The only thing I didn’t like about infinite BTB was the big vehicles like the Tank,banshee,wasp dint come every game or if they did it was with ten seconds left in the game. I would like to see them all through the game
First off, I had an absolute ton of fun playing BTB. Everything felt so fluid and worked so well.
There were some things I noticed on Fragmentation though.
- Spawns were goofy on TDM and would constantly spawn people behind you or spawn you in a group of enemies.
- Skewer wasn’t registering hits on players (quite literally having skewer rods sticking out of their heads)
-shock rifle hits didn’t always do damage. It would impact and just reflect off the player
-Air vehicles need something to compete against Grapple, it’s very strong against them.
So far I am loving Halo Infinite! BTB is so much fun. Fragmentation is an awesome map, it feels symmetrical and therefore balance but big enough that one side of the map feels different than the other.
Things that could use improvement…
-Vehicles are hard to tell they have taken damage until they are about to explode.
-Wasp is one hit by gravity hammer, seems a little weak
-Sniper Flare is too bright
-Banshee feels clunky
-Too many snipers spawn on map (2 on spawn, potentially 2 in loot caves, shock rifle at each base and weapon drops) for how many ridges there are to camp on, if it gets monopolized it feels like warzone farming from H5.
-Ghosts can move flags when not on spawn, too over powered
-Total control is not great, I feel like regular strongholds is better, 3 zones if you have 2 captured you are scoring. Or in total control all 3 zones should not be so close together, it clusters 24 people to a small part of an awesome large map.
-Warthog turret is hard to tell when shooting, I only see bullets when they hit something, no feedback from the turret itself. Feels lightweight like its mot pumping out high caliber bullets super fast.
For me, it did have the classic feeling of big team.
Fragmentation was a brilliant map, it looked beautiful and those loot caves were great. However I think despite all of the pros of the map, the map was just too busy.
I don’t know if it was the nostalgia of big team on blood gulch, sandtrap, avalanche or even haemorrhage, from previous games, it seemed to lack this feeling.
But the gameplay is really good fun, the equipment make the gameplay interesting and not repetitive. The AR is still a little OP, and the Spartans seem a little too heavy now, which in the first flight it seemed the mobility of the Spartans was way too fluid.
I think loving forward the multiplayer is in a really strong place and with 2 months to launch it’s going to be a great game, just a few tweaks here and there and it will be golden.
The gun mechanics are really good. The vehicles, specifically the warthog and mongoose not so much… The vehicle speed is too fast. Both of the vehicles are too light.if you hit a slight bump, the vehicle might as well be rolled over if its not. I think the warthogs armor is too weak and you are killed way to easily if you are using the turret.
Big Team was great! two things:
-Bring back Jeff for the announcer. (At least the medals)
This just adds to the gameplay loop of keeping the user excited when they are doing well. As it is now, kind of dull when the medals come up.
-Aim feels off a bit, I have adjusted dead zones and acceleration as people have suggested, and it is a bit better, but it seems harder to hit targets with controller.
Not sure if this is just the defaults need to be adjusted, or the auto aim stickyness?
Overall I enjoyed playing in the test beta but did have some issues below with how things currently are:
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My biggest issue with the beta was that I really did not like that you can only get Battlepass XP by completing specific challenges. It forces people to play the way the challenges dictate rather than how they should or want to play. Getting XP for every game would be much better and you can keep the challenges to earn additional bonus XP.
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I found the custom armor coatings to be an issue at times. I love the level of customization in the game but I did not like that you can have a Spartan on the red team with a blue armor coating. The red/blue highlights around the spartans to designate what team they are on help but sometimes it takes extra and costly seconds to differentiate between friend and foe. One consideration could be to have a custom spartan for when you are on red team and one for blue team. Only certain armor coatings can be equipped for each team to make it easier to tell spartans apart.
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I think the weapon balancing can be tweaked. Specifically I think the standard assault rifle is too powerful. I think the effective range needs to be reduced. I found myself winning fights with the AR and losing to the AR at ranges that I would expect the Battle Rifle or VK78 Commando to excel at.
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I think the radar range needs to be expanded, especially in Big Team Battle. By the time I saw someone on my radar, most of the time I was already mostly dead and/or they were close to melee range. A little more advanced warning would be nice to make the radar more useful.
There’s a lot I could probably leave as feedback in terms of smaller tweaks or adjustments, and plenty I could sing the praises of with this showing of Halo Infinite’s multiplayer, as overall, I had a lot of fun no doubt. However, instead, I want to focus in on what I feel to be the most significant piece of feedback I can give, and which would really improve the overall experience for me and my friends as long-time Halo fans since the Halo CE days.
My friends and ours biggest concern right now then is player damage: basically, we think you go down too fast when the shooting starts in a one-on-one player situation, and obviously even worse with multiple players involved, with let’s say just the basic weapons like the AR, Pistol, BR and the new Commando (discounting power weapons, which are meant to feel powerful and devastating after all). Previous Halo games, up to 4 at least (I barely played 5, so I can’t compare it to this) were more steady affairs when it came to the balance of player damage inflicted vs player damage received. You could take down enemy players with good precision (re: headshots) fairly fast no doubt, but the rate of fire of the weapons, the speed of movement of the players, and the overall pacing of shooting, grenades and strafing meant that player engagements had a kind of distinct rhythm to them – a dance of tactics, precision skill, and smart movement.
In Halo Infinite though, all those elements feel so sped up that there seems to be less room for the same kinds of considered tactical manoeuvring, less opportunities for striking comebacks, and less overall versatility in one’s approach. The base weapons alone do so much damage to a player now, so quickly, that any kind of ‘extended duel’ type scenario is simply less viable. Instead of engagements lasting anywhere from 5-7 seconds when played well between two skilled opponents, you seem to be able to go down in about 2-3 seconds now from any of the base weapons, with less opportunity to really react, re-position, re-adjust, etc, etc. It might not sound like a big difference in terms of seconds, but every second counts in the rush of battle. In other words, given how much faster the speed of gameplay is overall, there is less opportunity for that signature player-vs-player combat dance that made Halo multiplayer so special in the first place.
I understand that Infinite, almost by competitive necessity, needs to run and feel faster to play in terms of movement and feedback, and I’ve played many shooters like this in recent years and can excel at them (Eternal for instance, and most recently Slipgate), so this is not simply a question of ‘player reactions/reflexes’ lacking here - this is a question of combat pacing that suits Halo best. Even if the gameplay itself feels faster to play in terms of character control, FPS, player speed etc, that doesn’t mean the actual combat engagements need to be turned into these more clipped affairs as well, and my goodness, is this even more obviously demonstrated when you fight the bots on ODST difficulty ore above with their ungodly accuracy at range with weapons like the AR, that should not be that effective all the way across a map, and you end up going down in about 2 seconds flat!
If there was one thing then I’d want 343 to re-consider and re-adjust most of all, it’s basically the numbers controlling either player damage output or player health/shields resistance: they need a serious re-evaluation and re-balancing, achieving the sweet spot that allows for more of those classic Halo engagements to play out over just even those extra few seconds, as right now, I feel like if I get spotted first by another player, or attacked from the side or behind, I have way less chance to react and claw the fight back from them using tactical nouse. Though I will still be enjoying Infinite on its release for many other reasons not stated, it’s quickened pace will leave me feeling disappointed that it could not quite re-capture that same signature Halo pace of gameplay for me, and indeed, several of my long-time Halo fan friends as well.
BtB in Halo Infinite I felt was really enjoyable. The map was expansive and I was really impressed with the details. The Total Control was a fun spin on domination and CTF was also enjoyable. Slayer was never my stongsuit but I did well. This is my favorite game mode so far.
Over all I enjoyed the gameplay this weekend, the map was a solid choice. I had no problems connecting or joining a game. No lag on my part and ran smoothly.
CTF- I liked how the final flag is moved into the base rather than being outside.
Felt the special vehicle spawns came frequently enough.
CP- overall I enjoyed the game mode only thing I would like to see changed is the spacing between the control zones. I felt like they were kind of on top of each other which made it easy for a team to push and capture all 3 very easily.
Slayer- Is what it is, seems there’s no team collision but I lost count of how many times I was run over by a teammate in a vehicle.
Weapons- The weapons all felt hit or miss in my opinion, I didn’t feel the consistency when playing sometimes the BR would take 3 bursts other it would take the whole mag to get a kill. The commando feels ridiculously weak considering what it’s supposed to portray. The pistol feels like a waste of time, no where near its glory it use to be.
the sniper glint is seriously excessive in my opinion but I can understand it. Only complaint with the grav hammer is the swing time and movement speed are so slow makes using it almost pointless.
Vehicles- felt like the mongoose and warthog didn’t have any weight to them, slightest bump sent you rolling which made them super easy targets and useless. The wasp was ok didn’t like how it didn’t have a secondary munition but other than that thought it handled nicely. Didn’t get to use the banshee or scorpion this weekend.
Fracture is a cool map, but the warthog doesn’t feel like it likes the map. Every tiny rock or hill or ant that the warthog drives over causes the warthog to roll over! The warthog is really damn fast, but too bouncy for such narrow roads. So either make the roads wider or make the hog less bouncy please.
Feedback BTB:
Really loved BTB, enjoyable, it makes you stay focus all the time, about the game modes 11/10 Total Domination was really enjoyable, really liked it <3
Randomness of weapons 
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> > 2533274805386688;489:
> > The new team color scheme is horrible, Can tell friend or foe.
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> You can change the colors in settings
I’m talking about wanting red vs blue team colors.
GrappleJack needs a nerf
I feel that the grapple should have a 3 second charge up to be able to grapple vehicles to prevent ppl from camping and waiting for you to drive by…they would have to time the charge or expose themselves. (Make it work normally for walls etc) OR bring out a specific grapple jack weapon/equipment for vehicles. OR give a vehicle a way to defend from being jacked as it’s way to easy to steal someone’s vehicle currently. It’s just too OP.
We really need a killcam
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> We really need a killcam
Nah that’s COD. We do however need to be able to rotate our spectator camera on our dead bodies.
I enjoyed BTB way more than I thought I would. Honestly, it was superior to the 4v4 arena experience for me. Here are some thoughts and opinions from me to share:
- When you go into a game with friends, they should be on your fireteam no matter what. If I go in as a group of four, there is no reason we should be spread across three different fireteams. - Love the map. Absolutely loooove the map. - Weapon spawns rotating is annoying to me. One of the things I loved about Halo CE-Reach is that each weapon set gave maps character. The power weapons were chosen based on how they played on the map. It’s been years, but I can still tell you where almost every weapon spawns on each map. I can’t do that with any of the 343 titles and it’s frustrating to have to constantly relearn everything. I understand you wanna keep things fresh, but there are other ways to do that. Additionally, when I go out of my way to go grab a weapon, let’s use the Battle Rifle as an example…, and I get there and there’s a Commando instead, that’s frustrating. I’m altering how I’m traversing the map to plan a play style or plan of attack, and that just forces me to improvise and it doesn’t always work out well. - Make the vehicles a little more durable please. - Plasma Pistol’s utility is way less without EMP. Almost not worth my time to pick up.
Time to spawn needs to be lowered to 4 seconds. Decrease the rarity of flying vehicles.
Slayer games end way too fast, make the kill score 150.
Loot cave door takes too long to open. Shouldn’t have to wait impatiently after the timer clocks down.
I enjoyed it except for the AR having way too much range. I would pick up a br and not be able to zoom in on someone who was 200 yards away spraying with an AR. It really hurts the usefulness of what’s supposed to be mid range weapons.
I sadly had my standards dropping for the game before the flight came out and to my surprise it exceeded expectations massively. I really enjoy this game and think I could easily spend a lot of time on the game. With that said there are a lot of improvements I see that can be made. For BTB I feel that vehicles need more health since there are addition players to take damage from. Further, the spawns need to be dramatically increased and need to be either random or more specific. I played 15 games on Sunday Oct 3rd and i only saw 1 scorpion. I saw a few banshees and even fewer wasps. Btb is either about wrecking havoc with weapons in area with tight space or wreaking havoc with a vehicle in a large map like the one from the flight. Other changes include: reworking the pulse carbine to be more powerful, have increased tracking on the plasma pistol, a buff to the shield wall, and of course a rework to the xp system.
This are just some of my thoughts
Thanks!