Halo Infinite Flight 2 Feedback:

BTB

  • This is easily the best game mode but feels like the game was balanced with ONLY this mode in mind, more on that under ‘Arena’. - Map size was good for the ranges of each weapon - Total Control feels like a good evolution of Territories, I especially like how all 3 points need to be held simultaneously, allowing the opposing team a chance at a comeback by back capping at the last second to stop a total control from taking place. - Didn’t get to play enough CTF or Slayer to comment.Arena

  • Maps are too open and it often turns into one team holding one part of the map and gunning down anyone who tries to cross out in the open. The only time this changes is when the power items spawn, only for it to return to that state. - Vehicles in 4v4 is absolutely awful. One team will simply rush power weapons, destroy the opposite team’s vehicles, then proceed to run rampant with their own vehicle. - Guns feel unbalanced for this mode, many can threaten foes from far too safe of a distance with little punishment.Gameplay

  • The game feels really inconsistent on PC and I haven’t seen this on console, at least not yet. I will detail grenades more below but something feels incredibly off with the guns, maybe aim assist isn’t working properly when a PC player is using a controller. There is just a general feeling that I either kill or get killed when it shouldn’t happen. Needler tracking is either great or terrible, same goes for pulse carbine. Plasma plasma pistols never seem to land an overcharge, even on vehicles. Overall PC with a controller feels awful, especially in 4v4 where the balance problems are magnified. - Reload glitch that allows for a double tick of melee, allowing for an instakill. - Grenades feel really inconsistent. Very often it feels like they are either OP or deal no damage, I even had one instance where I threw a frag on recharge from the “control room?” towards the other side of the map (with the back hallway that has yellow lighting" and the grenade vanished from existence when it hit the balcony as if it passed through without collision. Additionally, I think grenades should work as follows: - Frags - intended to pop shields or finish someone who has lost them, NOT to be spammed with the intent on killing. They have too much range and AoE for their lethality. I propose either reducing the range, blast radius, or the damage. Alternatively, only allow one frag on spawn or make them a map pick-up like the other. - Plasmas - fine as they are maybe reduce the radius on the explosion slightly. Again, the grenades in this game feel inconsistent sometimes they seem to kill at ridiculous ranges other times they seem to have little to no effect. - Spike grenades - these should be the highly lethal grenades like the way frags currently perform. Since they have to be scavenged off the map then they are acceptable as being very lethal. - Shock grenade - I’m sure the team is aware of the glitch causing thousands of billboards to spawn. I think they should act more like the power drain from Halo 3 and only deal shield damage and disable vehicles. - Ping/Mark should either last a shorter period of time (2-3s) or a new ping should only be available after the first one fades. Players should not be getting reward with medals for ping spamming. - Player collision needs to return. On several occasions there were moments where it would have been advantageous for my my friend to jump on my head and get to a better position only for us to realize it can’t be done. UI, UX, VFX

  • There is very poor indication when you are being attacked. Often it feels like my shields have melted off and I’m dead before I even realize my shield have been lost. This could be solved with better audio-visual indications once shields have popped, especially since TTK in this game is short. - Didn’t notice them during this flight but I still think hitmakers should optional. - Players should be able to configure the opacity of the player outlines, they are still very difficult to read and merge into a visual mess when multiple opponents are near each other. Individually I find them too bright.Sounds

  • Most weapons sounds good but the rocket needs the “swooshing” turned up. I felt like I was suddenly killed without explanation because I didn’t hear it until impact. - There is a bug where, upon exiting the game normally, relaunching the game causes the volume to get cranked all the way back up despite the volume slider showing the last adjustment. I consistently had to take off my headphones and change the volume up or down one metric so it would play at my selected value (3). - I would like an option to either unequip the AI or shut them off. They talk far too frequently and provide redundant information I already know.

> - Grenades feel really inconsistent. Very often it feels like they are either OP or deal no damage, I even had one instance where I threw a frag on recharge from the “control room?” towards the other side of the map (with the back hallway that has yellow lighting" and the grenade vanished from existence when it hit the balcony as if it passed through without collision. Additionally, I think grenades should work as follows: - Frags - intended to pop shields or finish someone who has lost them, NOT to be spammed with the intent on killing. They have too much range and AoE for their lethality. I propose either reducing the range, blast radius, or the damage. Alternatively, only allow one frag on spawn or make them a map pick-up like the other.

I’m just commenting on this part, cause I think Grenades are very flawed (so are Melees which the glitch actually covers up) and an integral part of the Halo series.

I think the blast radius is actually too small, but the impact of the explosion is too great in the center of the explosion and too weak outside of center. A frag 5 feet away should drop your shields entirely but it was dealing only a 1/4 of shields. Even when Halo 2 released they needed to patch grenades for similar reasons and to be more effective vs Vehicles.

Another thing is the physics of how you throw them seems inconsistent and difficult to predict. Often, I would throw a nade to land 10 feet infront of someone to trickle up to them and it land way behind them and deal literally no damage to shields. Maybe it’s too “realistic” than what we are used to… I’m not sure.

The game is different. Removal of red vs blue is a mistake. Mid-long ranger 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 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?