So with this new updated Team Arena or 'Weapon Testing Playlist' it has been stated that:
Seems to me this playlist is attempting to create a HCS version 2 playlist.
- The Motion Tracker will use the "Ability" settings relevant to the HCS Playlist.
- Player starts will feature Battle Rifle, Gun Fighter Magnum and assuming two Fragmentation Grenades.
- Include non-competitive maps like Torque and Stasis, which realistically Torque could be balanced for competitive play and another Capture the Flag map in the HCS rotation. The pathway additions between Bottom Mid and Top Mid relationship via the central piston is a good start as well as the Bottom Mid Tunnels. Would also suggest possibly creating a "clamber" or skill-jump ledge from the Yards to Top Mid.
I was going to say "that's the point" but this BR/GF possibility actually raises some considerations...
Originally, the idea was that "Team Arena" and "HCS" would be one & the same, as even stated in-game something along the lines of "the ultimate competitive mix" or whatever on the description.
Team Arena was always
originally intended to be for the competitive settings, the HCS split was only supposed to be temporary until the AR balance could be worked out...
But if the switch to BR/Gunfighter turns out okay (and I believe it could, provided consistent hit registration & lower aim assist), then what?
That's a much bigger difference in gameplay that we're talking about, and I doubt the current Arena population would be satisfied with such a merger and/or being sent over to an updated version of social skirmish.
The point raised above adds yet another element to this:
Personally I think it's pretty exciting to take a stab at freshening things up in a two year old game and also addressing a few known "issues" with how many of these weapons perform versus their intended roles in the sandbox. But sure, it's also risky and after two years players have grown accustomed to the way things are.
I'm guessing this is probably a bit further off & I know you guys keep saying that nothing is set in stone yet...
the BR/GF idea works out for HCS only, are there any plans for how to deal with playlist placement and/or presentation/"marketing" style?
It would be fundamentally different gameplay at that point, and putting a centralised "Arena" with BR/GF starts as the front & centre "main" playlist wouldn't really work like originally planned...
It would seem logical that "Team Arena" would just be split between "Team Objective" and "Team Slayer," letting people have more control over exactly what they play, while keeping "HCS" as its own thing with BR/GF starts.
This would also allow for Team Skirmish to make a more viable return as the "general purpose" playlist in a more social context (perhaps with some additions from "community slayer"), unless the plan is just to keep social as a weekly rotational playlist for a bit of bonus hype.
However, I have a feeling that Arena players would still have a fuss over that direction, even though it would potentially be the same settings, just split between 2 playlists instead of 1...
But having both Arena & HCS is just really redundant, given that they are both an objective/slayer mix.
But then again, that combination actually seems to be working anyway... (minus the fact that there's no real social anymore).
While "Team Objective," on the other hand, has never really worked as its own independent playlist in past titles.
Yet another point this raises:If
the settings truly get a "split," like this, it creates additional opportunities
for creative experimentation with Halo 6
In particular, trying out what it seems like you guys were originally trying
for with H4 & Warzone with the loadout system:
"Casual" but balanced
enough that competitive players can appreciate it.
(note: purely demonstrative purposes):
- Default Slayer bumps up to 75 kill limit, but each 2 minutes, you gain access to more loadouts.
- Start out with "classic" movement (no sprint/thrust) and only "1-handed" weapons like pistol and SMG..
- then a "second wave" after 2 minutes opens up access to rifles (BR, AR) and either sprint OR thrust,
- then "third wave" after another 2 minutes opens up sprint+thrust, DMR & further weapon variants like Gunfighter magnum or dual-wielding
- Possibly (if the game even lasts this long) even a fourth stage with reach-style abilities (but obviously less OP than straight-up camo) as substitutions for thrust.
Something like that could let you honour all stages of Halo's gameplay across the years for the "standard" playlists, drawing in fans of both "classic movement" and reach-style mechanics, without "fully"
committing to any one particular style...and
keeping the "fully competitive" players satisfied by having their own independent settings, which seems to be all they have really wanted from the start.
... And for anything in between, the custom browser has been imo a huge
improvement to customisation (eg. people keep asking for HCS settings FFA but honestly, it's very
easy to find a lobby for that in customs browser right now anyway), now just imagine if people could set up their own playlists too, and possibly integrate spartan companies in-game.
I mean even with just H5's complete opposite approach of "1 global game settings," just imagine how successful forge+custom browser+in-game spartan companies would have been at building & maintaining the community/population if it was there on launch.
I guess there's probably zero
you can say regarding this final section (not only due to H6 being hush-hush, but also because it's likely all up-in-the-air right now) but hey, we can dream, right?
send H6 details.. anything
at all! :p :D]]]
The team is doing internal testing to validate and assess these tuning changes in WZ and Campaign but we understand that can only account for so much - nothing compares to mass-scale testing in the wild with real players. That said, we'll be watching this very closely.In Halo CE for example I could use just about whatever I wanted as ammo was very abundant, for example I ran through the whole game without ever ditching the AR, there was always some more bullets somewhere. I could rely on it. I can't rely on any weapons in Guardians aside from ones I take off of my foes because unless it's a human location chances are I'll be ditching my guns real soon.
It's not so much of an issue with multiplayer as most people are using human weapons so ammo is abundant, and most of the time one doesn't live long enough to completely burn out their ammo before finding more.
You could also just add a bandana skull to H5, that'd work too for me. Hell I'd love that. There's certain weapons I'd love to play around with but end up skipping because I know they won't last through even one skirmish.
Man, this is so true.
One thing I actually liked about H5's campaign (and there wasn't much) is that each
weapon actually felt viable... but the lack of ammo across the board just ruins it.
I think a skull would be a good compromise & much simpler/easier solution to keep the campaign grinders happy.
That being said, I hope the ammo issues of both H4 & H5 finally get addressed properly in H6 because it really dampens the experience (note: tediousness
is not the same as difficulty
) & most people are just going to play through once, not redo it with skulls later.
Fine as a work-around for an older game like H5, sure, but not as a "real solution" in H6.