https://www.halowaypoint.com/en-us/community/blog-posts/november-sneak-peek
Req Pack Teaser
Controllers and Aiming
Scheduled to come out on 11/16 and there will be more info to come.
In just over a week, the next Halo 5 content drop will be here, and with it comes Big Team Battle in Arena matchmaking, brand-new REQs, and a whole ton of juicy vehicular combat. Today, were giving you a sneak peek at whats in store, and over the course of the next week, well be providing you with more details.To start, we know many of you are ready for some vehicle-based carnage in Arena, and dying to jump into some classic 8v8 matches. Youre in luck.
During their time here, they also started working on large-scale Big Team Battle maps that were inspired by classic battlegrounds including: Sidewinder / Avalanche, Standoff, Burial Mounds, Longbow, and Headlong.
For the past few months, these maps have been playtested and polished in preparation for the release of Big Team Battle, and in just over a week, the first four maps will be available in Arena matchmaking. Heres a quick look at whats to come:
Deadlock
Inspired by: Standoff
A collaboration between Nokyard and the 343 Multiplayer team
Basin
Inspired by: Valhalla
A map designed by the 343 Multiplayer team
Guillotine
Inspired by: Headlong
A collaboration between The Psycho Duck and the 343 Multiplayer team
Recurve
Inspired by: Longbow
A collaboration between The Fated Fire and the 343 Multiplayer Team
Req Pack Teaser
Controllers and Aiming
Unfortunately, some players have identified an issue that occurs due to variance in controller hardware, commonly referred to as slow turn bug. This can cause players to become unable to, or inconsistently reach what we call a pegged state.
The pegged state is a region in the outermost range of the analog aim stick in which we blend the players turn speed to a much faster rate. This issue is compounded as the control input fluctuates depending on multiple factors - if you are applying even the slightest bit of downward pressure (clenching), moving the stick around the edges a bit (which is why its even more problematic when aiming diagonally), or torqueing the stick on the edge a bit more than normal on some controllers.
The good news is we have a fix for this issue that introduces no perceivable change to the current feel of the game. This change is going through test and pro team validation now and we will have it out to you soon.
One thing that has become clear in absorbing all your feedback is that Halo players want choice when it comes to controls. And with that in mind, we are also working on another little pet project that will allow even more precise tuning. This update will offer more custom fine-tuned control over controller settings (hint: independent vertical/horizontal sensitivities, the ability to calibrate your own dead zones, more granularity in sensitivity, and more). We hope to have that out for you in December and we will follow up with more details later.
Scheduled to come out on 11/16 and there will be more info to come.