Decent remake.
Just too much power on the map at any given time.
Empyrean is wonderful. Absolutely wonderful.
Good overall, but some arias looks kinda weird. Idk how to explain but in some arias the visibility is not comfortable for eyes, I mean itâs not dark at all, but still kinda not so clear, maybe itâs because of lighting or some glowing effects idk.
Oh, and one more thing. Scrap cannon is just trash.
I swear that thing looked so cool in campaign videos, but in mp itâs just bad at least in my hands.
I prefer to change it for standard unsc turret.
People should place spawners not assigned to teams. Thatâs how I got FFA spawns to work in my map.
Overall plays pretty well, at least compared to the rest of the maps in the game currently. Wish they would change color of one side from that pink/purple to red. Make the old rocket hall a different color as well so it stands out, ideally put something better than drop shield there.
I appreciate that they used scrap cannons since they are a new weapon, but I think they would be better suited in BTB as something to fight vehicles with. I wouldâve preferred Chainguns or Plasma Cannons.
I get the feeling all of the current H:I turrets wouldâve been a bit overbearing balance wise. The original h3 chainguns probably wouldâve been perfect.
I dont think iâve been successful using one yet. Someone who can aim well with the BR wins everytime, this things so underpowered it isnt worth using.
scrap cannon is zone control; youâll die if you donât have backup, but youâll easily take out higher numbers of people if you do. it can also hit people around corners with splash damage, weirdly enough.
I think i figured it out, guys. I know why pit is great.
There are fewer meaningful clamber points. This means that lower skill / less experienced players can more intuitively control zones and play the game meaningfully, but it doesnât punish higher skilled players who know how to position.
EDIT- iâm not saying clamber is bad, but even too much oxygen can kill. Focusing on maps where you donât have a clamber point between you and every vertical is probably a good design decision.
the RPM ramps up over time, so you basically have to shoot early. Itâs a lot like the Devotion from Titanfall 2. Also the projectiles make it weaker at range. It does have splash damage, so thereâs that.
Been saying this a lot about H5. I actually like clamber. Itâs a nice QoL feature that helps less skilled players maneuver. The issue was when maps started forcing you to clamber everywhere to the point you couldnât really move in an omni-directional way.
Map is great, lighting and aesthetics are beautiful. The scaling is spot on despite someone saying other. Some of the best in all of Infiniteâs map pool. Fusion coils are meh and should be removed. The curb slide ledges are a welcome touch
It looks nice. If the sniper was better itâd be perfect.
Still definitely prefer that yellow/grey industrial aesthetic. I donât like the change in placement for the power weapons. The original placements were perfect just the way they were in Halo 3.
Also, should have had regular UNSC turrets instead of the âScrap Cannonâ if they wanted to remain faithful to the original design.