameplay very stale as the gameplay of mid to long range fights(gun) is much more limited than the gameplay of short to mid(grenades, guns, melees).
> >
> > It also creates a stagnant pace as people don’t move and attack each other as much.
>
>
>
> Maps are certainly larger and the average engagement is slighter further out due to sprint; however, thruster pack is a viable means to get in closer to an opponent, and clamber is great for gaining verticality.

Has anyone actually measured the size of a map for H5 and previous installments? I think Midship would be a perfect map to test this claim with - measuring a few key differences (i.e., blue 1 to red 1 cross map; 3rd level walkway that sword is on; blue or red ramp to blue or red 3; etc) to see if indeed the “midship” map was expanded in size to accommodate the new sprint game mechanics.

Agreed about the thruster pack. I think it is a really nice addition. I’d like to try the H5 beta with thruster pack but not sprint.

> 2533274797604373;5:
> > 2535471367604642;4:
> > If it didn’t have sprint it would probably be a good game.
> >
> > The sprint combined with Halo’s long kill times causes elongated maps. It also causes a range increase on weapons to compensate for the new, larger maps.
> >
> > The result is a game that is very mid to long range oriented. This can make the gameplay very stale as the gameplay of mid to long range fights(gun) is much more limited than the gameplay of short to mid(grenades, guns, melees).
> >
> > It also creates a stagnant pace as people don’t move and attack each other as much.
>
>
> Maps are certainly larger and the average engagement is slighter further out due to sprint; however, thruster pack is a viable means to get in closer to an opponent, and clamber is great for gaining verticality.

Most people use thrust defensively.

> 2535471367604642;7:
> > 2533274797604373;5:
> > > 2535471367604642;4:
> > > If it didn’t have sprint it would probably be a good game.
> > >
> > > The sprint combined with Halo’s long kill times causes elongated maps. It also causes a range increase on weapons to compensate for the new, larger maps.
> > >
> > > The result is a game that is very mid to long range oriented. This can make the gameplay very stale as the gameplay of mid to long range fights(gun) is much more limited than the gameplay of short to mid(grenades, guns, melees).
> > >
> > > It also creates a stagnant pace as people don’t move and attack each other as much.
> >
> >
> >
> > Maps are certainly larger and the average engagement is slighter further out due to sprint; however, thruster pack is a viable means to get in closer to an opponent, and clamber is great for gaining verticality.
>
>
> Most people use thrust defensively.

I’ve been using it all wrong this whole time. Damn them Guardians. Damn them!!

> 2533274983624405;6:
> > 2533274797604373;5:
> > > 2535471367604642;4:
> > > If it didn’t have sprint it would probably be a good game.
> > >
> > > The sprint combined with Halo’s long kill times causes elongated maps. It also causes a range increase on weapons to compensate for the new, larger maps.
> > >
> > > The result is a game that is very mid to long range oriented. This can make the gameplay very stale as the gameplay of mid to long range fights(gun) is much more limited than the gameplay of short to mid(grenades, guns, melees).
> > >
> > > It also creates a stagnant pace as people don’t move and attack each other as much.
> >
> >
> >
> >
> > Maps are certainly larger and the average engagement is slighter further out due to sprint; however, thruster pack is a viable means to get in closer to an opponent, and clamber is great for gaining verticality.
>
>
> Has anyone actually measured the size of a map for H5 and previous installments? I think Midship would be a perfect map to test this claim with - measuring a few key differences (i.e., blue 1 to red 1 cross map; 3rd level walkway that sword is on; blue or red ramp to blue or red 3; etc) to see if indeed the “midship” map was expanded in size to accommodate the new sprint game mechanics.
>
> Agreed about the thruster pack. I think it is a really nice addition. I’d like to try the H5 beta with thruster pack but not sprint.

lol what?

Dude, just play H3 or H2 heretic or midship and then H5 truth. The difference is not even close. You don’t need to measure.

> 2535471367604642;9:
> > 2533274983624405;6:
> > > 2533274797604373;5:
> > > > 2535471367604642;4:
> > > > If it didn’t have sprint it would probably be a good game.
> > > >
> > > > The sprint combined with Halo’s long kill times causes elongated maps. It also causes a range increase on weapons to compensate for the new, larger maps.
> > > >
> > > > The result is a game that is very mid to long range oriented. This can make the gameplay very stale as the gameplay of mid to long range fights(gun) is much more limited than the gameplay of short to mid(grenades, guns, melees).
> > > >
> > > > It also creates a stagnant pace as people don’t move and attack each other as much.
> > >
> > >
> > >
> > >
> > > Maps are certainly larger and the average engagement is slighter further out due to sprint; however, thruster pack is a viable means to get in closer to an opponent, and clamber is great for gaining verticality.
> >
> >
> >
> >
> > Has anyone actually measured the size of a map for H5 and previous installments? I think Midship would be a perfect map to test this claim with - measuring a few key differences (i.e., blue 1 to red 1 cross map; 3rd level walkway that sword is on; blue or red ramp to blue or red 3; etc) to see if indeed the “midship” map was expanded in size to accommodate the new sprint game mechanics.
> >
> > Agreed about the thruster pack. I think it is a really nice addition. I’d like to try the H5 beta with thruster pack but not sprint.
>
>
>
> lol what?
>
> Dude, just play H3 or H2 heretic or midship and then H5 truth. The difference is not even close. You don’t need to measure.

Dude, I’ve played H2 classic Midship during my college days until my eyes bled. Yes, it “feels” different in size to me. I don’t see the problem in hoping for quantitative information to supplement our anecdotal experiences in game. It would make a much stronger argument, and even though I’d bet money that the scale is indeed larger for Midship H2 vs Truth H5, or even Lockout H2 vs (? whatever that remake was) H4, I still would love to see empirical evidence.