Search the Community
Showing results for tags 'weapon balance'.
Found 3 results
343i, Let me start by saying that I think the work you've put into the multiplayer has been great. The game mostly feels amazing to play, and when the game launched, my friends and I all had a blast experiencing moments that could be likened the the days of old during a good LAN party. But, I regret to say, those good feelings have really sizzled out over the first season and now into the second and I'd like to explain why. First, and most agregiously, why there is no input matching in anything other than Ranked blows my mind. For clarity, this is coming from the perspective of someone who started playing the original Halo on a console with a controller, and still does to this day. While I do not claim to be a tournament-level player, I have historically played more often than my friends, and I would roughly place myself as above average on the sticks. However, because of this, we are constantly matching players on PC, on keyboard and mouse, who will just wipe the floor with our team. I don't care who you are, I highly doubt anyone will dispute being on the recieving end of that is enjoyable. The ease of use for both inputs is not even remotely comparable; from average-skilled PC players to the top 1%, pairing a 'similarly matched' console player gainst them is almost always a blowout. For gametypes that are not Ranked to feel sweatier than the dedicated playlist itself is incredibly painful. Not only for me, but moreso for my friends who do not have as much time in the game. This has been an ugly stain on what would otherwise be a great experience, and the sad thing is there's already a system in place to fix this. Additionally, similar to the above point, I don't know how the matchmaking is set up, but whatever logic is being used is not working optimally. There seems to be almost no team balancing, where if my friends and I queue up (who have varying skill ranges) we will be queued with teams who seem far outside of our combined skill bracket. To make matters worse, even if the teams ARE balanced, the input issue mentioned before exacerbate this, where we will be matched against an entire team of mouse and keyboard players and does not remotely FEEL balanced. Beyond that, it seems like there is no lobby protection in that we will be matched against the same players that have destroyed us over and over, even if we back out and try to re-queue. This matchmaking, in tandem with the input lopsidedness has driven my friend group apart, where it's preferable for us to play separately so that we don't ruin each other's experiences. Which, may I add, is one of the worst things players could be thinking while playing a multiplayer game. This only reinforces my belief that the implementation of input choice will reduce this significantly. The only alternative I can see would be to create a better way to more accurately weigh the skill ratings depending on the player's input, i.e., PC players are queued in higher skill brackets when matched against console players. As an example, this would ideally put an average PC player against a higher-skilled console player to make matches feel more evenly balanced, but I wouldn't bank on this one, considering there is already a much easier solution available, as previously mentioned. Even if these matchmaking changes would cause us to wait longer, I would much rather have that and enjoy my time with my friends, than really dislike where we are currently and go play something else, leaving behind a game I truly want to love. In regards to the new season and game type, I understand every launch will have it's hiccups, but challenges have been an issue since launch, and that has not changed with this season and the addition of Last Spartan Standing event. It seems as though some progress from some kill challenges may carry over, but from my experience, when the game specifically tells me that I may leave without penalty and I will not lose work I have put into my challenges, only to discover that was not true and I have wasted my time and must re-queue for another match, is aggravating to say the least. Leaving early does not count towards match completion or score, and I don't have the time or patience to find out what other challenge issues still plague the game, which is not a good thing for a returning player, and is even worse for new ones who may come into this without prior experience with this from the previous season. For a new mode, that everyone will want to play, this needs to be addressed ASAP. Beyond this, there is seemingly no spawn protection. I know some maps are smaller and harder to control some of this, but when you're spawned directly in front of an enemy, scoped in on you with a sniper, and that same thing happens multiple times a match, it's hard to understand why. It does not feel great to be matched against someone - or more significantly, a team - who knows exactly where every spawn is and how they can spawn split and farm you the whole match. This is much more noticeable in coordinated teams in Ranked, but the pain is still felt in other playlists. Not much else to comment on here, but bottom line, you should not be able to spawn in line-of-sight, nor should you be as vulnerable off the spawn. Other games have strong spawn overshields or immunity for a short time to punish thise who attempt to force this snowball effect during matches. Food for thought. Furthermore - and credit where credit is due - the weapons across the board are in a pretty decently balanced spot, with a few outliers such as the Pulse Carbine that have been woefully neglected and feels unusable in anything other than exactly medium range. Any further or closer to your target and the weapon is incapable of tracking accurately or dealing enough damage to secure a kill before a player can escape the next burst. A tweak in damage or the aggressiveness of the bolts may help to make enough of a difference to give it a place in the sandbox. Finally, the grenades seem far too plentiful, to the point where they are almost limitless. When every player starts with two, plus the ones picked up from killed players on top of the pickups on the map -- they just become inescapable. While this is felt a bit less outside of quickplay or similar playlists, the frequency of being assaulted by grenades because of how free they are remains. Instead of being a scarce but powerful tool that needs to be used intelligently to outplay an opponent, they have become part of the kit to be spammed at every convenience, which ultimately detracts from how fun the gunplay of the game can be. If players were forced to either start with a single grenade or even without them, it would further incentivize the use of scavenging for them off of other players or making the tactical decision to either grab or bait pickups, giving them more meaningful usage in the game. I know this was a lot of my own personal opinion, and I'm sure there are plenty of other things that could be addressed with content, other weapons, game types, the store, etc., but these specific issues have negatively affected the experience of both myself and the friends that I would love to play this game with. I truly commend the commitment to keeping your staff working normal hours and not crunching, but I have to say that if these things don't get ironed out with the staff and talent you have in a timely manner, myself and others are going to find it very hard to want to come back. Six months each season is an awfully long time and I hope that the game will see meaningful updates within that window, especially on these points. We desperately want you to succeed and to help give us a reason to love Halo, a series that we all have a special place in our hearts for. Thank you for your time and all the hard work you've put in thus far, 343i. Respectfully, - Nihil
The Spartan Laser is the most wildly inconsistent weapon in Halo 5. Which is surprising, because the weapon balance is really fantastic for the most part. But I've seen a lot of clips showing just how bad it is. Sometimes it can't even kill a mongoose and in the Youtube Link below, I posted a video where the Laser didn't even kill a Spartan with a direct hit! The Spartan Laser desperately needs a fix in the next update. 343i can we please fix the Spartan Laser? It's really not worth grabbing in game if the hit detection and magnetism is so screwy that players can't even kill spartans with a direct hit!
Hey guys, this is my view of how Halo 5's multiplayer could be. I believe this would be the best way to make most of the Halo fans happy, from the fans of the original trilogy that dislike the changes in Halo 4, to the fans who do like the way Halo has changed over time. Please take the time to read all of this and comment, I am interested in what everyone thinks, including both Halo 4 haters and Halo 4 fans. Armor abilities I believe that a lot of the hate for armor abilities is misplaced. While I agree with the people who think that armor abilities do not work well in Halo, and promote unbalanced game play with the way they are currently implemented, I do not believe that getting rid of them from the game entirely is the best solution. The way I see it: . They should NOT be a part of the loadouts. Instead, there should be only 1 on each map, and they should be something you have to work for. . They should not last forever and they should have only a few uses in them. . They should be cleverly chosen and specific to each map. I imagine a map like Sandtrap having a jetpack an equal distance from each team. It would not give the team who was using it a huge advantage in terms of kills, because if you were to fly up on such an open map as Sandtrap and shoot someone, you would be exposed and it would be very risky. Instead, it could be used to help get from the lower parts of the map, to the higher parts. Here are some more examples I imagine: Haven - Promethean vision (would be helpful when running around the perimeter) Solace - Thruster pack (help to escape grenades on the top part of the map) Exile - Hologram (to trick people walking in or out of the narrow caves) Ragnarok - Regeneration field (safety for players trying to hold down the middle hill) You get the idea! This would mean that they wouldn't be missed (by fans of armor abilities), but also would not ruin the game for people who highly value balance in their Halo experience! To help you see what I am getting at with this, think back to the days of team rockets. You remember how most people did not like team rockets and would veto it? Yet when playing normal slayer on a map with rockets, most people would love to pick them up and would do what they could to get them! That’s because there’s a huge difference between everyone starting with something, and everyone having to work hard in order to obtain it. When everyone starts with something, the novelty wears off very quickly. It is no different with armor abilities. Loadouts I am one of those people who values balance in their Halo experience and thinks that everyone should start out on equal terms, so you might be expecting me to say that loadouts shouldn't exist at all, but this is how I view it. I actually enjoy being able to customize and choose my weapons in Halo 4, but there is 1 thing that can ruin this completely, and that is weapon balance. In Halo 4's current state, I believe that the Carbine, BR, Light rifle and DMR are too unbalanced to work together in the way they should. As we all know, the majority of people choose DMR, there is almost no point in choosing any other weapon for your primary because you are putting yourself at a disadvantage. I don’t think powerful weapons like boltshot should be in the loadouts, neither should Plasma pistol as this makes it far too easy to take down vehicles, I think that a weapon that can easily stop or destroy a vehicle should be something you have to pick up. Sprint I really don’t have a problem with everyone having sprint as a default, it is something that I miss when playing older Halo games. I think that as long as it is fast enough to be useful, but not so fast that it can easily be abused, then it isn’t really a problem. Ordnance drops This is one of my least favourite additions to Halo 4, simply because it promotes too much randomness and throws off the balance of the game. But instead of saying it should go completely, I am trying to think outside of the box. Before you dismiss my ideas here, take the time to actually visualize it happening in a game. First of all what is bad about ordnance drops? 1. Randomness – One team might be getting needlers and grenades, while the other is getting binary rifles and incineration cannons, purely based on luck. 2. Frequency - Ordnance drops come up too often (in my opinion). 3. Power weapons – Something as game changing as power weapons should not be provided to one team only, but should only ever appear on the map in the same spot so that both teams have an equal opportunity to obtain it. So what is my solution? 1. Take away randomness, so that the same things come up for both teams. 2. The frequency of the drops should be reduced to about a half or a third of what it is now. 3. Power weapons and power ups should be taken out. Let me take this further, and here is where people may disagree with me if they don’t visualize it first. I think weapons should not be in ordnance drops at all, I think that ordnance drops should have an ammo refill option and a grenade refill option. The grenade option would give you back whatever grenades you use, and the ammo refill would give you more ammo in both your weapons. Another thing I imagine is that when you get an option for an Ordnance drop, it is on a timer of about 1 to 2 minutes (or whatever turns out best), so that it cannot be saved until the end of the game. This would reduce the chance of getting a power weapon and refilling it whenever you want. I think that having ordnance drops work this way would encourage more teamwork and communication, because a grenade or ammo refill might benefit someone else on your team more than it does for yourself. The conversations would be more like, “Ok I’ve got an Ordnance drop, does anyone need a grenade refill? I’ve placed them in the yellow corner”. With Ordnance drops in Halo 4, when you get one it is like, “Oh sweet I’ve got a saw! Time to destroy the other team”. Tactical packages and support upgrades I honestly don’t have much of an opinion on these and I really can’t tell if they actually change the balance of the game in any noticeable way. They seem subtle enough not to really matter. It seems to me that the community overall are quite indifferent to tactical packages and support upgrades, as most of the complaints are about other things like weapon balance and ordnance drops. So I personally don’t think it matters whether they keep these in Halo 5 or not, they seem to be more for the novelty of being able to customize, which I have no problem with. Thank you for reading if you managed to get through it all! So I want to ask the people who do like Halo 4’s multiplayer, do you think my ideas sound good? Would you still enjoy Halo if it was this way? To the people who dislike Halo 4’s multiplayer, do my ideas sound like they would make Halo multiplayer good again? If it still doesn’t sound ideal, what would you tweak to make it even better?