The threat sensor’s range is too short to be useful, especially in BTB.
Raelly fun and cool, but sometimes the vehicles buged not allowing to use them
The multiplayer in BTB for me was sensational, I really liked the details of seeing the powerful weapons fall into those capsules, seeing how the vehicles arrive in Pelican, it brought me a lot of nostalgia, seeing the AI’s hack the door where there are very useful supplies , Like the strengths makes me feel like a real Spartan, the voices are incredible, although I couldn’t hear them when I was playing, I heard them in gameplays and it was incredible, I feel Halo Infinite as a game that I will always be anxious about playing, I think an excellent job was done and that Halo is more alive than ever.
The attachments such as the hook and the impulse made me very fun, the deployable barricade and the threat sensor made me very tactical, no weapon was useless, I would say that they are all very effective for different situations, oh that hammer against The vehicles leaves me speechless, being able to use the improvements whenever you want I really liked it is very useful, I really felt playing Timberland or Infinity, large maps and that I really liked playing in Halo CE.
Other details such as the fauna and the setting I loved a lot, I must admit that it was funny to shoot the rats, chickens and opossums, although these last ones made me very tender, to see how the shots of the Zeta Halo cannons sailed and got lost Among the beautiful wow clouds, the landscapes and all the added details make it very special, and you can see the great effort, and make the wait so worthwhile, it is the first time for me to participate in a previous or beta visit of a I play, and the truth is that I must thank not only for allowing me to play it, but also for the love and commitment that they have put into this game, truly a thousand and a thousand thanks.
BTB specific feedback based on standard xbone gameplay. I’m focusing on the negative aspects imo but i did for the most part greatly enjoy the BTB gameplay.
vehicle’s
-
vehicle pelican drops.
-
it was incredibly disappointing to see the pelican drop ghosts and warthogs only for over 80% or more of a full match. - scorpion, banshee and wasp drops often came rarely if at all and late to a match, making BTB feels more like 12v12 arena, the immense disappointment of a scorpion droping in only to use it for a full 20 seconds before the game ends is simply unacceptable.
-
vehicles are to fast. this negatively effected some more then others for a verity of reasons,
-
The banshee’s was unreasonably fast being able to cross the whole map in 2 or 3 seconds, This speed also made it feel unsatisfying in combat while also making it significantly harder to land shots on target, - The ghost’s base movement speed made a competent pilot unrealistically difficult to board without a grapple shot or emp, - The mongoose’s and warthog’s speeds made cft flag runs incredibly fast allowing a flag to past the maps half way point in a mere couple of seconds meaning if you as a player were not directly in the flag runs path you’d be unable to stop it with any reasonable expectation. - warthog’s speed made gunning a fair bit harder to reliably hit targets.
-
vehicle health, doom states and damage states readability.
-
the vehicle’s overall felt quite low on health and would enter doom state quite quickly. - doom state besides my pervious point, the doom state’s red flashing glow blends with the banished vehicles color quite a lot making it take longer to notice. - the damage states on all the vehicle’s don’t see noticeable damage between full health and near destruction making it hard to read a vehicle’s health.game mode’s
-
ctf as stated previously vehicle runs were fast and difficult to stop, - total control, great new mode but the zones need to always be place in even positions to both side and not with onside have and advantage, at least on symmetrical maps. - slayer. needs a total kill count increase to 125.weapons,
-
loot caves are great but the map did feel slightly over populated with powerful weapons. would like to see a reduction here as it was crippling vehicle’s - skewers pad spawns should have navs as would be expected of a tier 3 power weapon. - weapon pod drops also need navs to better identify when and where they have dropped.fragmentation
-
I expect no layout adjustments to be made but the lack of gameplay the bases experienced was underwhelming even in ctf.
Honestly, I found that the grapple was incredibly annoying in BTB and that’s from the perspective of never getting an air vehicle, which I imagine makes it worse. The ease of grapple jacking makes 20 years of Halo Vehicle play irrelevant. Unless I am kiting way away from people I quickly get grappled and booted. I ended up stuck playing incredibly passively and hanging way back because otherwise I was basically giving the vehicle to the other team. It’s cool to be able to grapple jack people. But it’s way to easy and the grapple is way to common.
> 2535469609708123;806:
> Honestly, I found that the grapple was incredibly annoying in BTB and that’s from the perspective of never getting an air vehicle, which I imagine makes it worse. The ease of grapple jacking makes 20 years of Halo Vehicle play irrelevant. Unless I am kiting way away from people I quickly get grappled and booted. I ended up stuck playing incredibly passively and hanging way back because otherwise I was basically giving the vehicle to the other team. It’s cool to be able to grapple jack people. But it’s way to easy and the grapple is way to common.
I found the Grapple Shot and Repulser to be very effective and efficient items to get to use everywhere in social arena and BTB.
> 2533274804891940;11:
> Here is my BTB specific feedback. I’m running on a Series X, playing on a 65" LG OLED CX and overall having a blast. I began playing Halo in 2002, and this is the most “Halo” multiplayer has felt for me in a long time.
>
> I’m enjoying:
> - the overall chaos of BTB. It feels so active, all the time!
> - the ordinance drops across the map. They feel fair and rewarding to me.
> - grappling onto vehicles and maneuvering around Fragmentation. This is so much fun.
> - having a Fireteam to start out with, and their names highlighted in green on the map.
> - fusion coils making a fun return in multiplayer. I have yet to grapple and throw one, but I can’t wait to do so!
> - Fragmentation is gorgeous and really impressive to look at. Level design feels spot on, as does the art direction.
> - Shock Rifle on this map and Skewer are really fun.
> - Weapon caches are a great idea.
>
> Things to improve:
> - why can’t I hear Jeff Steitzer? I would prefer to hear just as many announcements as I do in other modes.
> - aiming still feels a little off. I know this is a work in progress, which is great.
> - I would still like blood decals on walls, floors etc for tactical and aesthetic purposes. It doesn’t feel “Halo” to me without blood.
> - In 12v12 especially, when a teammate dies their position should be marked with a red ‘X’ for contrast against active teammate tags.
> - Banshee feels really heavy to me, and a little difficult to pilot.
> - Scoreboard for CTF – ‘Carrier Kills’ on the far right is a very odd stat. I’d prefer just to know overall kills.
> - the ability to mute teammates selectively off the in-game scoreboard would be nice, especially in BTB.
> - Perhaps most of all, I don’t like the Commando spawn vs the BR spawning on wall racks. I will grab a BR off the rack, but I don’t go for the Commando rifle.
> - In general, I think Fragmentation needs a few more long range weapon spawns, especially at start. It’s the mad rush for 12 people, and depending on where I spawn it’s a bit frustrating.
>
> Thanks again for letting us play Big Team Battle! It’s been really fun so far!
exactly bro
Hello 343,
I am a long time Halo player since Halo 2.
After playing the past three tech previews here are my thoughts.
Soo excited because this is everything I wanted out of a Halo game! Awesome job!
Weapons: So far most weapon sandbox balances are spot on. Each weapons seams to have is specific use and place. This BTB tech preview the sniper did seam better than before, it seamed “off” with the movement while zoomed. I would like to see the plasma pistol tracking lock on a bit more a short range. Maybe even stop vehicles again, not sure on that though. Please bring back the original shot gun for super short range combat, maybe only a 4 round mag. The hammer was way to strong for the only power weapon on smaller maps, sword would be better on small maps.
Equipment: Love the grapple shot and repulse. The drop shield should be a bit stronger, I am not excited to pick it up. It would be a lot more interesting if enemies could not walk through the front. You could use it as a temporary barricade. A grenade in the front should not be able to kill it. We need more equipment that player can use to change the map. Gravlift, Super magnet that draws in everything metal for a few seconds (including spartan armor and vehicles); not plasma grenades tough. I think you should be able to grapple the flag to you but not swing it past. Seamed like the sniper only spawned once during the BTB map, this should be changed because it only gives one person a chance to use it.
Vehicles: Awesome designs and projectiles are perfect. I didn’t get to try out the banshee or wasp because my matches never lasted long enough. I only saw them a few times. Please change this!! this map seamed to small for true vehicle play. Also these vehicles should spawn in the back of the base like normal, which increases the size of the map and makes it more difficult the get. I am a huge warthog driver, and it seams to roll a bit too much. This was my only complaint in all of the vehicles. maybe lower the roll by 10-20 percent, it did not feel as heavy as normal.
Maps: I liked the fragmentation map but it is cut in half. I would like to see larger “more open” BTB maps with more vehicles and equipment.
Servers: There were some glitches and lag. We did get kicked out a few times but my total disturbance was only 10-20%.
All in all, this is the best Halo every!!! So excited to play more!!! thank you allowing us to play the tech preview.
I was really excited to try the Inside, I was playing in the S series I had activated the option of 4K at 60 fps, in multiplayer you could notice low fps. In addition to the grenades taking a while to explode, in 4vs4 when sweeping on a rise the camera was buggy.
Fragmentation. It is a good map, I really liked its finishes and design. You feel the experience of a new BTB mode with 12v12 players.
However, in some games such as Total Control or Capture the flag, I noticed that it is possible that according to the location of the zones and flags with respect to both teams, some of them may be given a greater advantage to claim victory more easily, while bringing greater difficulty to the other team.
Played a bunch of BTB and I had loads of fun, genuinely had a great time but here is where ill leave what I think needs to be fixed/adjusted.
Sorry for the wall of text.
- -Outlines. Easy to spot from a mile away and it just turns the game into shooting at ‘bad colour’, I would like an option to only show them for your team but even then don’t show the outlines through walls, only their name tags. A option to switch both teams to a certain colour and no outlines would be amazing if possible, similar to the way you change the UI colours for teams. - -Vehicles. Probably my biggest gripe, they don’t NEARLY have enough health and its impossible to see how damaged they actually are. One minute your ghost is fine, drive past a couple players and its doing its wind up death sound while looking fine, the banshee suffers from this especially. - -Vehicle Spawns, out of this entire weekend I only got to use the Wasp, Scorpion and Banshee maybe once or twice, and with all the EMP weapons/grapples and their pitiful health your time in it is VERY limited. The power vehicles need to start spawning way sooner . Also not always dropped in and announced with the pelicans because that just makes all the players swarm the drop zone and not play objectives, they need to spawn by the base normally. - -The glowing red damage state for vehicles is a bit much and I think just the sound would be fine. Maybe make the sound loud popping/explosions like when a tank gets ammo racked in squad. - -The input delay, playing sometimes feels gross. - -Banshee. It was mentioned before but it bothered me so much it gets its own dot point. It feels amazing to fly but Jesus is it a wet napkin. Not only does it spawn once every 5 games (and with every other player trying to get it) it does not feel nice when A. its either grapplejacked from you B. a sniper across the map blows you up in four seconds or C. You cant hit anything because the weapons are awful. I know we don’t want another Reach Banshee but you guys either got to give it a weapons or health buff. You have to get close because you’ll have to lead shots at a distance but you cant because its made out of cardboard. The secondary fire is a bit weak too, maybe just make they splash bigger but only able to one shot players if it hits them dead on. - -Damage States. There needs to be more damage states because I cant tell the difference if my vehicles health, especially the banshees, is a rocket or a gentle breeze from blowing up. Not that they can take a gentle breeze anyway. - -Skewer. Great weapon but needs a nerf/adjust, it needs another hit to destroy every vehicles. So making it at least require two hits except maybe the mongoose, but then increasing its knockback. It wasn’t really fun when I finally got to try wasp or banshee only to have been one shot by one of the 5 five guys with skewers. If you want to keep it as it is then at least turn down the spawns on maps with vehicles. - -Wasp and scorpion were perfect. Give a wet kiss to the people who made them but they need to spawn much earlier. Keeping the rate they spawn would work if they started after 7-8 minutes the game starts. - -Make the rocket launcher rockets a lil faster and wider/weaker splash. So when you don’t directly hit the second guy you get him on the second. - -reduce the brightness of scope flashes - -explosions look a little cartoony, for such realistic looking armour/vehicles/props/scenery it feels like playing fortnight. Maybe make remove the fire and use a dust cloud and shock wave like an actual grenade with a little fire. - -Banished variants. I hope that the banished vehicles will be slower but more armoured at the front and we also get the regular covenant variants with different stats. Different skins would be fine tooThat’s all I can think of, despite above I think 343 did an amazing job on this one and I cant wait for release.
> 2533274914197136;805:
> BTB specific feedback based on standard xbone gameplay. I’m focusing on the negative aspects imo but i did for the most part greatly enjoy the BTB gameplay.
> vehicle’s - vehicle pelican drops. - it was incredibly disappointing to see the pelican drop ghosts and warthogs only for over 80% or more of a full match. - scorpion, banshee and wasp drops often came rarely if at all and late to a match, making BTB feels more like 12v12 arena, the immense disappointment of a scorpion droping in only to use it for a full 20 seconds before the game ends is simply unacceptable. - vehicles are to fast. this negatively effected some more then others for a verity of reasons, - The banshee’s was unreasonably fast being able to cross the whole map in 2 or 3 seconds, This speed also made it feel unsatisfying in combat while also making it significantly harder to land shots on target, - The ghost’s base movement speed made a competent pilot unrealistically difficult to board without a grapple shot or emp, - The mongoose’s and warthog’s speeds made cft flag runs incredibly fast allowing a flag to past the maps half way point in a mere couple of seconds meaning if you as a player were not directly in the flag runs path you’d be unable to stop it with any reasonable expectation. - warthog’s speed made gunning a fair bit harder to reliably hit targets. - vehicle health, doom states and damage states readability. - the vehicle’s overall felt quite low on health and would enter doom state quite quickly. - doom state besides my pervious point, the doom state’s red flashing glow blends with the banished vehicles color quite a lot making it take longer to notice. - the damage states on all the vehicle’s don’t see noticeable damage between full health and near destruction making it hard to read a vehicle’s health.game mode’s - ctf as stated previously vehicle runs were fast and difficult to stop, - total control, great new mode but the zones need to always be place in even positions to both side and not with onside have and advantage, at least on symmetrical maps. - slayer. needs a total kill count increase to 125.weapons, - loot caves are great but the map did feel slightly over populated with powerful weapons. would like to see a reduction here as it was crippling vehicle’s - skewers pad spawns should have navs as would be expected of a tier 3 power weapon. - weapon pod drops also need navs to better identify when and where they have dropped.fragmentation - I expect no layout adjustments to be made but the lack of gameplay the bases experienced was underwhelming even in ctf.
I second pretty much all of this.
I’d like to elaborate on why warthog runs and mongoose runs are so hard to stop for the distance they travel: The map has an ABUNDANCE of natural cover from many angles, making it excellent for Slayer, oddball, Total Control, and other non item drop-off gametypes, but gives each spartan a very brief window to stop a charging warthog without a skewer or rocket launcher, and while those do spawn in an overabundance each game, the sheer lack of open sightlines means that seeing and stopping the charge is more difficult than on the classic Valhalla map (Blood Gulch) which this map is based on, making the warthog flag charge more effective than it probably should be.
While it was always supposed to be the most effective method to transport a flag carrier to the drop off, in this context, on the one map we played, from the two flag points, it crosses the threshold into being a cheese tactic.
Proposed solution: Just widen the middle lane, even if the side lanes go a little further apart towards the corners of the map that’s okay. I just really feel like that middle lane should be wide open and power/heavy weapons should spawn less frequently.
Still great fun, but not as great as some of the earlier games’ examples in the context of BTB on this particular map.
I think BTB should be an initial burst of chaos, everyone fights over the sniper rifle, tanks, aircraft, and rocket launchers which spawn twice, each, and then we duke it out with regular weapons and vehicles until the end when the power weapons are all used up.
Big team should not be AR starts. BR starts please. How many times has it been prooven that AR starts in Big Team Battle is a bad idea? Seems like every games has tried it and it eventually has to get changed to a better precision weapon. Sidekick does not have a big enough range or magazine. Please make BR a starting weapon in Big Team Battle.
I’ve made posts in other threads, but here I am also posting all feedback applicable to BTB, including General Gameplay, Map, Mode, Vehicle, and Equipment/grenade and weapon feedback. Anything not applicable to BTB and specific to arena is excluded
However, due to the character limit, it needs to be split up into multiple comments
Here are the (most updated) feedback posts I’ve made in other threads:
- Updated UI/Progression/Customization/Settings feedback
- Updated Social arena (general gameplay, vehicles, map, mode, weapon) feedback applicable to arena
- Updated Weapon drill (weapon) feedback
- Original Graphics Feedback (no updates) in Xbox thread
General Gameplay, Map, & Mode:
> ⦁ I value having a skillgap, but The aim assist/bullet magnetism is very, very low for controllers. Especially with PC vs Xbox crossplay, I feel this could be problematic.
>
> ⦁ There should not be a mouse assist option on M+KB with Crossplay. Having assist on mouse makes it objectively superior to using a controller, since aim assist (already arguably too low for controllers here) is meant to make up for a lack of mouse precision on controller
>
> ⦁ I don’t know what caused it but compared to last flight, aiming and shooting feels less tight and “looser”. Shooting is less fun/responsive.
>
> ⦁ While I feel the time to kill is generally fine, you die way too fast when being shot by multiple players, make damage be reduced if coming from multiple sources?
>
> ⦁ Given the small map size and the amount of nade pickups There is a lot of nadespam and deaths from them. Maybe reduce frag AoE radius or only spawn with one.
>
> ⦁ The ability to manually vent plasma/battery weapons and to “recharge” them by walking over another of the gun, while neat in some respects, gets rid of a lot of what makes them unique vs bullet weapons. I say keep the manual venting, but undo giving plasma weapons slower automatic heat guage dissapation just to justify the manual venting, which REDUCES THEIR ABILITY TO FIRE INDEFINETELY VIA PACING TO KEEP THE heat low. Instead of allowing you to “recharge” a battery weapon by walking over another one, have it “swap” between the one on the floor and yours automatically, if at all
>
> ⦁ Having what weapons spawn in a given weapon pad on the same map from match to match undermines the importance of map knowledge and an even playing field. This should not be in ranked playlists, and should even only be in social if there is a pre-match preview of which set of weapons is being used.
>
> ⦁ Slide locking you into a specific direction feels a little clunky, being able to “steer” the slide and shift directions mid slide slightly would be cool, help it feel more fluid, and would open up some neat high level tech/skilled usage. Additionally, while I am aware of downslope slide boost tech, the fact that slide itself gives no apparent speed boost when using it on level ground makes it feel pretty niche, I think it giving a slight speed boost beyond sprint’s even on level ground would be warranted.
>
> An alternative/additional idea would be having more instances of short cover or gaps you can slide behind/under on maps.
>
> ⦁ In CTF, picking up the flag should have priority in terms of what you’re given the option to switch to when walking over it if there are other pickups nearby, or should be picked up automatically if you pass over it.
>
> ⦁ There were a too many jumps that required clamber to access that even crouchjumping doesn’t let you make. Either increase crouchjump height or speed up the clamber animation. I found myself having to use it more often then in H5, being stuck in the animation constantly was starting to grate on me.
>
> ⦁ Last flight, the Melee lunge distance was too far, but now Melee’s feel too inconsistent, especially in terms of enemy players/bots being slightly to the side of the center of your visison. There were many, many instances where I was meleed from a few steps away but me trying from the same or less distance resulted in no lunge and a whiff, or a player being point blank but them being a bit to the left or right of my reticule resulted in the melee whiffing
>
> ⦁ There needs to be more physics interactions with players on foot. The Gravity Hammer, rockets, Skewer, should displace bodies, enemy players, and the user more, same for grenades. This displacement already exists in terms of melee sending bodies flying last flight or against vehicles in this flight with the hammer, skewer, etc, make it apply against players
>
> ⦁ The marking system is cool and is a good addition, but it is often unclear why a player has marked a specific location if it’s not a direct enemy, objective, or weapon/equipment/vehicle mark. I think it would be really helpful if we could hold down the mark button and have a additional set of options to clarify like “Enemies around that location” or “I’m heading here” or “we need somebody to cover this spot”
>
> Additionally, there needs to be more done to make players notice marks and to encourage them to use them. I feel like I am the only person bothering and even when I mark a power weapon on the floor next to my allies, they do not notice or care. In BTB speffically, there needs to be a way to mark something for my whole team, not just squad.
>
> ⦁ Scorpions, Banshees, and Wasps need to drop earlier/more frequently in BTB. Most matches I don’t see them at all or only see them get used once.
>
> ⦁ Ordinance drops, especially the weapon drop pods, need better visibility/conveyance to the player. When I heard the commander said “[vehicle] inbound”, I couldn’t tell if it meant for our team or the others half the time, since often I heard her say it and no vehicle dropped on our side. Likewise, I always heard weapon drops, but rarely saw them. There needs to be a UI indicator for where/when they drop. Sometimes I saw one for the vehicle drops, but half the time it didn’t show up, and I NEVER saw them for the weapon drops.
>
> ⦁ Your AI or Jeff Steitzer should be doing the announcements in BTB. The Commander works in the Academy, which is what she was made for, but in normal multiplayer I want Jeff (who if nothing else should be calling out medals) or my AI. Additionally, Flag notifications in general even in 4v4 arena should be a voice line, not a random siren.
>
> ⦁ While I think it’s fine in 4v4 arena, there needs to be a larger radar for BTB. There are too many sightlines that are too far to keep track of at all times and players can fire on you from close up before they show up on the radar.
Vehicle:
> ⦁ The “danger mode” vehicles enter when heavily damaged before exploding should last longer. Currently it is so short that you’re not really able to viable make a call to risk staying in it longer to do cutting-it-close plays.
>
> ⦁ The Warthog engine/driving, horn, and chaingun sound could be a bit closer to the classic audio. I don’t think it’s bad like the Needler audio was last flight, but it’d be nice.
>
> ⦁ The Warthog and to a lesser extent the Mongoose “magnetizes” itself to right itself if it’s about to land flipped over that’s too intense. it looks and feels awkward and has actually caused the Warthog to fail about in specific situations where if it wasn’t there, I could reigh it in and land fine anyways.
Vehicle (continued):
> ⦁ The Ghost could use a tad less durability or the cannons to deal a tad less damage. I would err on less durability. It feels almost impossible to take a ghost down without a dedicated anti vehicle weapon even with multiple players targetting it. Even when I had a heavy mounted turret, I could fire into it for ages without it blowing up.
>
> ⦁ The Banshee needs a buff. Relative to the Ghost, Wasp, Warthog, etc the Banshee’s Plasma cannons take too long to get kills, I constantly had to flee into cover before I could mop up other players. Having the Banshee have it’s own shield like Halo 5 may help too?’
>
> ⦁ There should be a visible vehicle healthbar on your UI AND there needs to be more clear smoke, flames, damage, etc visible on vehicles as they take damage. Currently aside from obvious locational tells like missing wheels on a warthog, it is actually harder to tell how damaged your vehicle is compared to past Halo titles, despite it being more important then ever
>
>
> ⦁ The visual tell for when a vehicle has been partially shocked should be more clear Having just one dot of electtricty on the point of impact frokm the shock rifle etc is too hard to see. Have arcing around the whole vehicle?
>
> ⦁ There should be a visible vehicle healthbar on your UI AND there needs to be more clear smoke, flames, damage, etc visible on vehicles as they take damage. Currently aside from obvious locational tells like missing wheels on a warthog, it is actually harder to tell how damaged your vehicle is compared to past Halo titles, despite it being more important then ever
>
> ⦁ The visual tell for when a vehicle has been partially shocked should be more clear Having just one dot of electtricty on the point of impact frokm the shock rifle etc is too hard to see. Have arcing around the whole vehicle?
Equipment/Grenade:
> ⦁ The distance you can grapplehook from should be increased, or make it so the grapplehook doesn’t shoot out at all if it’s going to fail anyways. Too many times something seemed like it should be within range and the grapple failed.
>
> ⦁ While the Dropwall is notably better then in the first flight, it is still not quite useful enough. Very slightly increase the amount of damage the Drop Wall’s panels can take.
>
> ⦁ The Threat Sensor is totally useless. Not sure how to really fix this, especially given the radar changes so now even walking shows up on radar anyways. Maybe make it show a second radar on screen with a real time display of the area it covers?
>
> ⦁ Change the Repulsor so it can give you a large vertical lift without needing to look as much straight down. Currently if you aren’t looking almost straight down, it just stalls you in midair, and looking down then back up on most sensitivities is very slow on controller
>
> Additionally, increase the damage repulsing an enemy into a wall does, it does so little that it’s impossible to predict/tell when it will actually cause a kill, since even with no shields it requires the player to be heavily damaged/3-4 repulse splats.
>
> ⦁ The Spike Grenade isn’t consistent enough: It is intended to be thrown at a wall in an enclosed space so the spikes bounce and then angle themselves towards enemies. However, even in enclosed spaces, spikes often do not hit nearby enemies. Make the homing/tracking stronger, or have them release more needles.
And now for weapon feedback, I have split it into sections per each weapon
Assault Rifle:
> I like that the AR is powerful and decently versatile, and I disagree with removing the headshot multiplier or straight damage/accuracy nerfs as some have proposed. That being said, I do think unskilled “Spray & Pray” fire with it is too good especially at range for how easy that can be.
>
> However, any nerfs the AR gets should specifically ONLY reduce it’s effectiveness when used unskillfully for fully holding the trigger down and spraying, NOT to weaken accurate burst fire. Skilled usage should should not be punished nor should mechanical depth be removed from the weapon.
>
> 2 primary changes that could facilitate this are
>
> - 1. Make the headshot multiplier value decrease as reticule bloom/spread increase or the longer the trigger is held: the more bloom/spread is active when a shot is fired, the lower any headshot multiplier yielded will be. Alternatively, if this is not possible, making it take 3 or 4 rather then 2 headshots to kill
>
> - 2. Decreasing precision for extended spraying, without reducing or even increasing precision for the first few shots of a burst/a trigger pull, such as by:
> 2A: Increasing the maximum firing cone size/amount of bloom/spread
> 2B: Making spread/bloom build up more per shot/faster after the first 3-4 shots in successon
> 2C: Decreasing the amount of spread/bloom and recoil for the first 3-4 shots in a burst
> 2D: Allowing spread/bloom to dissapate faster.
> .
> This will make more shots miss when the player is simply holding the trigger down, especially at long engagements, without making short bursts any less effective.
Sidekick Pistol:
> I feel like the Sidekick needs to be made more consistent, especially at range. I realize that the Sidekick is not intended to be like past magnums as very effective mid-range utility weapons, and I like it takes skill to land shots with it, but even as a pretty experienced Halo player, I was missing the majority of my shots and I was useless with it past a few meters, It can afford to be better for how steep the skillgap is, and it certainly shouldn’t be worse at mid range then the AR like how it is now. Some ideas:
>
> - 1. Increase the mag count by 1 bullet, from 12 to 13 rounds. This gives player 1 more shot to finish off the enemy if they missed prior shots, without actively buffing aim assist or enabling more perfect kills per mag, and the player with better aim will still kill first
>
> - 2. Increase the weapon’s red reticule range or give it a higher zoom/scope magnification. As stated it is borderline useless in mid range and beyond as is, It doesn’t need to be as good as the BR or Commando mid range, but it should be able to land shots at mid range (or at least further out then the AR) without it being a crapshoot.
>
> - 3. Reduce the amount of random bloom. There’s too much currently.
Heatwave:
> While the Heatwave is improved from last flight, I think it is still needs a smidge more going for it. Perhaps making the ricocheted shots bounce towards enemies a tad, rather then it not having any or only imperceptible guided bouncing as of now
Sniper:
> This is perhaps more a map issue, but, the Minimum 5x Zoom on the sniper rifle may be too high. In past games it was at times 2x or 4x rather then 5x, I believe 4x or 3x may work best if there are going to be a lot of small 4v4 sized maps.
>
> Additionally, Heavily reduce or remove entirely the hipfire bloom. The sniper is a very high precision weapon, bloom, especially that much
CONTINUED FROM COMMENT ABOVE:
HMG Turret:
> The third person turret carryable turret isn’t worth using. It’s not that much more powerful then other weapons, and It feels even slower to carry around relative to past games, and you can’t even juggle it to move faster. You need to be able to move faster with it. I’d just make it as fast as non sprint movement, just like when holding a fuison coil.
>
> Additionally, it needs a large damage boost against vehicles. I have fired an absurd amount of shots into ghosts and warthogs without them blowing up, so much so that if the turret had been turned off I am sure that I would have run out of shots.
Needler:
> ⦁ While the Needler is powerful and useful, and perhaps may not be worth changing at this point as a result, The Needler feels far less unique compared to other weapons then in past games, in terms of both audio, visuals, and gameplay. In Infinite, compared to past titles, it takes a significantly more needles to supercombine; it fires and needles fly faster; needles track worse past close range/it is much more effective at very close range, among other things, which combine to make it feel more like any other spraying automatic weapon, rather then the “all or nothing” where you fire a specific amount of needles to kill from a specific sweet spot range
>
> To solve this, you 1. Reduce the amount of needles needed to supercombine, and decrease the fire rate (maybe the ROF starts slowe then speeds up as in past titles) to compensate; and 2. to have weaker tracking up close/when intially fired but stronger tracking downrange would help alleviate this… but this may be how the devs want the Needler to be balanced as a close up “SMG”, and it is admittedly effective in that role.
>
> Additionally, in terms of Audio, While the new firing sound is an improvement, the “crystalline” aspects of the new audio is muddled up by other audio layers. and more severely, the new Supercombine explosion sound is totally inaudible if you aren’t right next to the explosion.
>
> Lastly, the needles themselves don’t glow enough in flight, it is hard to distinguish needle projectiles from other bullet tracers and difficult to track how many needles you stuck/got stuck with/by.
Plasma Pistol:
> The Plasma Pistol needs serious examination. Even last flight I felt it needed buffs, but now that we know it can no longer EMP vehicles, and other weapons/grenades have that ability, this is even more pressing.
>
> Compared to past games (where the Plasma pistol’s normal shots stripped shields fast, the charged shot had heavy tracking and instantly cleared all shields and could EMP vehicles; and even then it was rarely used aside from that last function), the Plasma pistol’s overcharge has less tracking, takes longer to charge up, normal shots are less effective at shield stripping, the heat gauges dissipates slower (see my plasma heat gauge/venting feedback in the general gameplay section) and as mentioned, lacks an EMP. This makes it less useful in basically every way. It was one of only very few weapons I consistently did not feel was worth picking up in the flight.
>
> It needs buffs, but what depends on what direction the devs are willing/wanting to take it in compared to other Sandbox elements like Shock weapons, so while these are my ideas, they may not work:
>
> - A. Increase the strength of the overcharge shot tracking/homing, and make it kill an unshielded enemy in 1 shot to the body, not just the head. This really needs to be done no matter what, the charged shot is the only thing it has going for it right now.
>
> - B. Make normal uncharged shots damage shields more. As a plasma weapon, these should be dealing much more damage to shields then health, yet it takes almost the same amount of shots to break shields (7) and then kill/deplete health (10). It damages health FASTER then it drains shields with headshots (3). Make it break shields in 4-5 shots, and then deplete the health/kill the unshielded player in 6-10 bodyshots or 4-5 headshots, it could use the ttk buff anyways.
>
> - C. Increase the projectile speed and precision of normal shots. If the Plasma pistol is going to lose it’s EMP ability to shock weapons, then it is worth looking to CE’s plasma pistol which lacked an EMP to begin with for inspiration. There, the Plasma Pistol’s normal fire was accurate and travelled pretty fast and did good damage (hence some of the above suggestions). In particular, this would also make up for the current lack of any Plasma Rifle like weapon as a rapid fire shields stripping plasma weapon, since the Pulse Carbine is a very different gun.
>
> - D. Make the Overcharge instantly drain the shields of all occupants of a vehicle the charged shot hits. If the above is done i’m not sure this is nessacry, but it would help retain some anti vehicle functionality
Shock Rifle:
> The Shock rifle basically a objectively better version of the sniper killing in the same # of shots, with the same mag size/capacity, AND with an additional chain and EMP effect, the Shock Rifle needs something more to make it not almost a direct sniper upgrade and to preform more distinct from it. I believe two potential good ways to do this would be:’
>
> - A. Since it already fires multiple beams in rapid successon that merely looks like 1 shot, emphasis this more, making the amount of beams/the duration of the shot you fire per trigger pull longer, so to deal the full damage of the shot, your reticule needs to be on the target for a longer period of time, sort of like the Halo 5 binary Rifle.
>
> - B. Lowering the amount of damage each shot causes, but increasing the damage and range of the shock-chaining effect, perhaps having it deal more damage as more objects are chained. If this is done the aim assist may need to be increased slightly
Gravity Hammer:
> While the main fire-button gravity powered swing on the Gravity Hammer is now more consistent thanks to the new AOE radius around the user, but The Gravity Hammer’s normal, melee-button melee is still useless, it should have the same animation speed and lunge as any other weapon’s melee, since it has no AOE and kills in 2 hits like every other melee.
>
> While this is mentioned in the general gameplay section, the fire-button Gravity swing needs more physics impulse displacing enemy players, dead ragdolls, and user
Pulse Carbine:
> The Pulse Carbine still feels too inconsistent, even in it’s intended mid-long range niche. Too many times the shots don’t track enough to hit, even when the shots land, feels like it takes more shots then it should. Perhaps increase the tracking strength at a long distance, and/or make the projectiles travel faster?
>
> Also, having the red reticule show you next to your target rather then on them directly to encourage leading shots is unintuitive, use something like Reach’s “tracking” reticule Elites get in Invasion with the Needler, Plasma Repeater, etc
Skewer:
> The Skewer should “carry” the bodies of players it kills and pin them to walls, and should be able to pierce multiple enemies in one shot. Even if pinning against walls isn’t possible, at least have it send ragdolls/bodies flying as if they got carried with the bolt, like how vehicles get pushed by it.4
>
> Also, as with the pulse carbine, having the red reticule show you next to your target rather then on them to encourage leading shots is uninutitive, use something like Reach’s “tracking” reticule Elites get in Invasion with the Needler, Plasma Repeater, etc
FEATURE CONCERNS -
Radar/Motion Tracker - Range to small to be useful in all game modes, UI says 18 meters of range but feels like 8 or 9, frequently walked by enemies completely unaware of their presence beside me, and vice versa.
Squad System - Seems to have no purpose other than highlighting certain teammates.
Capture The Flag - Flag needs to be 1-hit melee type weapon against enemy Spartans since it does not have counters present in previous games like off-hand pistols or access to equipment while holding it; separating the flag capture point and the flag spawn in BTB is confusing to many players including myself, especially when the flag spawn moves after enemy captures.
MATCHMAKING -
Constantly getting matched against teams of nearly identical skill level, leads to frustrating overtime stalemates in objective type games or ‘sweaty’ and hypercompetitive slayer type games, whatever systems are behind this skill based matchmaking should be relaxed or removed from social style playlists like Big Team Battle and Social Slayer.
UNCERTAIN IF FEATURE OR BUG-
Squad System - Does not seem to always group fireteams together that are matchmaking together, feels like bug and also reported as such.
Service Tags - Sometimes do not display in multiplayer, either over friendly Spartans or in the score boards, especially Big Team Battle, feels like bug and also reported as such.
Physics - Explosions and impulse interactions feel muted or non-existent against objects or assets with obvious mass and physics properties, applies to all heavy weapons, appropriate grenades and equipment, and vehicles, feels like bug and also reported as such.
Player Physics Interactions - Friendly and enemy players have no collision or interaction, feels like bug and also reported as such.
1st-Person View Model - Cannot see legs or feet but can see footprints, feels like bug and also reported as such.
Halo Medal Announcer - Muted or silent specifically in Big Team Battle, feels like bug and also reported as such.
Fusion coils - Do not respawn or reappear, feels like bug and also reported as such.
Capture the Flag - Flag can be pushed by enemy vehicles after being removed from its base or dropped by players, feels like bug and also reported as such.
> 2533274811985110;814:
> Big team should not be AR starts. BR starts please. How many times has it been prooven that AR starts in Big Team Battle is a bad idea? Seems like every games has tried it and it eventually has to get changed to a better precision weapon. Sidekick does not have a big enough range or magazine. Please make BR a starting weapon in Big Team Battle.
AR starts is fine, you can’t walk like 10 meters without coming across a BR or a Commando anyways
I though that the new gamemode, the one where you capture three zones to score a point, was allright. Though the games sometimes ended withen 5 min.
Radar seemed far too small, I feel somewhere in the middle of halo infinite flight 2 radar and halo 4 radar would be perfect.
Also while the BTB map was well designed it was kind of boring. There weren’t that many interesting points on the map, it just seemed like woods, you know?
Also there werent enough vehicle spawns for BTB, of all the games I played of BTB (around ~25) I never saw the banshee or the scorpion and I only saw the wasp twice.
And why make the game ar starts when you spawn next to a precision weapon almost 99% of the time? Also the game could get a bit lame when everyone has a power weapon, it kind of takes away from the core precision weapon gameplay. And it makes having a power weapon less special when you always have one.
I think that there should be more physically interactable objects around the map to jump around on, there should be player collision, and gravity hammer should give you that boost like it does in almost every other halo.
Also i never noticed red reticle when playing with a controller on pc, I think the aim assist needs to be looked at before the game releases for controller players.
Loved the BTB flight. Big Team is usually always my favorite game mode because I love just constant chaos and there was never any shortage of beautiful chaos in Halo Infinites Fragmentation at least! Great map, so much fun zipping around, opening loot caves, sniping with the EMP gun, capturing flags, points or just plain slaying it was a blast.
Everything feels great in my opinion. Aiming feels perfect and I have no issues with the movement I seriously love it!!! I also love the system that weapons which spawn on racks, if picked up, respawn when the previous one is out of ammo, it keeps the racks full every couple minutes and it’s amazing pacing wise.
one thing I will point out is that I WISH that the fusion coils respawned. Everyone will grab one at the beginning and bomb warthogs and it’s so great and explosive, I love it! But while the warthogs and ghosts and mongooses keep coming back, fusion coils are one time use and that kinda stinks.
but other than that, incredible work, you’re making what I believe will be my favorite Halo!