HBOHBO Forum
glyphstrip  
Halo.bungie.org
glyphstrip
Frequently Asked Forum Questions
 Search the HBO News Archives

Any All Exact 
Search the Halo Updates DBs

BWU Halo Halo2 
Search Older Posts on This Forum:
Posts on Current Forum | Archived Posts

View Thread Reply Return to Index Set Prefs Previous Next
Number 5 with a bullet: A post-mortem of the beta
By:General Vagueness
Date: 1/20/15 3:01 pm

My thoughts in convenient list form (mostly), in case anyone is interested:
  • smart scope (zoom/aim down sights):

    • I've kind of wanted universal zoom since Halo 1 and more so since Halo 2--
      or, I thought I did...

    • I know it affected how the weapons acted, but it was hard to see the difference in non-headshot weapons while playing

    • knowing I could always zoom in and have it help me made me feel like I had to always zoom in, like, what's the point otherwise?

    • this and having to hold something down to stay zoomed in made it even more annoying than before to get de-scoped by taking damage, much more annoying in fact

    • I started enjoying the game a good bit more when I mostly gave up trying to zoom in

    • the precision rifles seem like they're still pretty usable without zooming in

  • ground pound (can't remember the real name, can't care nearly enough to look it up):

    • hardly used it, hardly felt like I had a chance to use it

    • feels dumb and kind of overpowered

    • they cut crouch jumping for this? ugh

  • Spartan charge (press melee while in what I'll call "whoosh sprint"):

    • used it slightly more

    • satisfying when it works, leaves me feeling like an idiot when it doesn't

    • doesn't seem overpowered, somehow

    • not partial to it

  • auto-stabilize (float in mid-air by pressing zoom or zoom and sprint while in the air):

    • felt like BS, although maybe it shouldn't since jetpacks have been in Halo for a while

    • I have a hunch this is sort of stealth-overpowered; can't remember my reasoning for that

    • got me killed more than once (more than twice, for that matter) because I was trying to quickly take a few shots while jumping and zoomed in

    • might be interesting if the game makes use of fall damage

  • thrusters (short, quick move forward/back/left/right):

    • took a long time to remember to use it-- used it much more on accident trying to zoom in than on purpose

    • didn't seem that useful the vast majority of the time

    • needs a cooldown meter, more than sprint did in Halo 4 even, especially if I'm going to rely on it

  • Spartan abilities in general:

    • I tended to not use them much, especially not on purpose, and they mostly felt like a mess, especially all together

    • I would be much more partial to them if they were separated out like armor abilities (I'm in favor of the option to have multiple at once via gametypes though)

  • sprint:

    • it's fun, as always

    • having infinite sprint, and having it without a special trait or perk, makes me a little leery, even though it's fun, but...

    • shields not recharging while sprinting is an interesting move; I think it balances the mobility, in fact it might be a little bit too much

    • slide (sprint then crouch): rarely remembered it, rarely used it; I like it in 2D games and Destiny so I should like it in Halo but I'll reserve judgment until I've actually used it more

  • damage and recovery:

    • works in a pretty intuitive and enjoyable way

    • I like the reintroduction of health, and the introduction of a visual for shield recharge wait time

    • the audio on the other hand is bleeping awful, and awfully bleepy

  • automatic chatter/callouts:

    • the actual lines were very rarely useful

    • the lines tended to run over each other

    • the female-voiced lines seemed more tolerable, maybe because they were lacking a radio effect

    • might be better once I've memorized the callouts, but it's been a good few years and I still don't entirely have the callouts down for Lockout, Guardian, or Powerhouse, so I doubt that will factor in

    • I tuned it out most of the time

    • overall 0/10 would not listen to again, would cut from final game with ax

  • intro and outro:

    • the pans across the map in the intro were really nice, and it looks like it might be a customizable thing since it was on Forged maps too, which would be awesome

    • your team walking out and standing there in the intro is completely unnecessary but it doesn't hurt aside from wasting a few seconds

    • the victory thing at the end seemed fine to me-- until I saw the one you get with teams of three, that seems a lot more braggy and bro-ey than the four-person one, and it bothered me

  • weapon spawn announcements and markers:

    • I like the idea up to a point

    • I think they really overdid it in this

    • just showing once where things spawn and maybe one visual and/or audio cue when they're close to spawning would be highly preferable, also floating and spinning is a bit much

  • gametypes:

    • I didn't play much besides slayer, but breakout and strongholds didn't seem that great-- not bad, probably better than VIP, but not really worth investing time in

  • spectator mode:

    • pretty slick; I only used it once but I could see myself passing some time with it, waiting to join people or just when I'm really bored

  • HUD:

    • I still don't like the superfluous lines (protip: I never will)

    • I don't care for the text they used but at least it's a little better than the HUD text in Halo 4

  • weapons:

    • they tended to fade into the background when dropped and sometimes even at their spawn locations, tons of times I had to walk around looking for a hold X prompt to find a weapon I knew was around there somewhere

    • the AR, BR, DMR, pistol, and sniper more or less acted like I expected, and they're pretty good weapons still

      • the pistol might be too weak, especially considering the precision rifles, but I feel like I'd need more time with it or some hard numbers to be sure

    • the light rifle was... odd...

      • it kind of felt like what they should've done with it in the first place

      • it still feels hard to justify having it and other precision rifles in the sandbox, especially if they bring back the Covenant carbine or the needle rifle

      • the three-shot kill might be a bit overpowered, I didn't get a very good feel for the effectiveness of the weapon-- it definitely makes me ask what business the five-shot kill DMR has being in the same game though

      • what is going on with that zoomed-in reticle? a line and three triangles? how is that supposed to help me aim, especially compared to the un-zoomed reticle? it could be intentional, which would be a clever way of making it less of a quick, easy kill machine, but it feels like another baffling 343i decision

    • the SMG was nice:

      • it was more powerful than I expected and more powerful than it seemed at first, but still far from overpowered

      • I like the reload animation and the look of it has grown on me

      • I think they've found a (second) way to make me actually care about the SMG (the first way was ODST's version)-- they've mostly turned it into a completely different weapon, but for once I think they did a radical change right

    • the rocket launcher acted like it did before, pretty much; I was surprised at how little the redesign bothered me in first-person, but there are any number of reasons for that, and I still think it should be black at the very least

    • the hydra is a cool concept and I think it has a place in the sandbox but it's too weak to really be useful-- I can only imagine taking on a vehicle with it, you might as well throw rocks; make it a real power weapon and lower the ammo a bit and I could really, really like it

    • I couldn't tell the difference in how the regular energy sword and the curvy one acted, if there was one; they both feel pretty good, but I get the complaint about bloom on the curvy sword

    • I missed the shotgun, the needler, maybe the laser a little bit, and Covenant weapons in general

Overall, I went in cautious, and my initial impressions were that it was a hot mess on fast-forward, so I didn't play it much. On Friday night though something clicked, and I felt like I was starting to get into it. Probably half my play time was in the last two days of the beta because I wanted to get some more games in to have a solid base for talking about it and because I wanted to pursue this feeling like I was "getting it". I ended up feeling much more positive about the game, because I ended up having much more fun, but this was still by and large in spite of the new and changed things, not because of them.
I'd give the beta a B for effort, a C for execution (maybe C+ if I'm feeling generous), and an A- or B+ for fun level.

Messages In This Thread

Number 5 with a bullet: A post-mortem of the betaGeneral Vagueness1/20/15 3:01 pm
     Re: Number 5 with a bullet: A post-mortem of the bGeneral Vagueness1/20/15 3:44 pm
           Re: Number 5 with a bullet: A post-mortem of the bArteenEsben1/20/15 5:23 pm
                 Crouch jumping will return (source)General Vagueness1/21/15 9:22 pm
     WOW. Nice review. Enjoyed reading. *NM*yakaman1/21/15 1:54 pm

Sign up to post.

You will only be able to post to the forum if you first create a user profile.
If, however, you already have a user profile, please follow the "Set Preferences" link on the main index page and enter your user name to log in to post.