Thoughts on RUL Apex-7 Gameplay?

The Good

-Map design is much bigger and combat between Spartans is much more spread out, it’s very clear that you could see pockets of conflict all over the map. It was cool to see Greenskull come over a hill in the Scorpion, bullets flying and plasma mortars arcing overhead while a Phaeton’s gunning down his allies.

-REQ system looks okay, some minor concerns but it seems balanced enough on the map presented. Couple of cool weapon variants.

-Some bosses are actually placed in areas players pay attention to, causing some intense battles.

-Scorpion redesign is the one of the first that I’m actually content with. They really only changed the turret shape and size, and it’s more beefily armored. Gonna miss that shell ejector thing that was added in Reach, but it still looks cool.

-The beach areas do give off a Silent Cartographer vibe as promised.

-The Warden Eternal boss looks dope. He has a variety of attacks and they all look cool and devastating. It’s also funny how he mocks Palmer, which gives him even more rep from me. Most interesting boss in Halo since Tartarus from what I can tell, though maybe he could move a bit more rather than soak up bullets from both teams.

-Blood in Assassinations!

The Bad

-This game’s art style continues to bust my balls. This map is Halo at its fakest-looking. It’s saturated to insane levels and the environmental details like the grass, static foliage, and low-res roads look pretty awful.

-Same base designs from ARC. This worries me as it could add a bit of repetitiveness to Warzone if all the maps start with “clear out the curvy white UNSC facility then take all the shiny forerunner buildings”.

-Armor Mods (Perks) are permanent. Not really sure how I feel about that, guess it depends on what perks are available.

-Mongoose physics are janky AF. There’s a part where Greenskull lands it on the front right wheel and it clips through the ground and slides awkwardly for like ten feet. I really hope that doesn’t represent driving physics for wheeled vehicles in this game and it gets fixed soon.

-As I said, Boss placement is much better on this map than ARC, but AI is still generally inconsequential to gameplay. Patrolling low-tier enemies would be noice.

-The Loadout system is very jarring, I’ve grasped most of it this far but I feel it could have been designed a bit better, and I hope there’s a “choose previous” option because it looked like he had to set up his class every time he died (or maybe I wasn’t paying attention).

-Voice Audio has been acting up in the past few videos. When the Warden does the aforementioned taunt, he cuts Palmer off a bit and breaks the effect. I’ve noticed in Arena games that Spartans also tend to randomly yell out “Teammate stuck, get back!” for no reason while no one has even thrown a sticky. Hope that gets fixed.

The Verdict

Overall I think the map flow in Apex-7 is fantastic and actually feels like a big Warzone with multiple small battles peppered throughout instead of glorified Big Team, and I hope all remaining maps were designed with this philosophy.

That said, the map and gametype are still VERY rough, and it troubles me this close to launch.

RUL Video:
RUL Apex-7 Gameplay

I remember requesting blood in assassinations back in 2013, I believe; though not once did I anticipate it’s debut in a Halo game rated T for teen by the ESRB…

ACHIEVEMENT!

The game looks like Halo to me and looks hella fun. That is all I care about to be honest.

Looks like bosses are in more accessible areas and more people are going for them which is good. Have to say the texture loading is still pretty terrible but something has got to give with huge maps and 60 FPS. So many people were saying ‘it says PRE-RELEASE footage’ as an excuse for the poor texture loading but now we know its just part of the game. Oh well, not a deal breaker by any means.

Wraith looks weird, it’ll take some time for me to get used to it. The Scorpion looks pretty cool. I noticed the map actually takes place on a Halo ring.

I’m really liking the new Scattershot. I remember suggesting those changes years ago and I’m glad they went ahead and did it.

The Missile Pod is back, and that thing looks and sounds badass.

Warthog turret seems like it doesn’t bloom or overheat as much, also good.

Banshee will probably be very useful on this map. Expect to see a lot of dogfights like in the days of Death Island.

The Binary Rifle now functions like a beam? That’s actually pretty awesome. It’s nice to see the Promethean weapons in general are now reworked to be a lot more unique than before.

Edit: Just realized I was watching a different video. He has more than one Apex-7 video.

> 2533274832335336;1:
> The Good
>
> -Map design is much bigger and combat between Spartans is much more spread out, it’s very clear that you could see pockets of conflict all over the map. It was cool to see Greenskull come over a hill in the Scorpion, bullets flying and plasma mortars arcing overhead while a Phaeton’s gunning down his allies.
>
> -REQ system looks okay, some minor concerns but it seems balanced enough on the map presented. Couple of cool weapon variants.
>
> -Some bosses are actually placed in areas players pay attention to, causing some intense battles.
>
> -Scorpion redesign is the one of the first that I’m actually content with. They really only changed the turret shape and size, and it’s more beefily armored. Gonna miss that shell ejector thing that was added in Reach, but it still looks cool.
>
> -The beach areas do give off a Silent Cartographer vibe as promised.
>
> -The Warden Eternal boss looks dope. He has a variety of attacks and they all look cool and devastating. It’s also funny how he mocks Palmer, which gives him even more rep from me. Most interesting boss in Halo since Tartarus from what I can tell, though maybe he could move a bit more rather than soak up bullets from both teams.
>
> -Blood in Assassinations!
>
> The Bad
>
> -This game’s art style continues to bust my balls. This map is Halo at its fakest-looking. It’s saturated to insane levels and the environmental details like the grass, static foliage, and low-res roads look pretty awful.
>
> -Same base designs from ARC. This worries me as it could add a bit of repetitiveness to Warzone if all the maps start with “clear out the curvy white UNSC facility then take all the shiny forerunner buildings”.
>
> -Armor Mods (Perks) are permanent. Not really sure how I feel about that, guess it depends on what perks are available.
>
> -Mongoose physics are janky AF. There’s a part where Greenskull lands it on the front right wheel and it clips through the ground and slides awkwardly for like ten feet. I really hope that doesn’t represent driving physics for wheeled vehicles in this game and it gets fixed soon.
>
> -As I said, Boss placement is much better on this map than ARC, but AI is still generally inconsequential to gameplay. Patrolling low-tier enemies would be noice.
>
> -The Loadout system is very jarring, I’ve grasped most of it this far but I feel it could have been designed a bit better, and I hope there’s a “choose previous” option because it looked like he had to set up his class every time he died (or maybe I wasn’t paying attention).
>
> -Voice Audio has been acting up in the past few videos. When the Warden does the aforementioned taunt, he cuts Palmer off a bit and breaks the effect. I’ve noticed in Arena games that Spartans also tend to randomly yell out “Teammate stuck, get back!” for no reason while no one has even thrown a sticky. Hope that gets fixed.
>
> The Verdict
>
> Overall I think the map flow in Apex-7 is fantastic and actually feels like a big Warzone with multiple small battles peppered throughout instead of glorified Big Team, and I hope all remaining maps were designed with this philosophy.
>
> That said, the map and gametype are still VERY rough, and it troubles me this close to launch.

Sums up my exact thoughts.

> 2533274819302824;8:
> I’m really liking the new Scattershot. I remember suggesting those changes years ago and I’m glad they went ahead and did it.
>
> The Missile Pod is back, and that thing looks and sounds badass.
>
> Warthog turret seems like it doesn’t bloom or overheat as much, also good.
>
> Banshee will probably be very useful on this map. Expect to see a lot of dogfights like in the days of Death Island.
>
> The Binary Rifle now functions like a beam? That’s actually pretty awesome. It’s nice to see the Promethean weapons in general are now reworked to be a lot more unique than before.
>
> Edit: Just realized I was watching a different video. He has more than one Apex-7 video.

Yeah I saw that one too. I’m iffy on that Binary Rifle, reminds me too much of the Focus Rifle and I’m not certain why it shoots in a cone. I dunno, it just seems like a needlessly hard-to-use Focus Rifle that gives away your position. Maybe I’m not seeing the potential but it’s like why use that when I could grab the Snipe or Beam Rifle?

I agree on all others though. Also, are Warthog MGs explosive by default or was he using some heavy variant?

> 2533274927111211;3:
> I remember requesting blood in assassinations back in 2013, I believe; though not once did I anticipate it’s debut in a Halo game rated T for teen by the ESRB…

Same, I REALLY wasn’t expecting that. Now all we need is the sounds from Reach and Assassinations will be THE most satisfying humiliation move in FPS history.

Apex 7 looks great. I’m not sure how I feel about the scorpion though, the shots sound really underwhelming and lack the “boom”.

> 2533274898131165;12:
> Apex 7 looks great. I’m not sure how I feel about the scorpion though, the shots sound really underwhelming and lack the “boom”.

That design tho

> 2533274898131165;12:
> Apex 7 looks great. I’m not sure how I feel about the scorpion though, the shots sound really underwhelming and lack the “boom”.

Yeah, it’s like 343’s sound designers have something against punchy, bassy weapon sounds or something.

The Scorpion is okay, but I think Reach and H2A had it right with stuff like the Sniper Rifle, Magnum, Shotgun, etc.

It even sounds like they neutered some of the sounds from 4, particularly the Spartan Laser. It sounded beast in 4, now it’s sad how pathetic it is in comparison.

Just a few observations (from all RA7 gameplays.)

The Warthog chaingun kills noticeably faster than in Halo 4 or Reach. It’s probably the simplest and most effective change I’ve seen for making the Warthog viable with chip damage, because the Warthog won’t stay under fire long anyway if the turret is mowing everyone down like it should. Glad they buffed it.

This is by far the fastest iteration of the Ghost. I don’t even need to back this one up. The thing lifts like a top fuel dragster at full throttle and covers ground almost as quickly as the Banshee…

Not sure if this was present in Halo 4 or not, but Elites have vehicle hijacking animations again, and in addition, you can melee the Wraith during a hijack to avoid destroying it, again.

The rocket pod fires three rockets instead of one.

The Warden Eternal is about as aggressive as a fat hamster.

> 2535460843083983;15:
> Just a few observations (from all RA7 gameplays.)
>
> The Warthog chaingun kills noticeably faster than in Halo 4 or Reach. It’s probably the simplest and most effective change I’ve seen for making the Warthog viable with chip damage, because the Warthog won’t stay under fire long anyway if the turret is mowing everyone down like it should. Glad they buffed it.
>
> This is by far the fastest iteration of the Ghost. I don’t even need to back this one up. The thing lifts like a top fuel dragster at full throttle and covers ground almost as quickly as the Banshee…
>
> Not sure if this was present in Halo 4 or not, but Elites have vehicle hijacking animations again, and in addition, you can melee the Wraith during a hijack to avoid destroying it, again.
>
> The rocket pod fires three rockets instead of one.
>
> The Warden Eternal is about as aggressive as a fat hamster.

Yup. Love the look of the Ghost, best redesign they’ve ever done IMO. Everything needs to be faster to account for the Thruster Pack; The Mantis has also had a speed increase.

I also like how he was doing werk with the Hog’s mounted gun, but what I don’t know is if that’s the default Hog or not. Some other guy spawned it, and I’ve never noticed explosive rounds before.

Warzone AI needs to be more interesting for sure, it’s easy pickings if there’s enough people around to confuse them, which doesn’t look like many. He in particular could definitely use even a short-range teleport just so he doesn’t get devoured by both teams so easily.

> 2533274832335336;14:
> > 2533274898131165;12:
> > Apex 7 looks great. I’m not sure how I feel about the scorpion though, the shots sound really underwhelming and lack the “boom”.
>
>
>
>
> It even sounds like they neutered some of the sounds from 4, particularly the Spartan Laser. It sounded beast in 4, now it’s sad how pathetic it is in comparison.

While I do prefer the older 'louder Splaser sounds as well, I like thinking of it as the UNSC/ONI having advanced the laser’s firing technology to the point where it’s more efficient and streamlined, so it makes less noise when firing.

Not the best of ways to think about it, but it helps for me - even if just a little bit.

> -Armor Mods (Perks) are permanent. Not really sure how I feel about that, guess it depends on what perks are available.

Did we watch the same video? I never saw him purchase an armor mod. He hovered over the frag expert a few times but never purchased it. Only things I saw him buy were the speed boost and active camo, both which had limited durations indicated by a timer to the left of his shield bar.

> 2661949065475413;18:
> > -Armor Mods (Perks) are permanent. Not really sure how I feel about that, guess it depends on what perks are available.
>
>
> Did we watch the same video? I never saw him purchase an armor mod. He hovered over the frag expert a few times but never purchased it. Only things I saw him buy were the speed boost and active camo, both which had limited durations indicated by a timer to the left of his shield bar.

Under the Armor Mods tab it said “Permanent”, so I’m just drawing inferences here.

EDIT: The actual term written there is “Unlimited Use”, not “Permanent”, but same difference.

> 2533274832335336;10:
> > 2533274819302824;8:
> > I’m really liking the new Scattershot. I remember suggesting those changes years ago and I’m glad they went ahead and did it.
> >
> > The Missile Pod is back, and that thing looks and sounds badass.
> >
> > Warthog turret seems like it doesn’t bloom or overheat as much, also good.
> >
> > Banshee will probably be very useful on this map. Expect to see a lot of dogfights like in the days of Death Island.
> >
> > The Binary Rifle now functions like a beam? That’s actually pretty awesome. It’s nice to see the Promethean weapons in general are now reworked to be a lot more unique than before.
> >
> > Edit: Just realized I was watching a different video. He has more than one Apex-7 video.
>
>
> Yeah I saw that one too. I’m iffy on that Binary Rifle, reminds me too much of the Focus Rifle and I’m not certain why it shoots in a cone. I dunno, it just seems like a needlessly hard-to-use Focus Rifle that gives away your position. Maybe I’m not seeing the potential but it’s like why use that when I could grab the Snipe or Beam Rifle?
>
> I agree on all others though. Also, are Warthog MGs explosive by default or was he using some heavy variant?

The binary rifle was just a variant meant for vehicles. Too bad GS didn’t really use it on any vehicles.