Pros/Cons after playing almost 100 games

ive played ALMOST 100 games in this mini-beta and i thought i should let you guys know - who couldnt play the mini-beta - what it was like

l Pros l

sticks to the roots, power weapons and map control

takes more skill then past halo games

good weapons

nice graphics

new abilities actually help gameplay along with the new sprint mech

VERY COMPETITIVE

nice title music — wwwaaayyy better than halo 4’s title music junk —

better spartan colors when customizing

the 2 playable maps were amazing

nice entry animation

simplifid scoring in slayer, not by 10’s but by 1’s

female models are an improvement over h4’s anorexic ones

beleive it or not but smart link actually goes in H5, all it does will effect the spread of autos, besides that it is cosmetic

fast pace and not sluggish

bigger maps to fit the new abilities

l Cons l

ending animation seems yoinky, have different animation cycles

thruster and the occasional charge were the only abilities being used, ive only been kill 1 time in this beta by ground pounder. i did it every chance i knew id kill em and no one at all used sliding, i did to pick up SMG the id jump thruster

prophets bane 25% speed increase needs to be nerfed to 10% – i know, everytime on truth id go striaght for the bane by running straight and jump thruster clamber.

SMG op, needs a slight nerf

the servers were a major issue in this beta, i hope by the full one it will be fixed - what are pre-betas for -

that is a brief pro/con by me. id give this game a 9/10 and ive enjoyed testing this game and will be teased for a week re-watching all my gammeplay lol hope this helps 343 and people that havent played this game yet

How the bullet magnetism? Is it similar Halo 4 in comparison or is it less like it should be?

> 2533274996011466;2:
> How the bullet magnetism? Is it similar Halo 4 in comparison or is it less like it should be?

There’s far less than H4.
It’s at a very pleasant level though, not too little, not too much.

> 2533274802421336;3:
> > 2533274996011466;2:
> > How the bullet magnetism? Is it similar Halo 4 in comparison or is it less like it should be?
>
> There’s far less than H4.
> It’s at a very pleasant level though, not too little, not too much.Thanks I’ve been wondering this but couldn’t tell from just a video.

I disagree about the sword. I think 25% seems perfect so far. It’s balanced perfectly. If it were any slower the sword would be waaaay too difficult to use without camping because the lunge isn’t as good in this game.

Nice post! Here are a list of things I think need to be tweaked.

I think the Pistol is too strong right now, it is a perfectly viable option at mid-range. A few consecutive headshots with it’s fast rate of fire makes it very lethal. It beats out a assault rifle in decent hands, I think it needs to be brought down a little.

Shoulder Charge needs to be refined, I don’t understand the differences between shoulder charges that kill and those that drain a shield completely. I will say that I hardly ever use it, so that my be my problem. There are times where I’ve been killed by a shoulder charge and other times when I have survived. If those would be explained to the player what requirements need to be met to kill a player versus draining shield, then I would take this off my list. If they aren’t suppose to be any discrepancies then that is the problem right there. In addition, I don’t think a shoulder charge should reach a player that is an a elevated position. I’ve been killed while on a platform from a player below me that shoulder charged and tracked me. I think that is a little ridiculous.

Spawns need to be reworked as with all betas. However, my biggest concern is spawning literally next to a weapon. These spawns defeat the purpose of the old school type of play, where a player had to go out and work for the weapon they desired. It is gift wrapped for you, essentially spawning with that weapon. That is a big no-no to me.

I feel as though terminal velocity needs to be longer to reach. Do not increase sprint speed over a longer time to reach it, simply keep the same sprint speed but add a few more seconds to reach terminal velocity. I don’t like the idea of being given access to a move that can kill so quickly, almost 2 seconds into sprinting you can now preform the shoulder charge and slide.

Personally, I would like longer grenade spawns or remove a few grenade spawns from the maps. A lot of encounters begin with spotting the enemy, then the two players proceed to empty their grenades as if they are going to explode in their back pockets. Grenades should be similar to a luxury in the game. However, I don’t want grenades to hardly spawn then it takes away from combat, just hold them off from appearing a little longer.

I think Ground Pound needs a longer startup.

Sprint delays need to be removed or thoroughly explained. It is known, if a player is shot or takes damage during the ramp up of sprint, they will be kicked out of it. However, there are multiple accounts of players unable to sprint after they have survived an encounter or are in the process of running away and not being able to sprint. The player takes damage, breaks line of sight with their enemy, clicks to sprint and cannot run yet haven’t taken any damage to prevent them from sprinting and still cannot sprint.

Weapons that have been used will appear as newly spawned weapons, in the same exact position. This is a problem because a player will go to pick up what they think is a newly spawned weapon, only to have 5 bullets. That needs to be removed.

I haven’t done much reading on halo 5 yet so can someone please explain to me if you only get one of these abilities, for example you only get ground pound and no other abilities, or can you use all of them whilst playing?

cough cough AR range cough cough

Halo 5 beta Cons: December 29th can’t come fast enough.

In what way “the servers were a major issue in this beta” was an issue? For me, i got a couple disconnections and played all the games running on dedicated servers. I didn’t suffer a single LAG…(You must think i’m lying)

> 2533274892545310;10:
> In what way “the servers were a major issue in this beta” was an issue? For me, i got a couple disconnections and played all the games running on dedicated servers. I didn’t suffer a single LAG…(You must think i’m lying)

i have great connection, my xb1 gets about 80 Mb/s

it wasnt lag, there were connection issues, i kept getting tons of meseges while pressing menu, it would say - excuse us - there is an unexpected issue with the servers.

> 2533274996011466;2:
> How the bullet magnetism? Is it similar Halo 4 in comparison or is it less like it should be?

very little, makes the game require skill, i onyl barely noticed with the Br SOMETIMES, besides that it was very hard to notice

> 2533274830768857;9:
> Halo 5 beta Cons: December 29th can’t come fast enough.

agreed

> 2533274856070569;6:
> Nice post! Here are a list of things I think need to be tweaked.
>
> I think the Pistol is too strong right now, it is a perfectly viable option at mid-range. A few consecutive headshots with it’s fast rate of fire makes it very lethal. It beats out a assault rifle in decent hands, I think it needs to be brought down a little.
>
> Shoulder Charge needs to be refined, I don’t understand the differences between shoulder charges that kill and those that drain a shield completely. I will say that I hardly ever use it, so that my be my problem. There are times where I’ve been killed by a shoulder charge and other times when I have survived. If those would be explained to the player what requirements need to be met to kill a player versus draining shield, then I would take this off my list. If they aren’t suppose to be any discrepancies then that is the problem right there. In addition, I don’t think a shoulder charge should reach a player that is an a elevated position. I’ve been killed while on a platform from a player below me that shoulder charged and tracked me. I think that is a little ridiculous.
>
> Spawns need to be reworked as with all betas. However, my biggest concern is spawning literally next to a weapon. These spawns defeat the purpose of the old school type of play, where a player had to go out and work for the weapon they desired. It is gift wrapped for you, essentially spawning with that weapon. That is a big no-no to me.
>
> I feel as though terminal velocity needs to be longer to reach. Do not increase sprint speed over a longer time to reach it, simply keep the same sprint speed but add a few more seconds to reach terminal velocity. I don’t like the idea of being given access to a move that can kill so quickly, almost 2 seconds into sprinting you can now preform the shoulder charge and slide.
>
> Personally, I would like longer grenade spawns or remove a few grenade spawns from the maps. A lot of encounters begin with spotting the enemy, then the two players proceed to empty their grenades as if they are going to explode in their back pockets. Grenades should be similar to a luxury in the game. However, I don’t want grenades to hardly spawn then it takes away from combat, just hold them off from appearing a little longer.
>
> I think Ground Pound needs a longer startup.
>
> Sprint delays need to be removed or thoroughly explained. It is known, if a player is shot or takes damage during the ramp up of sprint, they will be kicked out of it. However, there are multiple accounts of players unable to sprint after they have survived an encounter or are in the process of running away and not being able to sprint. The player takes damage, breaks line of sight with their enemy, clicks to sprint and cannot run yet haven’t taken any damage to prevent them from sprinting and still cannot sprint.
>
> Weapons that have been used will appear as newly spawned weapons, in the same exact position. This is a problem because a player will go to pick up what they think is a newly spawned weapon, only to have 5 bullets. That needs to be removed.

this is a good list of things too, i couldve went in to EXTREME DETAIL and i probly wouldve added in most of these

> 2533274915983628;1:
> ive played ALMOST 100 games in this mini-beta and i thought i should let you guys know - who couldnt play the mini-beta - what it was like
>
> l Pros l
>
> sticks to the roots, power weapons and map control
>
> takes more skill then past halo games
>
> good weapons
>
> nice graphics
>
> new abilities actually help gameplay along with the new sprint mech
>
> VERY COMPETITIVE
>
> nice title music — wwwaaayyy better than halo 4’s title music junk —
>
> better spartan colors when customizing
>
> the 2 playable maps were amazing
>
> nice entry animation
>
> simplifid scoring in slayer, not by 10’s but by 1’s
>
> female models are an improvement over h4’s anorexic ones
>
> beleive it or not but smart link actually goes in H5, all it does will effect the spread of autos, besides that it is cosmetic
>
> fast pace and not sluggish
>
> bigger maps to fit the new abilities
>
>
>
> l Cons l
>
> ending animation seems yoinky, have different animation cycles
>
> thruster and the occasional charge were the only abilities being used, ive only been kill 1 time in this beta by ground pounder. i did it every chance i knew id kill em and no one at all used sliding, i did to pick up SMG the id jump thruster
>
> prophets bane 25% speed increase needs to be nerfed to 10% – i know, everytime on truth id go striaght for the bane by running straight and jump thruster clamber.
>
> SMG op, needs a slight nerf
>
> the servers were a major issue in this beta, i hope by the full one it will be fixed - what are pre-betas for -
>
>
>
> that is a brief pro/con by me. id give this game a 9/10 and ive enjoyed testing this game and will be teased for a week re-watching all my gammeplay lol hope this helps 343 and people that havent played this game yet

most of the pros you have are the reason most ppl dont like it including my self

> 2533274856070569;6:
> I think the Pistol is too strong right now, it is a perfectly viable option at mid-range. A few consecutive headshots with it’s fast rate of fire makes it very lethal. It beats out a assault rifle in decent hands, I think it needs to be brought down a little.

That’s the way it should work. Accuracy > Spray and Prey. With perfect headshots it should always just barely beat out an AR.

> 2758454771785181;15:
> > 2533274915983628;1:
> > ive played ALMOST 100 games in this mini-beta and i thought i should let you guys know - who couldnt play the mini-beta - what it was like
> >
> > l Pros l
> >
> > sticks to the roots, power weapons and map control
> >
> > takes more skill then past halo games
> >
> > good weapons
> >
> > nice graphics
> >
> > new abilities actually help gameplay along with the new sprint mech
> >
> > VERY COMPETITIVE
> >
> > nice title music — wwwaaayyy better than halo 4’s title music junk —
> >
> > better spartan colors when customizing
> >
> > the 2 playable maps were amazing
> >
> > nice entry animation
> >
> > simplifid scoring in slayer, not by 10’s but by 1’s
> >
> > female models are an improvement over h4’s anorexic ones
> >
> > beleive it or not but smart link actually goes in H5, all it does will effect the spread of autos, besides that it is cosmetic
> >
> > fast pace and not sluggish
> >
> > bigger maps to fit the new abilities
> >
> >
> >
> > l Cons l
> >
> > ending animation seems yoinky, have different animation cycles
> >
> > thruster and the occasional charge were the only abilities being used, ive only been kill 1 time in this beta by ground pounder. i did it every chance i knew id kill em and no one at all used sliding, i did to pick up SMG the id jump thruster
> >
> > prophets bane 25% speed increase needs to be nerfed to 10% – i know, everytime on truth id go striaght for the bane by running straight and jump thruster clamber.
> >
> > SMG op, needs a slight nerf
> >
> > the servers were a major issue in this beta, i hope by the full one it will be fixed - what are pre-betas for -
> >
> >
> >
> > that is a brief pro/con by me. id give this game a 9/10 and ive enjoyed testing this game and will be teased for a week re-watching all my gammeplay lol hope this helps 343 and people that havent played this game yet
>
>
> most of the pros you have are the reason most ppl dont like it including my self

so you dont want a competitive halo game closer to the roots of halo than any of the past halos weve gotten?? you dont want good map design to suit what 343 putting in?? you just better go. zooming is the same as its always been, it has always efected the spread, especially in H2, why are you people complaining about this?? dont want a halo with barely any magnetism?/ whats wrong with you 0_o this takes more skill than ANY past halo and makes your strive to win

> 2533274915983628;14:
> > 2533274856070569;6:
> > Sprint delays need to be removed or thoroughly explained. It is known, if a player is shot or takes damage during the ramp up of sprint, they will be kicked out of it. However, there are multiple accounts of players unable to sprint after they have survived an encounter or are in the process of running away and not being able to sprint. The player takes damage, breaks line of sight with their enemy, clicks to sprint and cannot run yet haven’t taken any damage to prevent them from sprinting and still cannot sprint.
> >
> > Weapons that have been used will appear as newly spawned weapons, in the same exact position. This is a problem because a player will go to pick up what they think is a newly spawned weapon, only to have 5 bullets. That needs to be removed.
>
>
> this is a good list of things too, i couldve went in to EXTREME DETAIL and i probly wouldve added in most of these

maybe this is good also for those worried about sprinters running from battle.

> 2533274856070569;6:
> Nice post! Here are a list of things I think need to be tweaked.
>
> I think the Pistol is too strong right now, it is a perfectly viable option at mid-range. A few consecutive headshots with it’s fast rate of fire makes it very lethal. It beats out a assault rifle in decent hands, I think it needs to be brought down a little.
>
> Shoulder Charge needs to be refined, I don’t understand the differences between shoulder charges that kill and those that drain a shield completely. I will say that I hardly ever use it, so that my be my problem. There are times where I’ve been killed by a shoulder charge and other times when I have survived. If those would be explained to the player what requirements need to be met to kill a player versus draining shield, then I would take this off my list. If they aren’t suppose to be any discrepancies then that is the problem right there. In addition, I don’t think a shoulder charge should reach a player that is an a elevated position. I’ve been killed while on a platform from a player below me that shoulder charged and tracked me. I think that is a little ridiculous.
>
> Spawns need to be reworked as with all betas. However, my biggest concern is spawning literally next to a weapon. These spawns defeat the purpose of the old school type of play, where a player had to go out and work for the weapon they desired. It is gift wrapped for you, essentially spawning with that weapon. That is a big no-no to me.
>
> I feel as though terminal velocity needs to be longer to reach. Do not increase sprint speed over a longer time to reach it, simply keep the same sprint speed but add a few more seconds to reach terminal velocity. I don’t like the idea of being given access to a move that can kill so quickly, almost 2 seconds into sprinting you can now preform the shoulder charge and slide.
>
> Personally, I would like longer grenade spawns or remove a few grenade spawns from the maps. A lot of encounters begin with spotting the enemy, then the two players proceed to empty their grenades as if they are going to explode in their back pockets. Grenades should be similar to a luxury in the game. However, I don’t want grenades to hardly spawn then it takes away from combat, just hold them off from appearing a little longer.
>
> I think Ground Pound needs a longer startup.
>
> Sprint delays need to be removed or thoroughly explained. It is known, if a player is shot or takes damage during the ramp up of sprint, they will be kicked out of it. However, there are multiple accounts of players unable to sprint after they have survived an encounter or are in the process of running away and not being able to sprint. The player takes damage, breaks line of sight with their enemy, clicks to sprint and cannot run yet haven’t taken any damage to prevent them from sprinting and still cannot sprint.
>
> Weapons that have been used will appear as newly spawned weapons, in the same exact position. This is a problem because a player will go to pick up what they think is a newly spawned weapon, only to have 5 bullets. That needs to be removed.

Disagree with the pistol nerf. It is more difficult to use than an smg so if the user has better aim he should kill the smg user. Completely balanced.

> 2533274915983628;14:
> > 2533274856070569;6:
> > Nice post! Here are a list of things I think need to be tweaked.
> >
> > I think the Pistol is too strong right now, it is a perfectly viable option at mid-range. A few consecutive headshots with it’s fast rate of fire makes it very lethal. It beats out a assault rifle in decent hands, I think it needs to be brought down a little.
> >
> > Shoulder Charge needs to be refined, I don’t understand the differences between shoulder charges that kill and those that drain a shield completely. I will say that I hardly ever use it, so that my be my problem. There are times where I’ve been killed by a shoulder charge and other times when I have survived. If those would be explained to the player what requirements need to be met to kill a player versus draining shield, then I would take this off my list. If they aren’t suppose to be any discrepancies then that is the problem right there. In addition, I don’t think a shoulder charge should reach a player that is an a elevated position. I’ve been killed while on a platform from a player below me that shoulder charged and tracked me. I think that is a little ridiculous.
> >
> > Spawns need to be reworked as with all betas. However, my biggest concern is spawning literally next to a weapon. These spawns defeat the purpose of the old school type of play, where a player had to go out and work for the weapon they desired. It is gift wrapped for you, essentially spawning with that weapon. That is a big no-no to me.
> >
> > I feel as though terminal velocity needs to be longer to reach. Do not increase sprint speed over a longer time to reach it, simply keep the same sprint speed but add a few more seconds to reach terminal velocity. I don’t like the idea of being given access to a move that can kill so quickly, almost 2 seconds into sprinting you can now preform the shoulder charge and slide.
> >
> > Personally, I would like longer grenade spawns or remove a few grenade spawns from the maps. A lot of encounters begin with spotting the enemy, then the two players proceed to empty their grenades as if they are going to explode in their back pockets. Grenades should be similar to a luxury in the game. However, I don’t want grenades to hardly spawn then it takes away from combat, just hold them off from appearing a little longer.
> >
> > I think Ground Pound needs a longer startup.
> >
> > Sprint delays need to be removed or thoroughly explained. It is known, if a player is shot or takes damage during the ramp up of sprint, they will be kicked out of it. However, there are multiple accounts of players unable to sprint after they have survived an encounter or are in the process of running away and not being able to sprint. The player takes damage, breaks line of sight with their enemy, clicks to sprint and cannot run yet haven’t taken any damage to prevent them from sprinting and still cannot sprint.
> >
> > Weapons that have been used will appear as newly spawned weapons, in the same exact position. This is a problem because a player will go to pick up what they think is a newly spawned weapon, only to have 5 bullets. That needs to be removed.
>
>
> this is a good list of things too, i couldve went in to EXTREME DETAIL and i probly wouldve added in most of these

Thanks man! I look forward to everyone’s suggestions.