Halo Infinite Tech Feedback and Review
All in all, I want to say I enjoyed the tech review, and hope you will take the time to read this. I am very passionate about this series and want to merge the old into the new like you have mentioned in 343 blogs/streams. I feel like the old was really not there, and the feel of Halo was not quite there for many people, including myself. Felt like the sprint change, pickups and strafe speed were all really good. Thanks for all your hard work and hopefully we can really get into that Halo feel with Halo Infinite. I tried to narrow down things to keep this from becoming drastically long. Enjoy!
Halo Infinite Flight Test Feedback
Remove heavy aim
Increase speed of sensitivity differences
Fix deadzones as they do not work, 0 is not true 0
Player feedback on shields, cannot tell when I’m getting shot, and cannot tell the health of other Spartans
Maps are excellent and hopefully that continues
Movement is great and sprint is implemented way better
Remove Bloom from all guns. Balancing is not making RNG bullets
Better friend vs foe outlines or just use RvB
Medals and hud are very bad, allow classic or customizable for both. I could never tell what equipment/grenade I had.
Bumper Jumpers switch grenade button become drop weapon. Please switch these 2
Weapon Balancing:
Assault Rifles was too powerful breaking shields at range
**Resolution: needs a slight range nerf
Sidekicks Bloom caused the numbers in high assist, could not finish kills because of bloom. Players would get into a gunfight both end up in high bloom and someone would shoot them with no bloom and get the kill.
**Resolution: Remove Bloom but Decrease its RoF slightly, make it projectile to allow skillful shots across map.
Battle Rifle was very easy to use, if you picked one up there was no reason to leave its spawn. It became a power weapon essentially. Very easy to shoot cross map as its hitscan. This needs a balancing effect, because 4v4 BR Starts is going to negate power weapons and pickups almost. All gunfights will be long range and become very much like Destiny 2 was when only primaries were in the game. No reason to push when you have this much range.
**Resolution: Make the Battle Rifle projectile like Halo 2 and Halo 3. This allows skillful shots across map, and within range actually gunfights can be won by using movement/strafe more. Remove the recoil to compensate.
Pulse Carbine: Great idea to have a weapon take off shields like the classic noob combo, however there is no charge time and has great tracking. This negates picking up the noob combo. (Plasma pistol)
**Resolution: Nerf the tracking of the bolt. And only allow 2 bolts in a small timeframe before overheating. Since 2 bolts kill an opponent.
Skewer was a satisfying weapon but the reload time, and terrible aim assist made it just gimmicky. The scope had too much going on, and very skillful to use was fun. However many times you just wanted to put it down because it felt useless on controller.
**Resolution: Increase bullet magnetism for the bullet, slight increase to aim assist while down scope. Leave Aim Assist value for out of scope.
Sniper was absolutely the worst sniper I have ever used in any FPS. From the no scope RNG bullets, no aim assist, slow and clunky. If you go descoped it felt like you were flinched as well as descoped. Felt like swipe shots were impossible, moving left and right at different speeds. Zero consistency with the weapon, and to only have 8 bullets was really no reason to pick it up. Players felt like a burden when picking it up. Could not challenge anyone with it. Making the power weapon obsolete.
**Resolution: We do not want the ease of H5 sniper or even Halo 4 sniper. This I am very passionate about. Skill needs to be involved for sure and there was a lot of skill in all snipers from H1-Reach. Please look at those weapons and find the one that really fits the sandbox (The H3 one really took the most skill in all these). Please fix this, while allowing maps that are symmetrical to have 2 snipers on the map.
Gameplay/Sandbox Issues:
For the Radar, playing PvP for 2 hours made the radar a burden to be there, and everyone camped in large part to wait on one player to sprint or shoot to show them on radar.
** Resolution: For casual play please allow the radar to work like classic, showing all movement outside crouching. And for competitive play turning it off. The current radar works with Halo 5, not in this movement sandbox.
Grenades were fine until I entered PvP. They became a huge issue, players who died are reward with 2 mini rockets. The blast radius is drastically way too large, and does not fit in this sandbox currently. Players camped grenade spawns as well, to simply try and get hit markers cross map or hit players with mini rockets. What also created a camping effect besides the power of them was the limited number on the map.
**Resolution: Decrease the blast radius significantly. Halo’s formula is guns, grenades and melee, but this did not feel like Halo because grenades were so spare but yet were so powerful. Put many more on maps, allowing for players to feel like they have a counter to plays. We have nerfed this part of the game into oblivion to where this skill almost does not exist anymore. Halo 1 was perhaps overkill, Halo 2 had 4 of each and never felt like you did not have one, Halo 3 you usually have some…until we reached into Infinite and continued to nerf the amount but buff the radius. This is going the wrong direction and getting away from the Halo formula.
Spawn Protection – this is bad for gameplay, wasting a bullet with map knowledge and awareness and dying because of spawn protection is not competitive.
**Resolution: Remove it
Powerups were good in execution. Like that you can use them at any time. They did feel very non powerful.
**Resolution: Increase camo time by 10 seconds, increase health given to Overshield slightly.