Halo Infinite Tech Preview Feedback

Hey 343 and fellow insiders,

Here is my feedback from the Tech Preview of Halo Infinite on PC. The basic gameplay and game mechanics feel pretty good. I have been a PC player for almost a decade now, so I have not ever been able to play Halo 5: Guardians. So, I don’t know how that game plays or feels, but Halo Infinite so far feels much better to play, combat wise, than Halo 3, 4, and Reach. The gun-play just seems to be much better. The AI has really impressed me so far. If you had randomized the names and told me I was playing against real players, I’d probably believe you. Fantastic job with the AI, 343.

However, there are some technical issues that I have found within this flight.

  1. In order to get the game to successfully load, I have to end the DumpTool task within task manager. (I’m running an Intel 7th gen and 10 Series NVIDIA system)
  2. The control settings such as, sensitivity, as well as FOV, reset every time the game is launched. However, video quality settings remain the way they were set.
  3. When joining a game mid-session, there seems to be an odd audio bug. Certain aspects of the audio such as footsteps and music appear to be much quieter compared to everything else. This issue goes away as soon as the match ends, or you leave the match. When playing a match from the start, I have yet to come across this issue.

(50% Tech Issue / 50% opinion on number 4.)
4. I’d like to see better optimization come before launch. The game runs fairly well, and I am able to achieve 60-70 fps on max settings. However, if this game plans on having a competitive e-sport community, I would really like to see at least 150 fps easily achievable and maintainable. If you could somehow pull off easily maintaining 300 fps, you’d get an S+ tier rating from me. Also, please consider including NVIDIA Reflex into the game. I’m sure some of the current input lag is due to the instability the game has, but Reflex is great technology and NVIDIA is only making it easier to add to new games.

The only gameplay complaint/issue I have with the game so far is that the deployable shield feels awful to use. The throwing animation feels flimsy compared to throwing grenades. Additionally, the shield deployable itself feels very light and floaty when throwing it, causing it to take an unnecessary amount of time before landing and deploying. I understand if this is intentional though. Having the deployable in this state prevents people abusing it mid combat, but it also kind of just feels like a Great Value (Wal-Mart brand) bubble shield from Halo 3. That’s just my two cents on it.

You guys let me know what your thoughts are on some of the things I talked about here. Please share if you also encountered any of the issues I listed or if you agree with anything I said.

Thanks for reading,
-Kaleb2033

I am giving generic feedback on gameplay mechanics.
I think the time to kill is WAAAY too fast. More often than not I can’t respond in any way to save myself before I’m dead. The assault rifle and many others are too fast to kill someone. I think that being taken out of aim for some guns while taking damage is SUPER annoying. Especially if they’re far and I have to aim. I can’t take going in and out of my scope every half second.
The grenades are too powerful. The throw speed is fast and overly deadly. This brings on a lot of grenade spamming everywhere. Nothing seems balanced and I can’t enjoy multiplayer at all. :confused:
Also if I have good to aim enabled on console, then I can’t have a button to make double zoom. I’m order for me to enable it to a button I have to get rid of another control.

Been playing Halo since Combat Evolved… I disagree with the time to kill being too fast that others are complaining about. The TTK feels good, the weapon handling feels great as well as the movement. Grenade throwing speed feels great. Visuals are looking good, love the sound of the spartan’s shield recharging, super classic and definitely felt the nostalgia. The Maps have great layouts but look very aesthetically pleasing. The only gripe I have is the sound of the needler, would love to hear more of the classic sounding fire. Good job, looking forward to the campaign gameplay.

Can’t wait for the completed game after this

Didn’t get to play as much as I wanted to but never got a chance to give feedback so I’ll throw it here I guess…

All Flight gameplay on an Xbox series x on a 40in Sony lcd using series x black controller.

BUGS
Unable to join fire team when matchmaking loop

No sound at all in menus or in game
Also audio is different in games having to adjust Audio

No ai voice just weapon noise in fire drill on occasion

When accepting invites in a fireteam it seems to kick me out of party if I’m already in their fireteam or doesn’t work

Don’t know if has anything to do with the game but using series x controller with Xbox one Microsoft rechargeable battery. Controller will randomly walk into a wall and vibrate and then shut off and turn back on. Then be ok. Half full battery too so not dead.

Especially at the start of fire drills if I jump and turn I get a repeating effect of my Spartans hands. Also a bit of studdering which makes sniping more difficult in fire drill, like enemy’s look doubled when moving.

Endless black screen with music playing and 3 dots in top left before match.

Spawn into game and kicked out or spawn with all bots on my team none on other team.

Clamber doesn’t work on certain edges that I would think work. Like Bridge on live fire or when falling. Have to be running into it to work like on the side of shed on Bazaar.

Game freezing shortly after sound drops and have to force start.

Stats are hard to read compared to mcc or other halos the white on gray. Also the pages could be bigger to use less side to side space and get shots fired, hit and hit % next to each other. And be able to more easily compare against other team and your teammates and their medals and streaks.

Sound goes then game freezes 2 seconds after randomly just stuck on one frame no sound force restart required. Happened as pvp slayer started as well.

Pressing x to leave fireteam under social does not work.

Crazy pink graphics error swallowing up my vision on recharge that resets on death.

FEEDBACK
Range adjustment for the firing range. Different distance. Different height’s. Ability to more quickly set up for another attempt. Bots jump, etc.

A more halo 5 type clamber would be nice. Base movement speed maybe dropped 5% or something, seems almost too fast.

Not really sure what scan does for me. Just highlight team?

Grapple shot has a somewhat limited range. Might be best for balance and at at least add custom range option. Or maybe increase 5-10% maybe.

Drop wall is cool not sure if it’s strong enough. Wish it deployed a bit more obvious and fluid so I can aim it more precisely.

Don’t know what threat detector does exactly. Like a radar alert?

Hopefully the ability to not injure teammates and going through bodies is normal in final game. Friendly fire and full player physics needed for sure in competitive but best all gametypes.

Academy should include all equipment and all pieces on the map. Should give a walkthrough of each map and where things spawn and how frequently. Also call out locations and potential beginner strats. There should be grenade practice as well with bots or certain drills to aim for. Multi weapon practice. Custom drills. Bots shooting back.

No gravity lifts on tech preview maps but some spots could potentially make use of them

Camo duration bar like h5?

Personal ai seems to tell me running low on ammo after I’m already empty and doesn’t really help other than repeating similar phrases. Would be cool to remind of weapons or point out things to pick up near them or something.

Bots sometimes hit all their shots other times just look around. Bots ignore camo player and usually only engage when fired at. They all make the same move at the start of games. They don’t pick up power weapons that I’ve seen or clamber. They don’t seem to switch weapons or pick up secondary weapons. I don’t see much plasma use and only occasional spike grenades. Their grenades seem to be crazy quick and accurate at times. They have like rapid turn on when you are behind them or start to shoot from the side. They don’t use cover very well if at all and will stay out in the open or run away instead. They don’t pre-grenade an area but sometimes get a hit aiming at another player originally.

Grenades just feel weird idk exactly what it is but I don’t have the control I do in previous titles and their explosions look cartoon-y.

Want more environmental destruction/interaction

Aim down sight seems I bit clunky. Like sometimes its easy to aim others not. Seems very slow but hard to figure out how to adjust it. I don’t like the bloom animation thing. Even if it doesn’t effect accuracy it just doesn’t make sense. Weapon kick and bullet spread are fine of course. It’s not a great transition. pistol n ar feel decent usually. Commando great unzoomed.

Walking off map into water on live fire near br/commando spawn is kinda annoying. Maybe knee wall would be cool idk.

Bazaar feels very tough without a br, rocket or commando. There is too much effort to get back up top of map. If your are not on the upper levels like a long run followed by multiple clambers. Also the engagement points seem a bit cramped like 2 tiny door ways and the back/under ground. Or all around the middle almost never in back spawn areas.

Beat down lunge seem kinda far, but then some times it just doesn’t connect. I don’t really want double melee to be a regular strategy with the fast movement sprint and slide.

Gravity hammer has on occasion a pretty giant range of damage.

Some armor don’t tell you how you unlock them (achieve level 9 or however)

Maps feel very run-around, FFA type maps rather than solid team/objective gameplay maps.

Matchmaking changes able to vote people out to boot. Like teammate acting unsportsmanlike. Add more Join in progress. No penalty if teammates quit. No quitting penalty if uneven teams potentially. Etc

Just quickly wrote this while playing so not perfectly formatted.

Hello all, I’ve been playing Halo on and off since CE, and i mostly really enjoyed Infinite on the tech test, gameplay (bar some sluggish animations) felt really smooth and fluid, gun balance, vehicle gameplay and map design were also really nice overall.

My main issues with the game in it’s test stage were: (keep in mind i mostly played BTB, on PC, with M&K, at 1080p mostly low settings)

Feedback: Really poor readability of direction of damage/and feeling like I’m getting damage from nowhere, or that damage from weapons like the Ravager were delayed, probably due to the poor direction readability. Something like simple, stretched arrows around your crosshair could be a good way to help with that.

Feedback: Vehicle visual damage being really hard to read (more broken/bent parts, fire, smoke and burned areas on the vehicle would be nice as damage amounts), and grapple hooks being basically a “press button to hijack”. Would be neat to be able to counteract a grapple somehow, by for example quickly turning with a Ghost to detach or swing the player around, and away from you. Another point is that the Scorpion could be slightly more nimble, it was really hard to use with a keyboard on the BTB map that was available.

Feedback: Spawns felt incredibly inconsistent in BTB, it felt like i had many instances of players spawning around a base after we had just captured and dominated it, and just being able to walk up behind me. There were also instances of players seemingly coming out of nowhere at midmap/appearing behind me from pathways i had thoroughly checked, which I’m not sure if it happened due to spawns, or just gameplay instance.

Feedback: Performance was really underwhelming on my PC, i have a RTX 3060Ti/Ryzen 5 3600 rig with 16GB of 2400mhz RAM, and although i didn’t have an FPS counter on it felt to be between 70-100FPS (1080p low besides distance and geometry-affecting settings), but with some significant stutters at points, and jittery-looking motion. It was still playable, but i definitely expected more, although i am aware it was a very much unfinished build, and I’m sure performance will be significantly improved for launch.

Feedback: I mostly enjoyed the weapon balance, the only weapon that i think needs some work is the S7 sniper (it looks and sounds great as it is), and more specifically a small reduction in the delay between shots. It was quite hard to use due to the jittery performance, but i feel like the delay is also a bit too punishing, maybe a reduction of 15-35ms on the delay could help a bit. A visual or audio cue to show the end of the delay period could massively help as well, like maybe a small light on the gun turning on or blinking while on the delay, and turning solid on delay end, or a random mechanical noise.

Overall I was left genuinely surprised by the tech test, the game felt slick to play, guns felt punchy and physical, visuals looked quite nice even at mostly low settings, i didn’t see much in the way of noticeable bugs or glitches, the art style is looking great (a big improvement over H5 in my eyes), and overall this is shaping up to be a mega game. Keep it up everyone :slight_smile: