What Halo 5 Did Right

The Removal of Grenade Indicators:
Halo 4 and Halo 2: Anniversary Multiplayer had grenade indicators: if a grenade enters your general vicinity, your HUD displays an indicator showing your orientation relative to the grenade’s location. No other Halo had this feature. In Halo 5, 343i corrected this, and there are no grenade indicators displayed on the HUD. Grenades are visible and make a distinctive sound, which alerts the player to avoid the explosion.
In the final version of Halo 5, there must be no grenade indicators, just like the Multiplayer Beta.

The Relative Lack of Aim Assist:
Halo 5 had very little aim assist, which was awesome. It further promotes skill in accuracy, widens the skill gap, and makes the gunplay more challenging and rewarding. The aiming is punishing and unforgiving - but it’s fun. You just feel awesome when you get better at aiming.
In the final version of Halo 5, there should be very little aim assist, just like the Multiplayer Beta.

Shields Being Tied to Sprint:
Sprint is a very controversial topic in the Halo community, but this post is not here to discuss sprint and its effects. 343i wanted to balance sprint more, and they did so with a great feature. If your shields have taken damage, there is a timer that starts to count down. When this timer has counted down to zero, your shields start recharging. However, if the timer starts counting down and you sprint, the timer resets and will not count down at all unless you stop sprinting. Once you have stopped sprinting, the timer will be at its full length, and when the timer counts down to zero, your shields will start recharging. Sprinting therefore directly stops and delays shield recharging.
In the final version of Halo 5, this feature must be present just like it was in the Multiplayer Beta.

The Removal of Custom Loadouts, Reinstating Equal Starts:
Halo 4 had a custom loadout feature very similar to Call of Duty’s “Create a Class” and perk system. This feature is not part of the Halo formula, and tampers with gameplay. Halo 5’s removal of custom loadouts is a correct decision. All players should spawn equally, with no player being different from another. Equal starts have returned, and are very much welcomed to Halo 5’s gameplay.
In the final version of Halo 5, instead of custom loadouts, there must be equal starts, just like it was in the Multiplayer Beta.

The Removal of Ordnance:
Halo 4 also had ordnance, a gameplay feature very similar to Call of Duty’s “Kill Streak” system. In Halo 4, upon acquiring enough points the player would be rewarded with an ordnance drop, a selectable random assortment of power weapons, power ups, or grenades. This upsets the balance of the game, and the random choices for ordnance adds an unpredictable change of strategy to the game. Halo 5 removed the ordnance feature, a definite step in the right direction.
In the final version of Halo 5, there must be no ordnance system, just like the Multiplayer Beta.

The Assault Rifle, SMG, and Magnum Are Effective Weapons:
As opposed to most Halo games, the Assault Rifle, SMG, and Magnum in Halo 5 are effective weapons in their respective engagement distances. In many other Halo games, precision weapons would almost always overpower the automatic weapons (even in close range), and the Magnum would not be very powerful (looking at you, Halo 2). The effectiveness of the automatic weapons and the Magnum in Halo 5 is great. However, the Assault Rifle, SMG, and Magnum all need some tuning (Time to Kill, Smart Scope’s accuracy buff, rate of fire, etc.) for the final game.
In the final version of Halo 5, the Assault Rifle, SMG, and Magnum must remain effective in their respective engagement distances, yet they still need tuning.

The Return of Friendly Red X’s:
When a teammate dies, the location of their death is marked by a red X. This provides valuable information to enemy placement, situational awareness, and team support. Halo 4 did not have friendly Red X’s, a fact disliked by the community. The return of friendly red X’s in Halo 5 is welcome and desired.
In the final version of Halo 5, the friendly red X’s feature must be present, just like it was in the Multiplayer Beta.

The Addition of Slide:
Slide has never been in Halo before, and in Halo 5 slide’s addition could bring some interesting gameplay moments. I feel slide does not affect gameplay very much at all, and I like it because it’s an awesome animation and you are slightly faster than sprint when sliding.
In the final version of Halo 5, slide must remain a Spartan Ability, and function just like it did in the Multiplayer Beta.

I 100% agree with everything here.

> 2533274928710760;2:
> I 100% agree with everything here.

As do I. Love this post.

Good post OP. Fully agreed. Also, the AR and SMG will be less overpowered in the full game because 343 already stated that they are removing headshot multipliers for auto weapons. This removes the random spurts of extra damage that were so common in the beta.

> 2533274928710760;2:
> I 100% agree with everything here.

Same

Don’t forget The movement.

Even with all the new mechanics moving around the maps felt fluid and smooth, jumping to ledges, and sprint jumping flowed, and transitioned very well.

Truster was intuitive and fun while also adding to the complexities of 1v1 battles, it take skill to use and out preform your opponent.
Jumping felt smooth and easy while also keeping the feel of weight
Hover is a great balance for those who want a more floaty feel to make shot at the apex of your jump.
Clamber is smooth a effective
slide is very useful with in certain situations
Ground pound is very well balance while also being extremely fun to pull of, and also take a good amount of skill, while also being entertaining to watch as well.

Multiplayer seems to be on the right track as far as gameplay

Now add 4 player splitscreen and make a good campaign and I’ll buy the game

Oh, one thing I forgot to mention:

There’s very little aim assist in Halo 5. I like that. It promotes even more skill in accuracy, and the gunplay is even more challenging and rewarding. In the final version of Halo 5, there should be very little aim assist, just like the Multiplayer Beta.

I agree with this, except the title should be “What Halo 5 is Doing Right (since we last saw anything on the game)” :slight_smile:

10/10

It’s shaping up to be amazing

> 2533274928710760;2:
> I 100% agree with everything here.

Agreed, but I also like the climbing up ability. That has saved my life heaps of times. Thank you 343i for that!

> 2533274976643293;8:
> Oh, one thing I forgot to mention:
>
> There’s very little aim assist in Halo 5. I like that. It promotes even more skill in accuracy, and the gunplay is even more challenging and rewarding. In the final version of Halo 5, there should be very little aim assist, just like the Multiplayer Beta.

You did mention it

> 2533275055017840;12:
> > 2533274976643293;8:
> > Oh, one thing I forgot to mention:
> >
> > There’s very little aim assist in Halo 5. I like that. It promotes even more skill in accuracy, and the gunplay is even more challenging and rewarding. In the final version of Halo 5, there should be very little aim assist, just like the Multiplayer Beta.
>
>
>
> You did mention it

He probably edited that in to the OP after he typed that other post. Also, I 100% agree with the OP.

Agree with all of that except the slide mechanic, never had a reason to use it.

Frankly, the shield recharge delay added even more problems to this game.

> 2533274973373704;15:
> Frankly, the shield recharge delay added even more problems to this game.

How so?

> 2533274826317859;14:
> Agree with all of that except the slide mechanic, never had a reason to use it.

agree. I really like being able to slide but this didn’t seem all to useful. maybe it was just the controller scheme i was using. I think that you should maybe be able to start a slide and thrust it forward to keep sliding. An increased movement while staying low.

Though i hope they fix armour customization. Head, torso, colours, and visor is a downgrade from halo 4’s system

Although i agree with the removal of ordinance in matchmaking I still think it could be fun for custom games. I understand the removal of certain abilities as halo has evolved but there were a lot of things such as armor lock, hardlight shield, jetpack, bubble shield, deployable covers and ordinance that I and others have used in making some custom games.
I am not pro armor lock etc. but I am pro most previous halo abilities/equipment for the sake of customs!

Also, I thought ordinance was cool in the way it fell from the sky with a big impact. I kinda hope that they bring that back for weapons that spawn in the open.

> 2533274976643293;1:
> The Relative Lack of Aim Assist:
> Halo 5 had very little aim assist, which was awesome. It further promotes skill in accuracy, widens the skill gap, and makes the gunplay more challenging and rewarding. The aiming is punishing and unforgiving - but it’s fun. You just feel awesome when you get better at aiming.
> In the final version of Halo 5, there should be very little aim assist, just like the Multiplayer Beta.

There was actually a lot of aim assist in Halo 5 beta, but it functioned significantly different then previous Halo’s. In the H5 beta, aim assist functioned like a generic sensitivity drop when your reticle got near someone. This caused the reticle to get heavy and sluggish while being in the vicinity of an enemy. Subtle aiming adjustments were basically rejected, causing situations where the reticle felt stuck. The sensitivity drop means that players were required to provide MORE input just to shift the reticle a small distance. Players often overcompensated for the heavy, sluggish, stuck reticle and then subsequently over-aimed.

Aim-assist caused the occurrence of under-aim, heavy-sluggish reticle, overcompensation, over-aim, which created an illusion that aim-assist was “low”. But it wasn’t low, the aim-assist sensitivity drop was massive, and it was actually fighting against player input from having meaningful results. I think people liked the idea that the reticle is not gluing onto opponents, and there was potential to miss, but people were missing shots for the wrong reasons.

If Halo 5 beta got anything horribly wrong, it was aim assist. Part of me wonders if this is why the hitboxes and bullet magnetism was so large, i.e. to compensate for the beta aim-assist being awful.