This is a reblog from HaloWaypoint:
BY B IS FOR BRAVO
Welcome to another weekly read, friends. As I sit at my typewriter (HFFL: Typewriter? Who even uses those things anymore? Keyboard yes, Typewriter? Okay, moving on…) and combine these eloquent words, each team at the studio is busy wrapping up their contributions to Memories of Reach. The release will include updates across the game, including the addition of a new game mode in the form of Infection (a bit more on that today), new controller options, UI updates (including post-game medals and more), new armor, skins, weapons, a new Arena battleground, matchmaking preference options, Forge updates, and much more, including some updates to REQ weapon balance, which we’ll also talk about in today’s blog. To correctly set expectations, Memories of Reach won’t be here just yet next week, but we’ll continue to keep you updated on specific timing as we get closer to release and all final work is completed, tested, and ready to go out the door.
To start, let’s talk a bit more about Infection!
INFECTION
The widely requested mayhem that is Infection is also receiving final tweaks and polish. We’re playtesting the game type across a variety of dev and community maps, and precision tuning is nearly complete. Let’s unveil a few specifics on the game mode:
- Total player count: 12
- Number of rounds: 4
- Round time limit: 3 minutes each
- New Custom Game option: “Last Squad Standing”
- Spartans have all Spartan abilities (naturally!)
- Infected have Thrust, Smart Scope, Stabilize (HFFL: No Shoulder Charge?)
- New medals
Speaking of medals, here’s a look at what to expect:
HFFL: Wow, those medals are fantastic! I like the ‘Infected’ one the most.
FORGE ??? (CONTINUED)
Tom French and Mike Byron from the Forge team are back with another cryptic clue of what’s on the way. I’m guessing it comes as absolutely no surprise that they have once again, and without comment, sent over a cryptic screenshot for this blog.
HFFL: Hmm, well, there are 25 frames to the gif above. You really only need pay attention to 2 of them. Frames 23 and 24 are the ones t look at closely. This is where the image changes significantly enough so that the Covie’s armor turns from Red/Silver to Pinkish/Yellow. Also, there is a circle on the blue screen. In 23 its’ split, in 24 it’s full. Are these clues at all? Of course we see the infection symbol which we now expect to be a symbol that can be placed in Forge. What of dead alien (and human) bodies? And skulls too? Also, make note of the flag near top right. Any significance there?
MEMORIES OF REACH REQ PREVIEW
This week, we’re pulling back the curtain on some of the goodness you’ll find in Memories of Reach. Stay tuned next week for the full reveal, including a few specific armors (and more!) you may be looking forward to. Memories of Reach will include a bunch of new stuff, and will also bring the Spartan’s Armory REQs into the REQ pool.
HFFL: Yeah! This is where we get into the MEAT of the next update! I’ll be posting a closer look article about these today or tomorrow.
HFFL: I won’t go into detailed descriptions for each. Just a few quick notes. Those skins released in the HCW pack a few weeks back are back, this time for good! I’m happy about this, even though I did pay real money for a pack. I”m only missing the UNSC Magnum, so I’ll be happy to complete that. Now as to so of the blurred out REQs…Well, the armor is self explanatory as we saw those in the Infection preview video. We know they are Noble team’s armor.
There are two REQs that should be specifically mentioned. The first Legendary REQ. Since this is Reach we’re talking about, that one looks suspiciously like a Grenade Launcher. It would be a great weapon to bring in and the UNSC’s equivalent to the Plasma Caster. Now the big one…The ONI hidden REQ. This just HAS to be the Falcon. It’s Warzone, so we know it’s not just a skin for weapons or armor. If it’s NOT the Falcon, many fans, (Me most certainly) will be HIGHLY disappointed. Okay, that’s all I’ll say about those until I write the closer look article alter.
I’ll just leave this here:
REQ WEAPON BALANCE UPDATE
Memories of Reach will include a new weapon balance pass, which will bring a variety of your favorite weapons and rarest REQs closer in line with the appropriate effectiveness in both Warzone and Arena. To get the scoop, I chatted with our data and sandbox teams on what’s to come. Take it away, gents.
MICHAEL WETZEL, BIG DATA ENGINEER
When the sandbox team came to us and asked us if we could somehow measure weapon effectiveness and balance, we were super excited about the idea. The concept of being able to distill weapons and player usage into metrics that we could compare was very compelling from an analysis standpoint, and could potentially provide huge value to our designers. The challenges however, were substantial – trying to come up with a single number or set of numbers that accurately describes a weapon is a very difficult task, as each weapon has its strengths and weaknesses, situational suitability and “places” in the sandbox. Normalizing this data is also challenging – for example, in Warzone we see a huge number of AR and Pistol kills, does this mean they’re the best weapons? Probably not.
Initially we looked at kills per weapon per death as a starting point, but this turned out to be non-ideal. For example, how do you measure weapons that are thrown away after being used? Next on the list was kills/weapon instance, but it turns out there are some potential issues with this metric also. How do you deal with spawned weapons on the map versus picking up weapons from dead players? Also, how do you deal with loadout weapons that are never actually used by the player?
The main metric we landed on was kills per weapon use. This allows us to easily compare weapons no matter where they came from based on whether they were used or not. It’s not without complications though, because we have to define use as something that is fair to all weapons. For example, if we only considered use to be shooting the weapon, then weapons that have more deliberate shots (e.g. Railgun) would naturally have an advantage since the usage wouldn’t be counted unless they get their shot off. That’s why use has a time component – if you hold the weapon as your primary for more than 5 seconds, it counts as being used. In addition, damage dealt per use is also important, especially for weapons like the Plasma Pistol that are great at dealing out damage or nuking shields, but maybe not great at racking up kills.
Along with this, for each of these data points, we capture information about the game mode, the map, the killer’s and victim’s respective skill levels, distances, etc – this allows us to do cool drill-downs on the data to understand which weapons are more favored by higher skill players, which weapons are most effective at which ranges, and on which maps, and if they’re overpowered on a particular map.
We can of course find cases where these details are not 100% representative of effectiveness in particular instances, but after many iterations, we’re pretty happy with how it allows us to interpret the data, especially when we look at it over the entire dataset of the billions of kills that have happened in the game.
DANIEL WIKSTEN, SENIOR WEAPONS DESIGNER
One of the sandbox team’s core pillars has always been to “make every weapon relevant,” and we came really, really close. The weapon balance is Halo 5 is something we take great pride in. But due to the sheer number of weapon variants in Warzone some unintended balance issues have slipped through the cracks. Luckily, we have access to copious amounts of data from you players using the weapons. This allows us to supplement our “gut feeling” with some hard numbers.
Thanks to the fantastic work by our data team, the sandbox team is able to access a great breakdown of weapon effectiveness out in the wild. We look at things like average kills/damage per use, kills/damage per use compared to other weapons of the same cost, etc, and determine what types of balance updates need to be made.
Ideally things would look like the Energy Sword below:
As you can see above, each increased level of rarity and energy cost leads to an increase in average kills, with the Mythic Prophet’s Bane giving a massive boost in killing power. Hell yeah.
But we did catch a bunch of outliers, for example the Fuel Rod Cannon below:
Our rarest Fuel Rod Cannon, Pool of Radiance, is underperforming the normal Fuel Rod Cannon by a lot. Obviously not intended!
The Pool of Radiance projectiles leave a damage over time effect where they detonate. Turns out this damage over time was delayed and less damaging than intended. The projectiles will still kill on a direct hit, and it does cause damage over time, just way less than it should. So the imbalance for this particular variant was not instantly apparent.
HFFL: Well, I have to agree with this data so far. I’ve only used the Pool of Radiance twice. That due to the decreased damage and more importantly the slower firing time between shots.
In total, over a dozen weapon variants have been updated to have a more appropriate effectiveness. We’ll start by detailing the Plasma Caster and Hydra updates specifically, and then get into the full list.
PLASMA CASTER UPDATE
The intended use case of the Plasma Caster has been “indirect fire”. Shoot around cover, predict enemy movement, etc. And it does fill that role to a degree.
However, the indirect fire from the sticky grenade was pretty much only effective if you get a direct stick. The use case of putting the sticky in a strategic position and letting the cluster grenades rain down on enemies was not working as intended.
The following balance changes will be in effect after Memories of Reach:
- Cluster grenades are more effective
- Charge shot has less arc
- Regular grenade will explode slightly faster after bouncing
HYDRA LAUNCHER UPDATE
Hydra is filling its role well, with the exception of engaging multiple targets at close range. The splash damage radius was very, very small. Also, the recoil when jumping was not helping players accurately place rockets where they intended.
The following balance changes will be in effect after Memories of Reach:
- Recoil has been reduced
- Rocket splash damage radius increased
- Typhon variant: Can now lock onto 3 enemies at once for extra coolness!
HFFL: YES! Now the Typhoon becomes MUCH more relevant. I was selling all of those off. I’ll keep them now with this update!
WEAPON BALANCE UPDATE SUMMARY – MEMORIES OF REACH
Plasma Caster: Default
- Reduced non-charged timer from 0.5 to 0.3 (less overshooting of enemies)
- Sticky grenade has less arc (to be able to place it on the map more reliably)
- Sticky grenade detonation is now more damaging vs. vehicles, but less damaging vs bipeds (will still kill bipeds in one shot when stuck)
- Increased sticky grenade submunition damage values from 43 to 75 (indirect fire from a sticky shot can now actually kill!)
- Sticky submunition grenade inner AOE increased from 0.65 to 1.0
Plasma Caster: White Scar
- Needles have improved aim toward nearby targets
Plasma Caster: Scourge of Fire
- Sticky shot now has 7 submunitions instead of 5
HFFL: Ah, that is great! I”ll use this weapon more often now!
Hydra Launcher: Default
- Reduced recoil in hip
- Increased inner AOE radius from 0.4 to 0.8
- Increased impact damage to make it more effective against vehicles (still two rockets to kill Spartan)
Hydra Launcher: Typhon
- Enabled multi lock on for up to 3 targets
- Increased impact damage (still two rockets to kill Spartan)
Scattershot: Loathsome Thing
- Increased number of hardlight projectiles to be same as normal scattershot (5 -> 8)
HFFL: Hmm, I don’t know if that’s enough for me to use this one. I’ve not had much luck with it.
Rocket Launcher: High Five
- Increased AOE radius on cluster rockets
Binary Rifle: Twin Jewels of Maethrillian
- Reduced recoil
- Placed twin projectiles a bit closer together for easier biped targeting
HFFL: Yes, now THIS was much needed. I’ve heard this complaint from several friends when using the TJoM. So the change is VERY much welcomed.
Covenant Carbine: Rain of Oblivion
- Reduced recoil
- Increased zoom magnification a bit (closer to default Carbine)
Incineration Cannon: River of Light
- Added slight homing to charge shot to hit multiple bipeds easier
HFFL: Any added homing ability is definitely a step in the right direction!
Incineration Cannon: Heartseeker
- Added proximity detonation to charge shot (like the normal Inc. Cannon has) to make it more effective against airborne targets or targets behind cover
Fuel Rod Cannon: Pool of Radiance
- Fixed a damage bug (was not causing AOE damage on initial explosion)
- Made projectile thicker
Needler: Talon of the Lost
- Reduced supercombine count to be same as normal Needler
- Needles have longer lifetime to more easily supercombines against difficult to hit targets (8s instead of 4s)
Spartan Laser: Selene’s Lance
- Reduced recoil
- Made beam thicker
HFFL: The recoil is the ONE thing that kept me from using this weapon a lot more. Depending on how much it’s been reduced, I will use it more and more.
COMMUNITY SPOTLIGHT
We’ve got to start by highlighting Spartan’s montage, which just dropped earlier today. Grab some popcorn, sit back, and enjoy a ton of amazing clips:
On the Forge front, we’re highlighting Brutalist and Beaver Creek – check ‘em out, and download them straight to your account by heading here:
Brutalist – File Browser link
HFFL: Does this remind anyone of a Destiny themed look for the map? I don’t want Destiny in my Halo…
Beaver Creek – File Browser Link
PLAY OF THE WEEK
Super Fiesta. You’re down 43-46. You spawn with Nornfang. What do you do? This.
HFFL: Okay, the Nornfang need only nick someone to get a kill. But still, that clutch spree was a beaut to watch!
That’ll do for this week, friends. We’ll be back with plenty more from Memories of Reach next week, and we do hope you’ll join us. Oh, and as a note, we’re extending the April Season by one day, meaning the May season will begin on Monday, 5/2. If you haven’t yet qualified for a playlist, 1) you should play more and 2) you’ve got an extra day to do so.
Until next time,
Bravo