Halo Infinite Flight – Final Thoughts

What are your thoughts on Halo Infinite so far?

Nerf the Sidekick’s one-shot range.

fix controller’s aim, it’s sad to see people that make montages miss shots when they don’t in almost all other halo games

debate over taking away running, sliding and climbing

  • Aim assist and just aiming in general needs to be looked at in this game. It feels janky and wrong compared to older games.
  • Radar needs a rework
  • Re-evaluate the inclusion of bloom and recoil in the game. I know bloom isn’t as bad as it was in Reach (thankfully) but there’s a reason recoil was removed from Reach after the Beta.
  • PC Optimization is sub-par. Barely hitting 80fps on medium settings when you exceed the recommended specs isn’t good enough. Especially when console is able to hit 120FPS on 4K native.
  • Lot’s of crashes on PC. Had to reinstall the game twice to get it to work for some reason.
  • Reduce the Spartan chatter, currently it’s sensory overload. Between the announcer, my A.I, teammates talking and Spartan Chatter too, it’s a bit much.

My overall opinion on infinite is great.

I like sprint, slide, and clamber. I think it was a good move to keep them in the game to allow for some advanced movement. Sprint is just fast enough where it is usable without having a a large impact on map design. It will allow for more tight maps and open maps because of the way it was tuned. Clamber is good because it can make map control more of a challenge. No longer can someone have high ground with limited access locations to gaurd. Clamber means they can pop in from anywhere and are not limited to obvious jumps. Slide has already been shown to give a speed boost of slopes and drops. These mechanics open the skill gap because there potential is not obviously in front of you. As people play more, they will find more ways to use these mechanics. This happened with halo 3 and halo 5. People will make the most of the mechanics given and I like to see movement like this is back but without the complexity of halo 5.

Aim assist is perfect. It slows down a bit while you are shooting at an enemy and that is it. I think people have a problem with bullet magnetism. From what I have seen, bullet magnetism is non existent. Unless the reticle is touching the person you are shooting, the shot will miss. This is rewarding for players who fine tune their aim and I’m all for it.

Bloom is something I was not happy about at first but grew to like because it’s different in this game. The best example is the sidekick. Anyone can spam it really fast and the reticle will be huge. Now at close range, it will never be big enough to be in accurate. As you get farther away, shots must be fired slower. The difference is that the bloom recovers almost immediately and only gets really big if your pushing the limits of the firerate. I think this is perfect to balance guns for their effective range. With that said, the AR needs more spread because I feel it reaches just a tad too far.

I like the audio. I am so happy to finally have a halo game that has such meaty sounding weapons. We have only had that with the AR in halo 4 and the sniper from halo 2A.

I was also supposed with the personal AI. They are neat.

Customization looks good so far. I would assume it will be better when we have alot to choose from.

Now there are things I didn’t like.

I don’t like the shields being the same color as the outline. I feel it is too confusing or hard to tell if someones shield had popped already.

I feel the drop wall is somewhat too weak. I think it should take a bit more damage before breaking. In it’s current state, I do not believe it will be of much use.

Lastly, the radar. I don’t know if I like it or not. Base movement is hidden and only sprinting and shooting show up. I think I would be happy either way it’s implemented.