So, this is going to be somewhat of a mix, considering how I feel so far about multiple aspects of the Tech Preview. This is subject to change, especially when the game fully releases. Thoughts included are going to be towards weapons, equipment, movement and maps. I have yet to include anything about the bots, as I am waiting until I get to play against all four levels of bots. This is also going to be somewhat messy, as I originally started writing this on the discord for Halo, before a mod reminded me of this. I’ll have to give credit where credit is due… Well done 343, you guys are actually making me feel hope for this… Don’t dash it like Cyberpunk, Anthem etc…
Weapons:
AR: Viable, strong, a good starting weapon, allows the use of peppering enemies, either to kill them yourself, or to allow allies to finish them off. Decent ROF, good control, good ammo mag, and good backpack ammo cap as well.
Pulse Carbine: I do like this weapon, however, it feels like the Plasma Repeater from Halo Reach and the Storm Rifle, mixed with the BR, except in 5 round burst instead of 3 round burst. It also has tracking for the plasma, but it’s only in RRR, and it flies very, very fast compared to plasma pistol, but it’s very easy for it to veer away if aimed badly. Sidekick: Feels like the Gunfighter from Halo 5. I do hope they make a return to form Magnum, but for quick, snappy fights? This works. Bloom heavily hurts it, but if you can control it, it’s good.
Commando: this satisfies an itch that the BR and the AR couldn’t quite reach, and the DMR felt more suited as a more long range weapon. It’s accurate, but you want to find the middle ground between the BR and the AR for this to be the most use. It can headshot, so ensuring you aim at the chest and let the slight recoil pull it up towards the head… However, beware firing it too often on targets, as Bloom also heavily affects this weapon, causing it to go from ‘accurate’ to ‘I missed all my shots’ like the DMR in Reach was like. Plasma Pistol: No comment, but if you wanna use this to kill someone, Noob Combo works well. it also has the slowest of the plasma travel time, compared to the Ravager and the Pulse Carbine.
Ravager: Halo 5’s incineration Cannons somewhat remind me of it. It has two modes of firing, with charge time going between how many shots one takes for the ‘standard’ firing, which a quick tap of the firing button will do a two shot burst… But the full charge drops an AOE denial of fire… However, I feel the damage is kinda… Weak, plus it’s rather spread out, from what I see. Both firing styles, however, have AOE, travel time, and unlike any other plasma weapon, the rounds will drop over time and distance.
Gravity Hammer: MONKE GO BONK! A powerful, close range weapon, with decent AOE and range. However, the slow swing speed means that people can do a good 2 tap on you, if they are good enough, especially the Pulse Carbine, as that can 1 burst someone’s shields, leaving them open to a melee kill. However, this is dangerous… Because, well, you have to be quick enough to do this. If not… CRUNCH
Bulldog: A more aggressive playstyle, due to weaker damage but faster ROF than the OG shotgun. Having a drum mag as well makes it much faster reload, but if the OG shotgun comes back, it would mean it stands out as a choice between power weapons. Do you want more power, but slower pumps/reloads? OG shotgun. Do you want a weapon that’s more fast paced and/or suits your own personal playstyle? Bulldog
BR: Not much to say about this, it’s a 3 round burst DMR. However, unlike the Commando and the Sidekick, it does not suffer bloom, as far as I could tell, allowing one to brrt down enemies. However, it does have some innaccuracies, due to the way the reticle is setup, allowing some shots down range to miss, or due to the players aim being bad (I will not deny my aim is bad xD)
Sniper Rifle: I never realized how bad I was with the sniper rifle, until this game. It sounds beefy. However, I can’t hit a damn thing… And another thing. When it spawns in, you only get two mags, a total of 8 shots. There is potential for 8 kills or more with collats, but good luck hitting those heads.
Skewer: One of the things I’d love for this to do, would be to stick someone to a wall with it… Instead, it just acts like a sniper rifle. However, its greatest strength, if we can go off the MP reveal at E3? Is knocking around lighter vehicles. However, like the Ravager, it has travel time, and the shot will drop as well.
Heatwave: Who’s bright idea was this? No seriously, I love this thing! The concept of a bank shot weapon isn’t new, but the fact that this thing also can penetrate enemies as well? The horizontal shot is best at hitting multiple enemies, allowing allies to focus down on the weaker enemies… But, if you really need to kill someone, the vert shot allows a potential 2 tap if you land all six of the hardlight pellets. This weapon has potential as getting a lot of accidental double kills, depending on the sections of the maps its on. Needler: It’s strong, but weak at the same time. If you have a high value target to kill, this is it. however, it’s also easy to get out of the way and avoid meeting the grisly fate that is the Pink Mist. Visually, and sound wise… The deaths are… Sad. I want a return to form for this, like how the other halos had it.
Those were the weapons I used… Now…
Now for the equipment. Grappleshot: Spidaman, spidaman… This thing is a blast to use. Well done 343, you guys should be proud of this. using it for escapes is intense, especially when you’re low on shields/hp. using it to grapple items is good (rarely used, I felt it was better utilized personally for escapes, movement, and grappling towards enemies, especially if using the Hammer). It has 3 uses, but can be added to, if you managed to get yourself the Grappleshot spawn in time. The most I saw, personally, was 4. But that was because I happened to only have 1 shot left… Amusingly, you cannot grapple the grapple towards you… Ironic.
Dropwall: Like the Bubble Shield in Halo 3 and Halo Reach, except you can shoot through it. It also gives you the medal for blocking nades tossed your way. However, it has a surprisingly long activation once thrown, about 2-3 seconds. It is better off used as a preemptive use, instead of as a reaction, due to the activation time. I’ve died more times than I want to admit due to the slow activation.
Overshield: The fact one can hold onto this item, like the active camo allows for great custom games potential. This also means that it can be dropped upon death if it isn’t used… Which it is very, very easy to die using it. However, I feel that once I used it, I took more risks… Which also, in a way, led me to dying faster. I found myself pushing harder into enemy lines, especially if I had a teammate backing me up. It made for quite the more cinematic experience however. One last thing… It also causes a screen effect. visually, I feel like I’m underwater due to it, as it sort of ‘molds’ around my vision, making it harder to see. I like it though.
Active Camo: Don’t sprint if you use it. You’ll end up making yourself visible. It also makes sounds odd, and again, a visual effect is on display on your screen while it is active. It’s just near invisibility… And much harder to spot.
I’ll have to include a part 2 to this post, as it appears to be too big! D: