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

stay gold

Member
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.

The theory is good, but the current implementation is not imo. I've been playing for hours and im still the same rank I was after 10 games. Seems like I win 4 games in a row, then lose 1 and the experience loss wipes out the full experience gain from the last 4 matches, not fun.
 

Welfare

Member
You know what, since killcams in Halo 5 show the last couple of bullets that kill you, why not have it so that when you are respawning, the screen goes straight to the 3rd person death cam, and somewhere on screen, a small box for the killcam is placed. If you want to see the death in "fullscreen", just press "X".

Like this. (Not this exactly, but still)
10900166_922373917774437_3639896680530415495_o.jpg

Killcam is visible while still looking at the death cam, and can be brought up if you really want it to.
 
You know what, since killcams in Halo 5 show the last couple of bullets that kill you, why not have it so that when you are respawning, the screen goes straight to the 3rd person death cam, and somewhere on screen, a small box for the killcam is placed. If you want to see the death in "fullscreen", just press "X".

Like this. (Not this exactly, but still)


Killcam is visible while still looking at the death cam, and can be brought up if you really want it to.
This is a great idea.
 
You know what, since killcams in Halo 5 show the last couple of bullets that kill you, why not have it so that when you are respawning, the screen goes straight to the 3rd person death cam, and somewhere on screen, a small box for the killcam is placed. If you want to see the death in "fullscreen", just press "X".

Like this. (Not this exactly, but still)


Killcam is visible while still looking at the death cam, and can be brought up if you really want it to.

I like it. Kill Cam is garbage right now. Whats the point of showing me getting hit by the last 3 bullets? That does nothing for me on a strategy level. The only time I watch it is when I have a "WTF how did I just die?" moment.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
The theory is good, but the current implementation is not imo. I've been playing for hours and im still the same rank I was after 10 games. Seems like I win 4 games in a row, then lose 1 and the experience loss wipes out the full experience gain from the last 4 matches, not fun.

its tough to say after a few days worth of games. i agree it appears to need tweaking. at this stage of development though, i'd imagine 343 is aware of any changes (or will be after scouring the data) and has the time to make them.
 

Sephzilla

Member
You know what, since killcams in Halo 5 show the last couple of bullets that kill you, why not have it so that when you are respawning, the screen goes straight to the 3rd person death cam, and somewhere on screen, a small box for the killcam is placed. If you want to see the death in "fullscreen", just press "X".

Like this. (Not this exactly, but still)


Killcam is visible while still looking at the death cam, and can be brought up if you really want it to.

Yeah this is a perfect idea
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
You know what, since killcams in Halo 5 show the last couple of bullets that kill you, why not have it so that when you are respawning, the screen goes straight to the 3rd person death cam, and somewhere on screen, a small box for the killcam is placed. If you want to see the death in "fullscreen", just press "X".

Like this. (Not this exactly, but still)


Killcam is visible while still looking at the death cam, and can be brought up if you really want it to.

that would be great but may be difficult to implement as the engine would be rendering both
 

DopeyFish

Not bitter, just unsweetened
its tough to say after a few days worth of games. i agree it appears to need tweaking. at this stage of development though, i'd imagine 343 is aware of any changes (or will be after scouring the data) and has the time to make them.

as i said previously... there should still be 1-50 ranks on top of the CSR

just don't use 1-50 as the criteria for matchmaking selection, but as a filter for when there's an abundance of population

this way you are trying to accomplish something both short term and long term... SC2 system has always been dull. Halo 2/3 system is still GOAT.
 
You know what, since killcams in Halo 5 show the last couple of bullets that kill you, why not have it so that when you are respawning, the screen goes straight to the 3rd person death cam, and somewhere on screen, a small box for the killcam is placed. If you want to see the death in "fullscreen", just press "X".

Like this. (Not this exactly, but still)


Killcam is visible while still looking at the death cam, and can be brought up if you really want it to.

Good idea but you would be processing two angles at the same time, performance hit and all that.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
Bleh, just anything to make it so that killcam is as far away as possible :p

well, what if post death the game dropped res to 720p (assuming the final game is higher) and to 30 fps so that it COULD render both? i'd still take that over the current implementation... /armchaircoder
 

Mdot

Member

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)

Welfare

Member
This should be implemented by 343i in the game itself. During the whole break between games, give us a poll/survey to answer questions about the match. Direct feedback from the people playing the game.

Maybe they can give you a job :)

Ass Creed 4 had a 5 star rating system you could use after each story mission. That could be expanded upon in Halo 5 to include general statements you can give like, "spawns were ___", "[weapon] needs to [multiple general statements]" "Match was ____". Small things like that.
 

link1201

Member
This should be implemented by 343i in the game itself. During the whole break between games, give us a poll/survey to answer questions about the match. Direct feedback from the people playing the game.

Maybe they can give you a job :)
Supposed to be surveys out soon from 343. I hope this week.
 
You know what, since killcams in Halo 5 show the last couple of bullets that kill you, why not have it so that when you are respawning, the screen goes straight to the 3rd person death cam, and somewhere on screen, a small box for the killcam is placed. If you want to see the death in "fullscreen", just press "X".

Like this. (Not this exactly, but still)


Killcam is visible while still looking at the death cam, and can be brought up if you really want it to.

OOh, I like this idea. What should the hashtag be? #HaloPiP?
 

ShutterMunster

Junior Member
I would probably dial the AR's range down a teeny bit, but if they ultimately kept it the same I wouldn't be mad about it.

What's the map+playlist roll out like for this beta? I was in the initial weekend and I'm dying to see more game types and maps.
 

Archpath1

Member
I would probably dial the AR's range down a teeny bit, but if they ultimately kept it the same I wouldn't be mad about it.

What's the map+playlist roll out like for this beta? I was in the initial weekend and I'm dying to see more game types and maps.

Next week br starts, 4 maps? Breakout mode
Last week new mode
 
You know what, since killcams in Halo 5 show the last couple of bullets that kill you, why not have it so that when you are respawning, the screen goes straight to the 3rd person death cam, and somewhere on screen, a small box for the killcam is placed. If you want to see the death in "fullscreen", just press "X".

Like this. (Not this exactly, but still)


Killcam is visible while still looking at the death cam, and can be brought up if you really want it to.

Yeah, I'm hoping we get an option to reverse the two.
 

Gestault

Member
From my limited play last night, it took a bit to click with me. I do like it so far. Matchmaking took about two minutes to start up, after which it was faster than expected, and my connection seemed solid for each of the games. It doesn't feel just like older Halo games, but after a bit it felt more like a design decision than a shortcoming. I don't think it plays too closely to other games out there, though the new mechanics made the shift into my normal Recon control scheme a little odd at first.

(1) The shield vs health balance was something I appreciated. None of the weapons felt like pointless duds, and as much as luck or clever movement could stretch out the effectiveness of the shields, not much can save you once they drop, barring another player totally flubbing. This felt right.

(2) The boost, once I remembered to use it, was as interesting as an offensive tactic as defensive. Being able to cut *into* a guarded space keeps the "guaranteed" amount of damage you would get going through an entryway in flux. The best thing I saw was people using their own boost in response to quickly account for another player's movement and keep their shots lined up.

(3) The battle-banter was actually pretty interesting as a strategic element. I wasn't sure at first, but I realized having things like the power-weapon shout-outs or death locations wasn't that different from having players on your team conveying the same info. It made the focus on individual firefights that much more directed.

(4) Line of sight seemed to be deliberately controlled, and the clamber traversal seemed like a big part of that. Having surfaces that go above your normal jump height let the level design have more long-shot barriers without actually gating off movement areas.

(5) As a corollary to number 4, the vertical game was exciting without resorting to exaggerated environment heights (meaning risk-reward is still at play, because the verticality isn't enough to obscure you from most ground-level players).

(6) The music was not my style at all. I'd be happy with a full re-write.
 

ArcSphere

Neo Member
It's new, different, and thusly taking some time to get used. I'm enjoying it quite a bit so far.

Agree weapons needed to be outlined so they are easier to see and pick up.
Agree that either the position, brightness, or something needs to be done to the sword so vision isn't compromised so much.

And I find it hilarious I've been killed more times with an AR in playing a few hours of the beta, then probably the entirety of my Halo multiplaying career. I don't necessarily think something needs to change, more of a kudos for making the weapon useful.
 

Sephzilla

Member
From my limited play last night, it took a bit to click with me. I do like it so far. Matchmaking took about two minutes to start up, after which it was faster than expected, and my connection seemed solid for each of the games. It doesn't feel just like older Halo games, but after a bit it felt more like a design decision than a shortcoming. I don't think it plays too closely to other games out there, though the new mechanics made the shift into my normal Recon control scheme a little odd at first.

(1) The shield vs health balance was something I appreciated. None of the weapons felt like pointless duds, and as much as luck or clever movement could stretch out the effectiveness

(2) The boost, once I remembered to use it, was as interesting as an offensive tactic as defensive. Being able to cut *into* a guarded space keeps the "guaranteed" amount of damage you would get going through an entryway in flux. The best thing I saw was people using their own boost in response to quickly account for another player's movement and keep their shots lined up.

(3) The battle-banter was actually pretty interesting as a strategic element. I wasn't sure at first, but I realized having things like the power-weapon shout-outs or death locations wasn't that different from having players on your team conveying the same info. It made the focus on individual firefights that much more directed.

(4) Line of sight seemed to be deliberately controlled, and the clamber traversal seemed like a big part of that. Having surfaces that go above your normal jump height let the level design have more long-shot barriers without actually gating off movement areas.

(5) As a corollary to number 4, the vertical game was exciting without resorting to exaggerated environment heights (meaning risk-reward is still at play, because the verticality isn't enough to obscure you from most ground-level players).

(6) The music was not my style at all. I'd be happy with a full re-write.

I'm going to be nitpicky - I like the music that's in the beta, I like it more than Halo 4's music, but that music feels like it belongs in Star Trek and not Halo. Is it too much to ask for the main theme and the monks to come back?
 
Btw, I heard from a birdie that the party system/matchmaking is using the xbox os currently and has been rewritten for the full game for a smoother party experience. Part of the reason why MCC was messed up too.
 

Mdot

Member
Btw, I heard from a birdie that the party system/matchmaking is using the xbox os currently and has been rewritten for the full game for a smoother party experience. Part of the reason why MCC was messed up too.

Is that going to be integrated into MCC as well?
 

RBK

Banned
If this was the final release graphics, I honestly can't complain. Still looks really good.

Imagine how much improvement can be done from now until release date.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
If this was the final release graphics, I honestly can't complain. Still looks really good.

Imagine how much improvement can be done from now until release date.

looks great. obviously the resolution should see a significant upgrade, but the maps themselves look good aside from tweaks to make visibility better. i do hope the spartans, or at least the shaders with their armor are early though. they stand out like a sore thumb in these pretty environments.
 

link1201

Member
If this was the final release graphics, I honestly can't complain. Still looks really good.

Imagine how much improvement can be done from now until release date.
I was thinking this last night. Although, after seeing Halo 4 on Xbox One I'm all excited to see Halo 5 when its all done.
 

Zombine

Banned
Audio cues we're missing:

"AFK 4 SMOKE BREAK. PROTECT ME."

"MOM WE'RE OUT OF DEW"

"PASS THE DORITOS"

"BABY CRYING ON MIC"

"MAN HE'S HACKING. HE MUST BE HACKING."
 
Audio cues we're missing:

"AFK 4 SMOKE BREAK. PROTECT ME."

"MOM WE'RE OUT OF DEW"

"PASS THE DORITOS"

"BABY CRYING ON MIC"

"MAN HE'S HACKING. HE MUST BE HACKING."

Would actually appreciate that first one. "Oops, cover me for a minute!" when the game detects that somebody's been AFK for a little while.
 

Tawpgun

Member
Regarding the discussion of AR BR last night.

I mentioned I was for the BR camp because its a much more interesting and fun weapon to fight with than an AR. This is due to the increased skill gap for it and the opportunity to pull off big plays. You can come from behind in a firefight with a BR. Not so much with an AR.

Evidence: http://xboxclips.com/Tawpgun/964fe15c-f853-47cc-ad83-9b83b28882bd

He uses a precision weapon (pistol) I use a precision weapon (BR).

He gets me to almost no shields before I start shooting. But because he actually needs to AIM his weapon, some of his shots miss, giving me a chance to come from behind and win the firefight. If he had an automatic I would be dead before I could fire off the first shot.

I know my dream of universal BR's across the board won't happen, but I do hope BR starts become very prevalant in the full game. I fucking hate that when I FINALLY get into an MCC game without a hitch I have to play fucking AR/SMG starts. BR weighting needs to be higher in that game. Especially since the SMG/AR in those games are super shitty.
 
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