@Psychoduck Good video duck. You bring up a lot of good points. If I were to restructure the main gamemodes of Halo, I would modify playercounts. Team Slayer - 3v3 Squad Battle - 6v6 Invasion - 10v10 In Halo 4, there was a contest for 6v6 maps and it really opened my eyes to the concept of "Arena BTB". I feel like the balance between map size, vehicle speed, and infantry speed works best at the 6v6 mark. Panic Attack, among other maps, really exemplified these smaller scale, faster paced infantry-vehicle battles. I think by slightly reducing the player count for BTB, it would solve a lot of the issues you talk about, like maps with vehicles being too large or open for infantry to be effective. With Invasion becoming the new large scale battle mode, there would still be a place for massive vehicle-heavy maps, while 6v6 Squad Battle would stay more in line with traditional (competitive) Halo gameplay.
@coIdFUSI0N, glad you enjoyed the video! We really started to realize in Reach that 5v5 and 6v6 appeared to be the ideal player count for BTB. The map size for that player count really does seem to best accommodate vehicle speed and infantry speed and six players on a team works nicely for role orientation as well. Two players can operate a 'hog while the rest of the team can operate much like a team of four would (but with the added burden of supporting their 'hog and benefit of being supported by it).
It was just crazy enough to work. Good job making BTB viable again Mr. Pants. I can't wait to get some tests on the 6 v 6 maps we have in the works.
Has anyone invested time in finding the time to kill and shots to kill of the entire weapons sandbox? My google searches keep bringing me to analysis of the beta. Edit: for H5 if that wasn't clear
So the damage number in arena is cool, but I want to know more about it. I want to know if overkill counts when calculating damage dealt. For example, lets say we have 100 health, and a railgun does 100 damage, will all 100 damage show up in stats if the person you shoot is already hurt? It would also be nice to actually know how much health spartans have vs how much every weapon deals.
All precision utility weapons have a TTK of 1.2 seconds with two exceptions. The Light Rifle has a TTK of 1.0 zoomed in while the Battle Rifle's TTK is 1.2833 seconds. I'll test everything else later once I can get a-hold of a victim.
AR 12(headshots) 0.9s 15(body) 1.4s Supressor 18 1.6s SMG 13(head) .8 Boltshot 12 1.6s LightRifle 1.15(Unscoped) 1.05(Scoped) 1.06(2 Scoped+1 Unscoped) Pistol 1.266666666 (4SK = 1.0133333) BR 1.3 (could be 1.29 depending on bullets to kill) Carb 1.24 DMR 1.28
And, with the BR being 11 bullets, dont think its possible to get a 4sk pistol without a 3sk BR, ruining 4sk pistol customs until forge comes, or a BR ban honour rule.
I think your headshot AR numbers are too fast. It should be closer to 1.1, not 0.9. Looks like we match for everything else though.
BTB.net science Unscoped Range (rounded): Magnum - 36m BR - 36m Carbine - 36m LR - 30m DMR - 36m Scoped Range: Magnum - 58m BR - 75m Carbine - 90m LR - 75m DMR - 110m For reference: H4 BR: 36 unscoped; 58 scoped
It is literally impossible to make a 4sk Magnum without breaking the BR. Spent a good bit of time playing around with the settings trying out different combinations of damage, shields and health modifications.
I'm wondering what the scientists are leaning towards as far as settings for H5. -Do you guys plan on just buffing the magnum but keeping other options and abilities basically the same, using a lot of dev maps, just with altered weapon layouts? -Are you more interested in cutting most abilities and altering settings to get as close to a classic type halo as possible? -Or will the end result be more like a Frankenstein monster? The reason I'm asking is forgers are going to be making maps for anything but altered weapon layouts, so it might be a good idea to discuss all this as forge releases in order to hit the ground running.