It's sad that I probably have already played half as many matches in Halo 5 beta in one day, than I got in for MCC the past month a half. I'm glad Relic is coming, but H2A needs a few more maps to be viable. Maybe dev polished Forge levels in the rotation?
I kind of wish the intense blue and red we saw in the detailed models that were shown is what we got in game. Instead, the Spartan models look no different from H2A or Halo 4, color slightly washed out.
That flag cap and the only other interesting clip I got from the Throwdown.
Alrighty, my service record says I have played for 10 hours so I think that's a fair enough amount of time to do a write up on my thoughts of the game:
Maps
Truth:
- Too hazy/foggy
- Pink tower is labeled "pink", but there is nothing pink about it. Please consider a color change to a pink hue to distinguish it from the "blue/red bend" side.
- Love the stretched out feel to accommodate for sprint and thrusters. Very well thought out. Kudos.
- The little hologram of the Prophet of Truth talking at the bottom of pink tower is pretty rad. Great touch.
- The jump up to top mid is great! Everyone I have spoken with loves it.
- Prophet's bane glows a bit too brightly and obscures my vision significantly.
Empire:
- 2 snipers feel like overkill. I don't even think a sniper is a great weapon for that map anyways, but 2 is too much. A camo power up "outside" with a sniper in the "tower" would feel like a more appropriate setup IMO (or vice versa).
- Getting spawned killed a lot. It's a neat map, but there is a lot of sight lines and the areas you spawn in are often grenade spammed.
- Great use of clamber edges. Makes cat and mouse exciting. However, it seems like there are too many areas to clamber on making defending a position nigh impossible. There isn't many choke points, which forces a lot of teams to just run around in packs. Maybe this isn't intentional, but it feels awkward.
- Blue and Red spartans seem to blend too well in their corresponding bases of color.
Overall Gameplay impressions:
- The BR doesn't sound right. Need to hear each individual bullet in the 3 shot burst more distinctly. My father and brother walked in to watch and all asked on separate occasions if the BR was single shot now. I think aesthetically it's still ugly, but that's just me.
- The pistol is starting to feel worthless against skilled players, especially when they have a BR. It doesn't have enough range and 5 shots doesn't feel like they are killing consistently. The awkward recoil after the first shot seems needlessly disruptive, especially considering when you get shot your aim seems to get moved off target. Please also consider making the pistol a lighter color. It's really hard to see on the ground as it's so small. Also, who doesn't like that sexy shiny silver pistol of death?
- The AR is definitely more powerful/useful especially when aiming down sights. I can reach WAY to far out with it. It almost feels dirty because it doesn't require much precision. If the effective distance was reduced a bit I think it would be better.
- The SMG is a lot of fun to use and the tighter spread when scoped seems to be balanced out by the fact that you can ping someone out of it and finish the kill.
- Flinch/aim punch? Plenty of times I get shot or hit with a grenade and my cross-hair moves off target. I don't know about other people, but this doesn't seem right and feels like it doesn't contribute to skillful gunplay. Feels random and frustrating.
- Grenades seem WAY too powerful. When I have zero shields I can be really far from a grenade (like getting breathed on) and I die. People are noticing this and grenade spam is way too effective. I think this was done to accommodate for the sprinting spartans with thrusters, but frags seem to powerful.
- Plasma grenades are hardly used. It's way harder to stick someone this time around, so I feel like the frags should be nerfed a bit and the plasma grenades given a wider radius explosion to make up for their nerfed usefulness.
- Grenade hitmarkers. This seems totally out of place and overpowering. We already have radar, really powerful grenades, spartan call outs etc. I have been charged by enemies when I was crouched and unseen from radar only to be hit by grenade spam. They receive a hit marker and they go in hot pursuit. I really don't see why this is there.
- Hitmarkers on weapons. I don't mind them, but their usefulness is sort of nullified by the great shield effects and audible ping hit markers. Too much noise. Cut out the fat maybe?
- I think being able to shoot while thrusting would be a lot of fun and increase skill gap. Just make it so you can't ADS. You can shoot while sprint sliding, so why not with thrusters?
- Clamber is a welcome addition after spending hours with this. Feels smooth, responsive and really opens up possibilities for map design. My only issue is that it seems too forgiving. Many times I have seen my enemy engage in a clamber when he was out of arms length of an edge.
- Ground pound is a lot of fun to use, but I hate it taking up the place of crouch jumping (I know this a known issue). My suggestion is to move the ground pound to holding the sprint button while in the air and move the stabilizers to the crouch button when in ADS. Or maybe just allow button mapping...
- ADS: I still prefer the classic look, however it has definitely impressed my brother (who is a more casual FPS player). Please allow a toggle for this in the menu. I know going back to classic would be an advantage, so maybe could you make it so everything is more dimmed/hazy outside of the crosshair to compensate? My other idea is to make it a toggle so that the BR, Pistol, and DMR have the same sort of ADS that the AR does currently. Would that be a fair trade off?
- The sniper scope-in HUD is just ugly and busy. It's too blue and obscures my vision. Also, the sniper no longer sounds iconic and distinguishable. It sounds very similar to a DMR shot.
- Spartan call outs are nice and aren't invasive enough. Obviously tone back the useless ones please (compliments, calling out that "I have a DMR", "watch your friendly fire" when there isn't any).
- Sprint seems pretty darn balanced. The lack of shield recharge and the ability to slow a person when sprinting by shooting at him is a great touch. Great job 343. If you are going to keep sprint, this is the way to do it.
- The slide seems under utilized, but it's actually quite helpful since you can shoot while doing it. I think you should be able to engage the slide a little sooner into the sprint though.
- The announcer sounds pretty good to me. A great example is "Perrrrfect..." However, please remove the announcement that the "sniper will be up in" X amount of seconds. Even my brother, who is a casual player, said that it seemed unfair and that a team should take the risk of checking if it's re-spawned, or time it like we use to.
Last words: I'm blown away by this game. It honestly feels like Halo and I feel even more like a super soldier bad ass than before. Thanks so much for letting us play and test your game and reading our feedback. If this is any indication on how the final game is going to play, then count me excited and as a future consumer that will recommend it to everyone. Just please keep in mind that when you add in more weapons, which is inevitable, that they all play well into the sandbox and have a purpose. If the sandbox becomes too cluttered, it will be no longer fun to play.
Again, thank you Stinkles. You totally made my weekend.
Would you welcome toggles for the Spartan Abilities so that specific game modes could be made and thus, specific playlists?
I'm on the fence about this. I feel like the spartan abilities are a learning curve and should be the dedicated experience of this game throughout all playlists. I'm a CE/H2 guy, so this is all foreign to me, especially in Halo...but removing sprint from some playlists I think actually encourages the naysayers and would make an already dissenting community even more split on the issue.
For customs, why not? I see no issue with that at all. The more options the better. However, I still would hope that the competitive scene would use the same abilities that are in the common playlists in matchmaking. This promotes unity and popularity in the esport as a whole.
It's funny, my eyes went straight to this.. But yes, I said this after the first game of using it and I was called crazy. This one will die if people get the BR starts they're asking for.
- 2 snipers feel like overkill. I don't even think a sniper is a great weapon for that map anyways, but 2 is too much. A camo power up "outside" with a sniper in the "tower" would feel like a more appropriate setup IMO (or vice versa).
I think base Halo 5 is already good for competetiveness. Only slight tweaks to stuff might be needed. I always hated how in later Halo games MLG and base game became so different.
I'm on the fence about this. I feel like the spartan abilities are a learning curve and should be the dedicated experience of this game throughout all playlists. I'm a CE/H2 guy, so this is all foreign to me, especially in Halo...but removing sprint from some playlists I think actually encourages the naysayers and would make an already dissenting community even more split on the issue.
For customs, why not? I see no issue with that at all. The more options the better. However, I still would hope that the competitive scene would use the same abilities that are in the common playlists in matchmaking. This promotes unity and popularity in the esport as a whole.
I think base Halo 5 is already good for competetiveness. Only slight tweaks to stuff might be needed. I always hated how in later Halo games MLG and base game became so different.
It's funny, my eyes went straight to this.. But yes, I said this after the first game of using it and I was called crazy. This one will die if people get the BR starts they're asking for.
If 343 is serious about AR/Magnum starts, they need to be serious about the Magnum being a contender at range. It needs an RRR boost and the zoom needs to be improved (ADS obstructs the view, the reticle is tiny, etc.). I'm telling you, once people get their BR starts (rightfully so in this current state of the Magnum), the Magnum is going to fizzle off. People are begging for BR starts now because the Magnum isn't as consistent or as ranged as it should be IMO.
If there was no motion tracker, getting in on people wouldn't be as problematic and the Magnum could get be more effective. But you know, something something Halo motion tracker something something
It's coming back in like 40 minutes.gettting server errors.
What time does this beta end?
12/21 11:59 PSTgettting server errors.
What time does this beta end?
gettting server errors.
What time does this beta end?
Stinkles you see this? This is what most people want and you know you guys are going to cave eventually. Do it.. Do it for the Beta. Make the Magnum a GOT DAMN BEAST and see how it goes.AR Magnum starts for a week yikes.
One of the highlights from tonights Throwdown. Had as lot of fun tonight. The match lasted over an hour!
http://xboxclips.com/xCliQuEx/21bc13b3-17f9-43ad-8be0-2863d0c93a65/embed
And here is a picture perfect ground pound I did earlier today.
I assume there will be a rank reset on the 29th?
Im closing in on Semi Pro don't wanna lose it!
I assume there will be a rank reset on the 29th?
Im closing in on Semi Pro don't wanna lose it!
I got the same medal yesterday and had no idea what it meant.
Is it a crutch, or a tool to be even better?
It's for Nading a weapon to you, like in CE.Maybe for picking up DMR and Sniper? Idk the significance of the combo, but it only popped up when you picked up the Sniper.
LOL. That's awesome.It's for Nading a weapon to you, like in CE.
It's for Nading a weapon to you, like in CE.
Awesome match, we made a great comeback near the end but then you and Tawpgun happened... ;_;
It's for Nading a weapon to you, like in CE.
Played my first game of Halo 5.
SMG holy shit
Why does the Halo 2 sword not kill half the time? ex: http://xboxclips.com/I+Hiccup+I/7638dfa5-9c1e-4ef1-8cd4-8c0f0ea7ed66
At what time does the beta end tomorrow?
In bumper jumper it is impossible to effectively use the stabilizers.
They get in the way when enabled by default and if you set them to off by default and end up wanting to use them in some circumstance you are told to press (Right-Stick + A) at the same time.
Instead, I propose that bumper jumper control schemes should activate stabilizers by pressing the jump button again in the air while scoping.
I want to use them effectively, I can think of several scenarios in which they would be very usefull (avoiding grenade blasts, peaking over ledges, faking out enemies) but in the current state of bumper jumper it is nigh impossible.
Ahh, makes sense.
Any other first impressions?