After playing the Halo Infinite beta both this weekend and last weekend I feel like theres some points that I need to express about the game. First off the gameplay feels very fast paced and fun, with majority of the weapons being fairly balanced. One of the most frustrating things however with the fast paced gameplay to me was the slide. The slide is useful when running and can provide you with a lot of cover, but the thing that killed it for me was the delay on it. Going into it I thought it would be more like the titanfall 2 slide where its extremely buttery, you can use it for some momentum and feels very nice to use. The Halo infinite version just feels too clunky, slow, and it interrupts weapon reloads causing you to restart the animation for reloading. If the slide was faster with a bit more momentum and didn’t cancel reloads, I think it would feel way better to use. On the topic of movement the repulsor and the grapple shot feel amazing to use. I can’t say the same about the threat sensor, drop wall and overshield. The threat sensor just feels a bit useless in the game with its only purpose being to scan for enemies which more than likely you already see on the radar. The drop wall doesn’t tank much damage to the point where it can change a fight and just feels really weak compared to the other equipments. The overshield gives you too little damage resistance and time that it can make the difference sometimes but from my experience not much. Radar in this game as well just seems really weird. It’s very hard to tell if an enemy is above or below you or even on the same level sometimes. I also kept wishing for the Ui and Hud to be more customizable as everything is just thrown on the bottom and makes it very difficult to quickly see certain elements. Weapons feel very hit or miss in Infinite compared to prior halos. The new tracking feature that lets you see power weapon founds just felt very underused and confusing. I honestly wish it would have more color to it on weapons that are available and ones that aren’t are a different color and have a small circle timer above them. The Commando, Battle Rifle, Sniper, Needler, Skewer, and Rocket launcher felt perfect to use and sounded amazing. I can’t say so much about the Assault Rifle, Sidekick, Bulldog, Heatwave, Pulse Carbine, Plasma Pistol, Ravanger, Shock Rifle and Gravity Hammer. The Assault Rifle sounds a bit on the weaker side and needs to be a bit stronger at range compared to the Sidekick. The Sidekick at least on pc dominated the map hard. The reload on it is extremely fast and did way more damage than the Assault Rifle if you could aim properly for the head. The sounds are good but the pistol just felt way too strong compared to every other weapon. The Bulldog needs to have more range for its damage or a tighter spread of pellets and at least one more magazine. I found myself running out of ammo for it within a short period of time using it. The sounds for it as well sounds too damp and not enough bang. The Heatwave I would rank as the worst weapon I have used in the beta hands down. The weapon itself just feels like I’m shooting peas at the enemy and the alt fire of switching to top down just didn’t feel right at all. The ammo as well for the shotgun is too little. The Pulse carbine is kinda strange. Its time to kill was good but it felt very very awkward to use, most of the time I would not even bother using it as the sidekick felt more natural to use. Plasma Pistol is a big what the heck happened. I’m not sure if it was a bug or not but the plasma pistol couldn’t emp vehicles. It also lost the tracking and felt very very unnatural to use compared to every other iteration of the pistol. The sounds of the charge up sounded very good but the charged up shot sounded less like plasma as time went on. The Ravanger is very good, almost too good. The time to kill on it is so so fast on the primary fire. The charge up however was the most useless part of it honestly. I never found myself charging it up to close off key areas as people would just run through it and kill me while it was cooling down. I think its damage needs to be ramped up on the alt fire a bit more and the primary fire toned down a bit. Maybe when you charge it up and hit vehicles it would stick the fire to it or something to incentivize using it more often. The shock rifle I wondered why more and more as time went on. The damage on it is alright, the sounds are a kinda hit or miss, but it felt kinda lackluster to use. I feel like it would feel way more natural if you charged it up with ammo being consumed as you charged it for more damage. Lastly we have the Gravity Hammer. The weapon is a joy to use and is very fun but in practically compared to other halos it feels off slightly. The charge up time on it needs to be slightly faster and more physics to it. The lack luster physics on it makes it feel way different from other halos. I like using it, its fun, but the charge up time needs to be slightly faster to better utilize it. Grenades felt off when using them. The Frag grenades explosion is a tad too big, and most shoot outs have been fire at someone slightly, if they duck or get out of sight throw grenades. Every engagement felt like that and got a bit old especially in 4v4. The Spike grenades are really cool and sound great but I haven’t really found a use for them. The spikes are really only useful in small niche spaces and on larger maps they feel very underwhelming. Plasma grenades are very meh. The explosion on them like the frag grenades look a bit bland but its especially noticeable on the plasma, it looks like someone spilled blue gatorade around. The explosion sounds for it as well don’t have the very noticeable winding up sound or the powerful explosion to them. And now is the powerhouse Dynamo grenade. Way way too much damage, and is very easy to get free kills with. You can chunk them anywhere and expect either nearly dead spartans or fried spartans. Vehicles are nearly perfect with nitpicks about the ghost being not fast enough on the boost and the ghosts plasma fire sounding very very generic, and overall most vehicles feeling a bit papery. Another very fun thing I want to see more of is the Fusion Coil. I love using it and I wish the spawn rate for them was more frequent and instead of instantly throwing them on fire you instead charged it up to throw. Lastly is some of the sound design. Music is great but in menus its slightly too loud and in multiplayer its nearly pitch quiet after a loud intro and a very quiet hum at end of the match. Weapons and Vehicle sounds need to be tweaked on some especially the plasma weapons but I feel the worst sounds was the objectives. Its noticeable in the points capture but the notification for a captured point just sounds so off and at first I thought I was getting notifications from an app. The ais in the game currently are 50/50 with butlr and circ sounding way way too nice compared to the other 2. Lastly the bugs. Optimization plz, I run a 2080 and my pc was chugging on medium graphics. Pop ins is a huge problem for both environment and enemies. I noticed enemies vanishing at certain distances and reappearing when they came a bit closer. Sometimes if weapons are dropped they bug out like the needler spikes still upright on the floor. Hitreg was also a problem with melees not connecting or not doing damage same with weapons. Connection also was an issue with rubber banding.
If you are encountering issues during the flight, please refer to the known issues list on https://aka.ms/HaloSupportInsider and submit tickets for issues not present.