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> Welcome to the eagerly awaited Halo Infinite technical preview! We are looking for feedback on specific areas and have threads dedicated to each one right here on Waypoint.
> This thread is focused on collecting feedback on PC-specific feedback. To provide feedback on other aspects of the flight, please use the dedicated threads for each key feedback area:
> - Bot Slayer - Weapon Drills - UI & Live (Battle Pass, Challenges, Store) - Xbox-specific feedbackFor bugs or technical issues, please utilize the Halo Insider Support site’s knowledge base and submit tickets as necessary. To reiterate, if you encounter a bug, please submit a ticket via the Halo Insider Support page.
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> Thank you for participating in this Halo Infinite technical preview, we hope you have fun and please share your thoughts with us below!
I wish there was a more general feedback forum, since I have a lot of feedback to give, but since I played the entire tech preview on PC I am hoping it is best placed here.
The game for the most part was very smooth to play, I did not collect framerate specifics as I was just more focused on game play. I did not see much of a difference between the standard graphics and the ultra (didn’t notice a difference in gameplay either). Most of the time I was wired into my router which gives me around 950Mbps, but when I was on wireless (20Mbps) I started running into connectivity errors. When wirelessly connected I started to rubberband, got kicked from game (and unable to queue in matchmaking until restarting the game application), and had other random errors appear that could not be duplicated with wired connection. One problem that did keep reoccurring no matter the connection type was when joining an already in progress game the sound would be dampened and weak.
Overall the maps felt well made with decent cover available and power weapons and equipment being spread out enough to make people have to choose which to get. Speaking of equipment I would like to see a more obvious model difference between equipment spawning on the map and lying on the ground as it all looks the same (definitely thought I was picking up a grappling hook only to throw a scanner in a fast paced match). On another note, respawning was never a problem where I felt that I could get spawn killed or spawn kill the bots (I think I saw a bot spawn twice out of the whole tech preview, but it was so random that I couldn’t have predicted it or prepped for the enemy to spawn). Traversing the map was amazing and rarely did I have problems with the climbing mechanic.
The bots where challenging enough that it was possible to lose but not impossible to beat. However, the bots did get stuck in specific areas of the map or just run in circles around your lifeless body after they naded you into the next dimension. Also the bots were not very good at using the power weapons (missed rocket shots a lot, not swing the grav hammer even though they were within killing range, etc.), but maybe that doesn’t need to be fixed. I did not personally see much of a difference between the ODST level bots and the Spartan level, both were god-tier nade throwers.
As far as the drills go, it would be nice to see a course to walk through or to be able to walk around the range itself. Also adding another level to the drills were you also get shot at (not necessarily for damage but enough to cause you to lose zoom focus). I noticed that the stars would not always fill in when I completed a drill, and the scoring was pretty easy to 3 star.
I had a few problems with the UI. First I would like to see the ability to equip an item earned in the battle pass or challenges from said menu, instead of having to go find it in the armory. Second, when in the armory the item you were hovering over is not always correct and would not allow you to select the item you were hovering over. Its like it got stuck on an item in the small spaces in between item frames. Third, a lot of redundant menus, I was able to access the battle pass 3 different ways through a couple different menus (not sure if this was intentional), but other meus were hard to figure out where to access (like the consumables menu, still can’t remember how I got to it) [maybe make consumables able to be selected for use while looking for matches]{also add a visual timer for consumables}. Forth, settings did not save once the game application was closed, but I was very happy with how many options were available. Fifth, rainbow bubbles would appear toward the bottom of the screen (happened more often on Live Fire and while looking towards the ground in specific areas).
On the topic of battle pass and challenges. I think that experience or some sort of progression should happen for playing matches, not just completing challenges. I had finished the weekly challenges within the first day and the daily challenges were done after 10 games, which left me wanting more for progression but having no way to do so. Something to consider is patterns or specific color schemes for completing challenges while wearing pieces of armor or using a specific weapon. Something that allows players to progress outside of challenges and battle pass levels.
As far as guns go, I had problems with just one… the shotgun. When firing the shotgun it felt like the bullets were coming from somewhere besides the gun you were shooting. I really had a hard time hitting shots with this weapon especially while moving, which for a close range weapon is a necessity.
I had a lot of fun playing the 3 maps and am happy about the direction 343 is taking on Halo Infinite. Can’t wait to see what 343 has done with some bigger maps and game types.