5.20.2016 update

After another round of player feedback, additional tweaks and adjustments to some of the maps in the Team Arena Preview playlist have gone live. To see today's changes, check the "Version 3" section for each map below.

Lastly, we've also reduced the starting ammo for the Railgun from 6 to 5 in the playl st. Be sure to let us know what you think!

5.16.2016 Update

Based on player feedback, we've made some adjustments to the maps in the Team Arena Summer Preview playlist, which are now live. To see what's changed today, see the "Version 2" section for each map below.

Note: All Version 2 changes include Version 1 changes unless otherwise specified or indicated.

--

As the HCS Pro League Summer 2016 Season approaches, we’re excited to discuss some potential new evolutions to your Halo 5 Arena experience with the Team Arena Summer Preview. These changes are aimed at creating a balanced, refreshing new Arena multiplayer experience, and also a more closely aligned relationship between official HCS game types and the Team Arena playlist.

In preparing for these changes, it is important for us to involve you, the players, in as many ways as possible, which is why beginning today, you will actually become part of the feedback process by playing through and giving feedback on a variety of potential adjustments currently live in the Team Arena Summer Preview playlist. In addition, we’ll be working with top pro Halo teams and players (including those who have already qualified for the HCS Pro League) along the way to incorporate their thoughts and feedback as well in order to cultivate the best overall experience.

Let’s take a closer look at how this process will take place, and how you can be a part of it!

TIMELINE OF CHANGES

The Team Arena Summer Preview playlist goes live today, May 10.

From May 10 through May 20, Team Arena Summer Preview will be updated with new map layouts (as well as a few new map and game type combinations) that are being considered for HCS Pro League Summer 2016 Season. This is a preview period during which we will collect feedback from pro players and allow for incremental iteration on the selected maps in real-time.

During the Team Arena Summer Preview, Custom Game map variants based on Halo World Championship map layouts will remain unchanged for those still looking to scrim, practice, and qualify for the remaining spots in the HCS Pro League. For those looking to check out the newly updated Team Arena variants in Custom Games, they will also be available on a dedicated File Share.

On May 23, the final game types will be locked for HCS Pro League Summer 2016 Season, and Team Arena and other select playlists will be updated with these maps and changes, along with updated options for Custom Games. This gives Pro League and Open Circuit teams and players the opportunity for final practice times on these locked HCS Pro League maps and game types.

SUMMARY OF CHANGES

Below you will find a full breakdown of the proposed changes we'll be testing and gathering feedback for, based on map and gametype combinations. In addition, you can also access the individual maps via File Share, as well as each map's respective feedback thread from here.

As a reminder, the Plasma Caster, Hydra Launcher, and Speed Boost will all be receiving updates in the upcoming Memories of Reach release. See below for specifics:

PLASMA CASTER

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

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

Speed Boost

The following balance changes will be in effect after Memories of Reach: Spartan Charge will no longer kill in one hit when Speed Boost is active

VERSION 1

Storm Rifles removed and replaced with Boltshots

SMGs moved from Red/Blue Platform to inside Red/Blue Base

Overshield moved to Tower Two

Plasma Pistol moved to Mid

Removal of four Frag Grenades and two Plasma Grenades

Reshuffling of grenade placement

Battle Rifles removed

Removed DMR at Tower 3 and placed one at each of the Red/Blue Platforms

(CTF) Closed the front windows to Red/Blue Base to slow down CTF gameplay and fortify each base

Closed the front windows to Red/Blue Base to slow down CTF gameplay and fortify each base (CTF) SPNKr Rocket Launcher replaces the Plasma Caster at the Outside location

SPNKr Rocket Launcher replaces the Plasma Caster at the Outside location (CTF) Shotgun moves to Tower One

Shotgun moves to Tower One (Strongholds only) Scattershot moves to Pit

Scattershot moves to Pit (Strongholds only) Moved Stronghold location: Pit -> Outside

Moved Stronghold location:

VERSION 2

CTF removed from map rotation in favor of other map / gametype combinations.

Moved Overshield from Tower 2 to Pit

(Strongholds only) Moved Overshield from Tower 2 to Outside

Moved Overshield from Tower 2 to Outside (Strongholds only) Moved Stronghold location: Outside -> Pit and increased height of zone to encompass Top Mid

Moved Stronghold location:

(Strongholds only) Replaced Scattershot with SAW at Tower 2

Replaced Scattershot with SAW at Tower 2 (Strongholds only) Removed SMGs from each base

VERSION 3

(Strongholds only) Reduced height but increased width of Pit Stronghold

VERSION 1

SMGs moved out of Oven/Fridge locations to Bottom Red/Blue

Battle Rifles removed in favor of Boltshots

Sniper Rifle moved to Yellow Tower

Rocket Launcher moved to Green Tower

Carbine is added to the old Suppressor location at Yellow Tower

Removal of four Frag Grenades and overall reshuffling of grenade placement

Added cover at Yellow Tower

VERSION 2

Replaced the DMR with a Plasma grenade

Replaced the Boltshot with the DMR

Moved the Boltshot to Red/Blue Cave

VERSION 3

Sniper Rifle moved to Green Tower

Rocket Launcher moved to Yellow Tower

Battle Rifle replaces Suppressor in grassy area next to Lift at Green Tower

Suppressor moves to Top Mid/Top Catwalk

VERSION 1

Removal of SMGs

Storm Rifles moved out of Red/Blue Treehouses to on top of the Red/Blue submarines

Removal of two Frag Grenades and two Splinter grenades

Swapped the locations of Boltshot and Battle Rifle

Reshuffling of grenade placement

Speed Boost replaces the Rail Gun at Top Mid (Spartan Charge will no longer kill in one hit when Speed Boost is active after Memories of Reach releases – see above for details)

Added circular ledges around Red/Blue Vat to encourage more flow to Red/Blue Bridge

SAW weapon pad replaces the Active Camo at Bottom Mid No spare mags 2 minute respawn



version 2

Assault removed from rotation in favor of other map / gametype combinations.

Removed circular ledges at Red/Blue Vat

Swapped the Battle Rifle and Boltshot to original locations

Replaced the SAW with the Rail Gun

Replaced Speed Boost with Active Camouflage

Added a Splinter grenade to Red/Blue Treehouse

Added a Frag grenade to the back of each base near Red/Blue Generator

VERSION 1

(Strongholds only) Moved the Basement Stronghold closer to Yellow Corner to more balance out the control between the three Strongholds

version 1

Removed SMGs at each base

Moved Storm Rifles to the bottom door at each base

Removed BRs at each base window

Moved Frag Grenades to each base window

Replaced Carbine at Pink 2 with a BR

Replaced Splinter grenades at Bottom Mid with Hydra Launcher (The Hydra Launcher is receiving a buff with Memories of Reach – see above for details)

Moved Splinter Grenades to Top Mid

Replaced Plasma Caster with Fuel Rod Cannon

version 2

(Assault only) Reduced radius of arming zones

Reduced radius of arming zones (Assault only) Adjusted spawning for Assault to allow players to spawn closer to their bases

version 1

Moved SMG from Plaza/Yard to Café

Moved Hydra Launcher from Plaza/Yard to bottom of Driveway (The Hydra Launcher is receiving a buff with Memories of Reach – see above for details)

Moved Plasma Pistol to Bottom Mid near Loop

(Slayer only) Moved Overshield from Top Mid to inside elevator at Plaza/Yard

Moved Overshield from Top Mid to inside elevator at Plaza/Yard (Strongholds only) Hydra Launcher is included

Hydra Launcher is included (Strongholds only) Active Camo moved to Cinema

Active Camo moved to Cinema (Strongholds only) Rail Gun removed

Rail Gun removed (Strongholds only) Moved Stronghold locations: Yard -> Café Bottom Mid -> Loop Nest -> Tram/Junction

Moved Stronghold locations:

VERSION 2

(Slayer only) Moved Overshield out of Elevator to Garden/Plaza

Moved Overshield out of Elevator to Garden/Plaza Moved SMG from Café to Garden/Plaza

Added a Splinter grenade to Lift and to the Bridge above Under Bridge/Dip

(Strongholds only) Moved Active Camouflage from Cinema/Nest to Top Mid

Moved Active Camouflage from Cinema/Nest to Top Mid (Strongholds only) Moved Stronghold locations: Café -> Garden Tram/Junction -> Nest U-Turn -> Bottom Mid next to Taxi

Moved Stronghold locations:

(Strongholds only) Reduced radius of Nest Stronghold

VERSION 3

(Slayer only) Moved Overshield on top of the Pillar near Top Mid

Moved Overshield on top of the Pillar near Top Mid (Strongholds only) Increased size of Bottom Mid stronghold

version 1

Renamed “Overhang” to “Nest”

Renamed “Mid Yard” to “Bottom Nest”

Storm Rifles removed from Blue/Red Rampart

Plasma Caster replaces Fuel Rod Cannon (The Plasma Caster is receiving a buff with Memories of Reach – see above for details)

Storm Rifle replaces Needler in Tunnel

Needler replaces Plasma Pistol at Arch/Top Carbine

Boltshots removed from Blue/Red Ramp

Boltshots replace DMRs at Blue/Red Ledge

DMRs moved to Blue/Red Rampart

Slightly moved Splinter grenades forward

VERSION 2

Moved the Needler to Bottom Nest

Moved the Plasma Pistol to Arch

VERSION 3

DMRs removed

Battle Rifles replace Boltshots at Red/Blue Ledge

Boltshots move to Red/Blue Rampart

VERSION 1

Plasma Pistol replaces Suppressor

Suppressor replaces Light Rifle

Light Rifle replaces Battle Rifle at Red Bend

(Strongholds only) Adjusted Red initial spawns to be more fair to Blue initial spawns

Adjusted Red initial spawns to be more fair to Blue initial spawns (Strongholds only) Plasma Caster replaces Rocket Launcher and is moved to Security (The Plasma Caster is receiving a buff with Memories of Reach – see above for details)

Plasma Caster replaces Rocket Launcher and is moved to Security (The Plasma Caster is receiving a buff with Memories of Reach – see above for details) (Strongholds only) Overshield moved to Pit

Overshield moved to Pit (Strongholds only) Moved Stronghold locations: Top Catwalk -> Bottom Mid Red Nest -> Red Bend

Moved Stronghold locations:

VERSION 2

Moved Stronghold at Bottom Mid to Top Catwalk

Swapped out Plasma at the batteries in Red/Blue Yard with Frag grenades

Swapped out Frag grenades at Red/Blue base with Plasma grenades

Moved Plasma Caster to Outside behind Brick/Rocket Box

Moved Active Camouflage to Security

Removed Plasma Pistol

Replaced Suppressor at Red Nest with Brute Plasma Rifle

VERSION 3

(Strongholds only) Moved Stronghold locations: Red Bend -> Red Nest

Moved Stronghold locations: (Strongholds only) Increased height and width of Red Nest Stronghold

Increased height and width of Red Nest Stronghold (Strongholds only) SPNKr Rocket Launch replaces Plasma Caster

version 1

No changes from base map variant

VERSION 2

(CTF Only) Adjusted spawning for CTF to spawn players closer to their base

Adjusted spawning for CTF to spawn players closer to their base (Assault) Adjusted spawning for Assault to allow players to spawn closer to their base

Adjusted spawning for Assault to allow players to spawn closer to their base Added an SMG to each asteroid island

Moved Frag grenades from the asteroid islands to Blue/Red Platform

Replaced Sniper Rifle with Rail Gun

VERSION 3

Replaced Rail Gun with Sniper Rifle

(Assault only) Further tuned spawning to allow players to spawn in more areas around the map

STASIS (FEEDBACK THREAD)

Stasis is now available, and we're currently playtesting CTF and Slayer on the map within Team Arena Summer Preview. As with all maps in the list, we’ll continue to tweak, and respond to feedback.

SHARE YOUR THOUGHTS!

We’re excited to be working with you on these map updates, as well as the final list of maps and game types for not only Team Arena, but also the HCS Pro League Summer Season. As always, your invaluable feedback is vital and appreciated, and we look forward to hearing what you have to say.

We’ll be looking for your feedback in the forums, have meetings fast-approaching with pro Halo teams, and plan on being back next week with up-to-the-minute updates and adjustments on the Team Arena Summer Preview. Stay tuned, and we’ll see you on the virtual battlefields.