I figured I'd give my impressions after playing quite a bit last night. I played a couple of quick matches yesterday afternoon around 5:30pm EDT and ran into the long matchmaking searches. Took about 5 minutes to finally get stuck into a match, but once I was there, I didn't detect any kind of lag whatsoever. A friend and I partied up last night right at 10pm EDT and still had the long matchmaking waits, but as we played into the night, the searches started to become very quick with minimal waits. Still not instantaneous, but by the time we quit playing (11:30 or so), the wait was down to maybe a minute (or less).
I played about 10 games overall yesterday, 9 of which were 4v4 Team Slayer. As of right now, there are only two maps, Powerhouse (outdoor) and Swordbase (indoor). I actually found myself loving both maps. I love the outdoor maps in Halo and Powerhouse has plenty of room to maneuver while having a ton of cover. Swordbase is the smaller indoor map with multiple levels. My friend didn't care for it since he felt like it was too cramped, but I felt like it was just big enough to still be able to move around while fighting.
As for the new loadouts (or whatever they're called), I think it's an awesome addition to the Halo multiplayer formula. There are four loadouts to pick from before each respawn; sprint, shield/EMP blast, invisibility, and the jetpack. I like that you can only choose one for each life you have and each one seems to be useful in some way or another. In my 10 matches last night, I saw all loadouts being used quite frequently. Obviously the most used was the jetpack, but I saw plenty of invisibility and even the shield/EMP. I did see the sprint a few times, but it's more of an out-of-combat move since your gun is lowered while running (like in Modern Warfare).
I used the jetpack the most . When jetpacks were first announced, I thought it seemed pretty stupid, but now I can't get enough of them. It adds a whole new dimension to the game that's so much fun. The jetpack physics feel perfect to me, as it takes a couple of seconds to get enough thrust from a stand-still. Using the jetpack to soften long falls for little to no damage feels great too, and I found myself integrating it easily while I was fighting without thinking about it. Flying over top of a structure or walkway and lobbing a couple of grenades down on enemies who don't see you is awesome. It's really easy to get the drop on an unsuspecting enemy, so you have to keep your head up at all times. I didn't have too much trouble with other people using the jetpack successfully against me, but I'm sure people will figure it out. Killing a guy who is jetpacking through the air is immensely satisfying though.
I didn't use the other loadouts to any great extent because I was having too much fun with the jetpack. The sprint is exactly what you think it is, but for right now, it seems like there's a bit of lag going into and out of the sprint. The few times I used it, I didn't feel like coming out of the sprint was quick enough to get the first shots in on somebody. I actually never once used the invisibility, but faced many who did. When standing still, a player is still able to be seen while invisible, but you have to look very closely, almost having to know that they're there. People used this on Swordbase a lot, camping next to the man-cannons and performing an assassination as you shot out. I used the shield/EMP blast a couple of times, but it seems fairly useless unless there are vehicles (of which there are none so far in the beta). The shield will soak up a lot of bullets, but still seems pretty susceptible to nades and melee. I did melee kill a guy while shielded once, but any attempts in other matches usually resulted in the guy dropping the shield and melee killing me. I learned after about 3 of those and started just chucking nades at shielded guys. The shield seems to last a decent amount of time, 5 seconds or more.
The graphics look pretty good to me, definitely better than Halo 3. I don't think the geometry count is really any higher, but there seems to be a lot more detail in the texture work. I read where other people were complaining about jaggies. I guess they are there, but who really sees that shit while you're fighting? The updated and refreshed matchmaking screens look great and allow users to see more info about other players without having to dig into more menus. The control scheme is changed up a bit to fit in the loadouts, and it didn't take me but a couple of matches to get used to it. I actually like that melee is moved to RB and reload is moved to X. Switching nade types was moved to B, which took quite a few matches to figure out (actually my friend finally figured it out and told me).
I like the new voting system for what map/gametype to play once your room is filled. All votes are cast automatically for the first option, and you can change your vote to one of two other options before the 10-second timer is up. The fourth option is that you don't like any of the choices, at which point I'm guessing it gives you new ones, but I never saw anybody vote for anything but the initial default game. With only two maps and minimal game types though, I don't expect any to really get into the voting that much.
The net code seems very good, I didn't see any instances of lag. My friend from Houston and I were in a party while we were matchmaking last night, and other than instances of bad echo over the chat channel during a couple of matches, everything was smooth.
To wrap up, I'm loving the beta more than I thought I would. I'm liking how the credit system is looking, the way you level up, everything. The online stats are pretty cool as always, although the site seems a bit cluttered initially. The new rating/division system looks interesting, and I finished out my day yesterday with a ranking of around 1653 (or something like that). At one point my rating had a litle sparkle on it while on the matchmaking screen, I had no idea what that meant.
I'm looking forward to playing more.