What do you think of Emperyan?

Decent remake.
Just too much power on the map at any given time.

2 Likes

Empyrean is wonderful. Absolutely wonderful.

4 Likes

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 it’s not dark at all, but still kinda not so clear, maybe it’s because of lighting or some glowing effects idk.

2 Likes

Oh, and one more thing. Scrap cannon is just trash.
I swear that thing looked so cool in campaign videos, but in mp it’s just bad at least in my hands.
I prefer to change it for standard unsc turret.

1 Like

People should place spawners not assigned to teams. That’s how I got FFA spawns to work in my map.

2 Likes

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.

2 Likes

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 would’ve preferred Chainguns or Plasma Cannons.

2 Likes

I get the feeling all of the current H:I turrets would’ve been a bit overbearing balance wise. The original h3 chainguns probably would’ve been perfect.

1 Like

I dont think i’ve been successful using one yet. Someone who can aim well with the BR wins everytime, this things so underpowered it isnt worth using.

2 Likes

scrap cannon is zone control; you’ll die if you don’t have backup, but you’ll 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 doesn’t punish higher skilled players who know how to position.

EDIT- i’m not saying clamber is bad, but even too much oxygen can kill. Focusing on maps where you don’t have a clamber point between you and every vertical is probably a good design decision.

1 Like

the RPM ramps up over time, so you basically have to shoot early. It’s a lot like the Devotion from Titanfall 2. Also the projectiles make it weaker at range. It does have splash damage, so there’s that.

Been saying this a lot about H5. I actually like clamber. It’s 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 couldn’t 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 Infinite’s 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 it’d be perfect.

Still definitely prefer that yellow/grey industrial aesthetic. I don’t 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 “Scrap Cannon” if they wanted to remain faithful to the original design.

1 Like