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Halo 5: Guardians Discussion

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I think 343 is a badly run company and I'll explain why. I have an acquaintance that is an up and coming comedian and talking to him one night (at a high school reunion, he went to high school w/ my wife) he told me he only started to find success when he quit trying to find ways to please the people who didn't like him.  It's very tempting to try and "win over" your critics.   But the reality is that a fair percentage of people just won't like you no matter what you do and the way to find some success, in comedy and I think in other areas of entertainment as well, is to 1) learn your audience and 2) play to them.  If you have the ability able to make 50 year old mothers laugh their asses off then accept that and market to 50 year old mothers if comedy is what you want do.   

 

Halo is a particular game w/ a particular audience.  I think 343 is badly run because they ignore their audience.  They put in features that no one has ever asked for, tried to fix things that aren't broken, and failed to fix things that people have been asking to be fixed since Reach.  They spend a lot of time and money only to create massive public relations problems for themselves. They divide and polarize their audience.  They turn people that would freely advertise for them into vehement critics.  They spend enormous resources trying to "balance" all the features they add when those features aren't necessary and it seems they were added without any real market data to support those additions (other than some other game with a particular audience had those features).  They take enormous risks by making massive changes to an established franchise with a very definite audience.  After playing H5, I feel like they've created a kludgey mess that is not likely to captivate many people for long.  The game isn't a Halo game, so they will lose a sizable portion of their audience on this basis alone.  The game is likely too confusing and difficult for new players, but too full of crap for competitive players.  Who is their audience then?   I don't know, and I don't think they do either, and that's what makes them a badly run company.

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Incredible all this articles give good reviews! And there are more good reviews other than the ones I'm linking!

 

http://www.gamenguide.com/articles/18306/20150105/halo-5-guardians-beta-impressions-thoughts-on-each-of-the-new-gameplay-mechanics-and-features.htm

 

http://gadgets.ndtv.com/games/reviews/halo-5-guardians-multiplayer-beta-preview-a-new-hope-643117

 

http://www.godisageek.com/2015/01/halo-5-guardians-multiplayer-beta-impressions/

 

"all ye abandon hope enter here"   

 

The supposed inscription at the entrance to Hell From Dante's Divine Comedy. 

 

All ye (veteran halo players) abandon hope enter halo 5

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I'm sure the competitive BTB community would like a word with you

Larger player counts wouldn't be for those people. If 343 could include a new playlist that allows for something like 12v12 or 16v16 and where the gametype is invasion (or whatever will work well with that many people), without it diluting the population numbers to a degree where the multiplayer experience is diminished, then it wouldn't have to be a problem for the competitive BTB community.

 

However, I've seen plenty of people say 343 would mess it up if they tried, and I think that's probably true. But I certainly don't believe the idea that larger player counts wouldn't work for Halo.

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I would like 32v32 BTB, if the game could handle it and maps were large enough... Why the hell not? That could be sick.. Yeah there would be some clusterfucks, but whatever. Social BTB is for the lols.

Anything above 12v12 would be getting on ridiculous side. The only way I could see it work would be through a mode where you can join games and quit out without penalities and you're ranked on individual performance.

 

There's no way you can coordinate 32v32 without revamping the spawn system around selectable points and squad-based tactics. You would need designated squad leaders who can communicate to other squad leaders (to prevent overloading the voice channels) to capture objectives. It doubt it would be that much fun at all, and 343 would have to spend so much time on one map that can support the mode, at the cost of a few other small maps... and that's something we don't want.

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Anything above 12v12 would be getting on ridiculous side. The only way I could see it work would be through a mode where you can join games and quit out without penalities and you're ranked on individual performance.

When I imagine Halo with a playlist that has a larger player count than we've seen in Halo before, I imagine something that isn't ranked. I imagine it to be very much a funsies/casual type thing. I totally agree that ranks just wouldn't be a appropriate.

Out of curiosity, why would the quitting out without penalties thing be necessary? Let me know if I'm wrong, but I'm guessing you mean because you'd have such little power as an individual, that you'd want to be able to quit out if your team just wasn't playing well at all, or if loads of them had quit? I'd say it would be best just not to have it as a ranked playlist. Allowing people to quit without a penalty could be a disaster IMO.

 

There's no way you can coordinate 32v32 without revamping the spawn system around selectable points and squad-based tactics. You would need designated squad leaders who can communicate to other squad leaders (to prevent overloading the voice channels) to capture objectives. It doubt it would be that much fun at all, and 343 would have to spend so much time on one map that can support the mode, at the cost of a few other small maps... and that's something we don't want.

This is why I don't think it's good to judge the idea of a larger player count on its competitive merit. You're absolutely right that coordinating with a team of 31 other players would be a nightmare, but coordinating as part of a team wouldn't be a priority in a playlist that has the appeal of being somewhere you go to enjoy the large-scale carnage without feeling like you have a lot of responsibility as a player.

Also, coordinating with a team of 7 other players can be a nightmare if you're matched with randomers. You'll want to say that it can be done if you go into it with a team, but the same could be said with larger player counts. Would it be difficult to put together a full team of players who you trust will communicate well in a 32v32 playlist? Absolutely, but I'd say more power to the team that manages to do it if they really want to take such a playlist seriously.

 

My view of a playlist with such incredible player counts is that it would be the portion of multiplayer you go to for a good laugh after you're tired of playing super competitively and need a bit of a break. It certainly wouldn't be somewhere you go to achieve your 'pro' rank.

 

As I've said before, if there's one argument against the idea that I do find to be entirely convincing, it's that it might split the population numbers too much, and diminish the experience. If that problem was inevitable, I'd say it's obviously best not to bother with a player count increase.

And just on a side note, I think anywhere from 12v12 to 16v16 would be best.

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Out of curiosity, why would the quitting out without penalties thing be necessary? Let me know if I'm wrong, but I'm guessing you mean because you'd have such little power as an individual, that you'd want to be able to quit out if your team just wasn't playing well at all, or if loads of them had quit? I'd say it would be best just not to have it as a ranked playlist. Allowing people to quit without a penalty could be a disaster IMO.

I was picturing a "warzone" mode where you just join in without having to wait for 30+ other people to join in Matchmaking. Since people are bound to quit out anyway, and the game is so upscaled, then people could join and leave as desired. I was picturing a giant slayer mode where you just kill people for your own gain and each kill translate to a set amount of XP or something. Not much of a goal besides running around in a giant environment and killing people, so you could quit out whenever you want, or perhaps after being in the game for a set amount of time. No actual "end score".

 

You could also perhaps join with a smaller squad and opt to be in a different teams and just go rogue. E.G. joining green, orange, pink, etc. team instead of red / blue with your friends and killing everyone and leaving after a while.

 

Maybe this whole thing could be different with working objectives. Controlling specific areas on a big map (talking 6-12 control points here or something) in Territories could always work.

 

I dunno this is a lot of speculation, but to answer your question, I think it would be good to let people join and leave as wished of a giant game where there's no other goal than killing people.

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Breakout Objective

 

Okay so as we all know, Breakout 100% needs to have an objective for obvious reasons. Right now, there is literally no incentive to make pushes. Simply sitting back and watching general areas where the opposing team can push shouldn't be a viable strategy and at this point, it is. So for an objective my idea is something along the lines of Neutral Search and Destroy. Put one single Extraction point in a neutral location on the map. Either team can arm it and if it extracts, they win the round. But instead of being able to continuously convert the extraction point, you can only disarm like in traditional SnD game modes. If you disarm the extraction point, you win the round.

 

The arming and disarming times can both be around 3-5 seconds. The extraction time could be around 15 seconds. That way, teams would feel like arming is a viable thing to do instead of just going for the kills. Having only 15 seconds to disarm would put a ton of pressure on a team and create some tense moments. Preferably the extraction time could be 30 seconds but that would have to be with default shields and damage. The way it is now, I feel like it has to be short because everyone can die so quickly. Extractions taking 30 seconds would be silly because you can probably kill everyone in less time.

 

 

 

So what do you all think about this?

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I don't get why we couldn't of got more of these interactive features for innovation, small changes like these makes the game fun while doing something different and adding more depth to the maps at the same time, massive changes to Halo such as sprint are really not required.

 

On the topic of 32v32 I really don't see how that would work in Halo's sandbox which has been designed around being able to cope with up to 16 players, are we going to have one massive canyon in which snipers camp at the back or have the map split up into interconnected sections? I hope this isn't the direction 343 go in as it would completely divide the community.

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H4 BTB was pretty popular...

It was literally only BTB and TS that had decent populations, everything else struggled to get a non-JIP game.

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Breakout Objective

 

Okay so as we all know, Breakout 100% needs to have an objective for obvious reasons. Right now, there is literally no incentive to make pushes. Simply sitting back and watching general areas where the opposing team can push shouldn't be a viable strategy and at this point, it is. So for an objective my idea is something along the lines of Neutral Search and Destroy. Put one single Extraction point in a neutral location on the map. Either team can arm it and if it extracts, they win the round. But instead of being able to continuously convert the extraction point, you can only disarm like in traditional SnD game modes. If you disarm the extraction point, you win the round.

 

The arming and disarming times can both be around 3-5 seconds. The extraction time could be around 15 seconds. That way, teams would feel like arming is a viable thing to do instead of just going for the kills. Having only 15 seconds to disarm would put a ton of pressure on a team and create some tense moments. Preferably the extraction time could be 30 seconds but that would have to be with default shields and damage. The way it is now, I feel like it has to be short because everyone can die so quickly. Extractions taking 30 seconds would be silly because you can probably kill everyone in less time.

 

 

 

So what do you all think about this?

I think 15 is top much of an ask for fast paced play and the open maps of breakout, id say 10-12, but overall, i think thatd be perfect.

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She fucked up Gears 3, like seriously. The plotholes are fucking terrible. There was NO POINT in actually looking for the fuel, it's right there anyway, literally, 1/3 of the game is pointless, totally pointless.

 

She also has a habit of writing stories of her own, and then shaping them around whatever universe hires her. The prior history and backstory of a universe goes out of the window when Traviss gets her hands on it. You can see the Star Wars for examples of where she goes simply straight up ignores the backstory of the universe, cause it doesn't fit with her vision.

 

Karen Traviss is just terrible, a writer that doesn't read books cause, she can't be bothered. 

Off topic but your music is pretty cool and your signature girl cooler 

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I was picturing a "warzone" mode where you just join in without having to wait for 30+ other people to join in Matchmaking. Since people are bound to quit out anyway, and the game is so upscaled, then people could join and leave as desired. I was picturing a giant slayer mode where you just kill people for your own gain and each kill translate to a set amount of XP or something. Not much of a goal besides running around in a giant environment and killing people, so you could quit out whenever you want, or perhaps after being in the game for a set amount of time. No actual "end score".

 

You could also perhaps join with a smaller squad and opt to be in a different teams and just go rogue. E.G. joining green, orange, pink, etc. team instead of red / blue with your friends and killing everyone and leaving after a while.

 

Maybe this whole thing could be different with working objectives. Controlling specific areas on a big map (talking 6-12 control points here or something) in Territories could always work.

 

I dunno this is a lot of speculation, but to answer your question, I think it would be good to let people join and leave as wished of a giant game where there's no other goal than killing people.

Ah yeah I see what you're getting at. That's something I could picture working better, considering the nature of such a playlist.

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Breakout Objective

 

Okay so as we all know, Breakout 100% needs to have an objective for obvious reasons. Right now, there is literally no incentive to make pushes. Simply sitting back and watching general areas where the opposing team can push shouldn't be a viable strategy and at this point, it is. So for an objective my idea is something along the lines of Neutral Search and Destroy. Put one single Extraction point in a neutral location on the map. Either team can arm it and if it extracts, they win the round. But instead of being able to continuously convert the extraction point, you can only disarm like in traditional SnD game modes. If you disarm the extraction point, you win the round.

 

The arming and disarming times can both be around 3-5 seconds. The extraction time could be around 15 seconds. That way, teams would feel like arming is a viable thing to do instead of just going for the kills. Having only 15 seconds to disarm would put a ton of pressure on a team and create some tense moments. Preferably the extraction time could be 30 seconds but that would have to be with default shields and damage. The way it is now, I feel like it has to be short because everyone can die so quickly. Extractions taking 30 seconds would be silly because you can probably kill everyone in less time.

 

 

 

So what do you all think about this?

They should just do it like Ender's Game and a have a thresh hold at the end of each side that if someone passes through, the team wins that round.

 

Defense and offense is required. 

 

The objective even suits the name of the game type.  You try to "breakout" through the enemy's gate.

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They should just do it like Ender's Game and a have a thresh hold at the end of each side that if someone passes through, the team wins that round.

 

Defense and offense is required.

Dude that would be so sick

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So can anyone explain why this game is so teamshot heavy?  It seems to be even more so than Halo 3 at times.

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Dude that would be so sick

I think this game type could be made with H2A forge.   You could make maps similar to the breakout maps.  Then there could be spawn points on each side for the opposing teams.  One life per player per round.   Then the game type would have to be team race with one gate.  Each team would need a different gate.  (I'm not sure if that's doable)  

 

With the new buttons, you could even have buttons that would open the gate.  Almost like a pre-objective objective.

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So can anyone explain why this game is so teamshot heavy?  It seems to be even more so than Halo 3 at times.

teamshot because is a halo game, heavy? nah, the other team is always close that you always end up in a 3v1

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I think this game type could be made with H2A forge. You could make maps similar to the breakout maps. Then there could be spawn points on each side for the opposing teams. One life per player per round. Then the game type would have to be team race with one gate. Each team would need a different gate. (I'm not sure if that's doable)

 

With the new buttons, you could even have buttons that would open the gate. Almost like a pre-objective objective.

Or just funnel everyone down a hallway with unlimited spawns like Husky Raid!

 

But I do agree that it could be pretty cool to some degree.

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So can anyone explain why this game is so teamshot heavy?  It seems to be even more so than Halo 3 at times.

low aim assist means ar kids got to have but-buddies with them at all times

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low aim assist means ar kids got to have but-buddies with them at all times

I was under the assumption that movement options are just simply too good and kill times are just still too slow.

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I was under the assumption that movement options are just simply too good and kill times are just still too slow.

The gun play is great imo... Minus a few tweaks. I will say I believe the movement mechanics need a large overhaul. It's definitely way to easy to escape. Especially since the aim assist or whatever you want to call it is so low.

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So can anyone explain why this game is so teamshot heavy? It seems to be even more so than Halo 3 at times.

because of sprint lol, reliable killing requires teamshotting because people escape if only one person is gunning them.

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This is gonna be VERY long sorry!

 

 

 

Little introduction first - the in deep feedback is below

 

I have played about 70 games now and I have to say it was better than what I have expected it to be. The first couple games I have thought it would be complete garbage. Then I did really enjoy it after I got used to everything but now its just boring again. Not a bad game but nothing special anymore on the market. I am ranked Semipro in both playlists if that says anything.

I did not read any of the posts here yet because I want to give only my own thoughts on the beta. So here it is:

 

 

Visuals:

 

The game looks really good overall. I dont want to say that the maps or weapons look awesome but more on that later. I dont really like the look of the Spartans - still that plastic look and not as "flowing" as in the older games. The shoulderparts look attached and not like a actual part of the armour for example. Anyways a lot better than H4. I like the simple menu and searching screen - hope they keep it something similar to that.
 

Audio:

 

50/50 tbh. I really enjoy the gun sounds and the sounds of the Thruster etc.

 

But damn - all that beeping and the "killsound" is so annoying! The shield does not sound like it did in 6! games before at all. Because of that and the beeping hitmarker Ive thought several times my shields were down. But they were full.

Spartan Chatter: I dont know - dont mind it at all. Its not helpfull (for me at least) because I cant really concentrate on the callouts if they are "ingame"

What a "no no" is for me: "Enemy is on a multi". Leads the rest of the team to camp out the time I could hit the higher multikill.

 

Weapon Spawns: I dont really like that they call out the weapon spawns. It might help newer players a little bit but they would learn it sooner or later without it too. If they want to - if not its their problem. A good player/team should be rewarded for knowing the spawns/timing the weapons. The biggest problem its that just everyone sits on the spawn and the player with the best connection gets the weapon.

 

Footsteps are a bit too loud imo.

 

Overall there is too much. I played some H2C after a few Beta games and lol. All you hear are the shooting sounds, grenades and the announcer.

 

 

 

Abilities:

 

Sprint: Needs to go. It was explained "why" a hundred times now. And a lot better than I could ever do it. I know its not nearly as bad as in Reach/H4 anymore but still. The combination with the stronger Thruster makes it pretty much worse though. Because of Sprint the maps are big for "small arena maps". Walking "normal" over the map takes days and there are so many places where nothing is going on. Up the base movement and you dont have the problem with the big maps. "Sprint makes the game faster" is just an illusion!

Since its pretty unlikely you will remove it - How to fix Imo: look at the "Solution".

 

Thruster Pack: I enjoy it a lot. Was the best thing added in Halo 4 and Imo that alone could be that 4th thing you want to add to the shoot, nade, melee formular. Needs a few tweaks though. Like I said earlier: in combo with Sprint its even more a free "get out of jail" card. I really like the idea to be able to dose the thrust. Like tab the Thruster button for a shorter thrust, hold it till its empty for the long thrust (2 or 3 short thrust before it has to recover). In addition let me shoot while I am thrusting. So you can use it as an really exiting offensive tool. The first thing I have thought of when I heard about the Thruster Pack in H4 was the "Thruster Strafe". Sadly that never really happened. Also why should I not be able to shoot while I thrust? Sorry but where is that immersion here you guys were talking about?!

 

Clamber: I would prefer it not to be in the game - I could live with it though (What I think I have to since the maps are built around it). But it pretty much brakes the maps like jetpack did. Not as bad but still. In combination with Sprint and Thruster Pack or that jump/ground pound/jump combo you really can get wherever you want from wherever you want - pretty fast! Again - like with Sprint and Thruster - you cant shoot. An I thought this was supposed to be an "Arena Shooter"? The most important thing though is that it pretty much completely destroys skilljumping.
 

Slide: Would be gone with the removal of Sprint. But would it matter? No. We still have Thruster Pack which is pretty much the same and anyways: I havent seen one person yet using it. You could say "why remove it then when it doesnt bother you". Well its simple: Why have something pointless in the game?

 

Shoulder Charge: Again would be gone with Sprint. And again it wouldnt matter. Why? Again Thruster Pack: Thrust + melee = Shoulder Charge. Died from it once in 70 games and pretty much no one (again) is using it so its another pointless addition.

Ground Pound: I dont mind this. But please REMOVE IT FROM THE CROUCHBUTTON! If this stays on the crouch button I wont play the game. That might sound stupid but its not. Im crouch jumping since Halo CE has released - its my nature to do so. Again I havent used it once yet and never saw someone getting a kill with it. So it wouldnt be a problem to put it maybe on the dpad down when its not being used that much.
It can be a nice "montage" thingy though or just to embarrass someone :) So keep it in I would say.  

 

 

Weapons:

 

Weapon switching overall is way too slow and feels not fluid. It takes too long till I can shoot both when switching weapons and when zooming in!

 

Flinch: REMOVE IT! I heard its a bug and I hope it is!

 

Skill gap: Great! Finally a shooting skillgap again. I dont know what it is but sometimes it feels off. I guess its because of the vibration (I really hope I can toggle that off in the final game) in combination with flinch. This shoulnt be a problem in November anymore then I think.

 

Smart Link: First of all its not what you told us it would be. Because its not only cosmetic. It makes the AR and the SMG way too powerful! Also its a change just for the sake of change. The scoping was something Halo did not like every other Shooter out there. And it takes way too long to zoom in and shoot. Especially with the Sniper! One thing which Im not getting is the fact that you change basically EVERYTHING in the game even if its not needed. Like the Rocket Launcher - WTF is this thing now?

 

Assault Rifle: I like the design of it and I also understand why its so strong. And I think if its a pickup on the map with BR/DMR whatever starts its ok as it is. But if its the primary weapon with the Pistol as the secondary weapon you should make the Pistol a 4SK. (Look at the Pistol Paragraph for more) Like that a skilled player can easily kill one or two guys spraying at him with the AR. Also its Range is way too far. This wouldnt really be a problem anymore without ADS.

 

SMG: Let me say this: How am I supposed to kill someone with a shotgun in this game? Either the Shotty has a pretty long range or its going to be a useless weapon. The SMG is so strong you are down in 1 second. And with the bigger maps/more open map parts I dont see myself getting kills with the Shotty. The problem is that the SMG has to be stronger than the AR on close range but since the AR is already that strong it pretty much IS a shotgun now.
And again it looks very different from that iconic SMG Chief is dual wielding on the H2 cover. Which is one of the most famous pictures from Halo Imo.

 

Pistol: I love it! Make it a 4SK and everything is perfect for me. Since its the hardest to use it should be the most rewarding - and it already feels really rewarding. But as a 4SK a really skilled player can outplay 2 AR sprayers or rape any other precision weapon user! It would make the AR/SMG in AR starts not as OP anymore.

 

Battle Rifle: Finally it sounds good again and it looks good. But I want the classic zoom back on it please. I think the recoil is a bit too much? Or I dont know what it is but I often missed a headshot because my reticule goes up more and more even if I aim a bit down. Maybe flinch too idk. Maybe make it shoot a tiny little bit faster.

DMR: Did not use it much. Shooting while being scoped feels strange - shooting without zoom is much more effective I think. Looks like the bullet magnetism is pretty high when not scoped. I think its balanced good. On close range it is hard to get kills against a BR/CQC weapon and on long range its of course better than the other weapons.

 

Sword: It is the sword - works.

 

Prophets Bane: Idk about this one. I cant see 3/4 of my screen and its so damn bright. I think its not very effective against good players but if there is one of those internet warriors having it its pretty damn OP! Sprint + Thruster + the extra speed makes it the perfect  run around weapon. Like I said against a good team/good players it can easily be outplayed Imo.

 

Sniper: ROF needs to be  increased! Also the zooming needs to be much faster. Quickscoping is not really working and this is not CoD where its easy to do so. Also yy is damn slow. Looks like its pretty easy again to use (dont like this. I really think H3s Sniper is the best). And why is it the H4 Sniper again? Changed it because you can? Pretty much everyone said that the H4 Snipe looks just stupid. I hope this is just a placeholder

 

Hydra: Pretty effective when you flank. Hard to get kills when you are getting shot so you can not zoom it with it. I like that! But the design? Meh - really looks like that watergun someone posted here on the forum lol. I like the weapon overall but its not enough for that map Imo. I would like to see some powerups!

 

Rocket Launcher: Why? Just why did you change something so iconic? Dont know how it plays but that fact that it looks like a Battlefield RPG is bad enough!

 

Light Rifle: I couldnt use it much tbh. I liked the bit when I did tho. Just the zoom looks a bit stupid again and is really slow.

 

Nades: I like that you dont have to look straight into the sky to throw them for a longer distance. They might be a tiny bit too powerfull for my preference but I can live with that. They are way too easy to shoot. I get a sick outplay double kill and I know i wont kill the third guy so i go for the stick. But no the grenade just explodes right in my face and kills me. Thanks 343. 

 

 

Movement:

 

Strafing should be more responsible Imo. I like how its harder to aim but I still cant really outplay two guys at once who have at least a bit skill. I didnt have a problem with that in H1/2/3/Rv7 but here I dont know what it is. Is there still too much bullet magnetism or is it the strafe? I guess I have to play more to be sure/to get myself better. Also crouch strafing looks not very effective anymore. The killcam showed me that they have to aim down only like 1 milimeter.

Maybe the hitboxes are too big? That might be the case why the Sniper feels so easy and why I get killed around the corner pretty much every time.

 

The base movement speed is too slow. Because of Sprint the maps are bigger and so moving around without sprinting just takes too long. Also it would help the Strafe to be more effective. Plus it would make the game actually faster unlike sprint.

 

With the abilities we have you can get from bad positions into good positions in just a second. You should be punished for putting yourself in a bad situation. Like I said earlier Sprint (especially with Thruster combined) and clamber make clever map movement pretty much non existent.

 

 

Maps:

 

Truth: It looks like a Midship remix. But thats it. It plays nothing like midship and it plays really slow and standoffish. Most of the time the battles happen around one base and the Carbine site. Also you should not be able to get from bottom mid to top mid that easy. You should not be able to get to top from bottom at all. At least make it a hard jump like in Reach from R2 To R3 on Zealot. I did not really saw team shooting across map like in H2/H3. The sight lines are pretty bad I have to say.

Also its hard to see the blue team sometimes.

 

Empire: Outside is way too powerful and easy to hold. Make the inside powerweapon a Rocket launcher maybe? And I think an Overshield/Camo could be working. On this map is clamber nearly gamebreaking I would say. You can get at anywhere from everywhere. Again the sight lines are pretty bad - its not really a map for a sniper. Of course its fun to use and I like having a Snipe on small maps (look at my name haha) but immersion?

 

Regret: There is too much grass and too many bugs in my honest opinion. On Carbine site the grass can really hide a player coming up the ramp from a base. Remove the bugs - it might help that crazy framerate issues the map has. I almost got killed by a oneshot guy because I chased him into the base and had like 20 fps! This cannot happen in 2014.

Solo the map plays pretty bad but I can see it with a good team and interesting objective gametypes being a good map.

 

Eden: I prefer empire thb. Eden has the better sightlines though but the flow of the map feels not right. I dont know what it is but I just run around the map, I never went to a middle area. Again just camping outside + in one base is the key I think.

 

 

The two Breakout maps are pretty much the same. I really like the Forgetheme of them - Im pumped for community maps on that canvas! Both play a bit like Onslaught or Amplified from H3 Imo. Dont see them working in any other gametype though.

 

Overall the maps arent that great tbh. They look good but not really special and Truth for example is too dark. Better than what we had in H4 but still far from the class of the old trilogy. I even liked the Reach maps more sorry.

And I hope that those 4 Forge maps are not official launch maps and also that those "remix" maps are bonus maps. I think it would be pretty cheap to sell forged maps as "official disc" maps.

 

 

Breakout:

 

Halo really needed something like this. If the Pistol was a 4SK what would it be in Breakout? Because its not really good compared to the SMG in this gametype. I like the 3SK BR as a "semi" powerweapon.

3rd person Killcams need to go. Its supposed to be a competitive gametype and you get pretty much a reward for getting a team mate down. That player can overlook the whole map and around corners.

 

 

Medals:

 

As many already have said: There are way too many. Some of the new ones are really awesome and Im happy there arent as much as in H4/H2A but still. Some really unnecessary ones like the "Hatrick" one or the Kill medals for each weapon "Sniper Kill", "Sword Kill" etc.

A medal is a reward and I should not get rewarded for something I am supposed to do. It does not feel good to get flooded with medals. It feels actually bad because you dont even know what you did to get that specific one.

They also look too bland and need more colors again and more different shapes. The medals also were something very iconic to Halo but again you changed them drastically in H4 just for the sake of change.

 

 

Announcer:

 

Again too much. He talks and screams and purrs at me all the time. I think its way too much information. For example why does he tell us the score in Breakout?. A simple "Round two" like in the old games would be much more "cooler". And it looks like you want Halo to be "cool". What leads me to my next point.

 

 

High Fiving:

 

I think its funny. And I dont get why everyone is hating on it. Yeah its a bit childish but you make jokes about immersion and how stupid it is to talk about realism and then at the same time you say Spartans are badass killermachines that dont do stuff like that?
Also is this the community where most of the "languys" are who play for 6 hours straight, high fiving after a clutch match and are talking trash all over the place so I dont see the problem with that.

And thb there are way more important things to talk about.

 

 

Solution:

 

1 - Remove Sprint + Slide and Shouldercharge. We have the Thruster Pack which hast the same mechanics as those abilities. It can be used as a speed boost, the thrust itself is slide just not on the ground and Thruster + melee = shouldercharge with at least a tiny bit more "skill" involved.

Spartans are supersoldiers yes. And therefore people expect to be able to sprint? What? Its a since fiction video game. If we really have to talk about realism lets start somewhere else. How can I die multiple times? Oh yeah its a video game. How are weapons and ammo just respawning and not coming down with a parachute from a plane above me? Oh yeah its a video game. You see what I mean? "Immersion" is not a good argument.

With the removal of sprint we have what it looks like you want to create: a balanced competitive and fast paced arena game. Ofc it is not just sprint why we dont have that but its the biggest reason.
Halo works better without it - we have seen it. And if you are not able to balance it 100% then why just why do you want it in the game? I just dont get it.

 

or

 

2 - Let the player be able to shoot. At any time. Let me shoot while I sprint. It is more realistic to be able to shoot while running away from a covenant army than it is not. It would not be too powerful because I can pretty much only shoot the direction I am running. But that makes the run away sh*t much less frustrating.

The same goes for Thruster Pack. I have already explained how it could create so many awesome outplays if I would be able to shoot while I thrust. And again its completely NOT realistic to NOT be able to shoot!

Let me shoot when I slide - why should I not be able to shoot while I do so?

Let me shoot while I am charging the ground pound. I mean is this Halo or Dragonball? It looks like you are a Sayajin when you perform a ground pound. To balance this make you lose shield when you hit the ground and not direct hit the enemy player.

 

or

 

3 - Thruster Pack as the only new ability. Thats the version of Halo 5 I would prefer actually. As I have already explained earlier let me dose my thrust and let me shoot while I thrust. That makes it the perfect offensive tool because you can introduce it into your strafe. You can still use it as the "doge" ability with holding the button to release the full thruster load.

 

Also you wound not really lose the other abilities we have right now:

 

- Sprint: Spartans are much faster as normal humans anyways so sprinting is not really necessary. With the Thruster Pack you can still have that speed boost. Its the same just not permanent. And you still can shoot!

 

- Slide = Thruster

 

- Shoulder charge = Thrust and then melee

 

- Ground Pound is already being performed with the Thrusters. Maybe make it a simple button combo and not just one button. (Especially not the crouch button!)

 

- Clamber: Remove this. It makes the maps actually better and with the Thruster Pack you can actually introduce a jump method that takes skill to use. For example a wall jump. You jump "against" a wall hit the jump button again and then thrust yourself above the edge. The time window for the second jump should be really small though.

Or simpler let me use the Thruster Pack as a mini Jetpack. You would have to release your full load to let the Pack thrust you up just a tiny bit. Not that OP range of the Jetpack of course. You would have to put that on another button though. Because I dont know how you should "aim" your thrust up. Maybe put this one on the dpad up?

 

 

 

Overall:

 

Halo 5 is a good game but not a good Halo. And its by far not a good competitive title in its current state. With all those abilities/gimmicks, powerful automatic weapons and still somehow easy shooting (or the bad strafing) it is a good game for casual/new gamers. But they still will not have a lot of fun with the game. And the reason why is because you push them into a competitive environment. I heard H5 is going to have ranked matchmaking only. If people just want to play for fun and not because they want to try hard to rank up they cant. Solo the game is not fun at all. And forcing the casuals into a competitive environment like this you will turn them away really quick. On the other hand with all the abilities and simplification of pretty much everything you dont please the competitive crowd either. The competitive site of Halo 5 feels really dull Imo and therefore I see the population overall dropping really quick again just like in H4.

You guys really need to focus on one aspect. A good competitive game will always be enjoyable for casuals too. Just look at all the games like H1-3, Starcraft, LoL, CS etc. But a good casual game will never be ready for eSports. And to me it looks you aim more to the casual players and just give us competitive some "arena", "equal starts" and whatnot because we are actually the people who are the loudest and to please us. We care the most. We are the people who are playing every Halo even more than 10 years after they came out. We are the people who really know in deep whats good for a game and what not. If you want gimmicks you can have them. Look at my third solution paragraph for example. You still have most of the stuff in just packed better and ready for eSport.

So 343 now its up to you. Make a good game and bring back the glory days or keep doing what you are doing and kill Halo more and more. Of course you will sell those copies. I will buy the game too no matter how bad the mp will be. Because I know about Halo because of its story and therefore I play it in the first place. Will the multiplayer remain like this I will buy it used though. I wont play online and I wont give you one single penny more for dlcs or whatever!

 

I might sound harsh but I think I need to so you guys get what I want to say.

 

PS: Sorry for any English mistakes I am not English/American and it also is a VERY long list. Thank you for reading and taking my thoughts into consideration.

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Ninja went into Semi-Pro after 10 placement matches of Breakout. I thought the highest you could get was Onyx3? from placement matches.

 

Nope you can get straight to Pro as well.

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