Full match of Halo 5 mp

A huge part of the intrigue for the first two days...

Not at all. It took awhile to figure things out and I know players who took awhile to discover where the power weapons are. There were always a lot of those "Oh snap this is where the sniper is" among players from days playing Halo. It was an essential thing to the gameplay now taken away.

And why the fuck is the SMG so powerful? Another thing that pros say this did not feel like Halo. The SMGs were very newb friendly and good weapons to use but was never meant to be this potent. It served its purpose.
 
Not at all. It took me awhile to figure things out and I know players who took awhile to discover where the power weapons are. There were always a lot of those "Oh snap this is where the sniper is" out of the many years I played Halo. It was an essential thing to the gameplay now taken away.

And why the fuck is the SMG so powerful? Another thing that pros say this did not feel like Halo. The SMGs were very newb friendly and good weapons to use but was never meant to be this potent. It served its purpose.

Real Halo players explore the maps using customs by themselves.

But seriously, it takes 3 or 4 matches at most for me to understand where shit is. Especially if the other team is worth a crap since that naturally flows the combat to the important aspects of the map such as power weapons, vehicles, and in previous games, equipment.
 
Not at all. It took awhile to figure things out and I know players who took awhile to discover where the power weapons are. There were always a lot of those "Oh snap this is where the sniper is" among players from days playing Halo. It was an essential thing to the gameplay now taken away.

And why the fuck is the SMG so powerful? Another thing that pros say this did not feel like Halo. The SMGs were very newb friendly and good weapons to use but was never meant to be this potent. It served its purpose.

it's a crappy thing to have to memorize, i'm all for closing that gap.

let skill shine in managing its usage and control.
 
Real Halo players explore the maps using customs by themselves.

That is what I meant in my previous post when I said you learned the jumps, call outs, etc. Now thr power weapon aspect of this is ruined. For the vast majority of players though, they discover the map in matchmaking and now this is also ruined.
 
I'm all for the training wheels. The vast majority of Halo players don't seem to know much, if anything, about proper map, weapon, or power-up control(they do love to control vehicles though), so anything that helps introduce more people to these aspects of Halo is ok in my book.

I do think that there should be an option to disable them if you want to, and that they should be disabled in the higher tiers of ranked matches.
 
That is what I meant in my previous post when I said you learned the jumps, call outs, etc. Now thr power weapon aspect of this is ruined. For the vast majority of players though, they discover the map in matchmaking and now this is also ruined.

Nah, exploration and discovery is still there, at least the same amount as it has always been there. Memorization as a skill differentiator is gone.
 
I'm all for the training wheels. The vast majority of Halo players don't seem to know much, if anything, about map, weapon, or power-up control(they do love to control vehicles though), so anything that helps introduce more people to these aspects of Halo is ok in my book.

I do think that there should be an option to disable them if you want to, and that they should be disabled in the higher tiers of ranked matches.

This is what I was saying. Have them on by default in the unranked and Bronze tier games, have the position markers taken out in Silver, and have the timers and positions removed for Gold and up. It's should be a learning tool, not a crutch.
 
Fuck you guys, play your old games, we're not making any new ones like the old ones.

Fuck you guys, play the *4 old games in one with over 100 maps and revamped graphics, we're not making the same game again, this is Microsoft's flagship title and we can't adhere to the minority 1 percent of people who don't want basic mechanics that are in literally every other shooter since 2008.
 
Eh, that's just an excuse for veteran players to curb stomp new guys. Which if they're any good at all, they should be able to do anyway. These callouts just put more pressure on people to be actual skilled shooters.

This is why really, really want a superb skill-based matchmaking system. Good players should never be matched with bad ones.
With such system, there is no need for aids, better players learn this stuff and get better and rank up and get to play against other good players.
 
This is what I was saying. Have them on by default in the unranked and Bronze tier games, have the position markers taken out in Silver, and have the timers and positions removed for Gold and up. It's should be a learning tool, not a crutch.

I feel ya but if you aren't getting paid to play matchmaking who cares really??? The option to be turned off should be there but in matchmaking lets have fun while being competitive
 
That is what I meant in my previous post when I said you learned the jumps, call outs, etc. Now thr power weapon aspect of this is ruined. For the vast majority of players though, they discover the map in matchmaking and now this is also ruined.

There's nothing stopping them from having Pro playlists that remove power weapon indicators.
 
A bit too fast but still looks awesome.

Damn, I miss halo since I switched to playstation. I guess destiny will have to do
 
Sorry but i think this looks awesome.

Looks cool to me. Sure they are free to adjust TTK but it looks at lot more fun that the new COD which is my least favourite COD. Advanced warfare feels so fast and twitchy that it's just not enjoyable at all. TTK is insanely low as well. Add in poor netcode it's a recipe for disaster.
 
I really don't know much about Halo multiplayer. I played some Halo 3 multi and dabbled in Reach multiplayer. For me, the ttk in these videos looks extremely quick compared to the other Halo's.

Dunno if I'm right or wrong in that,
 
Looks fine too me.

Just seems like the evolution of Halo if you completely forget about H4 or Reach.

+Even Starts
+ADS seems fine if it continues to work the same as older halos
+Descope
+Faster gameplay
+Shooting looks solid
+Most spartan abilities seem to work, others will hardly be used
+Arena Maps look to work here with the new movement speed
+Sprint having a trade off to shield recharge
+BR looks great
+Hipfire is great

-Spartan Chatter I can do without
-Weapon timers for everyone to see, idk about that one yet
-Too much beeping going on
-DMR is ugly looking
-Charge will be pointless in competitive play, so will slide

Probably more I could think of but so far I'm liking what I see. Seems Halo is going in the right direction, H3 evolved. Didn't like Reach or H4 at all. I was skeptical from the little blurry 3 second clips we got but after watching some gameplay, I'm looking forward to trying the beta.

Literally agree with everything in this post.

I've come around on a lot of the changes they made. Looking forward to the beta.
 
I really don't know much about Halo multiplayer. I played some Halo 3 multi and dabbled in Reach multiplayer. For me, the ttk in these videos looks extremely quick compared to the other Halo's.

Dunno if I'm right or wrong in that,

Well, those have been the two slowest Halos, so yeah, Halo 5 has faster TTK.
Those two Halos also got quite a lot of flak because of their slowness (and Halo 4 got flak for its fast TTK, because it was fast for the wrong reasons: too easy to use weapons and the amount of power weapons).
 
I really don't know much about Halo multiplayer. I played some Halo 3 multi and dabbled in Reach multiplayer. For me, the ttk in these videos looks extremely quick compared to the other Halo's.

Dunno if I'm right or wrong in that,

It;s mostly the SMG. It's super powerful.
 
This is what I was saying. Have them on by default in the unranked and Bronze tier games, have the position markers taken out in Silver, and have the timers and positions removed for Gold and up. It's should be a learning tool, not a crutch.

This is really a fantastic idea. Allows everyone to learn evenly, and then takes the training wheels off completely.

I really don't know much about Halo multiplayer. I played some Halo 3 multi and dabbled in Reach multiplayer. For me, the ttk in these videos looks extremely quick compared to the other Halo's.

Dunno if I'm right or wrong in that,

Felt the same way, and I don't like it. I feel like they are expecting dashing to be a serious feature to help elongate encounters, which it may end up doing to balance of TTK in higher skilled play, but I don't know. SMG apparently has reduced spread when zooming in, which seems way too powerful in addition to how powerful it already looks.



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Chatter is very generic and needs much better delivery to match Halo's presentation
Ground pound seriously has to go.
 
Jesus christ there's so much noise. Turn off the chatter. reduce the beeping and hitmarker sounds. Goddamn.

More and more people saying Ground Pound doesn't seem very effective. Hmm...
 
And I used to complain that the "+5 You're Awesome!" emblazoned in the middle of the screen in Halo 4 was a bit much, but holy shit this game just takes the ball and runs it all the way down the ADD/participation trophy road; they really are gunning for a certain type of person.

So much beeping and chatter for every damn thing you do or don't do and endless announcements of when power weapons are coming and countdown to the weapons and here they are and not since Johnny Test has anything been so relentlessly aural, but yeah, that goes back to a certain type of person again so I guess 343 wants that.

But shit, still going to go for the beta because not even 343 can stop me from anticipating a new Halo, so fuck it. If they were to put in a "For Glory"-ish mode that ramped up the base movement and left all zooming like the older Halos, that'd actually be a nice compromise. May not happen though.

I can dream! (Also MCC, yay)
 
The lower health in the no respawn mode is awful. A grenade instakill? Really?

I think they're doing it that way to ensure the game doesn't just turn into a deadlock. When your life is that important, there's a tendency for players to become hypercautious; increasing the potential rewards for risky plays is a good way to offset that.
 
The beautiful silence of old Halos. It was good.
Though i figure i would have liked some ambient sounds even in MP, more so than the games have.

i used to like it. i remember jumping into COD MW for the first time and thought everything was just on overload. Now i feel like halo is too quiet.

Halo 5 seems like it has a nice balance going.
 
They really need to do something about those team emblems.

vjvvpu.png

I actually like the idea of emphasizing Red v Blue like this, I'm just not a huge fan of the logos. I guess red is okay but the blue doesn't match red.

I made a mockup of what I think would look better while following the same idea but you may not agree. I'm a bit iffy on the R myself but I was trying to stick to their design.

fwH1l1u.jpg
 
I love how console First Person shooters are slowly morphing into Unreal Tournament/Quake now that developers have finally figured out how to increase the pace and mobility of their games and still have them play well with a controller.

I couldn't be happier.
 
Nah, exploration and discovery is still there, at least the same amount as it has always been there. Memorization as a skill differentiator is gone.

I disagree. Arguably the most important part of discovery is now gone - the power weapons. People really learned this over time in addition to call outs, etc. It was actually one of the most critical things learned in Halo now gone.

There's nothing stopping them from having Pro playlists that remove power weapon indicators.

After Halo 4, there isn't much confidence. The pro playlist had us pros absolutely confused. An extreme amount of few maps/gametypes and many things desperately in need of changes, updates did not happen like in previous Halo's where updates occurred in playlists. There were many threads on the MLG forums and 343 did not listen to any of us.!Halo 4 quickly got dropped on the circuit and lost the community.
 
I actually like the idea of emphasizing Red v Blue like this, I'm just not a huge fan of the logos. I guess red is okay but the blue doesn't match red.

I made a mockup of what I think would look better while following the same idea but you may not agree. I'm a bit iffy on the R myself but I was trying to stick to their design.

fwH1l1u.jpg

That looks fantastic. Props.
 
i used to like it. i remember jumping into COD MW for the first time and thought everything was just on overload. Now i feel like halo is too quiet.

Halo 5 seems like it has a nice balance going.

I prefer, when possible, gaming with headphones (don't have any for TV though, have only USB headphones) so i prefer minimal amount of sounds really (i keep sound levels very low almost always as well).
It is just kind of annoying, i'm somewhat sensitive to noise, and i feel extraneous sounds are often just noise. Useless feedback. I hate the panting when sprinting in games, and the clang sound in Reach when shields dropped, while useful feedback, was annoying. Oh, and the old beeping in Halos when the shields were low... it drove me nuts. So great it was toned down later on.
So, admittedly my problem with extra sounds isn't really about the sounds themselves.
 
You played CE?

Course, but it fit the style and flow of game.

This seems very very close if not a little faster to Halo 4's ramped up TTK, and there was literally nothing about Halo 4's multiplayer that I enjoyed.

While they fixed kill streaks, even starts and all sorts of other problems, the gunplay looks almost identical to Halo 4 in terms of speed, cadence and TTK.
 
This looks pretty bad. Me thinks that they should've released MCC after Halo 5, the excellence that is Halo 2 will be fresh in peoples mind when they walk into this insanity.
 
I actually like the idea of emphasizing Red v Blue like this, I'm just not a huge fan of the logos. I guess red is okay but the blue doesn't match red.

I made a mockup of what I think would look better while following the same idea but you may not agree. I'm a bit iffy on the R myself but I was trying to stick to their design.

fwH1l1u.jpg

That's awesome! Well done!
 
Course, but it fit the style and flow of game.

This seems very very close if not a little faster to Halo 4's ramped up TTK, and there was literally nothing about Halo 4's multiplayer that I enjoyed.

While they fixed kill streaks, even starts and all sorts of other problems, the gunplay looks almost identical to Halo 4 in terms of speed, cadence and TTK.

Halo 4's gunplay wasn't the problem, though. At least, not really. Aim assist was way too high, admittedly, but other than that I'd argue that it did a much better job at providing quality gunplay than Reach, or maybe even 3... when you had even starts. A dude starting the match with a 1sk weapon (boltshot) isn't gonna fly, but that's not an issue here.
 
More and more people saying Ground Pound doesn't seem very effective. Hmm...

I have a feeling it'll be useful in very situational moments, not as an all 'round death from above attack... Which is fine. It's an option. Not all options have to have wide utility, they just have to add to the meta of the game.

Ground pound will, because it's a unique option.

Likely it's meant to be a way to add a high-risk/high-reward method of clearing an area below if you don't have grenades to do the task.
 
Halo 4's gunplay wasn't the problem, though. At least, not really. Aim assist was way too high, admittedly, but other than that I'd argue that it did a much better job at providing quality gunplay than Reach, or maybe even 3... when you had even starts. A dude starting the match with a 1sk weapon (boltshot) isn't gonna fly, but that's not an issue here.

I'm just going to have to agree to disagree, I liked the longer time to kills in both Reach and 3 because it creates a wider skill game. Headshots become more important than body shots and it gives time for encounters to play out. Get shot in the back in Reach or 3? No problem, turn around and outgun the the opponent in accuracy and you can still win the fight. I also feel like double and triple kills were also much easier to achieve because of this as well.
 
I don't think the TTK is that much higher if at all, the players the guy is playing against in the video look very very very bad making him look better.

That's Greenskull playing with a coordinated team against drunk celebrities. TTK on BR is faster than 4, and Reach, but the same as 3.

SMG is stronger but no dual wielding. In current tuning, it's "mid-power" but you'll see in dec how it fits a new mid-role.
 
Yeah either the fire rate or shields need to be tweaked. People were dropping like flies so quickly in that match. There are normally moments in Halo where 2 people run into each other in a team slayer match and use everything they've got, popping both shields and needing to switch to sidearms. It can be a tense 5-10 seconds.

Doesn't look like that will happen much here. 1-2 seconds to die? Damn. Of course, I haven't played it so I will read impressions from longtime Halo fans and trust those more than sitting behind a computer watching videos :P.
 
I'm just going to have to agree to disagree, I liked the longer time to kills in both Reach and 3 because it creates a wider skill game. Headshots become more important than body shots and it gives time for encounters to play out. Get shot in the back in Reach or 3? No problem, turn around and outgun the the opponent in accuracy. I also feel like double and triple kills were also much easier to achieve because of this as well.

I think if they're too long, though, you fail to reward player positioning (why bother sneaking up on someone if it offers you no advantage at all), as well as dramatically slowing down the gameplay. CE had a good balance, where a skilled player could defend themselves when attacked, but it wasn't so long that things slowed to a crawl. This seems to be in that model.

Plus, they've jacked down aim assist substantially, so aiming skill is still very much a factor.

EDIT:

That's Greenskull playing with a coordinated team against drunk celebrities. TTK on BR is faster than 4, and Reach, but the same as 3.

SMG is stronger but no dual wielding. In current tuning, it's "mid-power" but you'll see in dec how it fits a new mid-role.

Huh, felt faster than that.
 
That's Greenskull playing with a coordinated team against drunk celebrities. TTK on BR is faster than 4, and Reach, but the same as 3.

SMG is stronger but no dual wielding. In current tuning, it's "mid-power" but you'll see in dec how it fits a new mid-role.

Wait, BR in Halo 3 had faster TTK than Reach DMR or Halo 4 BR?
I assume this is under ideal scenario (perfect 4 shot), not what it was in practice in Halo 3 due to netcode and such (and admittedly i wasn't superb shot with it).
 
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