Another "Halo Veteran's" Feedback

It seems that if you let the community know you’ve been playing Halo for 20 years, you’re seen as a Veteran, and your opinion carries more weight than the regular schmo. As I have indeed been playing Halo since the release of CE, I’ll be offering up my thoughts and feedback on the current state of Infinite Oh, and because I’m a “Halo Veteran”, I expect you to accept my points, because I personally know what’s best for Halo, obviously.

Main Concerns:
TTK is too quick
One of the main things that I think separates previous Halos from other mainstream shooters is that if you’re getting shot at from somewhere, you have enough time to re-act and get the reversal (if you can land your shots reasonably well). However, because all the weapons in Infinite kill you so quickly now, it’s basically whoever has the drop / starts shooting first, gets the kill - regardless of skill.

Every* weapon is a mid-range weapon
Apart from 1 or 2 weapons, why does it feel like the majority of weapons are being funnelled into the mid-range category? AR, Bulldog, Needler, hell, even the Gravity Hammer has some range on it now. Variety is the spice of life, and yet it feels like most of the guns are being made to fit this one specific bracket.

Guns don’t feel very “Halo”
Most of the new guns don’t give me that Halo vibe, and it feels like they’ve been taken from other games:

  • Bulldog: Generic CoD shotty - Shock Rifle: Something out of Borderlands or Destiny - Mangler: Looks like it functions identically to a pistol from Destiny - Heatwave: Doesn’t remind me of any guns from other games in particular, but it also doesn’t remind me of the Forerunners - which I’m assuming is where this weapon is supposed to originate from.I feel like Halo Infinite is catering to a generic FPS crowd (to get all of those F2P kids in), opposed to an actual Halo audience. I feel like if I want to prepare for Infinite, I’d be better off playing CoD to practice, instead of an actual previous Halo title.

Weapon Feedback:

  • AR:Don’t think I need to elaborate, we all know the problem: unreasonable distance and the TTK is far too quick. I wouldn’t mind it being somewhat accurate when fired in short, controlled bursts - but that’s not what’s happening; you can keep that trigger held down and get kills from half way across the map.

  • Bulldog:Too much range and rate of fire is too fast. Missing shots becomes less penalizing if you can just fire another shot straight away - encourages spray and pray. Reduce range, increase bullet spread, increase time between shots. Basically just make it more like the old shotty.

  • Rockets:Needs a buff to AoE damage - feels like you need to practically hit the person to kill them.

  • Sidekick:No one cares about accuracy with this this - it’s a case of whoever can spam the most bullets, wins. Another spray and pray tactic. Reduce the rate of fire, at least - encourage people to land their shots and take their time. Reward skill.

  • Ravager:I actually really like the AoE effect a charged shot has, but the normal fire mode fires too quickly. As it’s pretty much a two-shot, it needs an extra second or two between shots.

  • Skewer:Relatively balanced for the most part (against other people) - 1 hit kill, but you need to account for bullet drop and lead time, as well as it having a 1-shot mag. I know it’s supposed to be anti-vehicle, but -Yoink!-, it’s too strong. I saw someone suggest that you decrease the damage it does, and greatly increase the amount of knockback - I approve of this!

  • Plasma Pistol:BRING BACK THE EMP. This was a great assist/support weapon to have, but now there’s no EMP, I find it almost useless. All it can do is drain shields now, which is nothing special as all other guns do that.

  • Fusion Coil:Love it! Only complaint is: why don’t they respawn? They are far too fun to have them only spawn at the start of game - get some respawn timers on those bad boys!

  • Flag:“Firing” with the flag causes you to melee, not drop it. I can always melee with the melee button - if I’m pressing the fire button, there’s a 99% chance what I want to do is actually drop the flag and fire the weapon I had out before I picked it up.

  • Banshee:Really not a fan of the controls. I feel like it needs a buff to the armour; as BTB is now 12 v 12, you have way more people shooting at you. I genuinely get more kills with the Ghost at the minute - which shouldn’t be the case, as they’re way more common.

Equipment Feedback:

  • Drop Wall:Easily the worst piece of equipment by far. Don’t think anybody, ever has traded out an existing piece of equipment for this. If you want to fix it, make it almost instantaneously deploy. I know 343 have said “we want it to be used pro-actively, not re-actively”, but see my first “main concern”. Halo is all about reactive gameplay. On top of the “instant” deployment, make it so the base takes a lot more shots to destroy, and remove the ability to shoot through it one-way. Literally make it a bubble shield wall.

  • Threat Sensor:I’m not gunna go out of my way to pick one of these up in it’s current state. It’s not bad, but it’s not worth going for. One buff I think it could do with to make it more versatile would be for teammates inside the radius to get some sort of buff against enemy radars. Perhaps if a teammate with a flag has been spotted walks into the radius, the enemy lose the waypoint, or teammates moving inside the area don’t appear on enemy radars (similar to how the radar worked before the nerf - sprinting teammates would still appear though).

  • Overshields:Maybe give it a slight buff / give it more shield, as it feels a tad weak. More importantly, change how it looks - it looks really unsightly atm.

  • Repulsor & GrappleAbsolutely love these, 117/10!

UI Feedback:

  • Outlines:For the love of god, please give us an option to turn off outlines and toggle on a red vs blue system. Maybe it’s just me, but I feel like it makes my aiming feel worse when there are outlines. If that causes me to lose the ability to tell where I hit the enemy, (as it highlights where you hit them) I’m 100% ok with that - I’ve managed just fine for the past 20 years.

  • HUD:Give us the option to have the classic Halo HUD - weapons and ammo in the top-right and grenades top-left. Move score and time to bottom-right.
    Also, why are 90% of the weapon crosshairs tiny now? Even the one on the Warthog is tiny.

  • Radar:Range is too small, buff it to 25m. Also, why do I appear on the Radar for a good 2 seconds after I stop moving? Reduce the time it takes to disappear when stationary, please. Triangles for players above us, dull colours for players below.

QoL Changes

  • “Misleading” objective notificationsWhen an enemy team caps the flag, the notification “Gamertag captured your flag” appears blue (which is my “friendlies” colour). As I’m often too busy to actually read what it says (as I’m focusing on the game), I assume it’s a notification saying my team has capped a flag. Make this notification red / enemy colouring, so my peripheral vision knows something bad just happened.

  • Timer NotificationsI don’t hear any updates on game time (e.g. “5 minutes remaining”) - I think the only one I’ve heard is “We’re in overtime!” The game timer doesn’t stand out (I know it’s bottom-mid) so when I don’t make a conscious effort to track the time, it feels like games just abruptly end half way through.

  • BTB SteitzerWhere’s my main man Jeff, when it comes to BTB? This is likely where I’ll be spending most of my time when Infinite launches, so I want to hear the Golden Voice that is Jeff Steitzer. I hope this isn’t just another case of Halo 5 Warzone, where we get a bland announcer as default, and then sold voice over packs to replace it with. Hell, even if that is what you’re doing, at least make Jeff a buyable one, so I get my boy, and you get your money.

That pretty much covers the notes I made for this flight; thanks for reading, and I look forward to all of my changes being implemented in the next flight.

Thanks for sharing. Very fond of the QOL additions you mention! Luckily the coils not respawning and PP not EMPing have already been confirmed being bugs. My biggest weapon concern is the ravages actually, for some reason it’s the weapon that can one shot kill opposed to shotty/heatwave next to all the utility it brings.

Considering your veteran status; there is a severe lack of halo 3 praises in your posts so 343 will probably find that quite sus… :slight_smile:

> 2533274819572408;2:
> Equipment Feedback: - Drop Wall:Easily the worst piece of equipment by far. Don’t think anybody, ever has traded out an existing piece of equipment for this. If you want to fix it, make it almost instantaneously deploy. I know 343 have said “we want it to be used pro-actively, not re-actively”, but see my first “main concern”. Halo is all about reactive gameplay. On top of the “instant” deployment, make it so the base takes a lot more shots to destroy, and remove the ability to shoot through it one-way. Literally make it a bubble shield wall.

Ok, no, I’ve had people deploy this mid 1v1 fight and completely turn the fight around, it deploys fast enough, because we clearly both are shooting at each other he throws it directly underneath, backs up and is ready to return fire in the span of like half a second, and then is able to tank more shots and do damage again. I swear by the rings I landed all of my shots with an AR in pretty close range.
Or maybe the servers are just -Yoink-, sometimes the game just feels like it’s skipping over -Yoink- and it leaves me confused.

Edit: id like to say you’re changes to the wall make it sound much better as I agree halo is about reactivity for the most part and not being able to use any equipment reactively is -Yoink-, but no equipment should be 1 way, all equipment in h3 was 2 way and could work for you as easily as against you, which is what made h3 fights feel like puzzles.

> 2535422212492174;3:
> Thanks for sharing. Very fond of the QOL additions you mention! Luckily the coils not respawning and PP not EMPing have already been confirmed being bugs. My biggest weapon concern is the ravages actually, for some reason it’s the weapon that can one shot kill opposed to shotty/heatwave next to all the utility it brings.
>
> Considering your veteran status; there is a severe lack of halo 3 praises in your posts so 343 will probably find that quite sus… :slight_smile:

Oh, well I’m glad they’re only bugs then - that’s something! And controversially, Reach, H2A and 5 are my preferred Halo titles - for MP at least. I enjoyed Halo 3, but the hit registration was never quite right with me…

> 2533274910627211;4:
> > 2533274819572408;2:
> > Equipment Feedback: - Drop Wall:Easily the worst piece of equipment by far. Don’t think anybody, ever has traded out an existing piece of equipment for this. If you want to fix it, make it almost instantaneously deploy. I know 343 have said “we want it to be used pro-actively, not re-actively”, but see my first “main concern”. Halo is all about reactive gameplay. On top of the “instant” deployment, make it so the base takes a lot more shots to destroy, and remove the ability to shoot through it one-way. Literally make it a bubble shield wall.
>
> Ok, no, I’ve had people deploy this mid 1v1 fight and completely turn the fight around, it deploys fast enough, because we clearly both are shooting at each other he throws it directly underneath, backs up and is ready to return fire in the span of like half a second, and then is able to tank more shots and do damage again. I swear by the rings I landed all of my shots with an AR in pretty close range.
> Or maybe the servers are just -Yoink-, sometimes the game just feels like it’s skipping over -Yoink- and it leaves me confused.
>
> Edit: id like to say you’re changes to the wall make it sound much better as I agree halo is about reactivity for the most part and not being able to use any equipment reactively is -Yoink-, but no equipment should be 1 way, all equipment in h3 was 2 way and could work for you as easily as against you, which is what made h3 fights feel like puzzles.

I’m not denying it has a use - I’d rather have one than nothing at all - but it is at the bottom of the my list. But yeah, I defo agree about H3 - all of the equipment in that was neutral - your own power drains, trip mines, flares and radar jammers would still affect you, enemies could heal from your regenerators, etc… so yeah, I think it’d be a better piece of equipment it was neutrally balanced.

> 2533274819572408;1:
> It seems that if you let the community know you’ve been playing Halo for 20 years, you’re seen as a Veteran, and your opinion carries more weight than the regular schmo. As I have indeed been playing Halo since the release of CE, I’ll be offering up my thoughts and feedback on the current state of Infinite Oh, and because I’m a “Halo Veteran”, I expect you to accept my points, because I personally know what’s best for Halo, obviously.
>
> **Main Concerns:*TTK is too quick
> One of the main things that I think separates previous Halos from other mainstream shooters is that if you’re getting shot at from somewhere, you have enough time to re-act and get the reversal (if you can land your shots reasonably well). However, because all the weapons in Infinite kill you so quickly now, it’s basically whoever has the drop / starts shooting first, gets the kill - regardless of skill.
>
> Every
weapon is a mid-range weapon
> Apart from 1 or 2 weapons, why does it feel like the majority of weapons are being funnelled into the mid-range category? AR, Bulldog, Needler, hell, even the Gravity Hammer has some range on it now. Variety is the spice of life, and yet it feels like most of the guns are being made to fit this one specific bracket.
>
> Guns don’t feel very “Halo”
> Most of the new guns don’t give me that Halo vibe, and it feels like they’ve been taken from other games:
> - Bulldog: Generic CoD shotty - Shock Rifle: Something out of Borderlands or Destiny - Mangler: Looks like it functions identically to a pistol from Destiny - Heatwave: Doesn’t remind me of any guns from other games in particular, but it also doesn’t remind me of the Forerunners - which I’m assuming is where this weapon is supposed to originate from.I feel like Halo Infinite is catering to a generic FPS crowd (to get all of those F2P kids in), opposed to an actual Halo audience. I feel like if I want to prepare for Infinite, I’d be better off playing CoD to practice, instead of an actual previous Halo title.
>
> Weapon Feedback: - AR:Don’t think I need to elaborate, we all know the problem: unreasonable distance and the TTK is far too quick. I wouldn’t mind it being somewhat accurate when fired in short, controlled bursts - but that’s not what’s happening; you can keep that trigger held down and get kills from half way across the map.
> - Bulldog:Too much range and rate of fire is too fast. Missing shots becomes less penalizing if you can just fire another shot straight away - encourages spray and pray. Reduce range, increase bullet spread, increase time between shots. Basically just make it more like the old shotty.
> - Rockets:Needs a buff to AoE damage - feels like you need to practically hit the person to kill them.
> - Sidekick:No one cares about accuracy with this this - it’s a case of whoever can spam the most bullets, wins. Another spray and pray tactic. Reduce the rate of fire, at least - encourage people to land their shots and take their time. Reward skill.
> - Ravager:I actually really like the AoE effect a charged shot has, but the normal fire mode fires too quickly. As it’s pretty much a two-shot, it needs an extra second or two between shots.
> - Skewer:Relatively balanced for the most part (against other people) - 1 hit kill, but you need to account for bullet drop and lead time, as well as it having a 1-shot mag. I know it’s supposed to be anti-vehicle, but -Yoink!-, it’s too strong. I saw someone suggest that you decrease the damage it does, and greatly increase the amount of knockback - I approve of this!
> - Plasma Pistol:BRING BACK THE EMP. This was a great assist/support weapon to have, but now there’s no EMP, I find it almost useless. All it can do is drain shields now, which is nothing special as all other guns do that.
> - Fusion Coil:Love it! Only complaint is: why don’t they respawn? They are far too fun to have them only spawn at the start of game - get some respawn timers on those bad boys!
> - Flag:“Firing” with the flag causes you to melee, not drop it. I can always melee with the melee button - if I’m pressing the fire button, there’s a 99% chance what I want to do is actually drop the flag and fire the weapon I had out before I picked it up.
> - Banshee:Really not a fan of the controls. I feel like it needs a buff to the armour; as BTB is now 12 v 12, you have way more people shooting at you. I genuinely get more kills with the Ghost at the minute - which shouldn’t be the case, as they’re way more common.

Thanks for sharing in such detail. As a fellow “veteran” of 20 years, I completely agree with every point you make.

I’m veteran from CE and all the things you said seems to me more like a whim and not a real feedback of the game.
That you’ve been more than others isn’t important of what it really needs. The game doesn’t need a copy past of the past ones and even if I’m agree with some points, more in the aesthetic Banished weapons, I’m kinda tired of just see the same weapon through the years. Yes, the AR is iconic, but it have its variations and a fresh new desing for weapons never see it before is welcome.
My disagree is with the description of the weapons you do. They’re good enough to no repeat the mistakes that other Halo did with them and plus, just to name one, the Bulldog is good enough if you can shoot well and isn’t as always a backward like the regular shoogun.
Just to said that. I repeat, said that you’re veteran doesn’t care and you don’t have the true about what’s the best for the game. Most of the feedback you give was a whim instead of a very technical (as you sell it) prove of you know what are you talking about.

My opinion is likely more meaningful because I was in college when CE released giving me more freedom to play and with more combinations of both casual and hardcore gamers. lol, like the sarcasm in the opening!

I don’t agree with everything posted here, and even some of the things could be a bad idea… However, there are many more things I have a problem with which weren’t even listed here. I feel as though this pre-release build included many stupid ideas just to test the community to see how they respond!

> 2760465307323250;8:
> I don’t agree with everything posted here, and even some of the things could be a bad idea… However, there are many more things I have a problem with which weren’t even listed here. I feel as though this pre-release build included many stupid ideas just to test the community to see how they respond!

In hindsight, I’m not sure my “improvements” to the Threat Sensor were that great (and completely contradict my other point about saying equipment should be neutral) - but I just feel that I can’t complain about something without offering a solution to it at the same time. Maybe for close-mapped 4v4 objectives, it’s useful, but using it in BTB did not feel fulfilling at all; I think it just needs that extra something adding to it to make me want to use it.

I know I didn’t touch on everything (just made notes on things I personally encountered during the flight) - what are some of the things you think should have been mentioned?

We should definitely respect our elders. All these young whippersnappers don’t know what’s good for them.

> I know I didn’t touch on everything (just made notes on things I personally encountered during the flight) - what are some of the things you think should have been mentioned?

I don’t want to spend too much time on feedback on a build that could likely be nothing like the final build. But, here are a few problems that are important to me and I don’t think were listed:

Post-game statistics and UI
I still think og Halo 2’s post-game and stat tracking were the best of the series, and much of that was lost when H3 came out. You should also be able to look at individual player’s records and averages, so you can see what kind of player they are - before and after the match (H2 had an element of that). Regardless, this pre-release build was pretty bad.

Sniper is sluggish
I even had my criticisms of H3’s Sniper as compared to H2’s, yet I find myself missing the H3 Sniper and how it felt. This one is slow and ineffective while un-scoped. Is that even necessary with the new BR and speedy movement features, as well as how effective all weapons are at mid to close range combat?

Frag Grenades are clunky
They should be a tool that consistently either drops shields to support your weapon or finish off kills that have no shields. I can drop a grenade about 3 feet from me and it dent my shields by 1/4. I can’t count the number of times where I’m going to die and drop a nade at my feet only for the enemy to run over my body unscathed. Rockets are similar but even have a larger blast radius. But, something is inconsistent with them, like at certain range, it barely dents shields, but at other range, it kills everyone instantly. Something seems off here. Remember, in Halo 2’s first final build, there was problems with grenades, then they patched it to be more explosive and never looked back.

Melee seems random
I was never a fan of the melee lunge introduced in Halo 3, but it most likely covered up how inconsistent they were. It’s no telling when the melee will actually connect, including assassinations. I also was never an advocate for BXB and still am not, but in a way it covers up problems with Melees since missing does not penalize you that much.

Clamber is just an animation
Why even have this feature? It’s resulting in devs designing map navigation around this feature, and it interferes with combat. Verticality can be achieved with ramps or smaller jumps. Also, only have one or two interesting jumps that you can use crouch jump on (ex: like a light fixture) - maps should not be designed around that either. Maybe it can stay as a setting option for the player, but no maps should require Clamber to (easily) navigate around.

BR is one of the few weapons that may not need a fix
This is more of a compliment to the BR, and a criticism to the massive amount of recoil+bloom involved in controlling other weapons. The lack of push for BR starts in social settings is concerning, too. The pacing of the BR is pretty good. Note: I was never a BR fan and more of a M6D or M6G fan.

I could touch on many more things and reminds me of the Bungie dot net days of fighting over Halo 2 and 3 mechanic and gametype design flaws, lol

> 2533274866989456;10:
> We should definitely respect our elders. All these young whippersnappers don’t know what’s good for them.

Lmao

I agree with 95% of what you said. I like some of the new weapons and they seem pretty neat, I myself wouldn’t call them copycats (although there are so many shooters out there literally anything can be a copycat), and they do give some nice variety. Other than that yes.

I am by no means a Halo vet. I’ve only ever played the singleplayer portion before now, but here’s my opinion anyway after 20 hrs with the flight:

On TTK being too quick… agreed.

“Every weapon is a mid range weapon” Depends on what you mean by mid-range. The maps are pretty expansive, so someone that’s technically 30m away is still pretty close by this game’s standards - it’s a question of scale. The Bulldog is low mid-range at most, but has significant falloff after a point and becomes unusable. With maps of this size, weapons that only function at point-blank wouldn’t make much sense imo. Making it more like the regular shotgun would then also put into question the possibility of adding the actual classic shotgun later, which they seemed to hint at. For my part, I would give the Bulldog a damage nerf so that it’s say 5 or 6 direct hits to kill - solving the TTK issue, and also increase the amount of ammo per clip to 10. Keep the bonkers fire rate, it’s fun.

The Needler is also, by these standards, in the low mid-range category and has no practical application outside of tracking range. That said, it could also do with a damage nerf (for the TTK), it’s VERY easy to nuke people with it. Maybe increasing the number of needles it takes to make it go boom would be a good idea.

The AR is in a pretty good spot as far as I’m concerned. Other than a very slight decrease in damage, maybe some damage falloff or accuracy nerd would keep it from overstepping its place as a mid-range weapon.

The Gravity Hammer is definitely not mid-range, but it does have an AoE which makes sense. The sound on it needs a bit of work still and the physics knockback is very inconsistent (enemy players don’t get knocked back). It should also knock back the player slightly.

Rocket launcher I agree, needs more AoE precisely because of the scale issue I mentioned.

The Sidekick is great with it’s high fire rate, making it slower would have it encroach on heavy pistol territory (the Magnum might be returning and there’s also the Mangler). The damage on it should be nerfed again for the TTK, but definitely keep the fire rate so it can sit comfortably in the light pistol category.

I agree that the Ravager could fire a bit more slowly.

Skewer is good aside from one-shoting all (?) vehicles. Maybe it doesn’t have to oneshot all of them, but certainly light vehicles like the mongoose or Ghost. It should be a significant threat like the rocket launcher.

Plasma Pistol. Completely useless. Could not find a reason to use this thing. BUFF. Both primary fire and the charge… and let the charge EMP vehicles, why the hell not.

The BR is a power weapon in all but name, basically. I’ve heard people suggest BR starts. HELL NO. I don’t want to get lasered from across the map as soon as I spawn in. The current AR + Sidekick start is perfect. Keep the BR rare, so it feels rewarding when you find it.

Shock rifle is a pretty neat idea, although I think it’s a bit too easy to EMP vehicles with it. Maybe 3 consecutive shots to EMP instead of 2. Also, it’s really cool how you can chain electricity by shooting at weapons on the ground and stuff. More epic sandbox shenanigans like this is welcome. They should definitely find more ways to make it interactive with other gear. How about if shooting a threat sensor node with it electrocutes all enemies in its radius or some crazy stuff like that?

The Pulse Carbine is just weird in the current balance. I couldn’t figure out how to use it effectively. If they made all the changes I suggest here, but kept the Pulse Carbine as is, maybe it would work. I hardly noticed anyone use it.

Fusion Coils should spawn every 10 square meters of the map and respawn every 0.5 seconds. This is mandatory.

Agree about the flag thing, kind of confusing.

“Guns don’t feel like Halo” Not a fair criticism in my view. Seems to me like “not feeling Halo” is synonymous with “it’s new and not exactly like the old so it’s bad”. The franchise is in need of new weapons and gear, and being 100% original given how many derivative shooters are out on the market is an unreasonably high standard. The artstyle seems fine to me, and very Halo.

I’m not sure about the Dropwall being the worst. It could use a slight buff perhaps, and an increase in size, but then again we could just have the bubble back…

Threat sensor? Yeah it needs something. My idea would be to make it neutral equipment, meaning that it reveals everyone that enters its radius. And maybe a slightly higher radius? It definitely needs to be a bit more versatile and interactive like the grapple and repulsor.

Speaking of, both grapple and repulsor are epic.

Overshields: BUFF.

On the subject of outlines, there’s a ridiculously simple way to fix it. Remove outlines completely, instead have teammates marked with a symbol and nametag above their head (like they already do) and enemy team has nothing. Problem solved. No red or blue necessary and people get to have their custom spartans too.

HUD, agreed that layout needs some tweaking. Ammo being in bottom right is a bit strange, top right is definitely better and grenades separate so there’s not too much information in one corner of the screen (trust me, I’m a graphic designer), make radar slightly larger and skewed like it was in past Halos with more range. The range should be about 25 - 30m, to make up for the scale of the maps. Also, tiny crosshairs? I didn’t notice. In some cases I actually prefer them tiny, unless it’s a close range weapon, then I like to have a big circle.

Since I’m on the topic, I’m not a fan of the main menu UI either. It’s probably a placeholder and will look different in the final release, but here’s my critique anyway… Too much unnecessary complexity and submenus. The classics had the perfect formula. Everything should be lined up to be selected in one place upon starting the game instead of being relegated to various submenus or different corners of the screen, like so:

MULTIPLAYER
ACADEMY
CUSTOMIZATION
BATTLE PASS
SETTINGS
EXIT

Couldn’t be simpler. Definitely not a fan of side-scrolling menus either. Always hated that trend. Vertical menus are far more readable, and vertical grids would be preferable for customization items. Also, I found it odd that, in order to select a customization, I have to click on that customization, which takes me to another submenu, where I then have to click AGAIN to equip it. Unnecessary. It should equip automatically as soon as I press it in the initial menu. And also:

ARMOR CORE
HELMET
VISOR
CHEST
SHOULDERS
KNEEPADS
GLOVES
ACCESSORIES

How hard could it be?

> 2535422212492174;3:
> Thanks for sharing. Very fond of the QOL additions you mention! Luckily the coils not respawning and PP not EMPing have already been confirmed being bugs. My biggest weapon concern is the ravages actually, for some reason it’s the weapon that can one shot kill opposed to shotty/heatwave next to all the utility it brings.
>
> Considering your veteran status; there is a severe lack of halo 3 praises in your posts so 343 will probably find that quite sus… :slight_smile:

Where did they confirm the PP not EMPing is a bug? I never saw that.

As someone who has played Halo since CE I couldn’t actually read this. In short, I disagree on all accounts. I’ve been talking about this on the Facebook groups so much this week I just don’t feel like retyping it all here.

Really love the comprehensive breakdown of concerns and I mostly agreed with all of them. This is the first time I’ve seen someone bring up the fusion coils not respawning, forget about all the other game breaking stuff cause that right there is the greatest offense to this game! I want to yeet fusion coils for the entire match, not just the beginning dang it!

Good feedback op. I agree on almost everything apart from the bulldog ( I feel like it’s a little underpowered if anything) or necessarily that the weapons are generic.

i fully agree about the flag and switching to weapon. I infuriatingly out of instinct would hit the fire button thinking it would drop it like in the other games and ended up dying meleeing the air like a moron. I don’t think it should be tied to the weapon drop button.

>> Halo Infinite Tech Preview TTK test

AR TTK

  • H5 AR - 1.20s with headshots - MA40 - 1.20s with headshotsBR TTK:

  • H2 BR in H5 - 1.47s - H5 BR - 1.32s - BR75 - 1.57sPistol TTK:

  • H1 - 0.6s / 3 shots - H5 - 1.2s / 5 shots - MK50 - 1.05s / 7 shotsSo, sidekick TTK is faster but you hardly can land a perfect kill due to its boom and less aim assist, but in H5 you can do it much easier.

Also a Halo veteran of 20 years, and I disagree with nearly everything you’ve said. TTK being quick is great. Halo needs to evolve and being faster paced is excellent. The AR is also fine. I outgun AR users with my Sidekick 9 times out of 10 at just about any range. Red vs Blue should stay dead. You shouldn’t get to nullify my armor coating choice with a toggle, sorry. I have no idea how some of you struggle so hard with the outlines. They are extremely easy to see, and I’ve not once mistook a teammate for an enemy, or vise versa.

Motion sensor range being increased and Plasma Pistol EMP returning are just about the only things we agree on as far as changes go. In my eyes, not one thing needs a nerf. Some things need a buff, like the BR, and vehicle health. That’s it.

As I said, the TTK is perfect. Not too fast like CoD, not too slow like Halo 3. The game is a blast. And making it like Halo 3 when it comes to TTK is a huge step backward.