> 2535453992500503;440:
> capture the flag games with vehicles while flag id on ground it can be pushed with vehicles allowing quick flag caps if dropped by carrier
Yep. The flag is not hollow to vehicles once it’s been dropped
> 2535453992500503;440:
> capture the flag games with vehicles while flag id on ground it can be pushed with vehicles allowing quick flag caps if dropped by carrier
Yep. The flag is not hollow to vehicles once it’s been dropped
> 2533274798341751;11:
> Hi gurs, I feel like the 18m radar is too small - I feel like it should be 25m to allow for players to react to others flanking
Hi guys, further to this - the audio/cues to inform where you’re being shot from are non-existant. This combined with not being able to see where people are coming from on the radar make it near impossible to react to a fight - one of the main things I loved about H3; being able to fight back and potentially win when being jumped by players. This no longer exists.
i did not get anything to participate in the tech test how do i?
Xbox One X - Account No Longer Authorized
I’ve been playing fine no issues since Friday, after restarting my game to fix the equipment bug I now get a message saying my account is not authorized to play Halo Infinite. Is there a workaround for this? I just activated an XP boost as well so this is kinda inconvenient.
If anyone could help that’d be greatly appreciated 
My main concern with the flight so far is that I find the radar ‘radius’ far too small. I don’t have time to react to people who are rotating through shortcuts, grappling across the map etc. even when looking at the radar often. I know a few other players having the same complaint.
> 2535470114671656;7:
> I think pistols are ruined
> no longer good whatsoever
> clip after clip no damage long range
> would like a buff on these as its making whoever has br destroy
coming back to this comment I made I still stand by it, and by the looks of it many agree
I will be fair playing with it more has proven reliable however I think what h5 was good at of the multiple 1v3/4 circumstances
in this halo rn we cant do that
no quick perfects, groundslams and boosts
long kill time…
which gets rid of the slayer aspect of halo (not talking about game type)
which players like myself who only play arena is quite annoying
just my opinion again
I really hate the camera shake when meeleing. It is CRAZY and I get a headache from this!!
> 2533274808661744;428:
> To caveat all of my thoughts, I’m fairly biased to Halo 3 (10,557 matches played according to my service record) and is gameplay mechanics, so I’m guessing most of my criticisms are rooted in that. Except for the AR stuff, the AR stuff is definitely objective 
> - The M50-AR is overpowered. It dominates the BR in mid range combat due to the massive boost in range that it’s received. For example, on Bazaar, you can essentially deal full damage from one side’s bridge to the other. I feel like that’s the range where damage/accuracy should start to fall off. The BR should definitely dominate in this scenario but it can’t compete in dps. It’s almost like the AR is supposed to be the new BR BUT with really effective close range capability. It dominates the Pistol in close range combat due to the AR’s low time to kill. It’s only a two shot headshot kill on an unshielded opponent, so with how fast the bullets fire it’s basically just as fast as compared to your other starting weapon (the Pistol). - Speaking of the Pistol, it’s basically useless in most scenarios. It seems to have weaker aim assist, even for hitting body shots, compared to the AR. With the little aim assist it does have, it’s only for a target within a few meters, so trying to shoot someone mid range is more difficult and unreliable. Since the AR is so powerful, there’s no real point in running the Pistol as a primary for combat situations. The only time the pistol is ever useful is when you come across an unshielded opponent and can land a headshot. If the pistol is going to be a close range weapon, it should have a distinct advantage in close range fights. If I land every headshot against an opponent with an AR landing all of there shots, the AR gets the kill 10 times out of 10. Especially since the Pistol also has Bloom?? despite it already having terrible range, so consistently landing headshots rapidly is impossible due to the RNG introduced. I know we don’t want another Halo 5 pistol situation but still…seems useless now. - The reticle on the sniper is misleading. I was testing no scoping with the sniper, which historically has always been pinpoint accurate with the bullet firing in the center, in the firing range, and several times it looked like my reticle was dead on but I either missed or hit a body shot. I would zoom in and my reticle would be right on the targets head. I would then unzoom and miss completely? I don’t think it should be like this, unless I misunderstand something. I normally would just quick scope anyways, so it’s not a huge deal, but it just seems like getting a nice long range no scope will be more RNG than it ever was before. I did another test shooting the “10m” sign in the firing range where I would place my reticle in the center of the “0”, unzoom and shoot. Zooming back in, I would see a large spread with bullet holes completely outside of the “0”. Seems like a pretty big spread given I’m only 10m away. - Explosions kinda suck. The damage seems on point but they don’t apply any force to the objects the explosion interact with like in prior halo games. You can’t grenade jump. You shoot someone with this super powerful rocket launcher…and they just kind of fall over. - Friendly fire is disabled? I feel like this is a pretty core part of the halo experience and being considerate of your teammates positioning and not being able to just grenade spam in a room with your teammate fighting in fear of damaging your teammate. If there’s no friendly fire added in competitive I will 100% opt out (not a threat, just sharing my opinion that others may share as well). - Why is there no collision physics for teammates? I can Phase right through my teammates but my grenades bounce off of them. It doesn’t make any sense. I should have to go around my teammate, not be able to stand in the exact same spot as them. - The aiming feels weird. I’m not sure if it’s the aim assist acceleration curve or what, but not matter how I set the sensitivities or acceleration, I can’t replicate how aiming feels on MCC. This may all be in my head, but it feels better in LAN modes (academy stuff) than it does in Online. Maybe this has to with the server connection, but it feels less consistent and sluggish online. Also I had several matches where players sprinting/strafing would be hitching around the map, making them extremely difficult to hit.
both M&K and controller aim feels weird no matter what i do
The new map (Behemoth) plays terrible… A map like that needs BR starts, but even that wouldn’t be enough. This type of map needs more than 8 players on it.
Here’s my thoughts on Arena:
For slayer Behemoth & Recharge seem to good maps for that game type.
Live Fire & Bazaar doesn’t have a good flow when it comes to Slayer.
Live Fire is way to small & Bazaar has too many obstacles to navigate through while being shot at.
Bazaar works great for CTF & Recharge is great for Strongholds.
Spawning I notice is a big issue, especially on Behemoth. Idk if it was a glitch but the entire team was spawing right next to one of the sniper towers, which my team occupied.
Radar is way to small, bring back the classic radar.
People will literally be right next to you & you wouldn’t notice.
I’ll talk about aim in the xbox forum.
Lastly power weapons. Some weapons don’t work well with their maps. Sniper on Live Fire is pointless, plus having another power weapon on my would help balance everything. That also goes with the maps being too small.
Also splitting the power weapons on Behemoth doesn’t work, been in multiple games where both snipers & ghost are controlled & you get pinned at a spawn point.
Hi, thank you for choosing me 343, the test was carried out on XSX
I really like going back to a more classic style because I don’t really like the multiplayer of Halo 5 for example. I have sometimes encountered small problems related to the connection (a rocket that does not go and once a rolback) yet I played in optimal conditions. (normally never happens to me) I find the social arena quite accessible even for beginner players just as a good player can use tips (grappling hook) to move much faster, I can’t wait to try on a game bigger next weekend
i have been playing on ultra and so far no real problems other than the main menu glitches and slightly moves when i click on anything.
the pistol seems to be useless now and that was my favorite weapon.
i really don’t like the outline thing and the placement of the hud but i suppose i could get used to it.
the biggest thing i can think of and i know it is still early and things can change but there is nothing that screamed next generation or had a wow factor to it. i have always preferred the campaigns so my opinion could certainly change.
Pros:
Equipment: I love that Equipment can be picked up on the map again instead of armor abilities. This feels so much better as you need to strategize and have map control to pick up the equipment. Also love the fact that it has a finite amount of uses…lowers the possibility of abuse.
The Sprint in Infinite: Numerous videos have been made showing that sprint doesn’t really give that much of an advantage. Absolutely love that! It seems like a great compromise between the sprint vs no sprint debate. I’ve been monitoring the forums all weekend and have hardly seen any threads arguing either way.
Battle Riffle: So far, it feels the best it’s felt since H3. The lack of bloom and return of the “regular” reticule is much appreciated! I would like to see more of them on maps. Only have 2 per map spawn seems very low.
Commando: While I don’t quite like it as much as the BR, I do think it has a unique place in the sandbox and do enjoy using this weapon. It feels nice to use and equally nerfed on close to close combat due to slower rate of fire. I typically don’t like bloom at all, but because of how quick it’s optimal time to kill, I feel as the bloom isnt too bad.
Cons:
Overall Time to kill way too fast: What made Halo…Halo was the overall slower TTK and having shields. The gameplay as it stands, seems far too quick overall. Automatic (considering sidekick an automatic since the rate it spams) should not beat precision weapons at mid to long range. Gives no incentive to think, or require any skill if you let the automatic weapons dominate the sandbox. I cannot stress the importance of increasing overall TTK.
AR: 1.15s Optimal // 1.4s for body
Commando: 1s Optimal // 1.4 for body
Sidekick: 1.1s Optimal // 1.4 for body
Meanwhile, a skilled utility weapon such as the BR has an optimal TTK of 1.55s (Which seems great and correct!, but not with the other 3 “pull the trigger and spray” weapons above)
Strafing Acceleration: I’d love to see this turned down a bit. While strafing is great to increase the skill gap, I believe the rate of acceleration again will cater too heavily in the favor of PC players. While I’ve been playing Halo nonstop for years, I think the casuals that play will get frustrated by PC players being able to consistently land shots (hand/arm more accurate than thumbs/joy sticks) while accelerated strafing. With a slightly lower strafe speed, it should close the gap between PC and controller…and Casuals vs. hardcore players.
Sidekick: The rate of fire and time to kill see far overpowered. It gives little incentive to pick up weapons on the sandbox. Especially with the amount of bloom, fire fights have randomness to it. Time to Kill imo needs to be nerfed.
Assault Rifle: I’m getting crossed map AR spammed constantly. Often times, people are spamming the AR and winning 1v1 battles over higher skilled weapons even at medium/long range battles. Very annoying as the AR takes far less skill to use…press the trigger and spray.
Sniper: Something still feels off about the Sniper. The slow rate of fire compared to the utility of the BR. Commando and sidekick, makes the sniper feel a bit outdated and not a “power weapon”.
Here are my impressions about Arena and Gameplay :
Thanks to the dev team for reading and for the work you’re doing !
Forced cross platform makes the game feel VERY unfair and unfun. PC players in console lobbies makes the game just feel absolutely awful as a console player.
> 2535425305181079;376:
> > 2535454305193411;374:
> > No player collision/friendly fire removes a lot of the strategy around when to use your power weapons. This change needs to be reverted and be brought in line with other Halo games.
>
> I do like that your team can’t kill you cuz every time I play Halo 5 online there is a team member trying to kill me this isn’t funny people but I do think that this should be a option in training mode
My counter argument is that people no longer need to be aware of their surroundings when slamming the hammer or firing a rocket. If you are near one of their team mates in a fight they may think twice if there is friendly fire, in Infinite they will just fire away.
Platform:
Xbox Series X and Elite Controller 2
My Halo history:
Played since original CE. Heavy MCC user, mostly H2A and H4. Didn’t like Halo 5 due to thrusters, pistol-centric 4v4 (love BRs), and mostly high-level players in matchmaking.
Pros:
Everything felt very polished on my system (no funky frame rate issues, etc). The graphics are beautiful/next gen. 343 has come to close to nailing this one.
Cons/What could be better:
The aiming on controller is terrible. It feels like I have no control where my shots land. Why is bloom still being forced on weapons? The Commando and Sidekick are functionally unusable and will randomly get kills, but that doesn’t mean they work.
I went and played a game of H2A and H3 today just to see if I suddenly lost brain cells and nope. Dominated the H2A slayer game and won a 3v4 from the start KotH game in H3.
I don’t know what to fix with the aiming itself other than ditch the system you built with Halo 5 because it didn’t even work back in 2015. I shouldn’t have to mess with 30 different settings to have good aiming.
Infinite does not feel to fun to shoot. Playing in the Ghost was cool but using any weapon feels like a chore and I do not get that feeling in any MCC game.
The gunplay is good to say at least. Every gun feels unique in their own way. But some of them needs a bit of tweaking. The AR is one of them, which has at least in my opinion too much range. The pulse carbine is the other gun that deserves a mention. It feels bad, it doesn’t really perform well, at least not compared to the AR.
The radar is another thing I want to talk about. It’s doesn’t really have enough range. While it shouldn’t cover a lot of ground, it should on the other hand have at least a few extra meters.
Please for the love of god do NOT bring back collisions and betrayals. I honestly can’t believe the amount of people I see that want that. I don’t care about the halo way or super rare funny moments. It’s not worth trolly people or just a dumb team mate that is mad I did “something” and punches me for some reason. I can’t think of a single legitimate reason how player collisions and team damage would be a good thing. With it gone I have been able to play to win the game with no bs moments that make me mad. No instances of shooting out a doorway and backing up into cover only to die because a team mate was standing behind me. No grabbing a br and having a team mate punch me and throw my game off. No instances of accidentally betraying a team mate and feeling bad about it, again throwing my game off, only for an enemy to take me out right then. It has been perfect. And for the first time in halo I feel like my team mates are WITH me to win the match. They actually feel like team mates now because the game doesn’t make venting on team mates easy for them. Without any of that I’ve been able to focus on playing the best I can and working with my team.
Now the rest of this is more specific feedback and mostly based on controller play or console play.
The radar I can go either way on. I was fine with enemies only showing up only when you sprint or shoot. I kind of liked it because it made you rely on your vision and sound much more and since my eyes don’t have to dart to the bottom of the screen as much, I’m not missing any critical split second things happening in front of me. That being said the sound for footsteps isn’t loud enough for this to feel good in its current state. Also a big thing that made me like this is that it brought up the speed of the game. Not that it needs to be faster but it discourages crouch walking and campers. Crouch walking to remain off radar just ruins the experience for me. I’ve always hated it. If someone is guarding a high ground really well and the only way to get up to him is to crouch walk all the way up to him from behind, I’d rather just fight a long distance battle with a pistol in hopes that I win instead of slowing the game down to that level just to take him out. It’s been like that in sooo many halo games, not specific to this one. And campers don’t need to crouch or stay still to remain off radar with this so they will more likely to keep moving. Of course this doesn’t make camping go away but at least it doesn’t encourage it. If you go this route for radar, increase the sound of enemy footsteps, and only enemy footsteps.
Classic radar is fine too. I don’t like darting my eyes to the bottom left of the screen all the time because I do miss when an enemy pops out right then and gets a shot on me first but it’s not a big deal, I’m used to it and it’s fine. Nothing better nothing worse, just the same old. But also for both options the radar distance should be increased. It’s too close right now.
Another big deal as a console controller player: the sidekick specifically doesn’t feel like a good weapon to use. I feel like I am losing to pc players constantly at long range fights when they are also using the sidekick because they have much more precise control at that distance. This is very very common on bazaar from one balcony to the other. It’s made me dislike that map because unless I have the br or commando, I can’t really go through the whole center of the map or the balconies. In addition to that, the sidekick needs to be adjusted. It doesnt feel like it was made with controller players in mind at all. The weapon is too spammy. It is very hard for a controller player to spam RT and keep their right thumb steady. But it’s much less difficult for a kb/m player to spam left click and keep their whole arm or hand steady. Or even better if they bind shoot to something easier like the scroll wheel or something. The weapon is too dependent on how fast you click the button. Controller players are at a big disadvantage for that reason, on top of the range issue. Not to mention having a very spammy gun is not fun to use because it makes your hand or finger tired after a while. I think you should decrease the fire rate and increase the damage to make up for it. Just follow your own ttk to figure out damage numbers but the end result should be a slower shooting gun with the same killing power. It doesn’t have to be a slow gun but slower then it is now. I think the pistol in halo 5 rate of fire was good, maybe alittle faster then that but not slower.
This one comes from again controller playing experience. Marking targets as a D-Pad button makes it feel not very useful in combat moments. I know I can remap it but everything else feels great where it is. Basically there isn’t enough buttons for marking to feel natural. I propose an auto mark if you hit an enemy directly for the first time and then maybe again if you are still shooting them a few seconds later. Manual mark is still good for times when you know an enemy is in an area but don’t have vision to shoot them or don’t want to engage at that moment for tactical/team work reasons. But most often I will be in a fight in a room or hallway somewhere and I want to mark, I’m actively thinking about it mid fight but I know I can’t because if it stop strafing for one second I’m guaranteeing to lose the fight so it’s not worth it. But if they do win, then I couldn’t relay that info to the team. I know it’s unorthodox for have an auto mark but it isn’t much different then the Spartans call outs, and you don’t have to follow exactly what other games mark system is. Consider it.
XP should be given out after each match based on completion and performance. Going multiple games without progress is very unrewarding and makes xp boosts not worth it in a lot of cases. The current dailies that refresh feel like a work around, not an intentional choice for excluding match xp. My dailies start of at playing a match and getting 100xp and an hour or two later it’s play 5 matches to get 150xp. That feels just bad and the amount of xp rewarded for that feels like waaaay too low. And if I had an xp boost going and run out before the 5 matches are done then it’s wasted. I can time it so I use the boost right before the 5th match but then the next daily might be just as long. And what if I complete a weekly and I didn’t have the xp boost on because I was waiting for that 5th match. It’s too much micromanagement, too unrewarding, and will only make me feel like I could have gotten more xp if the “stars aligned”. Please change this. Just have consistent xp rewarded after each match for wins vs losses, and then add more based on performance and medals.
Controller aim assist feels too low. It feels better then it did in the first test but it still doesn’t feel good. I feel like I’m struggling hard to hit people where I want to and they don’t have that problem. Part of that is the sidekick specifically with its spammy nature and part of that is I can see they are pc players (sometimes).
Please for the love of god fix this bxb melee glitch. I see this constantly and it is ruining the game. I see someone using it at least every game. I’m not resorting to using that. Not to mention with melee mapped to my right stick (which is where I like it) I can’t do that even if I wanted to. But it’s so cheap. Remove that asap please.