Observations from btb and arena

Btb made me notice how much I missed the rocket and sniper smoke trail.

The man canon effects bug out more than they don’t.

Player collision and legs really add to sense of place and fun factor more than I had realised.

The gravity hammer needs more pushback and the audio lacks the grandiose wind up squeal and impact. It sounds good but under whelming. The sound and pushback is why it worked so well in halo 3 it had a unique presence. The current implementation of it feels like a slower less smooth energy sword for me and I really hope this gets addressed.

Similarly the impact and explosion of the spnkr is a bit toned down especially with the impact of the audio when it is launched.

Similarly the needle super combine has zero presence and that noise used to give a dopamine rush in older games.

Ar still a little bit too reliable.

Fret keeps wrongfully saying grapple shot acquired.

Grapple shot indicator a little hars to notice in the heat of a firefight.

Hud is a bit condensed still room to Improve. Love the radar.

Separate inputs for exit and entering vehicles is quite frustrating.

Vehicle drills would be appreciated in a major way.

Can bots use vehicles at all?

Loot caves are awesome. The concept should be expanded post launch. A map with hacked doors opening and closing new paths in the environment can make some super dynamic mp moments.

Vehicle weapon reticle seem very small especially on the hogs chain gun.

An option to set up bots in btb with waves and rolling objectives would be a great community feature at launch to make to loss of forge less damaging.

All in all loving the game but a few tweaks would really improve it.

Hope the feedback ir received. Anyone else notice anything in btb that they had not in arena?