Radar "Combat Sensor" Suggestions (Constructive)

The radar in the most recent flight ending on the 26th of September felt really great in comparison to that of the first. That being said here are my thoughts on what worked and what did not:

  • Keeping the flight 1 sensor to competitive and making flight 2’s casual arena is a great idea! I do hope this stays as I think both sensors are perfect implementations for their set mode (motion for casual, ability and damage for competitive sensors) - With the high mobility (base player speed, sprint) of Halo Infinite, being off-radar and within melee distance from the player can be within two literal seconds of each other even without using sprint. I suggest that the radar be bumped up to 25m from the existing 18m to allow for greater strategic use of the combat sensor. At the very least, some value in-between would greatly improve its effectiveness. - The radar being unable to discern players who are separate levels in elevation (above or below the player) is frankly a step back from previous title’s radars. Having an elevation indicator can speed up the pace of gameplay by reducing instances of two enemy players “dancing” at separate elevations from each other. Allowing for greater strategy on how to approach a combat situation.Other than that, I feel that the radar is great! The level of detail is nice without making it hard to identify information to the position of nearby enemy players. Please consider these notes, feel the distance one should be fairly easy to implement but I know nothing of game development. Thank you for reading and I hope that this helps improve the satisfaction of the game!