I can’t stress this enough that match performance must provide additional XP on top of what’s provided by challenges. Not seeing your effort within your match performance rewarded with some direct XP is a straight up bad feeling. Not to mention, it renders the XP boosts as somewhat trivial given they’d need to be used (timing wise) in conjunction with completing challenges. Simply put, not including performance based XP was a terrible decision. Please, course correct that obvious mistake.
Reticle magnetism being so low on controller paired with Infinite’s extremely low-to-nonexistent bullet magnetism has me concerned about the game’s ability to retain the casual console gamer crowd; particularly, those that aren’t die hard Halo fans. While the current setup creates a serious skill-curve in the gunplay, which in-turn can foster sizable skill-gaps, I have to wonder how many casual FPS players will just be turned off by the experience on controller. Hopefully, there’ll be an option to isolate crossplay by input device & the SBMM will be even better in Infinite than what thankfully was (eventually) implemented into H5. I say this because it’ll be crucial to prevent lopsided matches from also potentially driving away casuals.
Regarding the loadout weapons, for the pistol I suggest a slight bump to the reticle magnetism (for controller), less bloom effect, a slower fire rate, and 2 extra bullets in the mag. For the AR, just a slightly smaller reticle size. I think these alterations would prove beneficial to the sandbox gunplay. Less potential bullet spread on the pistol should help it gain a bit more effectiveness over the AR as the “better” mid+ range loadout option despite losing its TTK advantage. This is not to say it’s an ideal mid+ range option because it’s not. Nor is the AR, but the AR is noticeably more forgiving, easier to use, and seemingly more effective (currently) between the two; at least, when in the hands of the “average” player. As I see it, the loadout options must (1) complement each other as potential secondary finishers, (2) present players with different risk/reward options while filling largely versatile roles, (3) be capable enough within the sandbox that they’re not immediately discardable options, and (4) capable enough that they allow players to fight out of spawn traps. The top options at mid+ range are the BR, Commando, & other such more effective mid+ range precision options, but the pistol should be presented as a high-skilled loadout option that’s somewhat useful beyond its optimal range in order to fight off opponents possessing more efficiently effective weapons from mid+ range who’re attempting to spawn trap. The AR should present itself as the lower-skilled and less effective option to achieve that same goal while also presenting itself as the “better” CQC option between the two. A slightly smaller AR reticle should lessen its general aim assistance a bit. I think it’s current damage, effective range, & bullet spread are just fine because it’s the pistol that needs most of the adjusting IMO. While the AR needs to remain easier to use than the pistol it shouldn’t be significantly easier. And let me say that I’m glad you’re recognizing the need to keep the AR effective within the sandbox.
Also button combos are okay if the animation shortening is quite subtle and only grants a minor competitive edge for the player. But, the current “BXB” or “BYB” techniques are way too much of an advantage. In its current condition those combos cannot be in the released version of the game.
Since I don’t know of a better thread to pass on this feedback I’ll provide it here too. Please deepen the tactical capabilities within the slide mechanism. Allow players to cancel out of it at any time by pulling back on the control stick in the opposite direction of the slide. From perspectives that look at a character model attempting to do this they should see the character model digging their feet into the ground to end (cancel) the slide. This should add a lot more depth to the deployment of that mobility component within combat encounters and help differentiate Halo Infinite’s slide mechanism from many other FPS titles.
Consider implementing Spring Jumps for a little extra competitive mobility depth.
I really hope the post match carnage reports or scoreboard in this Tech Preview isn’t the final edition. There’s a bit of missing information that’s enjoyable to check out, such as: who you killed most, who killed you most, tool of destruction, “MVP”, etc. Please add those things into the Infinite carnage report.
Please tell me that there’ll be an extensive career stats to view in game.
The current chosen indicator for a downed teammate isn’t a clear choice. What was wrong with the traditional Red X?
Just going to mention that the Plasma Pistol’s (PP) lock-on capability confounds me. I was hoping it’d be improved for this last flight. And discovering that the vehicle EMP effect was removed is also disappointing, but I imagine this was done to make vehicles more consequential. Personally, I prefer that occur by simply limiting the amount/availability of PPs on a map. Nevertheless, consider allowing the weapon to at least fully lock onto Spartans, but maybe require a bit longer time period to achieve that full lock capability and visually reflect it by having the reticle rotate further before indicating that the charged plasma burst is locked onto its target. Being the key component in the “Noob Combo” is what gives the PP real value. Take that away and what value does it really possess? Especially, without the EMP effect.
Regarding vehicles, can the mid-air control of the Warthog be greatly diminished or possibly removed? It always felt strange and a bit goofy being able to adjust the Warthog mid-air in H5. The Mongoose is another matter. It makes a lot more practical sense for the player to exhibit mid-air control over the Mongoose; not so much the Warthog. There’s an appreciation for driving the Warthog at risk of losing control; although, its heavier chassis and beefier suspension should help prevent it from being too easy to flip & roll. Please consider my request to greatly diminish or remove mid-air control while making the Warthog a lot heavier.
The Gravity Hammer should exhibit some gravitational force at impact.
The Repulser’s range of effect seemed a bit much at times.
Grenade jumps feel pretty much non-existent. Just wondering if this is on purpose?
I sure hope we get to see Squad Battle (6v6) return in Infinite. A map like Behemoth is ideal for a playlist such as that.
I am disappointed that assassinations are not available and won’t be until after release. Couldn’t have given us just one? A basic default assassination.
Per video footage, please tweak the Thruster equipment to more closely mimic the H5 version. And I’d like to request a Stabilizer piece of equipment in the future or include it as a feature of having the Thruster equipment. It’d be nice to not have its use tied to Smart-Link (in Infinite).
Recommendation: Allow us to customize our HUDs.
Side note: I personally preferred the Threat Tracker over the Motion Tracker for Arena matches.
Lastly, why isn’t there a way to access character customization in between match searches without having to back out of matchmaking? I hope we can in the release version of the game.
Oh, and thanks for adding a proper mark/tag mechanism in Halo.