Flight 2 Review.

Hello,
At the conclusion of the second Halo Infinite flight. Here are my thoughts and opinions for anyone whom cares.

Gameplay:
Feels amazing, like the love child of Halo 3, Reach and 5. And while sprint is a controversial topic between halo fan’s. The sprint here in its current form is only marginally faster than the default walk speed- it feels like halo 3 set to 110-120% movement speeds. Hopefully, with the yet to be seen thruster pack item, the mobility in this game is more about choice of use and of limited use, than the platitude of mobility options in Halo 5. Also, keep the ability to slide and shoot- and building slide momentum if sliding down a slope or going into a slide from a jump.

Weapons:
Not much to say here. It seems 343i have made every weapon in the game relevant, that said the sidekick and AR need to be mentioned here. The sidekick is incredibly powerful and needs to hit every shot in a mag to kill a target, which is fine- so long as it doesn’t become the default go to 4 shot kill it was in halo 5, I’m fine with it. That said, there is a melee-reload-melee thing in the game that up close allows you to instant kill a player. And the sidekick’s fast draw rate/ swap rate makes this a potential exploit going forward.
The AR- this has got to be the most accurate and power-over-range variant of the AR I have seen in any halo to date. It is incredibly accurate in halo Infinite at the moment. Many a time i have been able to out shoot someone at range when they are using a BR or DMR against me using the AR. Not sure if this is an attempt to keep every gun relevant or need to have slightly more spread at range.
The shotgun feels weak, 2 shots up close. And needs to be pretty much spot on target. A little underwhelming for what its intended use is.

Maps:
Spot on, upon learning where the weapon racks are, I’ve gotta hand it to 343i or certain affinity for balancing the weapon placements in what we have seen so far. Each map seems to have a perfect 50/50 balance for weapons from spawn. With central power items and weapons also feeling well placed from both spawn locations.
The maps really feel like arena maps. Tho I have come across some upper room areas on both Bazzar and Recharge.- which seem to serve the same purpose as a central overlook point. Having said that, they also make for easy frag targets- so camping isn’t really a problem.

General Opinions:
Time Zones- Right now the flights seem to be catered to the American player base. I’ve had to stay up till 1-4am my local time to play. If your holding the same event at the same time for multiplayer testing, perhaps consider mixing up the times of play. It would be nice to play at 9-10am instead of being half asleep while playing it. I’m sure I’m not alone in this. If you’re holding three scheduled time’s for multiplayer to be live, perhaps alter the time zones over the events- that way international players can have a chance to test it out as well.
Quitters: Seriously, consider banning anyone from the flight that is doing this. It doesn’t help the testing. I have personally been blocking anyone who has quit mid match- so I do not have to be match made with them upon release. I don’t see the point of quitting matches during the flight- it’s not as if your stats are going to be effected or anything going forward. And while join in progress is a thing. It’s still painful to see people leave CTF games or Land grab games- which quitting became more common as these game types were introduced this flight. Find a way to deter this now during the testing phase, because its rampant in MCC and halo 5.

Conclusion:
Nice work, Have enjoyed the general direction taken with Halo Infinite so far. Was nice to get some vehicle feeling in at the end of this flight on the map
Behemoth and cant wait to get a feel for 24 player BtB next weekend.
Thanks for the read.