Halo Infinite Feedback

Weapons
First things first, the headshot multiplier needs to be removed in the final release. The only weapons that should be capable of headshots should be precision weapons.
- AR: The AR is in a good place at the moment, despite others claiming that it’s overpowered. It excels at close range like it should and falters past that even when burst firing. I hope that final release, the AR remains as effective as it in the flight.
- Sidekick: In the beginning, I wasn’t too keen that you had replaced the Magnum with the Sidekick but after using it, I had warmed up to it. The weapon is pretty solid, though I feel like the weapon could be reduced in it’s fire rate as it absolutely shreds shields in close quarters. I hope you also add a Halo 2 Magnum skin in the future.

  • BR: Personally, I was never a big fan of the Battle Rifle in any iteration of Halo but I would still use it as my mid-long range weapon and a fallback in lieu of the SK. Currently, the weapon feels weak, maybe it’s for balancing purposes but I believe that 4 bursts to break shields and headshot takes too long. Other than that, I hope the reload animation looks and feels more crisp in the future and the firing sounds more distinct from the AR.
    - Commando: Having played on console, this weapon didn’t feel good to use. It also feels like like it’s trying to be both the AR and BR but failing at being either. Frankly, I wish for the weapon to be completely replaced with the DMR and if implemented back into the game, reworked into something more unique than a High RoF Auto-precision rifle.
    - Bulldog: I’m not going to lie, I’m not a big fan of this weapon and I’d rather see the OG shotgun return and replace the bulldog, or atleast be a close-range alternative to the bulldog. The faster fire rate, reload and damage range is great but it lacks that same satisfying feeling you get from the Combat shotgun. The lack of a OHK range is part of the problem (and 343i, I swear if it’s because I should’ve gone for the head at point-blank range, we are going to have problems). I also don’t see it being a good counter to the energy sword as too far, you can pelt the poor guy before he can close in on you. If he gets to close, the lack of OHK allows him to turn you into shish-kebab.
    - Rocket Launcher: I wish I had more to say about this but I hardly had the chance to use it and I’ll highlight it in another point. I am glad to see that it returned after the mistake of removing it from Halo 5.
    - Pulse Carbine: For me, during the flight, I found very few reasons to use energy weapons because kinetic weapons were certainly so much more efficient. The PC does very well of stripping shields but the slow, poor tracking of the plasma, tight reticle and that it did poorly against body shots (and trying to score headshots, that again should be for precision weapons, was difficult to pull off on console) made it rather useless in a 1v1 and somewhat useful when assisting teammates. For something that’s seems like an alien counterpart to the BR, it’s like a one-sided rivalry
    While I am bringing up plasma weapons, those with internal batteries like the PC and Plasma Pistol shouldn’t be able to recharge by walking over another weapon and should go back to the higher charge being able to picked up.
    -Plasma pistol: Well this weapon has the same problems as the PC except that Slower firerate and the poor overcharge tracking just makes it that much worse to use. Even worse, bug or intentional, the lack of EMPing vehicles made it worthless altogether.
    - Needler: Unpopular opinion but I think the needler should go back to combining on broken shields. Generally, the weapon is unfun to use and be used against in close quarters where, most likely you are guaranteed a kill unless the room is cluttered or they leave the room immediately to break line of sight. Outside of close quarters, the weapon is nigh useless because it relies on combining to get kills. I’m not quite sure how this can be rebalanced and semi-honestly, I just want to complain about the Needler.
    - Gravity Hammer: Bounce. Back. Bring it back. Other than that, I wish the attacking sound had a little more weight to it and that the weapon kill radius was reduced a little. It might be from other entries but it felt like the range that which should’ve heavily damaged or broken my shields, straight up killed me here.
    - Skewer: The Skewer feels like it’s a good place, being a mix of the previous railgun and spartan laser. I would like to see the reload animation to be a little more powerful, as in the Spartan cocking it further and letting the handle slam back on it’s own. Make it feel like a more powerful weapon
    - Ravager: Can’t say much about this weapon either since I hardly used it and the apparent bugged alt. mode. Definitely see it’s use as a harasser and area denial weapon. Though the Alt. Fire mode does need a rework, aside from the glowing, it’s difficult to see what it’s affecting and I would like it be more clear where the shot was placed.
    - Shock Rifle: Another weapon I hardly used. Didn’t help that you had to go out of your way to grab and even further to use it with it’s intended design. It’s a cool weapon but it’s very niche. The chain lighting effect is neat and should be a bit more visually clear. I don’t like that there is a possibility that these electric weapons are the only way to EMP vehicles.

Equipment
- Drop Wall: The Drop wall works fine. Some of those in the community wants a bubble shield back but I believe this a better alternative. I enjoy that it has to be used proactively which works better in Objective based maps and that’s weak since isn’t made to be a tide turner, just something to give a little edge. It could use a little more tweaking but right now, I like where it’s at right now.
- Repulser: It’s a neat gadget and maybe it’s just me but it feels like the placement of ability was for Mind the Gap medals. Which frankly, I dislike. Have been on both sides of the ability, it’s not very fun and the lack of a counter against it is disappointing.
- Grappleshot: Not going to lie, I had fun with this ability but at the same time I despise it and wish for it’s complete removal. I feel like this game has a mobility issue and I think the grappleshot is part of the reason why. Another thing is that it has too much utility, making it easier to get places, grapplejacking, grabbing without exposure and grapplemeleeing/assassinating. I hope that in the campaign I won’t ever be at a disadvantage if I refuse to use the grappleshot.
- Overshield/Active Camo: Now with these, personally I feel like they should go back to being battlefield pickups instead of abilities but I doubt you are going to change that. So I wish for the Overshield to get a slower recharge that can be disrupted against enemy fire, in my experience other players would use it recharge their shields after they have taken fire to get back to 200% strength. I would also like to see it add 100% to your shields instead of charging it to 200%, so basically if your shields broke, you go back to full, at 50% itll go to 150%. Now with the Active Camo, I believe that it might be too effective. Generally you are practically invisible when running around, making it hard to determine if someone is there. Doesn’t help that the outline system fumbles with the target acquisition. I think the camo should be little less transparent. Make it easier to distinguish if they are moving without completely negating the effect of the camo.

OS/AC Cont.: Active Camo also shouldn’t completely mask power weapons like the Energy Sword and Gravity hammer. If someone is using them, you should be able to tell if they are masked by allowing the sword continue to glow and letting the exhaust on the gravity hammer still show. Along with that, Active camo should not be masking objectives like the flag.

Your Spartan
- Coatings: I still advocate for unrestricted color customization. The coating system isn’t good and we shouldn’t to have make compromises on our colors. It may not be a big deal for others but it is a big deal for me and it equal as the armor customization.
- Armor: It’s great that the armor doesn’t look wacky like it was in Halo 4 and 5. There is a couple problems I have with it but that’s because personal preference and ill find better supplements along the way. I do wish that the leg prosthetics looked more mechanical.
- Outlines and Colors: While it’s great that you are trying to make it more accessible, I don’t think the outlines are the way to go and neither are color coded shields. It does ruin the some stealth aspects by making sneaking harder as you can look across the map and easily distinguish a Spartan from the surrounding area. We should absolutely go back to the Red vs Blue scheme and allow for team-colors to be customized. So say Team Eagle is Red and Team Raven is blue but if you are color blind or just want to switch it up, you can have, say Purple and Yellow instead. The shielding should go back to the dull yellow shimmer of past games instead of glowing like a beacon just because you took damage. I think you can find better ways to implement ways for people to show off their Spartans without shoehorning it into staple gamemodes, while I dislike the Intro and Outros you added, this works to show off the Spartans while still having RvB during gameplay (Maybe take another shot at Spartan Ops?)
- Weapon customization: I hope that you will make this client side or add a toggle to enable client side customization. Personally, I prefer a more immersive experience and would like to see Weapons and Vehicles keep their original coating or coatings I give them. At any point do I want to see someone’s else customization. If I run up to a dead friendly/enemy and pick up their weapon, I want to see the coatings I have applied, not theirs. Same for vehicles, I don’t want to hop onto a warthog and see my teammates Racing Flames when I have a Matte black skin equipped for it. It’s the little thing like these that can add/subtract to an experience.

  • AI: During the release I wish for you to give us the ability to unequip AI companions, not just to turn them down or disable dialogue but to completely unequip them from our Spartan. Personally I don’t like them talking at all and I’m not a big fan of their design either.

Social
I think Spartan mobility needs to be increased. Jump higher and run faster. I noticed that in Bazaar is that there two places in could benefit from a higher jump. One being the BR/VK spawn room that leads to the Power weapon spawn where the height difference led to me trying to Sprint jump to cross the gap and you can’t. Another one being the Truck platform, where the powerup spawns, where because it sits low enough, I instinctively tried to back jump onto it so that I may jump into the adjacent room and keep my eye on the enemy. Really I think clambering is a detriment to map design and map flow and should be used as a crutch when misjudging a jump or used sparingly for elevation.
Another thing is that player collision needs to come back along with Friendly Fire. These are core aspects of the game and should not be reserved for ranked gamemodes.
Something else that should be reintroduced is Assassinations, something that should not have been taken out in the beginning and should go back to Halo Reach and Halo 4 eras where the point of contact determine the animation performed, not MTX. These are for showboating and flexing and should be nothing more than that. If people want to disable them, let them but those who like them shouldn’t have had them removed the game. Not only did hearing that they were removed from Multiplayer was bad news to me but it also tells me they won’t be in campaign either which hurt me as well.
For the motion sensor, it should go to 25m and have elevation indicators like before. 18m is far too short, making it where the enemy would only show up if they were in the same room as you which at that point, it’s functionality is useless. During BTB and other large maps, the Motion sensor might as well not be there at all because the range is so short.
Final thing is the XP system, I wish for it to be reworked to allow xp gain for every match completed, not too dissimilar to the current daily that was in the flight but without the diminishing returns for continued play. I wouldn’t mind a reduction in xp if it meant that I got it consistently for every match played no matter if I played 1, 2 or even 15 matches in a 24 hour period instead of the challenge progressively getting larger while the xp gain hardly increases at all.

The game is different. Removal of red vs blue is a mistake. Mid-long range weapons are gone (DMR, Carbine, Light Rifle). Too many ricochet style weapons. The removal of the H5 pistol and mid range weapons make this an AR heavy, and eventually BR heavy (which is fine for me, I like H3) game. It is a graphics focused game. The power weapons make lots of lights and do colorful things just to down a shield. There is no rhyme, reason, or skill strategy behind it. You can easily just get in close and use an AR. Shotgun = nurfed. Hammer = slow. Iconic noob combo = useless. The beautiful, advanced movement, dance that separates the elite from the crowd, has devolved. This seems to be a $$ driven, customization hyped, platform cross-over, attempt to stack the population. Since my 20’s I’ve seen every Halo game evolve for better and worse. This is the best looking game by far but, what happens when the new wears off?