Man, the Gunfighter magnum is just so much fun...
But really situational and difficult to use effectively, especially with how easy the BR is to use.
It's really a gamble to bring out the GF but it makes for some crazy fun clips when you're going for a multi-kill and have to switch to it as a backup.
Just knowing how much harder it is to use, combined with the extremely fast shots, just makes that final kill or two of the triple or overkill so much cooler.
I'm also a big fan of the abilities tracker but I think for non-HCS playlists, they might be want to consider just increasing the range (as long as
AR/Sprint tactics are toned down).
Radar has functioned very similar for every Halo title and I think that changing it now is just going to push more people away.
And by "change it," I also mean that H5's default 18m is also
a change already! -- 18m radar feels like even more
of a change from traditional Halo than the HCS radar does.
No matter what else, the 18m has to stop. It's an absolute detriment to the pacing of the game, it makes everything so chaotic & disorganised.
Has anyone been encountering some tremendous lag. There is 2 stages of lag, from the game half the games that are sweaty the game will have a 1 second delay on bullet registration and or any type of hit registration in general then there's the rubber banding exactly when your about to get that finally head shot or about to kill them, so severely that you completely miss. Pm for videos so we can share. Its really bad and it only started doing this after the update.. and feels like when i only play high tear games, usually when i encounter standbying or mods... just weird.. I honestly think there is a vulnerability and do not think its random. Its to coincidental that its exactly on the most critical moments where it overturns by them lagging so hard they some how pull a win out of there donky.
This has actually been making it a lot more difficult to test out the weapons, because it feels like every game, the hit registration is completely different.
I'm guessing it's just because of a population dip due to school & other game release, but if I didn't know about that, I would be pretty suspicious about 343 saying they haven't changed anything yet :p
.I am starting to wonder...do you guys really just read one sentence of the community updates, or for that matter not even read the original post of which you are responding to?
I know I am sounding harsh here, but it is crazy frustrating how many people don't read any part of the conversation they are participating in.
I completely agree with the sentiment but at the same time, I can't entirely blame them considering how the servers have been.
The game really, really does feel a lot different in some matches, it's like you can hit double digit perfects one game, and then everything is 6-8 shot kill the next.
Not sure where people are getting the campaign stuff from, but matchmaking definitely feels
like something's different.
After playing this I love the HCS playlist settings even more than I already did.
Just remove Spartan Charge from the HCS playlist and fix the ghost melees and this game is ready to be shipped.
Hehe, you know it's funny you worded it like that because I've heard various rumors (and direct 343 quotes) that suggest 343 isn't actually working on H6, but actually this tuning is the final stage of testing to release the "full" "Halo 5" game.
H5 was supposedly going to have a layout similar to ODST, with a branching "hub world" to multiple "memories" that you can choose to go to, with "Halo 5: Guardians" being the first DLC.
Well apparently part of the reason why the game is so big, is because they restructured it to make H5: Guardians a "DLC" within a larger game, and re-releasing Halo 5 with the originally-planned 3x the content that we ended up with, and hence how Microsoft intended to stretch out the games to last until all the way to 2030 as they have stated is the plan.
Basically, very similar to what Bungie had planned with Destiny (which makes sense, as these plans originally came about when they were the same company), only that 343 was a lot slower to get there due to needing to completely hire an entirely new staff.
I doubt it's true but it sure would explain a lot of the things that 343 has done in handling H5.
BUT, there are some very casual Halo players who just aren't interested in mastering the precious weapons, and I think it might be nice to still make them feel welcome in the halo franchise. So starting with a WEAK auto plus a powerful but hard-to-use precision weapon (like the H5 magnum) would be optimal.
It doesn't even necessarily have to be "weak" in general either though.
People like to call H3's AR "useless" but it really wasn't, it just had a niche.
The AR was great at close range and the bleed-through melee made it a BR killer since 2-shot beatdowns were a lot more inconsistent than in H5.
This was a great way to start things out because it let newer players focus on mastering combat in one particular area (the area that they tend to be drawn to initially anyway) before moving on to more varied encounters.
Halo: Reach first deviated from this formula and had to massively nerf the AR's overall damage output in order to compensate, which I'm not sure was the right call.
It seems like 343's plan is to go for something more in between the two, making the AR niche-like as with H3, but not entirely useless at range due to the scope.
I guess we'll find out next week.
It's weird to hear people say that the BR is too strong and the GF Magnum is too weak. Like yeah they acknowledged that in their post about the weapon tuning, the guns are gonna be op or weak now because they've not been changed. This playlist is basically just to get it established in your head how the guns perform so you can better judge them when they've been patched.
Yeah, it seems a bit strange but it's still useful to 343 to verify their assumptions about how the weapons feel at baseline.
Imagine if they had all these changes planned but on this first baseline testing week, everyone reported the opposite of what they expected :p
I'm not sure if you guys did anything to how the BR performs at close range. But I feel like it performs better.
The Carbine use to be my GO-TO, in all Halo Games because when put into the right hand it still put in work. 7 Shots 6 shots to the shield, 1 shot to the head... But now I feel like it takes too many body shots to kill??? Was this changed?
Nah, the BR has always been crazy good at close range in H5.
Because of the increased bullet magnetism, it just registers way more consistently, including 2-shot beatdowns.
Loving the new loadouts until I play truth. Jesus Christ the power of the BR getting me one shot from window to window as soon as the game starts is insane. hope the tune makes it a little more tolerable at distance.
One of my buddies completely refuses to play truth anymore, he quits anytime it shows up and the window-to-window issue just makes him livid.