Good afternoon, first of all I want to congratulate you for the game, it’s awesome (but need some optimization on PC).
I would like you to add two different keybind (for mouse and keybord) for toggle and hold crounch, so i can, for example, bind my toggle crounch to left ctrl and hold crounch to mouse 4. This is like the options Apex Legends offers and i think it’s good adding this possibility.
I had a busy weekend so only got a few hours in; however I found a few issues in that time.
I had some crashes seemingly caused by the following:
-
Rebinding scorecard and push-to-talk, each time I attempted either. - Swapping grenade type while also sprinting.Non-crashing bugs:
-
The AR had no muzzle flash when zoomed, but still had the light effect on the gun. - Selecting any of the limb replacements caused a visual bug where the model wouldn’t update until you left the screen.
If it’s useful to know I was playing with M/KB with a 2070S & Ryzen 5 3600X.
Other than that, the experience was smooth and real fun.
Since the Insider Support page seems to have shut down for the time being, I don’t really have anywhere else to put these bug reports:
- Controller settings will reset 100% of the time when rebooting the game - Your AI voice will sometimes switch back to Butler between matches, even though the current AI is still equipped. This occurs maybe once every 8-10 matches, but will remain bugged until you swap AIs again. - Joining a game in progress sometimes makes the sound “muffled” for the entire game. A similar effect sometimes occurs when someone uses a microphone, even when teamspeak is set to 0.I’d imagine Xbox has these problems too.
Just a few issues I had that I don’t see to many people talking about:
-The game feels like there is input delay for MnK probably because of the low frame rate and the lack of a fullscreen mode.
-The BR feels a little to easy to use on controller
-The medals are to small and would look better in classic form
-Lack of reticle customization eg. changing colour and/or shape like csgo, overwatch even splitgate
-Screen goes a bit blury when ADSing sometimes
I didn’t get to play because it i had a gtx 980 and it couldn’t get to the title because it kept crashing. I really want to play infinite so I hop it gets fixt
I have tested 3440x1440p at fullscreen as well as low and ultra. For my 6900xt fps averaged 40-50 fps, but after a certain time it fell to 18 fps and did not rise again. Using the newest drivers.
So in the PC tech preview, it never exceeded around 40 FPS and even after downloading the driver update needed to play the game, it was great for abit, but then started to be really laggy and cut up after a couple hours. Now that got fixed when the Spartan bots showed up but still wouldn’t exceed around 40FPS. At one point, vibrations were turned off even while showing they were on, and the aiming got very bad and wavy to play towards the end of the tech preview. But the game itself has been a blast to play, the music has been amazing to listen to, the halo nostalgia kicked in even while the game was so fast paced which I loved completely. I really enjoyed the AR and Pistol load out because it felt very comfortable. Sometimes the fire on the outside of the muzzle wouldn’t show on the AR but I loved the feel and the way it shot. The needler was also a lot of fun to use. The skewer is something I’ll have to get used to as well as the sniper rifle but I really loved the Battle Rifle. I rate this Tech Preview an 8/10
here’s a couple bugs I found one xbox one
my a.i would some times change to butler while in matches
while in the settings tab it would start to glitch out every time I scrolled down
had to restart the game while joining a online match
some of the Spartan armour wouldn’t load in at the armour hall
Ryzen 3600 @ 4.2 all cores
32gb 4100 ddr 4 corsair vengance
Amd rx5700 xt
All drivers updated
Firstly a big thank you to 343 for their hard work and efforts on this flight and game generally. The brief look has brought me right back to my halo 3 days and I’m sure it will be the first multi player I’ve played online regularly since then.
One major crash during play saturday but solid for a beta throughout most play time. More issues starting up the game having to attempt start 3-4 times each session.
Loss of most sound /music when placed in pre started match
Fov resetting each session
Occasional start with no control pad ability for left or right movement (sometimes defaulting to custom?) cured by changing gamepad layout back.
Sniper rifle zoom and shot seems difficult to use and feels off , might be current maps sizes
Great weight and feel on all weapons
Excellent “halo” feel and weight of movements
Not a sprint fan but feel it worked very well and has been handled correctly for halo
Good maps layout and flow for speed of movement and enemy discovery and spawn
Bots are better than expected and a big part of why i will return, i look forward to playing bot only matches to relax and avoid online stress. I hope they will big big part and avail in multiple modes.
Hopeful that multiple social games and modes are given big focus, with pressure of modern shooters a massive market for fun rather than realism must be yours for the taking
Look forward to the next flight and not been this excited for a game release in a long time. Really hope you can smash this outta the park keep up the great work!
It’s clear after reading multiple posts that Halo Infinite is a demanding game on PC. I was running it on a Ryzen 5600X, MSI 3070 Gaming X Trio and 32 GB of Corsair 3200 RAM. At 1440 I averaged 75-85 FPS. Lower than most other FPS I play but still buttery smooth. This felt like Halo CE updated for the current generation. Basically Halo meets Destiny MP. Which is exactly what I wanted. Keep going in this direction, please, and thank you for the opportunity.
Controls
-
When hold to sprint was on and I was holding the sprint button down, I jumped and couldn’t crouch while in the air as well as couldn’t slide when I landed back down. Slide and crouch should take priority over sprinting in this situation. - When hold to zoom was off and hold to sprint was on, I zoomed in while holding the sprint button down, when I tapped the zoom button again to unzoom I wasn’t sprinting. Sprint should take priority when unzoomed. - When hold to zoom was off and hold to sprint was on, I jumped and zoomed in while holding the sprint button down, when I landed on the ground sprint took priority over zoom. Zoom should take priority until unzoomed. - For PC there should be three keybind options for slide/crouch. One option should be Slide/Crouch, the second should be Slide, and the third should be Crouch. This way if I intend to crouch out of sprint I can do so, as well as If I want to crouch jump I don’t have to slide when I land. - There should be a toggle for Hold to Clamber. - There should be a toggle for Auto Sprint. - When switching weapons with two different keybinds, I can’t “YY” with both keys. For example, I set my Keybinds to 1 and 2 because it’s quicker for me to press both keys at the same time to “YY” but the game doesn’t let me do that (this is the same with MCC), so I have to press 1 twice or 2 twice, which is an annoyance. I should be able to press both keys at the same time and be able to “YY” - All other triple A games I know have a Primary weapon keybind and a secondary weapon keybind. This allows for the player to press a key and it’ll always be that gun. Because in Halo you can only hold two weapons at a time and there are so many guns I think it would be awesome if you guys allowed for in the settings a priority list of the guns you want for your primary and secondary.For example
Priority list
Battle Rifle
Commando
Sidekick
Assault Rifle
Sniper Rifle
Skewer
Bulldog Shotgun
Ravager
Heatwave
Spanker
Needler
Pulse Carbine
Gravity Hammer
Plasma Pistol -
With this priority list that the player can choose and adjust to their liking, the game will decide what will be your primary weapon slot and what will be your secondary weapon slot when you have two weapons in hand. So let’s give two examples, I have the Battle Rifle and the Commando, The Battle Rifle will be in my primary slot, which we’ll associate with keybind 1 and the Commando will be in my secondary slot, which we’ll associate with keybind 2. But then my Battle Rifle runs out of ammo or I switch out the Battle Rifle for the Sniper Rifle, then the Commando goes into the primary slot and the Sniper Rifle goes into the secondary slot. It’d be awesome if you put this into MCC as well - If this can’t be done then there needs to be an inventory UI button that I can press to switch which weapon I want in each slot in-game, similar to Apex legends.
Accessibility
- There needs to be more accessibility options - I should be able to change enemy shield colours, same team shield colours, fireteam shield colours, as well as my own shield colours - I should be able to change reticle colour, for both idle and for RRR (Red Reticle Range) - I should be able to turn off RRR colour change if I want. - I should be able to turn off hitmarkers - I should be able to change the colour of hitmarkers, headshot hitmarkers, and death hitmarkers. - I should be able to change enemy radar colour, same team radar colour, fireteam radar colour, as well as my own radar colour - I should be able to change enemy outline colour, same team outline colour, fireteam outline colour, as well as my own outline colour - I should be able to change the reticle for every gun. For example I want the dot reticle you get from sprinting on all guns, I should be able to do that. - I should be able to move the UI elements in any designated spot I desire. For example, the designated spots are top left, top right, bottom left, bottom right, bottom middle. I should be able to move the radar top left, ammo counter top right, scoreboard bottom right, and kill feed bottom left. These should all be interchangeable as it allows people from other games to configure how they like their setup. - I found it difficult to tell apart unshield enemies from shielded enemies. Either have a clearer effect or allow for the option to make shielded enemies from unshielded enemies different colours. Same applies with the overshield.
Listing some stuff I hope gets fixed/changed/added
- Ravager and pulse carbine are underpowered and unenjoyable to use (though the pulse carbine in the hands of the bots seems crazy powerful for some reason)
- Drop wall takes too long to deploy and is incredibly weak
- The tracker painting an entire enemies body red messes with visibility
- Overshield drains too quickly (I get this is to make saving it for the clutch moment a bigger deal but it takes too long to activate so it’s not a feasible strategy much like the drop wall)
- The new shotgun is lame and doesn’t feel like a worthy successor to the old shotgun
- Skewer needs a more distinct trail for visual feedback
- Pistol bloom feels a little excessive
- I like the gravity hammer’s range but I miss the huge physics impact
- Scopes are borderline useless with how much recoil they have, it’s easier to hipfire even across the map
- Sensitivity while scoped in with the sniper feels sluggish
- Mouse aim in general feels a little off, hard to describe
- Aiming reticle on some weapons such as commando and sniper are too small and/or awkward
- Commando could take some cues from the mcc reach needle rifle both for reticle and function
- Some level of reticle customisation would be welcomed
- Let me adjust weapon fov offsets on each individual weapon instead of having grouped types
- Shield effects look really bad and making them team coloured doesn’t help as it now blends into the outline to create a garish unreadable sight
- Outlines seemed like an interesting idea initially but I have not enjoyed playing with them and would strongly prefer an option to use classic player colouring
- What was so wrong with the old hud that it needed changing? This new hud condenses everything into the bottom right and provides less information (grenade types are now in a dumb tab system with the only indicator being a tiny _ instead of being readily visible)
- Medals are too small, in an odd spot and disappear too quickly
- I really dislike the call of duty style points taking up space right in the middle of the screen
- The directional audio seems a little off at times, might need tuning for better readability
- Spartans, AI and the announcer all chattering at the same time is excessive and annoying
- Give me an option to play with no AI similar to how there is a spartan chatter option
- Bring back collision with teammates
- Where’s the latency/ping on the scoreboard!
- Let me clamber in any direction and shoot during it, maybe even speed up the animation (with that said I do not enjoy every map requiring clamber everywhere since most walls/props are too tall to peek over like you could in the old games)
- It’s not too late to remove sprint
I’m assuming the following are due to it being a tech preview
- Performance
- Load times
- “Flashbang” effect
- Extremely quiet sound
- Animation glitches (particularly the jitter when sprinting)
- Collision issues (such as when trying to melee someone and phasing through them or “teleporting” down a ledge if you’re standing on the edge of it)
- Settings and binds resetting constantly
Halo Infinite
Player Mechanics
Sprint
Positives
-
I like the fact that it’s only 10% above base movement speed like in the MLG settings for halo 3 and Reach, everyone moves 10% faster. It’s like 343 is trying to blend social and competitive play. This also means that the maps are built around both sprint and no sprint as 10% makes only a slight difference. - Radar for sprinting. Not only does it encourage walking but it makes stealth play a more variable option.
Negatives -
One issue I have with sprinting is that you move faster forwards than you do backwards, so you can’t make the same jumps backwards then when you are moving forwards. I think by making sprint omni-directional not only would it please the classic fans but it would also appease the newer fans as well by keeping sprint in the game. This combined with the ability to shoot while sprinting will mean less players will turn away and run from a gunfight as they can run backwards and still shoot. You may be able to make the claim that it “makes sprint redundant” and “why not just take it out?” But with the updates to radar and making it feel more modern to modern audiences, I think this is a good compromise. Also think of the strafe opportunities that are possible with a side sprint. - The second issue I have with sprinting is that you can’t shoot while sprinting. If two players are in a fight and one runs away and the other tries to catch him they have to move 10% slower in order to kill them (I realise that’s a simplification but it’s how most casual players will play the game). I think by allowing players to sprint and shoot at the same time it will retain some of its identity back by having your gun up all the time. This identity will be the same as how you’ve changed ADS (Aim Down Sights) in this game to function more like a zoom. Looking back at Halo 3 where players could melee, grenade, reload, shoot and scope while moving at top speed, I believe players should be able to melee and grenade while sprinting. The reason as to why I don’t believe the player should scope/zoom while sprinting is because it becomes an option for the player, do I sprint and hip fire or walk and have scoping/zooming capabilities. Also by allowing the player to shoot while sprinting you allow for movement to be separated from shooting and you don’t have to choose one or the other. For example, let’s say when sprinting I’m shooting and because I haven’t been kicked out of sprint this allows me to slide thereby separating the function of movement from shooting so that I can perform both instead of tying movement to shooting so that I can only choose movement or shooting. - If for some reason 343 doesn’t want to change sprint to make it fit more into halo by allowing the player to sprint omni-directional and shoot while sprinting, then they must allow all weapons to shoot immediately out of sprint. As of right now the only weapon that shoots immediately out of sprint is the Sidekick. This makes every other gun in the game feel clunky and makes the game feel dated. This is a non negotiable for me. As of right now I only use the sidekick because of its readiness instead of the guns functionality. It restricts the sandbox and isn’t much fun to play. Every gun should behave like the sidekick while sprinting, the gun should immediately fire out of sprint and immediately re-enter sprint after the gun has shot. Once again to reiterate, omni-directional sprint as well as shooting, melee and grenading while sprinting is preferable but if you’re not going to do that then allowing all weapons to behave like the sidekick while sprinting is a necessity.
Slide
Positives
-
I like how it seems to replace the thrusters in halo 5 as a short but predictable speed boost. - I like how the cooldown for the slide is sort of tied to sprint as it feels more organic rather than a timer like in Halo 5. - I love the drop slide, as it seems like an evolution of slope jumps in halo 3 but still allow for fans of halo 5 to have some movement techniques.
Negatives -
I don’t like how it’s directly tied to sprint and the only way to activate it is through sprint. I think it should be tied to velocity so that the faster the player goes the longer the slide is. I think by doing this it will open the skill gap and allow for some insane plays. It will also allow for a backwards slide as the player jumps while sprinting to turn backwards and press slide they will continue sliding. - Also while sliding the player should be able to shoot. This is a non-negotiable. Look at Halo 3, no matter what, your gun was ready to fire and you never had to put your gun down in any situation that allowed you to be more mobile. You’re already punished enough for moving in one direction with no way out, which makes the player predictable. - I believe you should be on radar while sliding.
Clamber
Positives -
It helps newer players reach ledges they otherwise wouldn’t have made.
Negatives -
The way 343 has balanced clamber is by having multiple crouch jump options on the map for the one clamber jump. This makes me think that they want it to be a choice between having your gun down and having a quick clamber or being slow and having readiness with multiple crouch jumps. I think this balance isn’t optimal because the newer players will never want to learn the crouch jumps as clamber is too easy to use and isn’t punishing enough. I believe clamber should be slower to the point where it is faster to do multiple crouch jumps than it is to clamber. This way they are stuck in an animation and will want to learn how to do crouch jumps. - The player should also appear on radar to further punish bad players who can’t make jumps. - But to give the player an opportunity they should be allowed to melee, grenade shoot, reload and zoom/scope when clambering. By doing this you allow new players to make jumps that they might miss, but at the cost of mobility instead of readiness - Clamber should be omni-directional. When using clamber I shouldn’t have to move my reticle to make a jump, it makes gunfights really unfair as I can’t gain elevation in the middle of a gunfight unless I look away from my opponent. - All jumps on maps that are clamberable should have an option to crouch jump. - If 343 decide not to change clamber then at least make spring jump return so that players can reach the same heights as clamber does, but turn off clamber when someone hits a spring jump so they can’t clamber higher. I’d prefer the other option as it’s simpler and makes the game easier to understand (This seems like a bandaid fix).
ADS/Zoom/Scope
Positives
-
It allows newer players to enjoy the game - It looks more like a zoom, visually, than actually aiming down the sights of your gun. - When zooming in with 1.4x the reticle gets bigger to make the accuracy of the gun the same as hip fire. This is really good as it functions more like a zoom than a scope.Negatives
-
The RRR (Red Reticle Range) is increased with 1.4x zoom. I believe the RRR should be the same between hip fire and guns with 1.4x zoom. This makes guns behave the same way in both hip fire and 1.4x zoom, and makes the guns’ secondary function a zoom, instead of a scope. This is a priority. - There’s no descope on guns that have a 1.4x zoom. This by itself isn’t really a problem and I enjoy not getting descoped with a weapon that behaves like a zoom, and I’d like to assume newer players would as well, but in a situation when the Battle Rifle vs an Assault Rifle and the Battle Rifle gets descoped but the Assault Rifle doesn’t, this puts the Assault Rifle at a slight advantage and therefore I believe all weapons should have descope. - Melee weapons have no Alternate Fire. This is a positive compared to Halo 5 but I’d like to see a secondary function to melee weapons. An Alternate Fire for the Gravity Hammer could be like in Halo 2 where it pulls in enemy’s closer to you (like in the cutscene with tartarus and guilty spark in the end mission on the oracle). And another Alternate Fire for the sword could be a sword block (like in Halo Legends when chief shoots at the elite). The purpose of this would be as a player, which do I use, sprint, slide and jump to reach my enemy or use gravity pull to bring the enemy closer or sword block where I don’t take as much damage from the enemy player. - I’d also like to see ADS/Zoom/Scope be on radar. As you may have noticed all these player mechanics appear on radar and the reason for that is because they sort of “break the game” and should be punished likewise. - When switching weapons the player can’t immediately scope in like in Halo 3 and you have to wait for the animation of your gun to switch. This should be changed to allow players to immediately scope after switching weapons to make the game less clunky and more responsive.
Melee
Positives -
I love how far you fling enemies when you melee them for the killNegatives
-
The lunge seems a bit too far - The player should appear on radar when they melee
Grenades
Positives -
The damage for them is perfectNegatives
-
The grenade arc seems ripped straight from Halo 5, I’d prefer it to be more like Halo 3. - The player should appear on radar when they grenade
Weapons
Positives
-
All of the sandbox weapons are fun to use and are all around great weapons (except for maybe the pulse carbine but I like it in concept). I genuinely think this is the best sandbox weapon design than any of the previous Halos. In fact if any of these weapons were in Halo 3 I wouldn’t bat an eye.Negatives
-
I think by making all the utility weapons hitscan makes the game have insane kill times, similar to halo 5. It takes out the need to get up close and personal with your opponents as all utility weapons perform well at range. I think by making all hitscan weapons into projectiles similar to the halo 3 battle rifle, it would allow for these weapons to still be useful.
Assault Rifle
Positives -
I like how the Headshot multiplier is only applied after the shields break. - I like how bloom really kicks in if you don’t land all your shots. - I like how overall useful it feelsNegatives
-
Hitscan makes it compete at longer ranges than seem intended. Making this weapon projectile I think would fix that. - I don’t like that when tap firing the recoil is really inconsistent.
Battle Rifle
Positive -
It feels exactly like the one from Halo 3 - I like how the recoil for each bullet of the burst kicks in, making the player have to control the burst.Negative
-
It’s a laser beam, which feels good to use but at longer ranges, doesn’t feel good to be shot by. Making this weapon a projectile would fix that.
Commando
Positive -
This gun reminds me so much of the Halo CE Magnum where full auto has bloom but tap fire is dead on centre. - I like how bloom only kicks in when using full auto if you don’t get a perfect kill (on the 8th bullet). - This recoil also reminds me of the smg in Halo 2 which I really like.Negative
-
Same thing as the previous two guns, I think making this projectile would make this game better.
Sidekick
Positive -
I like how this gun is more like Halo 2’s magnum as it feels more like a secondary weapon as opposed to a primary.Negative
-
Although I like how it’s a fast firing secondary (especially paired with a BR), I feel as though that role is already achieved with the commando. I feel by making it a 6 shot kill weapon instead of a 7 shot kill with a slightly slower fire rate will make it feel in between a Commando and a Battle Rifle. There are also so many fast firing guns in this game that making the sidekick have just a bit slower fire rate would be appreciated. - The bloom kicks in at around the 5th bullet when firing asap. The bloom should only kick in when it isn’t a perfect kill. - Making this gun projectile would fix it’s range.
Pulse Carbine
Positives -
I like how they tried to merge the carbine and the plasma rifle into 1 weapon.Negative
-
It’s too inconsistent with the homing ability - It’s outclassed by hitscan weapons - It has the same role as the plasma pistol - It’s this game’s Halo 3 Spiker
Ravager
Positives -
I love this gun, no negatives - I love it’s secondary fire mode with it’s area of effect - It’s primary mode is useful and reminds me of the Halo 2 Brute Shot
Skewer
Positives -
I love this gun - They took the Binary Rifle and Spartan Laser and made it into one - The hitboxes on the spartans make this gun hard to use but satisfying as hell when you land a shot. - I love how it’s projectileNegative
-
When reloading, the animation was really bad, it felt lower than 60fps
Bulldog Shotgun
Positives -
It’s a fast firing shotgun. - Fits well in the sandbox. - No negatives.
Spanker
Positives -
With faster moving players it means you have to be more precise when aiming - Reminds me of every other Rocket Launcher from Halo
Sniper Rifle
Positives -
The hitboxes on the spartans make this gun hard to use but satisfying as hell when you land a shot. - I like how there’s bloom if you don’t land a headshot.Negative
-
With the TTK (Time to Kill) being lower than classic titles, it makes the gun too hard to use. But if they made all hitscan guns projectile, it would solve this problem.
Gravity Hammer
Positive -
I love how they’ve changed this weapon to differentiate itself from the Energy Sword, with its long activation time but large area of effect makes it feel like a different weapon and provides a different role than the Energy Sword.
Plasma Pistol
Positives -
Same old Plasma Pistol
Heatwave
Positives -
The Vertical mode is perfect and a lot of fun to useNegative
-
I think that the Horizontal mode should be a one shot kill
Needler
Positives -
Perfect balance - Reminds me of the Halo 5 SMG but with projectiles
CPU: AMD Ryzen 9 3900X
Motherboard: GIGABYTE X570 AORUS ELITE WIFI
GPU: GeForce RTX 3090
RAM: 32GB DDR4 3200 G Skill Rip Jaw V
Storage: 1TB WD Blue SN 550 M.2 NVMe SSD
PSU: Corsair RM 750 Watt GOLD
I have to say that I really enjoyed playing Halo Infinite. The game is overall fun to play, and it harkens back to it’s more traditional roots while still maintaining a modern feel. The main issue with the game I had was the poor optimization for my specs. I assume this is just because it was a tech preview, however. By the time the game comes out, it should be fully optimized for most PC setups. My main concern going into Halo Infinite was how they would handle mouse and keyboard gameplay. Although, I didn’t get to play against PVP (I unfortunately had work that night), aiming and shooting with the mouse and keyboard input felt right. The main issue I had with the MnKB was when I zoomed in with the weapons, It felt a little janky, and it is going to need a little more polishing before the release date. Ultimately, however, the gameplay is fun and it feels right for a Halo game. I am really impressed, great job 343I!
Some textures from the Technical Preview appear not only less detailed than Halo 3, but they’re also less detailed than Halo 2: Anniversary. Even on maxed out graphics.
- Halo Infinite has worse paint graphics than Halo 2: Anniversary - **Halo Infinite has worse wall graphics than Halo 2: Anniversary**Hope these can be improved before the final release.
Specs:
- GPU GTX 1080Ti
- CPU I7 8700k
- RAM 32GB DDR4 3200 mhz
- M2 SSD 1TB SAMSUNG
With the graphics setting I always had problems that the FOV has set back, or at least displayed it. the keybinds were reset and sometimes he kept them. In the Resleution setting I could not set a direct 1440p for a 2k resolution. When I played with my Elite controller on the PC, there were clear delays in inputting. Especially noticeable when aiming, changing weapons and moving. Some of my teammates also complained about this.
My rx 5600 xt was running at 50-60% usage and I was only getting 50-55 fps ingame on 1080p. While my cpu was running above 50%.
Also sometimes you would get into a match but once you load you instantly end up back to main menu screen.
Bug Reports Below: (I made a list to report at the end and support was shut down after the flight lol)
On PC playing on an Ultrawide 49 inch monitor (3840x1080) the camera on match start and end, as well as in the armor customization menu seemed to be too low. I rarely could see other Spartans helmets during during start and end screens, I was mostly looking at their lower chest area.
Adjusting the positioning of the UI elements (moving them closer to center so I didn’t need to turn my head to see ammo/radar) made the target reticle disappear for all weapons. Whether firing from the hip or using ADS the reticle was no longer there.
Sometimes all of my customization/button mapping settings would get reset. It seemed to occur after shutting down my machine or after installing the patch that was released. It only happened twice and I wasn’t able to replicate the issue on purpose.
Integrating emblem and banner customization with the beta of the waypoint app worked in that I could customize my element and banner through the app and the changes were reflected in game; however, the banner I selected on the app was not the banner that appeared in game. It was still a different one than the default but not the correct one.
The main menu UI had some graphical glitches occasionally in the form of brightly colored scrambled flickers and flashes. This was fairly consistent but not a constant thing. Easily able to replicate simply by logging in, but I would say that the flickers would occur in the single digits of times per hour.
Joining a game in progress would really mess with the audio in various ways. Mostly making most sounds significantly quieter.