Halo 5: Guardians Beta Thread | Hot Red on Blue Action

People haven't realized yet that teamwork is incredibly important. I'm tired of getting teamed up with people who are going 0-10 because they refuse to adjust their play style to this game.

Yeah I'm typically more of a lone wolf but I found out very quickly that in this game I need to stick with and support my teammates more than before.
 

Sephzilla

Member
First thing I did was change it to Halo 4 controls. Grenades are LT in Halo; zoom is right stick, period.

Thats why I switched to the Recon scheme immediately. The default control scheme isn't Halo.

I'm still a little salty that there's no proper classic control layout
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
I hope they change the ranking system to somehow take into account personal performance as well as team victories. I got hammered during my first 10 games while working out the controls and ranking up is fucking sloooow.

there was a great post a while back from one of the guys who used to work at 343i explaining the reasoning behind how it works and it made total sense. basically, its focused on the team and not the individual to get players to work together, not against each other for kills. it also makes it more difficult to artificially boost levels. he went on to say that other modes CSR (skill rating) is determined in different ways, specifically mentioning that individual performance plays much bigger in BTB.
 

Mdot

Member
Thats why I switched to the Recon scheme immediately. The default control scheme isn't Halo.

I'm still a little salty that there's no proper classic control layout

I still don't like melee being RB instead of B in the scheme I used. Maybe it's just the jump from the different games in MCC where I'm picking up weapons/meleeing with RB, then X, then back, etc.
 

danowat

Banned
what do you mean?

My hand / eye coordination has really reduced in the last few years, I just can't compete with online twitch shooters anymore, it's sad, because I am missing out, but that's like I guess.

I had a few goes, and like I said, it's really slickly done, feels quite fresh to me.
 

Sephzilla

Member
I still don't like melee being RB instead of B in the scheme I used. Maybe it's just the jump from the different games in MCC where I'm picking up weapons/meleeing with RB, then X, then back, etc.

I just want a scheme where B is melee, X is reload, left stick is crouch, right stick is zoom, grenade is LT, shoot is RT.
and A is jump because default 4 lyfe
 
I hope they change the ranking system to somehow take into account personal performance as well as team victories. I got hammered during my first 10 games while working out the controls and ranking up is fucking sloooow.

I feel ya. Played all 10 games with 3 friends. I went to Bronze, my buddy who did slightly worse then me got into low Silver somehow, and one of our dudes who is OK got put into Iron (lol). My point is, over the 10 matches we we were all basically equal and to have a spread from Iron to Silver is crazy. It will take the Iron guy FOREVER just to reach Silver now.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
there was a great post a while back from one of the guys who used to work at 343i explaining the reasoning behind how it works and it made total sense. basically, its focused on the team and not the individual to get players to work together, not against each other for kills. it also makes it more difficult to artificially boost levels. he went on to say that other modes CSR (skill rating) is determined in different ways, specifically mentioning that individual performance plays much bigger in BTB.

here it is, since it really needs to be reposted for all to see:

Hey guys, Josh here, this is me reading your posts on matchmaking and ranking.



I'm not w/ 343 anymore, so I just have some "outsider" comments I can make.

First, at a match level, the matchmaking looks good. I've seen a lot of really close matches, and heard from you folks that you're having a lot of close ones.

Yeah, you do get some noobs on your teams sometimes, and lose because of it. But this happens randomly to everyone. The other team will get baddies just as often as you do. If it really just is bad luck, it'll wash out as you play more.

Condescending Soapbox: In my experience, just being able to kill better than anyone on your team doesn't make you a winner in a "team" game. Getting the rest of your team to play their best together (no matter how bad that is) is part of that winning skill. Though I agree it's probably impossible to do without voice.


Now, onto ranking. I totally understand the comments about personal performance vs. team performance, and losing more points than it feels you deserve.

It's actually a lot harder than just giving a few more points to the top performers if you want to have a simple ranking system without:

  1. huge and easy to use exploits
  2. encouraging players to compete against their own teammates (stealing kills, etc)

Both of those would have a huge negative impact on the game, and design is often about compromising on a bunch of points. No system is perfect.

Trust me (or don't?) I've tried it. I've tried a ton of different systems on both real players, real data, and simulated data.

I could probably come up with some *really* complex systems that did an OK job at this, but at that point players would have no idea what was going on with the rankings, and lose confidence in them. At least this way, you know players with high ranks have eventually won their way to them.

Also, think of it this way. Imagine you have a team of Pros. Imagine each of them is much better than most of you will ever be (sorry!). But, imagine that part of their main strategy is to feed most of their kills to one player, resulting in him having the best spread and and the rest having a lot of assists. A system too focused on personal performance would end up giving you some really weird rankings where that player is far ahead of the rest of his team, despite them all actually being really close in skill.

My personal feeling on ranking systems is to try and have them fit the game. If this was a more casual BTB with lots of solo folks running around and having little impact on the win, then I like systems that are more personal (like BTB CSR in H4). But I like the team-focus for arena.

I know it sucks when those individual experiences happen, but they will wash out if you truly deserve the higher ranks and play enough games to remove the randomness.

So, anyways, I'm enjoying the posts. It's good stuff. I'll lurk around some more.
 

Mdot

Member
I just want a scheme where B is melee, X is reload, left stick is crouch, right stick is zoom, grenade is LT, shoot is RT.
and A is jump because default 4 lyfe

Yep. I think clamber works fine on A and I think it's a nice natural extension. Stick thruster on LB, sprint on RB.

Or (novel concept here): allow us to map our own controls
 

Sephzilla

Member
Yep. I think clamber works fine on A and I think it's a nice natural extension. Stick thruster on LB, sprint on RB.

Or (novel concept here): allow us to map our own controls

Yes to both. (I think i had a post yesterday where i mapped out what the classic halo controls should be). There's absolutely no reason why there can't be a control scheme that mirrors the classic default style from the older games.

But yeah, being able to map our own controls has been overdue for ages.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
I just want a scheme where B is melee, X is reload, left stick is crouch, right stick is zoom, grenade is LT, shoot is RT.
and A is jump because default 4 lyfe

you should give bumper jumper a try. wrapping your head around jumping and melee on the bumper is the only issue you'd have and that placement for both is superior to having it on a face button once you adjust.

Is this a different Josh? He's not with 343 anymore? Is this Josh Holmes?

different josh
 
If Flinch is truly going to be gone then Halo 5 will even more amazing. I hat having to adjust to flinch when i'm so use to not dealing with that. It should have never been introduce in the first place.
 

Sephzilla

Member
you should give bumper jumper a try. wrapping your head around jumping and melee on the bumper is the only issue you'd have and that placement for both is superior to having it on a face button once you adjust.

I've tried bumper jumper, I just simply don't like it. Plus for me personally I've always been able to jump my thumb over to a face button and back to the right stick fast enough that it doesn't make a very noticeable difference
 
More impressions...

-Since we're spartans, weapon switching should be fast imo.
-Blueprints of weapon pick ups needs to be added for the beta, its distracting reading the text for what weapon it is.
-There is a weird sound bug, which completely cuts out the sound on my X1
-I still feel like scoping for dmr/br is super slow for some reason, it just doesn't fit with the faster gameplay.
-The AR's smart scope seems more accurate and more deadly than the BR's from Mid range.
-the DMR is scary accurate from the hip, easy headshots.

-People need to stick together more on the maps please, thanks :)
 

Mdot

Member
One other thing I noticed: it's hard to spot non-power weapons on the map. In Truth and even more on Empire, it was hard for me to visually spot a BR/DMR, etc. Not sure if this is just me and I know weapon placement will become second nature once you "know" the map, but just a quick impression from the few games I played last night.
 

RBK

Banned
I know I'm not the only one who has seen this, but benefit is there to feathering the smart scope? See it a lot during kill cams.
 

Sephzilla

Member
One other thing I noticed: it's hard to spot non-power weapons on the map. In Truth and even more on Empire, it was hard for me to visually spot a BR/DMR, etc. Not sure if this is just me and I know weapon placement will become second nature once you "know" the map, but just a quick impression from the few games I played last night.

I'd agree with this. I mostly knew where maps were on Truth simply because Midship knowledge transferred over. On Empire the weapons blend into the aesthetic of the map way too much. Weapons need to have an outline around them or some kind of subtle indicator when you're near them.
 
"Control power weapons to dominate the enemy team"

nah i'll just use my AR

I know I'm not the only one who has seen this, but benefit is there to feathering the smart scope? See it a lot during kill cams.

It's a known beta glitch where spectator or killcam will make the scope go funny.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
One other thing I noticed: it's hard to spot non-power weapons on the map. In Truth and even more on Empire, it was hard for me to visually spot a BR/DMR, etc. Not sure if this is just me and I know weapon placement will become second nature once you "know" the map, but just a quick impression from the few games I played last night.

its horrible. even knowing where a weapon should be doesnt make it easy to spot and the tiny text prompt doesnt help much. the SMGs in the red and blue bases of empire are next to impossible for me to see. the dmr on the top ramp of truth too. map visibility in general needs tweaking, but weapon pick ups especially.
 
The salt has returned for me lol

How can they kill me fast with the br and I can't kill them doing the same thing as the kill cam

Still having fun though
 

OneUh8

Member
Finally got to play a few games this morning. As a long time Halo fan and been playing since CE, I love this new Halo. Super fun imo. Of course there are some things that need to be changed and improved, but I like where they are going with it.
 
I know I'm not the only one who has seen this, but benefit is there to feathering the smart scope? See it a lot during kill cams.

I've seen this to. I think its because the people are holding zoom but getting knocked out of it from getting hit, so it looks like they are quickly going in and out on purpose. But who knows...
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
Seriously, are there even other weapons in this game?

if you arent going after a dmr/br and staying at a good range whenever possible to pick off the auto rifle kids, you are also doing it wrong. keep your AR (or better yet, a SMG) for up close battles only. right now, the weapons all have very distinct and pretty well fit roles in the sandbox. while i'd agree the autos probably need a nerf of some kind (i'm leaning towards limiting their range a bit), if they stayed the exact same the game would be pretty well balanced and anything but broken.
 

Mdot

Member
I'd agree with this. I mostly knew where maps were on Truth simply because Midship knowledge transferred over. On Empire the weapons blend into the aesthetic of the map way too much. Weapons need to have an outline around them or some kind of subtle indicator when you're near them.

Oh, they're in the same spot as Mid? That makes it easier for sure (still not shotty though, which makes zero sense in combating the sword)

op_ivy said:
its horrible. even knowing where a weapon should be doesnt make it easy to spot and the tiny text prompt doesnt help much. the SMGs in the red and blue bases of empire are next to impossible for me to see. the dmr on the top ramp of truth too. map visibility in general needs tweaking, but weapon pick ups especially.

Yep. I don't want power weapon HUD displays for all, but just a similar outline would be sufficient. I don't know how to phrase it properly, but the more detailed and "active" these maps become, the more difficult it is to pick out necessary items and movement. This goes for all current FPS's, imo.
 

Sephzilla

Member
Does anyone else think it takes too long to scope the sniper rifle?

Seriously, are there even other weapons in this game?

BR and DMR still seem to rule at range. What I want to know is where is the shotty and where are the covie/promethean weapons?

Oh, they're in the same spot as Mid? That makes it easier for sure (still not shotty though, which makes zero sense in combating the sword)

It's not a 100% transfer but it's a case of "there used to be a weapon around here, on look here's a weapon" kind of thing
 

wowzors

Member
Took me over 4 hours to install/download this yesterday. Played for one match, got completely smoked by the other team (12-50). Im just not feeling this game, the spawns seemed iffy and the matchmaking seemed off.
 
In a high ping match the BR feels like a pea shooter to me, I prefer the DMR for most situations when I can grab one, or the SMG as they are everywhere.
 

DopeyFish

Not bitter, just unsweetened
Grenades need a shorter fuse and a lower velocity... i think they need to disable nade shooting too because it's just constant in this game.

There's also all sorts of weird bugs with grenades in general... the human nades don't feel powerful enough and the plasmas are killing from a distance.

Grenades also need more apparent collision sounds, more umf on detonation.

Also 1 nade start is needed... too much nade spam.

ADS needs to be 2-3x quicker in animation, have zero movement reduction

Sprint is just excessive at this point. Remove it and all the moves associated with it. They just feel awkward as fuck. Increase base speed. I don't have any remark on ground pound because I have never actually used it.

Make thrusters a two charge thing, reduce distance if necessary.... make hover a contextual move on thruster button with no directional input... coupled with thruster this would lead to some amazing aerial skills. Remove assassination animations and burn them. Literally print out the code for it and the frame animation represented as sprites and burn it.

We need a reduction on chatter.. saying snipers are spawned and power weapons have spawned is redundant. Use snipers as a plural. Use power weapons if there's a selection of weapons in BTB. Also we don't need to know when someone picks up BRs or DMRs. Enemy callouts? Kills for/against? Grenade? Like.

The maps need indicators for weapon spawns like MCC. They were absolutely nailed.

Playing on truth, there's some issues with spartans blending into their environment. Make spartans all shiny and brighter so they "pop" out.

TTK needs to be raised considerably... this game is just awful at CQC. Decreasing general damage, removing sprint, tightening the hitboxes (headshots feel too easy) would go a long way to making the CQC less messy. Engaging more than one person in CQC right now is basically insta death to you.

The bad TTK and sprint combo makes it so you're preferably not caught out in the open... because of this you see weird combat flow... like so few people using bottom mid in truth.

There's also some weird map issues like in empire just outside blue room on opposite side of the outside where the path exists almost solely for clamber, but offers little strategic value.

One thing that needs to be fixed: spawns. They are mostly good but sometimes i'm being spawned essentially staring at a wall.... this just leads to confusion and can sometimes impact gameplay. As a general rule, a spawn should introduce you to as much information as possible the moment you spawn in... so the more spots you can reference, the less you scramble out of the gate.

That's all I have for now.
 

Mdot

Member
In a high ping match the BR feels like a pea shooter to me, I prefer the DMR for most situations when I can grab one, or the SMG as they are everywhere.

I like the way the BR feels, but that sound needs to be jacked up a notch. It doesn't sound like all 3 shots are firing imo and needs a little more umph
 

OneUh8

Member
if you arent going after a dmr/br and staying at a good range whenever possible to pick off the auto rifle kids, you are also doing it wrong. keep your AR (or better yet, a SMG) for up close battles only. right now, the weapons all have very distinct and pretty well fit roles in the sandbox. while i'd agree the autos probably need a nerf of some kind (i'm leaning towards limiting their range a bit), if they stayed the exact same the game would be pretty well balanced and anything but broken.

Agree with this. It is taking me some time to get used to how different the weapons are now. I can no longer win battles at close range with the BR. AR wins all the time against me, but it is hard to break the habit of sticking with the BR in all situations. I like how they balanced the weapons and feel it is better than ever or a Halo game. All weapons seem viable.
 

JaggedSac

Member
"Control power weapons to dominate the enemy team"

nah i'll just use my AR

Fuck, I've keep playing with people that think the same and we keep getting our asses beat. I know from the start on Midship, if no one but me tries to get that BR first, we are fucking losing.
 
Took me over 4 hours to install/download this yesterday. Played for one match, got completely smoked by the other team (12-50). Im just not feeling this game, the spawns seemed iffy and the matchmaking seemed off.

Give it a few more matches, this game takes some getting used to
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
Sephzilla said:
Does anyone else think it takes too long to scope the sniper rifle?

yeah, but i'm absolutely fine with it. IMO the sniper needed to be slightly more difficult to use and this seems to do a good job of that.

Took me over 4 hours to install/download this yesterday. Played for one match, got completely smoked by the other team (12-50). Im just not feeling this game, the spawns seemed iffy and the matchmaking seemed off.

how would matchmaking know what to do with you on your first game? give some time to "learn" your skill level and you'll be matched appropriately.
 

Sephzilla

Member
yeah, but i'm absolutely fine with it. IMO the sniper needed to be slightly more difficult to use and this seems to do a good job of that.

i wish they'd find a different way of making it harder to use than putting an artificial limiter on it like slowing down the scope time. just make the reticule smaller so its harder to hit with it. I'd rather have a quick opportunity to miss a shot rather than not be able to take a shot at all because my target is gone by the time i'm scoped.

actually i wish they would have directly transferred the Halo 2 Anniversary sniper rifle over to Halo 5. That one was practically perfect.
 
One thing that needs to be fixed: spawns. They are mostly good but sometimes i'm being spawned essentially staring at a wall.... this just leads to confusion and can sometimes impact gameplay. As a general rule, a spawn should introduce you to as much information as possible the moment you spawn in... so the more spots you can reference, the less you scramble out of the gate.

Really like this point. I'm ok with the general spawn locations, but my god the "facing a wall" thing was really bad for me. I spawn in and immediately have to do a dizzying spin to try and find my team mate markers and understand where the hell I am on the map.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
Agree with this. It is taking me some time to get used to how different the weapons are now. I can no longer win battles at close range with the BR. AR wins all the time against me, but it is hard to break the habit of sticking with the BR in all situations. I like how they balanced the weapons and feel it is better than ever or a Halo game. All weapons seem viable.

yup. for the first time ever in halo, ALL weapons have their role where they seem best. i'm not even sure i do want an auto nerf because i wouldnt want to break the balance they seem to have achieved.
 

link1201

Member
Took me over 4 hours to install/download this yesterday. Played for one match, got completely smoked by the other team (12-50). Im just not feeling this game, the spawns seemed iffy and the matchmaking seemed off.
I had some off matches before I got ranked but after that the majority have been close and fun. Give it a few more matches.
 
The AR needs a damage drop but only a tiny one, i'm sorry but that weapon is too strong.

First match of the day and a guy goes 0.1 KDA lol wut.

Shows how removing auto aim really effects some people, or they were just overall bad at shooters.
 
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