I play alot of Halo 5 multiplayer.
At some point Halo 6 is going to come out (we hope) and while Halo 5's multiplayer modes make it a very enjoyable game, it's not what it could be. So here's some suggestions to either incorporate into Halo 5- although it's very late in the game- or at least consider for Halo 6.
I've already touched on Aim Assist in a previous thread, so I don't think it needs re-hashing here.
The ban rules/logic is frustrating and stupid. Get rid of the auto bans completely, the only thing they serve to do is encourage me play a different developer's else's game. Bans, especially quit bans, don't take into account the multitude of legitimate reasons why someone would need to leave a match, including getting rolled or having a bad game. "But when we go down a man, we're more likely to lose and our rankings will suffer for it (especially in Strongholds or CTF)!" A great point! If a team goes down a man, the losing team's rankings should freeze for that game. "But when a team goes down a man (or more), the game slows down and it gets boring!" Very true, especially when it gets stupid and goes 4/2 or 4/1. At some point a mercy rule should take place, that ends the game with the winning team getting their rankings, and the losing team would only lose theirs if they weren't down a man. Hell, if it's a 4 on 4 beatdown give the winning team a medal or something.
Which brings me to my next point, the ranking system, which actively encourages smurfing and it shows. When I play multiplayer solo, I've started having matches lately where I lead the scoreboard in kills and accuracy (both teams) and have a respectable number of deaths and yet when my team loses I drop rank just the same as the guy that went 0/15. If I'm actually trying to preserve my high rank and don't want it to suffer without reliable teammates, why would I not get a smurf account to play solo? I feel like the formulas, while they should take into account team performance, need to weight more towards individual KDA.
On to some more specifics.
Arena: In general, more maps for the Arena mode, and more gametypes. Capture the Flag shouldn't be something that only happens on three maps, Strongholds shouldn't only happen on 3 maps.
Strongholds: Honestly this gametype is a joke as it is. Once a team captures a stronghold it's way too easy to hold that stronghold. At the very least, erasing the other team's capture progress should be on the same timer as their capture progress i.e. however long it takes one person to gain 50% capture progress on a stronghold it should take the defending team that same amount of time to erase that capture progress. The team holding two or three strongholds would still be scoring during that time, but right now it's way too easy for a game to get out of hand, especially if one team goes down a man. The only thing that keeps me from quitting in this gametype when my team is down a man is the prospect of a quit ban.
Capture the Flag: Actually works really well, the only hitch I notice is if I'm trying to grab a flag and there's a weapon dropped nearby, the pickup biases the weapon. If I'm standing by the flag, why the heck would I want to pickup a half empty BR? The other issue I have is with spawn locations, because it's incredibly frustrating to trade kills with an opposing flag carrier only to watch another opponent spawn right next to the dropped flag in my death cam. I feel like CTF spawns should only be in your defending base, at least while the enemy flag is off it's pedestal, because if you got the flag that far it's earned a little more, but if the flag is halfway across the map you won't get a random spawn right next to it to grab and keep going.
Free-For-All: Time to kill is too long for free for all to be anything more than the luckiest person to get to the fight last, so they can just one-shot kill all the weak opponents who did all the work wearing each other down.
- The Camo upgrade in the last weapons tuning is nice in that you're basically hidden from view, but you're also hidden from motion tracker unless you're using a spartan ability, and that makes the camo too OP in my opinion.
- Speaking of the last weapons tuning, it seems like the goal was to dial down the rail gun a little bit because it was too OP, but if that was the goal, it failed miserably, because the weapons commonly used to contest the rail were also tuned down. I've probably had more success with the rail gun as a snapshot weapon after the weapons tuning than before. Also, there's really no noticeable change to the splinter grenade. It's still a "get out of jail free" card. Grenade spamming in general hasn't changed at all.
- The sword lunge is still OP
- Spartan charging is an OP joke. It's one thing to use it strategically when you catch an opponent off-guard, but we have people sprinting around maps just looking for an opponent, and it doesn't matter if it's from behind or straight on, they'll still land the charge. It's not the from behind stuff that bugs me so much (giggity), it's the straight-on, when I've put 4 magnum hits to their face shield, they hit me, and then come back with a one-shot before I can recover from the knock-back. I feel like that needs to be nerfed a little bit, the way to do it would be to drop the charging player's shield strength to maybe half while they're in the thrust. It would get rid of a lot of those cheap head on charge kills, and when I bring up my next point, it kind of makes sense.
- Effects when getting shot (Flinching, loss of sprint, loss of use of thrusters). You can't tell me a future military wouldn't go out investing billions of dollars on a super soldier program only to have the end result be a suit that can't fire it's thrusters if anything, and I do mean anything, bounces off of it right when the soldier goes to engage said thrusters. I've even noticed it now cancelling out a crouch jump/grapple. The aim flinch is a joke.
- Shield recharge. When you get down to absolute and have to hope you can find somewhere to hide for five minutes and pray that someone doesn't come along and find you for a one shot kill.
- Activating oversheald powerup - Is too short for someone who gets there when they're absolute. I'd either make it take twice as long to fully power up the wearer's shields, or if a person is being attacked while they grab the power up, pause the power-up time/ability for a split second for each instance they actually get shot, much in the same way the normal shield recharge works. Either the wearer is unable to power up the overshield and the opposing team takes them down - still a pyrrhic win because it denies the other team the power up, or if they do successfully evade long enough, the overshield powers up to it's normal strength for the rest of it's duration.
The other thing I've noticed alot of, it seems like over the last six months or so there's been a big increase in "runners," aka people who make it a habit of just running away when they start getting weak from an opponent's shots. Maybe it's just luck and the loss of spartan abilities and long shield recharge is meant to discourage that but I don't think it's really made much difference. I wish there was something that could be done about that but short of having less map cover I don't think that there is.