Part 1:Gameplay/balancing
Playing infinite was refreshing, it felt like playing halo reach and halo 4 if they had a baby in all the right ways, I’d change a few things of course but I need to say my overall experience was immaculate!
Starting with possible changes I don’t think automatic weapons need a headshot multiplier, and the spread on the AR could use some slight increase at a range.
The AR needs to be good for CQC shredding, with good shield stripping capabilities and easily able to overwhelm someone with a precision weapon up close while still allowing for the other person to fight back. I think the headshot multiplier should be removed for The AR and similar weapons but LEFT for the commando. I find this would give the commando a more defined place in the sandbox because as of now its sort of in between a BR and a slower fire rate AR.
Onto descoping: gonna be honest, descoping with a sniper rifle right as I am about to land a shot felt pretty awful in my opinion. This problem wasn’t as prevelent with the skewer I found however, I suppose it could be extended to it as well.
Firstly the sniper in this game is VERY difficult to use as is, while I’m very happy to report the insta clicking to heads of 4+5 is gone they also removed pretty much all aim assist with this weapon which I’m not entirely upset about but it does add to the frustration when I can’t even aim down my sights.
I understand this is a mechanic of old and that it was prevalent in past games, but also I felt in the older games I could defend myself against players with an automatic weapon at a range, but with the way the AR stays accurate at a decent range and the sidekick is always available I felt I was never able to make use of the sniper tower on the first map. It also could’ve been due to the bots omniscient nature and them knowing you are scoped in on them, making them do a 180 and start blasting you but that’s still inconclusive.
I propose they remove descope from well… scoped weapons, such as the sniper rifle, battle rifle, and the skewer. Any weapon with an actual scope attached, excluding the commando which with above previous “buff” to it by making it the only automatic with a headshot multiplier will make it so it wont need the extra help.
As for weapons such as the AR, sidekick, needler ETC they can keep descope for such weapons as they can’t be used from extreme range.
Moving on to the movement, I think halo infinite is the first halo since reach to be a good compromise of modern FPS and the classic halo style, I don’t think this needs ANY change to it what so ever. If people are so inclined for it to be boosted a bit, only increase it slightly but otherwise the base sprint speed is perfect as is. Sliding feels great, no complaints there. Clambering feels a little clunky even with the auto clambering setting turned off so maybe clean that up a bit, less head shake and keep your head straight as you’re jumping up.
Here’s a specific weapons section:
AR: I’ve gone over the changes I propose in the above text.
Commando: I’ve gone over changes I propose in the above text.
Sniper: I’ve gone over the changes I propose in the above text
battle rifle: only change I’d like to see for the BR is remove descope, increase the body shot TTK to 7 bursts as apposed to 6. This will punish people who aim center mass while encouraging headshots. Only having to do 2 extra bursts isn’t nearly as punishing as 3.
Spnkr: from what I can tell it felt great, splash damage wasn’t too large and the rocket was plenty fast.
Sidekick: this is my favorite pistol in the halo series to date aside from the original CE pistol, its accurate does enough damage, and has a good fire rate. I’d reduce the max range its effective at other than that its fine.
Bulldog: this was a weapon I wasn’t wholey satisfied with: it was inconsistent, I felt if I stepped even an inch away from point blank it could take upwards of 3 blasts to down someone which just isn’t efficent with the low ammo count,
I propose its close range damage gets an increase and its medium range damage reduced, this is the farthest shooting shotgun since CE’s.
Pulse carbine: this weapon was a tad inconsistent, at times the tracking was nuts and 3 shots would eradicate someone and other times the shots would dance around people. I propose the tracking at medium range increased and a possible higher damage on travel time so if you use it at a range and land your shot an individual bolt has a possibility to do some major damage from afar, in that sense I suggest a possible alternate fire mode that allows for a single shot mode to occur adding to the “carbine” portion of this carbine.
Plasma pistol: I, was satisfied with the weapon tho I’d like an increase in tracking I found bots just walking were able to avoid the bolt with ease.
Needler: I am happy with the needler if anything I’d slightly nerf the tracking to allow for easier strafing from medium ranges.
Skewer: remove descope possibly and maybe allow the skewer to pass through targets if that isn’t already the case, allowing for bodies to possibly get stuck together give a little medal called “shishkebab” or something.
Ravager: this one was weird it felt like a worse pulse carbine the AOE effect seemed nearly inneffective so buff that a bit and maybe make the burst so heavy and powerful it throws the corpse of an enemy at a high velocity allowing for the freshly killed person to be thrown and it can kill an enemy it hits.
Gravity hammer: felt pretty good, allow for self launching and launching of teammates like and 3 and maybe change the sound to a louder and more of an aggressive BOOM sound.
Heatwave: this weapon was…odd it felt at some times it did amazing damage and at other times did no damage at all. Other than some consistency issues it felt great, the alt fire mode seemed kind of pointless to me personally but I may have just missed something.
Visuals/UI
I’m keeping this portion brief as I’m not sure how to fix the UI and menu but please change the left to right viewing of your customization, I’d much prefer a UI similar to MCC, it works best that way. And as far as in game visuals I think the armor, areas, and over all style is great! Maybe make some metals a little less bright and tone down the sharp contrast in colors and sort of make the areas blend a tad better together.
This concludes my feedback for halo infinite, please tell if you agree or disagree with anything I’ve said.