Would like to add that fusion coils need to respawn as well as need to be on parts of the map outside of the bases.
I love the BTB! However, I don’t think there are enough vehicles. There is the Warthog and mongooses on each side, but the rest feels a bit drip-fed. I definetly think there should be more vehicles around the map.
I think vehicles need some improvements. I love the way they move, sound, and handle. I think they need to have more health and a better indicator of how much damage they have taken and how close they are to being destroyed. This will be helpful for both the pilot/driver and whoever is trying to take the vehicle out.
Additionally I want to see a better variety of vehicles being dropped off on the pelicans. Warthogs already spawn on map so we don’t need more to be dropped off. The ghosts should also be given a spawn at the bases. Vehicle drops should be reserved for more powerful vehicles such as the Scorpion, Wraith, Wasp, and Banshee. I also think this would also fix another problem that I had in the frequency of drops.
During the whole weekend (baring in mind I could only play about half of the time the flight was live due to work) I only saw one Scorpion drop a small handful of banshees, and two wasps. I got to pilot the Wasp once, the Banshee twice, and never got a chance to drive the Scorpion. changing the way the vehicle drops works would give players more opportunities to use power vehicles.
The gameplay is pretty much nailed especially for the capture points gamemode, it adds a lot of strategy and teamwork focused elements. Unfortunately the Warthog controls very wobbly and is far too light, pretty much anything can knock it over. To add to that, the damage it can take is very little before it explodes. I know that its all a work in progress but it was far too easy to take down the warthog, i felt as if it has the health of a mongoose. In my opinion it definitely needs to be buffed and added some weight or stability. The turret on it isnt as consistent as before either, it seems that the projectiles from it are very slow to reach and it isnt very satisfying to nail hits on it. Overall great time playing though, the unsc rifle that competes with the BR also needs some tweaking as its much less reliable.
I feel that removing the Plasma pistols EMP effect on vehicles in halo infinite severely hurt the sand box. This is currently my only issue from the whole Tec preview. I understand the new shock weapons are support to fill that role but in big team battle vehicles spawn at a rapid frequent rate and the shock weapons dont keep up. By keep up I mean specifically the spawn time of the weapons paired with the increase of enemy Spartans per team. It is very difficult to hold that weapon long enough before it changes hands. After playing games where i forced myself to only use the EMP mechanic I rarely stopped the vehicles. Once again I need to specify This apply more late game when air vehicles start to spawn, it creates a power vacuum. This is noticeable by grapple jacks being used more frequently and with more success to stop air vehicles than the EMP. The next part is objectively more a nit pick but the energy weapons have severely less impact on the battle field in infinite and the small change of re-adding the Plasma pistols Emp would make the energy weapons feel more significant and would help with BTB balance when air vehicles start spawn in the sandbox.
Looking over my flight notes I took during and between games. Here are my thoughts;
Note: Vehicle spawning needs tweaking. I drove a ghost and was gunner in a warthog. Got wasp and banshee once each. (For a few seconds. One I got then was blown up, the other I had for maybe 10 seconds before the match ended.) Never got the Scorpion, but one match the enemy team had both and we were destroyed.
Feedback: Vehicle spawning needs major rework. It’s my understanding now that vehicles spawned in one place. (Aside from the mongoose and warthog).
What bothered me the most was that, once the next phase of the match started the vehicles that spawned previously were replaced.
Vehicles should have multiple spawn locations and continue to spawn through out the match. The system in place lead to a severe lack of vehicle combat, contributing to this was the absurd spawn timers on the vehicle tiers. Not getting a scorpion or wasp/banshee till the end of the match (as stated above) was not fun!
The lack of vehicles in Infinite is absurdly apparent when going back to play BTB in MCC where the whole sandbox of vehicles is at my fingertips from the start. (especially in BTB Heavies).
A suggestion I have regarding this would be to: have all the vehicles that should be there at the start spawn at the beginning of the match. As the match progresses, the pelicans could bring down special vehicle variants (ONI/Hannibal for example)
Here’s is my feedback.
increase vehicle health BESIDES the ghost, the ghost is the only vehicle I feel is overperforming.
More vehicles too, the pelican drop is an awesome concept, but nobody ends up getting the high tier vehicles until the game is over. A better solution would be to have al vehicles initially spawn, but have the big ones like banshee, Scorpion, and wasp not respawn but be dropped by the pelican.
increase radar size for both arena and btb and that’ about sums it all up.
this is a good game and btb was a blast, glad we were able to participate in it.
on another note I think bringing back blood Gulch as a map for this 12v12 would be phenomenal
Radar needs more range and an up/down indicator to show if enemies are above or below you.
The bots are impressive other than not knowing how to use vehicles. Looking forward to improvements on that and hope they will use some type of machine leaning algorithm to be able to navigate custom forge maps.
2nd flight 2nd weekend:
- would be nice if you add Active camouflage timer/indicator of when its gonna finish after using - melee is very annoying and op even without BXB - the ghost is op. high damage and its very fast - Shock Rifle, and Dynamo grenade I think its very annoying vs vehicles, ruin the fun of it. you get shocked easily and you can’t move for a while. I think grapplehook and bringing back plasma pistol to stop vehicles is more balanced and fun - the bar timer is a nice touch I love. buy maybe add seconds next to it to make it more clear? - bloom is annoying. I know its being used as a way to balance weapons but its just not fun when its random - when we do the scan thing, can we have weapons logo show on the boxes? it feels useless now - vehicles explosion sometimes are hard to tell, I think it also can be better - commando is op. please nerf. I know its kinda hard to use but people already mastering it and it kills in seconds - in BTB when I join with my 4 friends we’re not in the same squad - I feel like time to kill is a bit fast
I have a few thoughts on the vehicles in infinite.
- The warthog needs to have a beefier sound to it.
- Would like a more classic sound to the ghost.
- The warthog doesn’t feel grounded and gets tipped over a little too easily.
- The chaingun would also benefit from a sound buff and would also like to see the barrels rotate.
- I would like to see grapple jacking being a harder feat to perform.
Other than that loved btb and the game modes. Any thoughts?
- Radar could use some more range for BTB, maybe 22-24m. - Considering the size of the map, I wouldn’t mind BR starts. - The shots needed for the Shock Rifle’s EMP should be size relative (i.e. 3 for a Warthog, 4 for a Scorpion). - Dynamo Grenade’s range should reduced just a bit. - TTK feels too quick. - Both the Warthog and the Mongoose felt a bit too bouncy to drive.
Got to say this. At least with hopefully a few permanent playlists in social and even competive. Be it scocial arena, btb etc.
Pure no guns only your bare fists could be something big. Maybe add a few alternate punching mechanics and we could have playlists/ gamemodes centered around true Brawling.
Only fists starts with a few nades to backup maybe, and a mad dash toward your favorite guns/ melee weapons etc. Cant get a more even start than that.
It would be so much fun to bash each others armor/ visors in with hand to hand combat!
Could do with more added weapon lockers and pads for such a game start. Especially since the AR and Sidekick are viable to get and usefull to score kills with some skill without being to powerful. The ar have such a recoil to be any use at long range and most with awarness wont stand still to get pot-shotted. And the sidekick is just that and need alot of focus to be useful on its own, last resort.
Also, anyway
For those you dont know, you can go punchy punch in Weapon drills BEFORE picking up a weapon at the front which starts the timer. A taste for what could be expanded upon in pure fists start, game mode variant playlists.
We need this, so much fun potential 343!
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> - Radar could use some more range for BTB, maybe 22-24m. - Considering the size of the map, I wouldn’t mind BR starts. - The shots needed for the Shock Rifle’s EMP should be size relative (i.e. 3 for a Warthog, 4 for a Scorpion). - Dynamo Grenade’s range should reduced just a bit. - TTK feels too quick. - Both the Warthog and the Mongoose felt a bit too bouncy to drive.
Bouncy warthog bad, floaty warthog good.
This is my feedback on the halo infinite flight
Experience overall was very good. I enjoyed BTB and all the new equipment that was added. To this flight but my major issue with this flight is the net code overall it was very laggy. In one situation I was fighting someone I was behind the wall. I Peak the wall. I was shooting him go back Behind And then I die when I am behind the wall. This and many other issues with the net code like when I was driving a banshee well shooting kept directly impacting people but they only took a tiny bit of damage instead of killing them but overall it was very good besides those points. The only really thing I would change would BTB Would be how vehicles spawn I would have random pelican locations like have the capture and control mode for the pelican can randomly drop stuff off throughout the map on each side and have like in the reach version of BTB preset locations for all the vehicles except for the ones that get airdropped like vehicles that are not on the map But have the map vehicle locations like they have a specific table of vehicles randomly choose from but have the map vehicle locations like they have a specific table of vehicles that is randomly picked each match. Another complaint I have with BTB is the constant resupply of ghosts. I would barely see any of the vehicles like the wasp,the scorpion and other varieties of vehicles. I guess that will change during lunch .The deployable shield will need a major buff; it is way too weak. It’s not even worth picking up and I wish I could be balanced to a good place in the sandbox. I really liked the new weapon. it was cool but It’s the only weapon that EMP vehicles I don’t agree with. You guys should re-balance the plasma pistol, give it more tracking and make it EMP vehicles again. that would just make it have it’s own place in the sand box again. The music was great but I only had one complaint with it: it needs more variety. Just hearing the same song in the lobby over and over and over again makes you kind of dislike it. But the music is really good and I enjoyed all the new music pieces that came with this flight. It’s just a lobby needs more diversity and that’s all I’m trying to say.
Big Team Battle is absolutely awesome I have no problems with it at all
Feedback for Halo Infinite 2nd Flight, Week 2
Thank you again for giving me access to try this technical preview. I heavily enjoyed BTB and I never really was into previous Halo BTB matches. There’s a magical feeling here. Below are my inputs.
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one time in BTB, Total Control, Zone A couldn’t be captured by either team, even if a team would stand in the zone…each team continued to play (fighting for the other two zones)…nevertheless, [since all three zones need to be captured for a point] the game resulted in a draw
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one time in Training, a bot performed a melee that sent me flying to the sky
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in Training, friendly bots would gather together by a respawn area and not move
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in BTB matches, ghosts disappeared temporarily when flipped
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one time in Social Arena, the scoreboard didn’t come up
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sometimes, waiting for any match booted me to the Xbox Home…I had to restart the game
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at times, the game didn’t let me cancel match searches when it was taking too long to find one…I had to quit the game and restart it
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in BTB matches, the game froze a couple of times and displayed a black screen before sending me back to the Xbox Home
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one time in BTB, CTF, the match started with a display of a rocky side of a hill and I couldn’t move from that display unless I went to the Xbox Home…the scoreboard showed many players were not in the match from both sides…some of my teammates were able to move and went for the flag…after some seconds, our screens displayed Victory
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before a BTB match, I was loaded into a blurry screen with white horizontal lines just a little above the center of the screen…I couldn’t move for about 30 seconds (although, I could make out things happening like my teammates moving) until the display refreshed itself with the actual game…another time it was white vertical lines at the left side of the screen without the blurriness nor the freezing…the vertical line effect (without the blurriness nor the freezing) occurred to me before a 4v4 match in the first flight
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sometimes, pressing any game menu option prompted the game to ask what Xbox profile to use even though I was already signed in
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one time in BTB, Total Control, everything looked as a framework…some of the ground was not there…overall, many details weren’t rendered
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challenges [once achieved] didn’t always register…it was random when it did
One thing that I’d like to see is for the ghost’s shield to be lowered. Currently, ghosts seem to be stronger than warthogs.
I have truly enjoyed playing all the technical previews so far. Giving feedback every time has been important because it makes one feel as if he/she is part of the final product, which I believe is headed in the right direction.
I know a lot of people are mentioning that they aren’t fans of the vehicle balance, but I think it’s perfect. Vehicles are still very much a threat but they aren’t the team wipe machines they used to be, which is a very good thing. 2 or 3 spartans working together with maybe a power weapon can take down a vehicle if they’re clever, but vehicles can still do a lot of damage and stay in the game for a long time if they play smart. They’re more significant threats in the 4v4 mode as well, which makes plenty of sense seeing as they’re taking a much larger portion of the team to man than in 12v12. Great balance IMO, and excellent work!
Hi everyone and possibly 343i, in the email i was sent, it said you would send us a survey, i havent received the survey but the game was so awesome i have to give my feedback, so im posting something on waypoint for the first time in like 10 years (wow 10 years Reach days dont feel that long ago), i apologice for the grammar mistakes i may very possibly write since im not a native english speaker, or writer in this case but i`ll make my best to write this correctly.
About bots
Bots disappointed me the first week since they were very easy to cheat and create strategies to caught them off-guard, that without mentioning their aim was not very good (and of course there was times when they just decided to hug themselves very tight in the spawn of the grenades or the focus rifle).
The second week was another story completely, even though i could still win most encounters with bots, this time really made me sweat, (Except for the hugging time) they seem to be covering more parts of the map and helping each other like a human team would, their aim was scary at times and when 2 or 3 caught me alone they got to kill me every time.
Ally AI works mostly the same, but i have to say that it bothered me a lot that i tried to grab a weapon and there was always a bot who got it first, i think it would help if the ally AI is less likely to grab a power or utility weapon if a real player is nearby it.
I`m very anoyed at the fact they cannot drive vehicles hope it gets added.
About Arena
In general arena feels like a modern reinterpretation of Halo 3 sandbox, thats it its perfect no need to say more. But theres some things id like to say about more specific stuff around it, ill admit that most of this things might be issues i personally have because of my individual preferences. -i dont like that power weapons show a counter with the time to spawn i feel that makes me more concentrated in camping those spot rather than making kills or playing the objective, but i liked the chaos created when the teams contest this power weapons, so i think it would be better if the AI just tells us when the weapons spawn without a counter.
-damage types dont fell like they are really that different, when i heard that in this game there would be actual damage types i got hyped since i thought that maybe if plasma takes more shields and humans make more no-shield damage i could use the sandbox in more creative ways, but fore example the plasma carbine its a monster when aimed right, no matter if the objective is shielded or not shielded, the plasma pistol seem to ve even better against non shielded than shielded with the normal fire mode, i hope damage types actually get more efficient in the situations they are supposed to work and less in the less convenient. -The areas in territory games sometimes feel badly distributed, for example in Live Fire, the point B seem very close to point A and very far from point C, making it very easy to capture if your team already has A or overly difficult if your team is on C, or in recharge point C felt really close to point A this is less of a problem since both points feel equally far from B and have a clear sight of it, but it also feels like if you have C or A anytime you could get captured, and if a team has both A and C maintaining/taking B gets overly complicated. -Commando and Pulse carbine do not feel like they can compete with the BR, i get they are different and i like it better if they are more differentiated not like in Halo 4 when we got like 4 versions of the BR, but also it´s clear that whenever a rival has a BR no matter the situation im on complete disadvantage, so i would solve this in two ways 1. making the BR a different tear of weapon form the commando so it`s not interchangeable in its spawns, or 2. giving the commando a close distance aiming or damage buff and the carbine a far distance buff with the location or damage so they can compete with the BR and keep doing better for different situations.
About BTB
BTB in general its fine but it feels less "big" than previous BTB for a few reasons -The thing i noticed the most its that there is less vehicles in the map, i think that there should be at least 1 mongoose at every spawn in the map at any given time, and at least 2 mongooses at the base and 1 middle tear vehicle (warthog / ghost) with a decently short-but-not-too-short spawn time, and just at the beginning of the game everyone should have access to at least 1 mongoose for every 4 players, and 2 warthogs and 1 ghost per team.
-The loot caves dont feel worth it, i really like the idea, but id like it more if it was more of a reason for opening a loot cave than just a power weapon, whats the point of defending it for so long while my teammates are giving their best out there, and even if i do so anyone can just come and steal it no matter if it is an ally or foe, my advice, for every loot cave; 1 power weapon, 1 close distance weapon (shotgun, heatwave), 4 middle tear weapons (BR,Commando, Carbine), 1 Classic ability (overshield or active cammo) and 1 of the new abilities (hook, repulsor) in exchange for this amount of power just 1 door would be available at any given time or the reset time would be increased, and i think that i t would be a great if the AI notifies the entire team that they can come get whatever they need at the cave.
-This issue is more of the map than the game mode, but it feels to tight for vehicle play, i hope there`s more maps with more open spaces to have warefare with scorpions and warthogs and wasps and banshees and all that stuff.
-Never ever, ever in life, make everyone spawn with BR, AR and Sidekick its just fine.
General balance
All right this is more the kind of stuff i will accept has more to do with me being a noob than any other thing but i feel this would be useful
-The distance of the hook feels too short.
-if you hold the ability button you should be able to aim were the ability goes (for example were the hook goes, were you put the cover wall, were you launch the locator etc.).
-Electric damage feel like it takes down vehicles too fast.
-Hook should just automatically steal an aerial vehicle, for ground vehicles should not be fully automatic or it should have a way to counter the hook take down
-You should be able to reduce the repulsor ncockback if you crouch on the right time.
-Changing from previous to the next grenade should be with just one button, not one for the previous and one for the next.
-HUD feels small and very compacted at the bottom.
-Everyone should spawn with just one grenade.
-Sidekick feels a little too powerful, not so much for me to prefer it over a commando or a BR but just enough to do so with the Assault Rifle.
-Damage types should be more noticeable for its intended uses, (plasma melts shields not so much with health, human weapons melt health not so much with shields etc.).
-Cover wall feels a little too weak (not so much i think if every square could take 3 sidekick shots would be fine).
-If you crouch when sprinting should not maintain the crouch even if you have the option to maintain crouch, or there should be an option to not do so when sprinting.
Bugs and performance
In my PC the game ran mostly without bugs or glitches outside the known ones, i should say that with my gtx1080 i spected to play on at least medium without noices or overheats over the normal temperature, but my GPU really got hot and noisy even on low settings.
All right that`s all, hope it helps, you doing great!
Ok, I suppose this is where I submit feedback for BTB so let’s get into it.
Positives:
Combat
- The general combat in this game feels brilliant. Love it
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Starting Weapons - The starting weapons (AR, Pistol) absolutely work and are both useful for different playstyles / gameplay moments. - Weapon Variety and Balancing - Heavy weapons feel powerful but not overturned. Their spawn rate and locations seem good. - Movement - While I personally miss the in air stabilizers from Halo 5, I won’t complain about the movement. It feels very smooth.Game Modes
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Total Control - A brilliant idea, I really can’t fault it. Perfect Job - CTF - The moving flags where a genius idea. I’m in total support… although that second one in the base is way harder thanks to campers than the third. (Perhaps swap them around?) - Slayer - Good classic fun. I have no real issues with it.
Negatives:
VEHICLES!!!
- The reason I decided to make this post in the first place. They are dreadful, awful, terrible etc etc. Let’s go into more details why. -
Damage States - Are there any? The way they display damage is almost non-existent. I have honestly on multiple occasions tried to drive a destroyed vehicle laying on the ground. When operating the display is so poor I never know when to play more cautionary or just leave early. - Health - Double it. For all vehicles. Genuinely double it. They are dreadfully weak. They feel more like a death trap than a power item. - Timed Destruction - A neat idea… just increase the time before the explosion. Or even fix everything else here that is wrong with the vehicles and perhaps this will be feel better as a result. - Spawning - Pelican drops are a bad idea. Sorry, it needs to go. Waiting 30 seconds waiting for a Pelican to drop a vehicle means many people come to the area to wait and then all battle each other for this one vehicle. Plus only coming at 2 mins left is way too late to enjoy them. Not to mention in many games only one teams side gets them. This feels garbage for the other team and the fact that only one team gets it removes the banshee vs banshee or tank vs tank fights which were an epic component to traditional btb. Shoo off Pelicans. - Electricity - No. Just no. Way is their a prominent damage type that is built as a middle finger to Vehicles. The plasma Pistol was annoying enough but at least you had to charge it and it had travel time. The shock rifle and grenades EMP vehciles way too easily making them again feel like death traps. Remove the EMP feature. - Lag - I don’t know why but for some reason vehicles just cause lag and frame drops like crazy, especially when interacting with each other. Is this a bug? Please improve this.Map Design
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The Forerunner secret stash - It’s a neat idea… but a could just pick up a heavy weapon from one of the numerous weapon drops. It’s a waste of time currently. I advise putting more rewards in the room. Especially since multiple players could be helping defend it and for most of them they get nothing… maybe make it so everyone in the room can get the ability item once it’s open. teamwork should be rewarded. - Map Design - I feel it’s way too cluttered. But maybe if the vehicles are improved to where they should be it wouldn’t feel so bad.Other
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The Performance - I played on a traditional Xbox so I won’t take this to heart (I’ll upgrade for release), but I hope you have plans for servers world wide on release cause the performance was below acceptable. - Grenades - I understand grenades are part of the holy triangle, and I love their strength in this game!.. But perhaps give us only one one spawn. Having every engagement start with a nade spam contest is not enjoyable for any game mode.Final Notes
I do think you are sitting on a gem of a game here. There is a ton to love!
But please if the vehicles do not receive the treatment they deserve this will genuinely ruin half of my enjoyment from this halo title.
Vehicles are meant to be powerful. Their weakness is not having the traversal option as players, or the flexibility to interchange weapons and equipment on the fly, plus for many they leave the operators exposed to be killed. Their health should never be the aspect that gets weakened to oblivion.
I wish you tons of success on the release 343!
Fun gamemode some lagging and Invisibility bug on ghost