Thoughts so far. Tried to ignore QoL issues (like slide feeling sticky) or bugs (like duplicating power weapons when 2 ppl pick them up at once.)
Pros
Good netcode
Sprint is only a slight movement boost making it almost entirely optional
Fast kill times
Decent skill gap with precision weapons
New weapons are viable (bulldog, heatwave, commando)
Lack of extra movement mechanics/Spartan abilities
Solid strafing
Reload mechanics like the sidekick reloading faster with ammo in the clip
Some jumps don’t require sprint/clamber
Bazaar mighttttt play well for strongholds & oddball in comp.
Grenade physics + map textures are on point
Rewarding BR kills
Cons
Autos are heavily favored, lowering overall skill gap
Bloom is an absolute f***ing no
Power up animation lol
Clamber lol
Grenades need wayyy less visual effects and more splash damage on rim of blast radius
Melee lunges are slightly too far and ‘sticky’
Radar is essentially useless with how close in proximity its range covers
Handholding announcer giving times for weapons and power ups cuz basic arithmetic is hard I guess
There should def not be two killfeeds cluttering up my screen
Long multi kill times is terrible
8 second respawn in slayer is a senseless change
Grenade hit markers lmaooo big no
Lack of weapons on the map (why?) plus the fact that weapons are on the walls now (why????)
Maps are littered with 343’s trademark ‘why did we add this spot again’ philosophy
Maps have too much focus built around clambering mechanic
Maps don’t look or feel like halo maps at all
Live Fire is absolute s*** lol
Recharge is ugly af and has way too much unnecessary space (grav hammer area, back yellow room)
Recharge is ok for social, but terrible for comp
Bazaar looks and feels like a damn COD map, even older city maps like Turf had a crashed scarab to remind you that you were playing a halo map lol
Onto weapons:
Sidekick needs extra shots in mag or a whole rework
Sidekick needs more red reticle range 100%
BR needs a higher rate of fire
AR is too good unless they plan to fix the rest of the sandbox to work around its power
Needler obv needs nerf’d
Sniper feels awful zoomed in vs unscoped
Grav hammer has overly high range with a ridiculously slow swing, makes 0 sense why they changed it
Equipment used so far is basically useless except grapple hook
Ravager’s secondary fire is pointless, needs buff or reworked
Heatwave was def at a better place in the gameplay trailer we got earlier imo
Plasma Pistol is worthless now
Commando could use a slightly lower RoF while maintaining same/similar TTK
A lot of weapons feel like they have JUST too little in their respective magazines/clips/etc. Like you’re almost always switching weapons to finish a kill. Either lower overall RoF on guns or increase ammo capacity per reload.
I like how every weapon has its importance in this game, I love the older halos but there was def always a big meta with the BR or just that one all around balanced weapon . I dont feel too much weaker if I dont have my optimal weapon combo in this game
Commando is OP
Thoughts so far. Tried to ignore QoL issues (like slide feeling sticky) or bugs (like duplicating power weapons when 2 ppl pick them up at once.)
Pros
Good netcode
Sprint is only a slight movement boost making it almost entirely optional
Fast kill times
Decent skill gap with precision weapons
New weapons are viable (bulldog, heatwave, commando)
Lack of extra movement mechanics/Spartan abilities
Solid strafing
Reload mechanics like the sidekick reloading faster with ammo in the clip
Some jumps don’t require sprint/clamber
Bazaar mighttttt play well for strongholds & oddball in comp.
Grenade physics + map textures are on point
Rewarding BR kills
Cons
Autos are heavily favored, lowering overall skill gap
Bloom is an absolute f***ing no
Power up animation lol
Clamber lol
Grenades need wayyy less visual effects and more splash damage on rim of blast radius
Melee lunges are slightly too far and ‘sticky’
Radar is essentially useless with how close in proximity its range covers
Handholding announcer giving times for weapons and power ups cuz basic arithmetic is hard I guess
There should def not be two killfeeds cluttering up my screen
Long multi kill times is terrible
8 second respawn in slayer is a senseless change
Grenade hit markers lmaooo big no
Lack of weapons on the map (why?) plus the fact that weapons are on the walls now (why????)
Maps are littered with 343’s trademark ‘why did we add this spot again’ philosophy
Maps have too much focus built around clambering mechanic
Maps don’t look or feel like halo maps at all
Live Fire is absolute s*** lol
Recharge is ugly af and has way too much unnecessary space (grav hammer area, back yellow room)
Recharge is ok for social, but terrible for comp
Bazaar looks and feels like a damn COD map, even older city maps like Turf had a crashed scarab to remind you that you were playing a halo map lol
Onto weapons:
Sidekick needs extra shots in mag or a whole rework
Sidekick needs more red reticle range 100%
BR needs a higher rate of fire
AR is too good unless they plan to fix the rest of the sandbox to work around its power
Needler obv needs nerf’d
Sniper feels awful zoomed in vs unscoped
Grav hammer has overly high range with a ridiculously slow swing, makes 0 sense why they changed it
Equipment used so far is basically useless except grapple hook
Ravager’s secondary fire is pointless, needs buff or reworked
Heatwave was def at a better place in the gameplay trailer we got earlier imo
Plasma Pistol is worthless now
Commando could use a slightly lower RoF while maintaining same/similar TTK
A lot of weapons feel like they have JUST too little in their respective magazines/clips/etc. Like you’re almost always switching weapons to finish a kill. Either lower overall RoF on guns or increase ammo capacity per reload.
That many positive things from wheely?
Wow goty
Thoughts so far. Tried to ignore QoL issues (like slide feeling sticky) or bugs (like duplicating power weapons when 2 ppl pick them up at once.)
Pros
Good netcode
Sprint is only a slight movement boost making it almost entirely optional
Fast kill times
Decent skill gap with precision weapons
New weapons are viable (bulldog, heatwave, commando)
Lack of extra movement mechanics/Spartan abilities
Solid strafing
Reload mechanics like the sidekick reloading faster with ammo in the clip
Some jumps don’t require sprint/clamber
Bazaar mighttttt play well for strongholds & oddball in comp.
Grenade physics + map textures are on point
Rewarding BR kills
Cons
Autos are heavily favored, lowering overall skill gap
Bloom is an absolute f***ing no
Power up animation lol
Clamber lol
Grenades need wayyy less visual effects and more splash damage on rim of blast radius
Melee lunges are slightly too far and ‘sticky’
Radar is essentially useless with how close in proximity its range covers
Handholding announcer giving times for weapons and power ups cuz basic arithmetic is hard I guess
There should def not be two killfeeds cluttering up my screen
Long multi kill times is terrible
8 second respawn in slayer is a senseless change
Grenade hit markers lmaooo big no
Lack of weapons on the map (why?) plus the fact that weapons are on the walls now (why????)
Maps are littered with 343’s trademark ‘why did we add this spot again’ philosophy
Maps have too much focus built around clambering mechanic
Maps don’t look or feel like halo maps at all
Live Fire is absolute s*** lol
Recharge is ugly af and has way too much unnecessary space (grav hammer area, back yellow room)
Recharge is ok for social, but terrible for comp
Bazaar looks and feels like a damn COD map, even older city maps like Turf had a crashed scarab to remind you that you were playing a halo map lol
Onto weapons:
Sidekick needs extra shots in mag or a whole rework
Sidekick needs more red reticle range 100%
BR needs a higher rate of fire
AR is too good unless they plan to fix the rest of the sandbox to work around its power
Needler obv needs nerf’d
Sniper feels awful zoomed in vs unscoped
Grav hammer has overly high range with a ridiculously slow swing, makes 0 sense why they changed it
Equipment used so far is basically useless except grapple hook
Ravager’s secondary fire is pointless, needs buff or reworked
Heatwave was def at a better place in the gameplay trailer we got earlier imo
Plasma Pistol is worthless now
Commando could use a slightly lower RoF while maintaining same/similar TTK
A lot of weapons feel like they have JUST too little in their respective magazines/clips/etc. Like you’re almost always switching weapons to finish a kill. Either lower overall RoF on guns or increase ammo capacity per reload.
Pretty good list. Haven’t played but your cons are all pretty reasonable complaints.
I do think a lot of them are fine tuning. I also think 8 second respond def is way too long. Grenade hit marker is a bit OD since it promotes throwing nades and guessing people’s location but at the same time that counteracts people just camping.
Also I think radar is pretty f***ing good as it is right now. The fact that it is only when you sprint adds to nerfing sprint a lot.
A lot of the cons are a bit nitpicks, like Bazaar complaint imo. However I don’t necessarily disagree.
I do think a lot of the weapons look pretty s***ty in respect to some of the other guns.
AR def needs to be reduced. Plasma Pistol needs to be a bit better. I think the bulldog looks pretty good where it’s at. Has more range than old shotguns but a lot less punch overall.
Also didn’t see this on the list but the emblems look like s*** LOL. Also killfeed gotta be less cluttered.
A lot of the cons are a bit nitpicks, like Bazaar complaint imo. However I don’t necessarily disagree.
I do think a lot of the weapons look pretty s***ty in respect to some of the other guns.
AR def needs to be reduced. Plasma Pistol needs to be a bit better. I think the bulldog looks pretty good where it’s at. Has more range than old shotguns but a lot less punch overall.
Also didn’t see this on the list but the emblems look like s*** LOL. Also killfeed gotta be less cluttered.
Radar is honestly low priority for me because it more than likely won't make it to competitive settings. hopefully lol
Bazaar comment is def a nitpick but it speaks to the overall problem I have with the maps. They just don't feel like Halo maps.
Camping is discouraged with powerup and power weapon spawns, this is a nonpoint for promoting grenade hitmarkers. The handholding in this game needs reeled back for sure imo
Most of my big, defining problems (besides maps) are 100% with weapon balancing though. It can really go in either direction. If I had it my way, I'd just buff the precision weapons more and I think it'd already be at a much better place.
And dude emblems always look s***ty in every beta/playtest Halo has done lmaoo so I kinda just let it slide til release. They never even have my trinity in any of the tests either
so I didn't pay it too much mind haha
Thoughts so far. Tried to ignore QoL issues (like slide feeling sticky) or bugs (like duplicating power weapons when 2 ppl pick them up at once.)
Pros
Good netcode
Sprint is only a slight movement boost making it almost entirely optional
Fast kill times
Decent skill gap with precision weapons
New weapons are viable (bulldog, heatwave, commando)
Lack of extra movement mechanics/Spartan abilities
Solid strafing
Reload mechanics like the sidekick reloading faster with ammo in the clip
Some jumps don’t require sprint/clamber
Bazaar mighttttt play well for strongholds & oddball in comp.
Grenade physics + map textures are on point
Rewarding BR kills
Cons
Autos are heavily favored, lowering overall skill gap
Bloom is an absolute f***ing no
Power up animation lol
Clamber lol
Grenades need wayyy less visual effects and more splash damage on rim of blast radius
Melee lunges are slightly too far and ‘sticky’
Radar is essentially useless with how close in proximity its range covers
Handholding announcer giving times for weapons and power ups cuz basic arithmetic is hard I guess
There should def not be two killfeeds cluttering up my screen
Long multi kill times is terrible
8 second respawn in slayer is a senseless change
Grenade hit markers lmaooo big no
Lack of weapons on the map (why?) plus the fact that weapons are on the walls now (why????)
Maps are littered with 343’s trademark ‘why did we add this spot again’ philosophy
Maps have too much focus built around clambering mechanic
Maps don’t look or feel like halo maps at all
Live Fire is absolute s*** lol
Recharge is ugly af and has way too much unnecessary space (grav hammer area, back yellow room)
Recharge is ok for social, but terrible for comp
Bazaar looks and feels like a damn COD map, even older city maps like Turf had a crashed scarab to remind you that you were playing a halo map lol
Onto weapons:
Sidekick needs extra shots in mag or a whole rework
Sidekick needs more red reticle range 100%
BR needs a higher rate of fire
AR is too good unless they plan to fix the rest of the sandbox to work around its power
Needler obv needs nerf’d
Sniper feels awful zoomed in vs unscoped
Grav hammer has overly high range with a ridiculously slow swing, makes 0 sense why they changed it
Equipment used so far is basically useless except grapple hook
Ravager’s secondary fire is pointless, needs buff or reworked
Heatwave was def at a better place in the gameplay trailer we got earlier imo
Plasma Pistol is worthless now
Commando could use a slightly lower RoF while maintaining same/similar TTK
A lot of weapons feel like they have JUST too little in their respective magazines/clips/etc. Like you’re almost always switching weapons to finish a kill. Either lower overall RoF on guns or increase ammo capacity per reload.
I do think though some of these critiques are related to preference. Like I personally like clamber. I think it’s a fine mechanic especially coupled with grapple. Those are just things that aren’t ever gonna be out of Halo at this stage because sadly most people expect it to be in shooters at this stage.
I think as long as the flow doesn’t get f***ed up, the rest of the s*** is easily to fine tune. The biggest thing for me is movement. I need to be able to strafe, be mobile on the map and s***. Weapons can always be tweaked. Movement and flow of the game imo is way harder to implement after the fact.
I think about games like Halo and Smash Bros. Both of those games old as hell. Both of those games definitely rely a lot on movement. The better ones have good movement, the worse ones have dogshit movement. Yeah some characters are better etc. but what defines a game imo is how it plays.
Obviously the comparison is bit weird cause they are two completely different games, my point is the mechanics themselves have to be good. Imma give them a little grace as it is an old build, however I do think the game gotta have some improvements based off of what I saw. @papawheely definitely correct from what I watched (I probably watched like 25 hrs over this weekend I stg LOL). I think 343i definitely is engaged with the community and is willing to listen to feedback. Idk I’m optimistic. Even if the game came out as it is right this second, it’s probably better than H4 and H5 outside of the silly bugs.
Radar is honestly low priority for me because it more than likely won't make it to competitive settings. hopefully lol
Bazaar comment is def a nitpick but it speaks to the overall problem I have with the maps. They just don't feel like Halo maps.
Camping is discouraged with powerup and power weapon spawns, this is a nonpoint for promoting grenade hitmarkers. The handholding in this game needs reeled back for sure imo
Most of my big, defining problems (besides maps) are 100% with weapon balancing though. It can really go in either direction. If I had it my way, I'd just buff the precision weapons more and I think it'd already be at a much better place.
And dude emblems always look s***ty in every beta/playtest Halo has done lmaoo so I kinda just let it slide til release. They never even have my trinity in any of the tests either
so I didn't pay it too much mind haha
Yeah I think weapon balance is hard to do tbf just because it is so hard to tell until people start playing it. There is still a few months and if they spent the rest of the time just fine tuning weapons and combat interactions and equipment and s***, the game gonna be in a great spot for launch. The benefit too is they are most likely gonna continue to fine tune post launch as well.
I think honestly though based off the eye test, each weapon has the right idea. Like I don’t hate the change to the grav hammer. It seems a little slow but like I think having more of a windup with more range makes it much more distinct to the sword. I do think they did a little too much with it.
Even like the pistol itself isn’t inherently a bad idea, I just think they gotta tweak it a bit.
I just feel like everything feels fair from what I’ve seen. Nothing is super egregious.
Yeah I think weapon balance is hard to do tbf just because it is so hard to tell until people start playing it. There is still a few months and if they spent the rest of the time just fine tuning weapons and combat interactions and equipment and s***, the game gonna be in a great spot for launch. The benefit too is they are most likely gonna continue to fine tune post launch as well.
I think honestly though based off the eye test, each weapon has the right idea. Like I don’t hate the change to the grav hammer. It seems a little slow but like I think having more of a windup with more range makes it much more distinct to the sword. I do think they did a little too much with it.
Even like the pistol itself isn’t inherently a bad idea, I just think they gotta tweak it a bit.
I just feel like everything feels fair from what I’ve seen. Nothing is super egregious.
Clamber doesn't come down to preference for these complaints. Clamber makes you drop your gun which I refuse to accept in Halo because it is not and will never be Halo, and it completely changes map design because you see LEGO block type step ups and jumps littered all over the place asking you to clamber up them lol it also piegonholes your viewpoint to one direction so you can make the mechanic happen in the first place. There's three very good, unbiased critiques of clamber through the lens of a Halo game.
I do like the Smash comparison though. Smash and Halo are both really unique to their genre, and both have similar issues where the divide between the competitive and casual communities is pretty wide. Smash also does a great job of implementing other games' mechanics without completely compromising itself (Think Ryu and his moveset which allows for quarter circles and the like), which is what I want from Halo.
I definitely agree that nothing really stands out as 'why the F*** is that in the game?' when it comes to weapons so that's a good point. Sidekick has mad potential, and I'm reallyyyyy hoping they give it the shine it deserves. Right now it's underpowered compared to most of its contemporaries.
The grav hammer complaint was for my grifball friends lmao I can't see that playing well with the current hammer.
Looks like the game’s runnable on my PC based on what I’ve seen from people playing the test, lets go
Clamber doesn't come down to preference for these complaints. Clamber makes you drop your gun which I refuse to accept in Halo because it is not and will never be Halo, and it completely changes map design because you see LEGO block type step ups and jumps littered all over the place asking you to clamber up them lol it also piegonholes your viewpoint to one direction so you can make the mechanic happen in the first place. There's three very good, unbiased critiques of clamber through the lens of a Halo game.
I do like the Smash comparison though. Smash and Halo are both really unique to their genre, and both have similar issues where the divide between the competitive and casual communities is pretty wide. Smash also does a great job of implementing other games' mechanics without completely compromising itself (Think Ryu and his moveset which allows for quarter circles and the like), which is what I want from Halo.
I definitely agree that nothing really stands out as 'why the F*** is that in the game?' when it comes to weapons so that's a good point. Sidekick has mad potential, and I'm reallyyyyy hoping they give it the shine it deserves. Right now it's underpowered compared to most of its contemporaries.
The grav hammer complaint was for my grifball friends lmao I can't see that playing well with the current hammer.
Actually a fair critique of clamber. I never considered the weapon lowering aspect to be honest. I also agree, the weird geometric s*** on maps kinda sucks and is definitely a biproduct of that. I do think though from a pure movement perspective, it can be decent. Like it’s much more easy to traverse the map with the mechanic. I can see both arguments honestly. I really don’t know what the solution would be.
There has to be a fair middle ground similar to sprint.
Oh yeah, the grav hammer the way it currently stands will neuter GB. Especially considering the fact it doesn’t pop in in the air like in 3/Reach. I’m just glad that it doesn’t have lunge and you don’t get completely owned by it like in prior games.
Actually a fair critique of clamber. I never considered the weapon lowering aspect to be honest. I also agree, the weird geometric s*** on maps kinda sucks and is definitely a biproduct of that. I do think though from a pure movement perspective, it can be decent. Like it’s much more easy to traverse the map with the mechanic. I can see both arguments honestly. I really don’t know what the solution would be.
There has to be a fair middle ground similar to sprint.
Oh yeah, the grav hammer the way it currently stands will neuter GB. Especially considering the fact it doesn’t pop in in the air like in 3/Reach. I’m just glad that it doesn’t have lunge and you don’t get completely owned by it like in prior games.
There is no solution , they either keep clamber in and continue to make these cool new ways to maneuver around a map and build around it or they drop everything and have one less thing to make this game unique . This movement system is the one thing i peeped in PVP that truly gave this game its own identity which is important for a sequel instead of just being a complete remake of OG halos
If clamber is gone then not only would maps need to change even though they provide some of the coolest verticality with maps like recharge, but also item pick ups would be more useless like the grappling hook . Clamber allows for that s*** to be used as creatively as it is . The whole system would need to be changed
There is no solution , they either keep clamber in and continue to make these cool new ways to maneuver around a map and build around it or they drop everything and have one less thing to make this game unique . This movement system is the one thing i peeped in PVP that truly gave this game its own identity which is important for a sequel instead of just being a complete remake of OG halos
If clamber is gone then not only would maps need to change even though they provide some of the coolest verticality with maps like recharge, but also item pick ups would be more useless like the grappling hook . Clamber allows for that s*** to be used as creatively as it is . The whole system would need to be changed
Yeah, I definitely agree with this. It’s a bit hard for me totally dismiss his point though because I do agree somewhat. That being said, I think it is needed for grapple. Ultimately, the game just gotta be fun. That’s the biggest thing for me.
If your lens is only competitive, there’s obviously going to be things you would like different. I just think OG Halo will always have its place and people really love the old games but there are things about those games that aren’t great as well. But they’re still hella fun. The most ideal situation is a compromise of old games with new ones and I think that will satisfy everyone.
I don’t really fault 343i for a lot of the failures of the past games. It’s gotta be hard to try to create something and make it your own while keeping its roots. It seems like they struck a good balance with this one. Let’s just hope it continues going in the right direction.
Clamber doesn't do anything for me. It honestly can be gone. Maps have been built vertically before in the OG trilogy.
i get what theyre doing but i hope they dont keep social slayer as a weird hand holding party game type i dont wanna play ranked all the time to play a normal game not a fan of random map weapons and nade hit markers
my only other complaint is the hud let me move it whys everything at the bottom of the screen
i get what theyre doing but i hope they dont keep social slayer as a weird hand holding party game type i dont wanna play ranked all the time to play a normal game not a fan of random map weapons and nade hit markers
What is hand holding?
I mean I don’t necessarily think having weapon timers is hand holding. It’s a good QOL change. You still have to be somewhat aware of timings and s*** but like who wanna sit there and try to remember timings for all the weapons. It doesn’t make you inherently better, it’s just an unnecessary thing you have to do. I think the best games are low skill floors and high skill ceilings. Mastering movement, being good with each weapon, knowing good angles and routes. Getting skilled at team shooting and s*** is all still a crucial part of the game.
Ultimately, I think there has to be a balance. You can’t just cater solely to competitors. There’s a reason why ppl hate skill based MM in social settings. People wanna feel like they’re good while also knowing they can improve. No one wanna just get dumped on every single match cause they’re stuck in a s***ty ELO.
I don't remember the last time I seen this many content creators on this s***. feels weird since halo been in a weird place perception wise up until now
What is hand holding?
I mean I don’t necessarily think having weapon timers is hand holding. It’s a good QOL change. You still have to be somewhat aware of timings and s*** but like who wanna sit there and try to remember timings for all the weapons. It doesn’t make you inherently better, it’s just an unnecessary thing you have to do. I think the best games are low skill floors and high skill ceilings. Mastering movement, being good with each weapon, knowing good angles and routes. Getting skilled at team shooting and s*** is all still a crucial part of the game.
Ultimately, I think there has to be a balance. You can’t just cater solely to competitors. There’s a reason why ppl hate skill based MM in social settings. People wanna feel like they’re good while also knowing they can improve. No one wanna just get dumped on every single match cause they’re stuck in a s***ty ELO.
couldnt think of a better word
weapon timings and stuff i dont care about im just talking about gameplay changes exclusive for social modes that make the game different like the map weapons changing every game whats the point in that
i agree there has to be balance but if it’s like that in the full game then there isnt you either get this weird party mode hybrid game or a ranked hardcore game