Halo MP Reveal Press Kit – Updated 6/14

> 2533274912253984;3250:
> > 2533274838804175;3247:
> > > 2535416338598474;3246:
> > > Alguém sabe quando você é convidado para o voo de teste
> >
> > Bem, se você não recebeu nenhum tipo de convite ainda eu não sei o que dizer porque começou ontem.
>
> beta.halowaypoint.com/halo-insider/flights <<<acesse e veja se tema chave para Steam/ ou console

says I dont have access to this webpage

Yes

Hello 343.I play since h1 and I am already an old hand in the halo community.
I will give you here a huge feedback about all weapons in detail and the whole game with the mechanics and gameplay. let’s briefly come to the weapons list I will give a feedback about each weapon in detail.

MA40 Assault Rifle
this weapon is way too strong. i can rattle the enemy all over the map with this weapon. it needs to be fixed in the balance regarding damage. i find the design and zoom of the weapon well done.

BR75 Battle Rifle
The HALO most important weapon of the game is in my eyes very important. this weapon has eig already almost the perfect balancing. vlt one can still increase a little the damage. but also only minimal. i prefer it that this weapon is set as a starting weapon. because the battle rifle is the most important weapon of the halo games. i also find it important that more battle rifles are on the maps, especially with large maps. The sound and the design I find mega well done.

VK78 Commando
I think this weapon is actually very well made. the only thing I find negative is the firing speed.Pulse Carbine
i find this gun ok so far. it has a cool design and the gun is easy to play.

Plasma Pistol
everything is great with this weapon as well. similar to the noob combo in h2.

MK50 Sidekick
This pistol is way too strong. it is not good to make the same mistake as in h5 and push and favor the pistol. this pistol needs to be adjusted in balancing, it does too much damage. Infinite should focus more on the battle rifle again, who wants to play pistol should go back to h1 or h5. i guarantee you if the pistol is not adjusted the community will run away from you. you have it in your own hands.

Needler
the Needler is too OP. way too much damage and shot magnetism is too strong. definitely fix it.Disruptor
I find this pistol quite interesting and cool processed. I think this weapon can be left as it is.s48 Bulldog
I find this weapon also completely ok. Damage balancing is completely good and quite acceptable.

S7Sniper
This weapon is really cool from the design, however, the weapon is completely bad what aiming concerns. you should approach a little to h3 and improve the aiming.

Shock Rifle
I am also quite satisfied with this weapon. everything is in order.

Gravity Hammer
i find this weapon a bit too strong. it is very slow but powerful. you should maybe change the speed but bring the weapon down a bit in terms of damage.Energy Sword
There is not much to say about it, so far I find everything completely ok.

Heathwave
I find absolutely good. is not very strong but cool with the processing and with the use to shoot at walls.

Skewer
I find a strong weapon, is good as it is. balancing is ok.

Gameplay
I think the game is well playable. important for me as an old and good player from Europe, the weapons must be very well fixed with the balancing. important point are the weapons AR/NEEDLER/PISTOL/BR/SNIPER. all must be adjusted. especially very annoying is this pistol, makes this pistol away, the h5 times are over. as well as the AR. i make with the AR and the pistol stronger damage than with the BR. and i am a top BR player since h2, rarely that i joke. The AR makes extremely damage and that must be urgently adjusted. as well as the pistol, it is too strong and brings people to play again only with pistol, you can immediately turn on again h5 and play there the messed up Halo.
i’m talking here on behalf of the whole community. you don’t have to agree with everything i write here but i made an effort to give you good feedback. this game needs a lot of work until release. please fix these weapons it’s really important. thank you for your work until then.

love
aiZ Dante

True

Are you also getting slaughtered by Spartan bots with ARs from across the map?

> 2533274916156300;3266:
> Are you also getting slaughtered by Spartan bots with ARs from across the map?

nno in MM the same

So, this is my opinion and what could be changed or improved on the weapons so far (Part 1 because Waypoint doesn’t let me write this type of long posts):

AR: I love this weapon, it’s so satisfying to use, this is what I suggest:

  • It would help if you decrease its projectile speed since players and bots are using it as a mid to long range weapon, where weapons such as the Pulse Carbine, the BR, the Commando, etc should be used. - Pease remove the headshot multiplier, so it doesn’t interfere with the role of precision weapons and avoid the weapon to become too versatile. - Return the ability of H:CE to return to invisibility faster when firing with the AR than any other weapon, so you think twice before switching it for any other weapon. - Add the green lights it had on H3, so it’s more identifiable at a distance, this is a problem I’m seeing with a ton of weapons, UNSC in particular.Sidekick: I love it, and I don’t think it’s OverPowered, and it does what the name suggests, it’s a sidearm which you can rely on to quickly headshot and enemy and finish the job. And I only suggest this:

  • Replace the red lights with green ones so it looks more like the magnum of H3 ODST, I know it isn’t but the model has a strong similarity in my opinion.BR: I think it’s great, It’s not dominant like previous games, and seems to be solid on what it does. And I would only suggest one thing:

  • Add the red lights it had on H3 so it’s more identifiable at a distance.Pulse Carbine: So, this weapon is you, 343i, adressing the problem of precision weapons such as the BR, Carbine, DMR, Light Rifle, etc. being too dominant and flexible when they’re supposed to only be used as a mid to long range weapon, and I like that, it’s pretty bad at close to mid range, and very strong at mit to long range, it’s perfect but, I think it’s quite unnecessary to have the vent mechanic on this weapon since it cools down pretty quickly.
    Ravager**:** I love this weapon, design, sound, function, second-fire mode, what I find quite strange is the fact that it kills in 2 bursts being a plasma weapon, I think it should kill in 3, 1 for shields, and 2 for flesh/health. I would suggest removing the vent mechanic and just have the weapon to cool down normally instead of being extremely slow at the point that forces you to use the vent mechanic, which in itself it’s just the reload mechanic of human weapons but applied to plasma weapons.
    Plasma Pistol: I liked the sound and the tracking when overcharging the projectile, It’s quite weird seeing the H5 model when Infinite is supposed to be a spiritual reboot for the series, not saying that I hate the model, it’s just something that I found out of place, and there are other things that are quite wrong with this weapon. Here’s what I would suggest:

  • Plasma weapons are supposed to be extremely good against shields, and very ineffective against health, and this weapon is the opposite of that, which is truly out of place. - It shouldn’t have a headshot multiplier nor 2-shot people with the overcharged projectile, remember that this weapon shouldn’t rely on it’s own, it should be used along with a precision weapon or an AR which is very good against flesh/health. - Remove the vent mechanic, since one of the things that made unique plasma weapons is that you had to control how much you fired that weapon, so it wouldn’t overheat. - Buff the overcharge projectile, with this I mean you can both, destroy the shields of an enemy who just used an OS, and EMP vehicles, I’m not sure why you removed this one but I think it was a bad decision. - Return the ability of CE to fire as fast as you pulled the trigger, however, don’t return the stun effect it had on CE and only make it available for the Plasma Rifle (yes, the Plasma Rifle, not the Pulse Carbine).Skewer: I loved it! it has very little to no bullet magnetism, it takes a long time to reload, it’s very hard to hit an enemy with, I think this is a worthy replacement for the Spartan Laser, also, it has lens flare, which for a weapon that can 1-shot people, I would say it’s damn well-balanced.
    Sniper: This is definetly an interesting one, it has its pros and cons, I think I read something about you guys trying to re-balance this weapon so it isn’t used outside of its role which is to be used in firefights at long to extremely long ranges, but I think there’s one way to do it without the controversial bloom (I don’t mind having bloom since it only affects hip-fire). Here’s what I suggest:

  • Decrease bullet magnetism on this one, so it doesn’t need bloom which involves RNG, and at the same time, makes sure it stays in its given role. - Add the ricochett abilit again, why did you removed the ricochett ability of this weapon? So many clips and plays can thank this weapon, and it didn’t made the Sniper more OverPowered than it already was (I say “more OverPowered than it already was” because the Sniper is a Power weapon if you get me). - Add the video camera it had on the scope, and make it green.Bulldog: I like the balance of this weapon on this one, it has a ton of range, rapid-fire, and it recharges with just one clip, and it’s note a 1-shot kill like the Classic Shotgun, and no headshot multiplier. This gives me hope because I can see the Classic Shotgun fitting more instead of the Bulldog straight-up replacing its role. Here’s what I would suggest:

  • Add lights to the Bulldog like the Classic Weapon, so it looks like it belongs in the UNSC arsenal, and make those light colors different from the Classic Shotgun.Commando: It’s great! I like the animations, sound meaty, and it does good damage but at the same time it’s hard to control, with its bloom after the first 5 shots and tons of recoil. Here’s what I would suggest:

  • Add lights to this gun so it looks more identifiable at a distance, I think orange lights would be the way to go.Gravity Hammer: I like the weapon design and the trail it has, the slow swing speed and how different is from a sword. Here’s what I would suggest:

  • Return the Gravity effect it had in previous games, I mean, without it it’s just a big hammer. - Make the lights on the weapon red, taking into account that now we’re fighting the Banished and not the Covenant, so it fits more its brutish aesthetic. - Make the sound to be more like the Hammer we had on H3 and Reach, because now it sounds weak compared to those 2 games. - Change the normal melee animation, so it’s faster but it’s just that, a normal melee, and not overpowered.Needler**:** This is probably the best Needler we have seen so far, it’s not useless and not OP. I also like the ammo counter on the back, even if it’s a little bit redundant taking into account that you can see the needlers on the top of the gun, and man I LOVE the melee animation back from CE. Here’s what I would suggest:

  • Make the needler sounds louder, specially for the super-combine, I can barely hear them, it’s a shame because the new sounds are very appreciated and a return to form for the needler. - Why not make the CE melee animation to actually super-combine an enemy if hit with the melee? Sounds a little bit OP but, since you’re very close to the enemy, you receive damage from the super combine and all of the needlers in top of the gun are gone, and you can only super-combine if you have 12 needlers or more, so you can’t super-combine someone with just 1 needle.

> 2533274841761619;3264:
> Hello 343.I play since h1 and I am already an old hand in the halo community.
> I will give you here a huge feedback about all weapons in detail and the whole game with the mechanics and gameplay. let’s briefly come to the weapons list I will give a feedback about each weapon in detail.
>
> MA40 Assault Rifle
> this weapon is way too strong. i can rattle the enemy all over the map with this weapon. it needs to be fixed in the balance regarding damage. i find the design and zoom of the weapon well done.
>
> BR75 Battle Rifle
> The HALO most important weapon of the game is in my eyes very important. this weapon has eig already almost the perfect balancing. vlt one can still increase a little the damage. but also only minimal. i prefer it that this weapon is set as a starting weapon. because the battle rifle is the most important weapon of the halo games. i also find it important that more battle rifles are on the maps, especially with large maps. The sound and the design I find mega well done.
>
> VK78 Commando
> I think this weapon is actually very well made. the only thing I find negative is the firing speed.Pulse Carbine
> i find this gun ok so far. it has a cool design and the gun is easy to play.
>
> Plasma Pistol
> everything is great with this weapon as well. similar to the noob combo in h2.
>
> MK50 Sidekick
> This pistol is way too strong. it is not good to make the same mistake as in h5 and push and favor the pistol. this pistol needs to be adjusted in balancing, it does too much damage. Infinite should focus more on the battle rifle again, who wants to play pistol should go back to h1 or h5. i guarantee you if the pistol is not adjusted the community will run away from you. you have it in your own hands.
>
> Needler
> the Needler is too OP. way too much damage and shot magnetism is too strong. definitely fix it.Disruptor
> I find this pistol quite interesting and cool processed. I think this weapon can be left as it is.s48 Bulldog
> I find this weapon also completely ok. Damage balancing is completely good and quite acceptable.
>
> S7Sniper
> This weapon is really cool from the design, however, the weapon is completely bad what aiming concerns. you should approach a little to h3 and improve the aiming.
>
> Shock Rifle
> I am also quite satisfied with this weapon. everything is in order.
>
> Gravity Hammer
> i find this weapon a bit too strong. it is very slow but powerful. you should maybe change the speed but bring the weapon down a bit in terms of damage.Energy Sword
> There is not much to say about it, so far I find everything completely ok.
>
> Heathwave
> I find absolutely good. is not very strong but cool with the processing and with the use to shoot at walls.
>
> Skewer
> I find a strong weapon, is good as it is. balancing is ok.
>
> Gameplay
> I think the game is well playable. important for me as an old and good player from Europe, the weapons must be very well fixed with the balancing. important point are the weapons AR/NEEDLER/PISTOL/BR/SNIPER. all must be adjusted. especially very annoying is this pistol, makes this pistol away, the h5 times are over. as well as the AR. i make with the AR and the pistol stronger damage than with the BR. and i am a top BR player since h2, rarely that i joke. The AR makes extremely damage and that must be urgently adjusted. as well as the pistol, it is too strong and brings people to play again only with pistol, you can immediately turn on again h5 and play there the messed up Halo.
> i’m talking here on behalf of the whole community. you don’t have to agree with everything i write here but i made an effort to give you good feedback. this game needs a lot of work until release. please fix these weapons it’s really important. thank you for your work until then.
>
> love
> aiZ Dante

I really don’t agree with your statement of the Sidekick being too strong and that we should start with BR instead of the Sidekick,. You see, the AR and the Sidekick are a loadout that has a low potential to kill an opponent, so the players must seek and achieve more power on the map. If we start with a BR, which has a higher killing potential because of it’s accuracy, range, and zoom, you can easily rely on this weapon the whole match, the rest of the sandbox wouldn’t be able to shine as much as they do know. Overall, I think it’s a smart decision for 343 to have the AR and the Sidekick as our loadout.

Well great news to all who didn’t get to participate in the flight, 343 has just posted on our dashboards that they are going to open up the BTB flight this weekend to everyone who wants to come and play some games and give their feedback and all you have to do is download the flight and be ready so go check out your dashboards or the community board for the rest of the info, hope to see you on the battlefield Spartans!

All you have to do is download it from the Xbox Insider Hub.

This is my opinion and what could be changed or improved on the weapons so far (Part 2)

Heatwave: I love the new aesthethic these promethean/forerunner weapons are taking, they actually look like forerunner structures! I love how the heatwave stopped from being another shotgun and focusing more in its utilty which is being able to damage enemies from cover or use it in CQC so an enemy feels threathened because of the thought that it could die if it goes inside that small room. Here’s what I would suggest:

  • Make the vent mechanic only available for Forerunner weapons, so it makes the weapons of this faction more unique. - I hope the purple and orange lights aren’t applied to every Forerunner weapon, to avoid getting confused when lookin at someone holding a weapon of this faction. - It would help if the silver metal color isn’t used for every Forerunner weapon, why not combine it with colors like gold, bronze, etc, taking into account the new interiors of the Forerunner structures which stopped being only one color, and only 2 color lights.Those are my thoughts on these weapons so far, and I must say, I’m not a fan of whatever gun you have being automatically recharged when getting closer to another weapon, I’m going to put some examples to explain myself better.

  • Let’s say you have the Commando, which has 60 bullets, and a maximum capacity of 140, sometimes you get closer to a Commando on a weapon rack and only get 13 bullets or something, and the rest is just gone, the spawn-time for this weapon resets. If there’s any ammo left on the weapon rack, why not just let another player take the gun with whatever ammo it has left? so they don’t have to wait for it to spawn again. - Let’s say you have the Pulse Carbine, everytime you get closer to another Pulse Carbine, your weapon automatically charges up to 100% and the one on the floor/weapon rack directly disappears, I think it would be better if I just pick up the Pulse Carbine that the most charge on it, and leave the on that has less on the floor, so my teammate can use it instead of having to wait for the weapon rack to spawn another Pulse Carbine. - Gravity Hammer, this is pretty similar to the Pulse Carbine/Any Plasma Weapon problem, the Gravity Hammer on the Power Rack disappears, why can’t I just pick the Gravity Hammer with the most charge myself and leave the one that has the least charge to my teammate?The next 2 are a little bit off-topic but still have to do with weapon and weapon racks:

  • Return the Plasma Rifle, with the stun effect it had on CE, this weapon was so unique and is very different from the Pulse Carbine and the Carbine, specially since this gun is very useful in objective modes, like CTF! - Please don’t have specific weapons (ex. Needler, Bulldog, Heatwave, etc) have its spawn-time controlled when picking it up (I mean the weapon appears red meaning that it won’t spawn until the dude with the weapon has left this weapon or depleted its ammo), this was a very serious problem on H2 classic, and it shall never return, for Social nor Competitive playlists. However, I wouldn’t be opposed if it’s a setting for Custom/Map Editor/Forge.

Beautiful!

Is that dude with the red arm prosthetic like aruni from R6???

Has anyone tried playing the beta from Monday?
Does he let you play?

> 2533274838804175;3271:
> All you have to do is download it from the Xbox Insider Hub.

Can you play beta since Monday?? I don’t know if it’s closed although Thursday…

> 2533274921827143;3254:
> Is there anyway to purchase credits on halo infinite? I’m trying to buy it, however it doesn’t let me buy it.

Not yet

> 2535407339116053;3275:
> Has anyone tried playing the beta from Monday?
> Does he let you play?

Nope, not sure why we can’t still do weapons drills and academy, but nope, we can’t use it again until this weekend.

> 2533274792895108;3274:
> Is that dude with the red arm prosthetic like aruni from R6???

no its does not and i have R6S

> 2533274874200772;3278:
> > 2535407339116053;3275:
> > Has anyone tried playing the beta from Monday?
> > Does he let you play?
>
> Nope, not sure why we can’t still do weapons drills and academy, but nope, we can’t use it again until this weekend.

Thanks bro!!

a tododar la neta