Infinite Tech Preview – Social Arena

Overtime on CTF at Market. We went into overtime my character froze looking at the ground.

Couldn’t move at all or see weapon. Could fire weapon and grenades but that’s it.

Just happened this time stamp.

Please fix the aim. It’s so hard to kill anyone. Halo 5 I can smash but it’s like I’ve never played before for this lol.

Flight 2, Weekend 1 Thoughts

I’m tired, mostly just listing these.

-WE NEED FRIEDNLY FIRE IN ARENA (I understand if 12v12 warrants no FF in BTB, but def needed in arena)
-Melee is odd. Seems almost too easy to melee cancel and the lunge is a tad too far imo.
-Turns out, I don’t think I care about custom emblems. Current system is fine I guess, but changing the color of it would be nice.
-A timer indicating how much longer your active camo has left would be very much appreciated, like there was in H5
-I still think the gravity hammer is too slow to switch to and too slow to swing. I know they’re balancing to make it less sword like, but is just feels useless sometimes
-Friendly bots don’t get in your warthog and they should. Maybe when you honk the horn.
-Bots have insane AR aim at range, but just seems more like they have really good “eyesight” and reaction time, even on Marine and ODST difficulty.
-Would be really cool to ping your death spot, as in “on my X” without needed verbal comms
-Not sure if bug or just wacky thing, but my warthog blew up and I was given a betrayal for my teammate that died
-Need plasma pistol to EMP vehicles (my idea is to have the EMP time inversely proportional to vehicle size)
-Equipment is really cool, but there are two everyone wants and then the rest. Repulsor and Grapple are amazing, dropwall, threat sensor, and thruster are meh. Both from a fun standpoint and a power standpoint.
-There seems to be way too many grenades being tossed around. I think there’s a few reasons, but it probably is just because friendly fire isn’t enabled. However, they do seem much more abundant than in previous games. I always feel like I have 4 extremely powerful grenades in my pocket.
-The warthog seems a little bouncy. Like if you catch a little lip or ledge, you can go tumbling over. Not great for a rugged, all terrain vehicle. Just needs tuning.

Overall, I absolutely love this game so far and cannot wait for BTB. We appreciate everything you’ve done 343 and I personally love that you’ve kept the franchise alive well beyond what anyone thought possible. Thank you.

Had disabled all chat in the Audio settings however could still hear team members on their microphones in the Bot Arena MM games.

I noticed some shadowing issues while I was on Bazaar. I was invisible and as I moved, the shadows would pop in and out. It stopped after I kept walking but was strange nonetheless.

> 2533274921092446;542:
> Please fix the aim. It’s so hard to kill anyone. Halo 5 I can smash but it’s like I’ve never played before for this lol.

If you happen to narrow down what exactly the differences are, please let me know lol
Playing Infinite for the weekend and jumping back into 5, I can’t aim at all and I’d love to get consistent settings throughout the Halo games (cannot smash in any of them but would be cool to start improving lmao)

Baazar is my favorite for now

My biggest gripe is the inability to mute a microphone with ease. I need a quick get to and mute so I’m not sitting in a pause menu dying or losing time.

My thoughts so far:
–HUD–

  1. Still not sure how I feel about the medals popping up right next to my crosshair. Seems like that could get in the way in a big firefight.
  2. Motion tracker/radar range feels way too small. I can’t tell you how many times someone could sneak up on me around a corner that I’m standing at because they would just never show up, even at a full sprint. Also needs a height indicator like some of the past games.
  3. Still need to get used to the fact the weapon and grenades are in the bottom corner instead of top right/left. Wish that was an option I could change.

–Weapons–

  1. Pistol gives me mixed feelings. Feels like it hits too hard at range and that it can sometimes keep up with a BR
  2. AR finally feels like a viable option in terms of usability. Good spread at range that can really cause problems to those trying to scope in on you with a BR or Commando. Doesn’t feel like a throwaway gun anymore and I actually got most of my kills with it.
  3. BR feels a bit clunky imo, and being able to get countered at range by a pistol is very annoying. Recoil also feels a bit strong compared to older titles.
  4. Bulldog is garbage. I shouldn’t have to three shot someone at point-blank range for a kill. This to me means bad news at close range if someone has a sword because now you don’t have a counter to their lunge range.
  5. Skewer doesn’t feel the same as a spartan laser (which is what I’m assuming its replacing… I hope not) and is very punishing if you miss. Projectile feels like it takes forever to hit its target… though watching vehicles fly when you hit it makes me smile.
  6. Sniper feels good, though something does feel a bit… off with it. I’ll have to go through and look at it some more and I’ll get back to this one
  7. Heatwave needs a buff. Badly.
  8. Commando is kind of a love/hate gun for me. Love the idea, hate the execution. A full auto precision weapon? Nah. Plus the recoil even with single shot is a bit much.
  9. Pulse carbine feels great at a med range, but any closer and I feel like the shot tracking wigs out and causes some of my shots to veer wayyyy off course.
  10. Rockets feel good. Kind of hard to botch those lol
  11. Ravager’s primary feels great, but I feel that its charge shot needs a buff. Also with that huge bayonet on the end I feel that it needs a melee buff as well. Definitely feels like a Banished weapon.
  12. Plasma pistol not EMPing vehicles is a huge no from me. That’s what I feel everyone uses it for, is to balance things out when the enemy team swarms the vehicles. Honestly the first time it hit me and nothing happened while in the ghost, I thought it was a bug… but no, it happened again. Definitely need to change that.
  13. Needler now sounds amazing and its TTK at short range makes it nasty and I love it. Kinda useless at any range, but that’s fine.
  14. Gravity Hammer’s swing time makes it feel powerful, and it definitely is… however, I feel that the swing time is too long. I honestly didn’t pick it up much because of it.
  15. Grenade spam is real. Also as much as I love the dynamo grenade concept, having it bounce around seems like a bad idea. I kind of wish it behaved more like the power drain from Halo 3.

–Equipment–

  1. Active camo feels useful and not just something to use as a camper in the corner anymore. Feels exactly like CE’s active camo and I love it.
  2. Overshield has a good deploy time and feels powerful. So far so good. I actually dread turning a corner and seeing an enemy spartan bathed in white light. Makes me rethink my live choices.
  3. Grappleshot feels amazing. Really knocked it out of the park with this one. Also really love the game automatically following up with actions like hijacking, melee, and weapon swapping. It knows what you want and it gives it to you. Also hijacking with that thing is a blast.
  4. Drop Wall takes too long to activate when deployed. Drop wall feels like it’s supposed to be a reactive equipment and you can’t use it reactively. I feel like a superfast deploy (think Halo 3) would still be balanced out by the amount of damage it takes to get through it.
  5. Threat detector (yes, talking about experience from last flight) feels very COD-y, but I like the way it’s implemented.
  6. Repulsor seems to work well except for Uno reversing grenades. Doing it with a charged shot from a plasma pistol was satisfying… and making people fall off the map in firing range lol

–Sounds–

  1. SoundFX all feel satisfying now that the needler has been reworked. Feels like weapons have some weight to them (if that makes sense). The BR sounds amazing again, and the sniper… oh man it sounds mean. The warthog sounds a bit odd, but not in a bad way. I kind of like the new sounds to the 'goose and the 'hog. The ghost sounded great as well. Definitely did good on these.
  2. Music… don’t touch it. Leave it like it is. Just don’t even think about messing with it.

–Vehicles–

  1. The human 4-wheeled vehicles have never handled this well before, and I’m all for it. Also the chain turret not overheating on the warthog anymore was the right call. Makes people think twice before trying to take it on, even in a small group.
  2. The ghost felt great as well, my only complaint being that it felt like the damage was a bit off on the low side. Could just be me.

I’m sure I’ll think of more as time goes on, and when BTB comes out next weekend

Absolutely love the gameplay and how everything feels. Only things of note I would say is that the vehicles may feel a little floaty, the ghost is very durable and maybe should be a bit weaker, the warthog chain gun sounds a bit too unrealistic/cartoony (I think going back to the more legacy sounds would be a better fit) and that the EMP effect looks really really out of place. I think the EMP is my main complaint, as when a vehicle is shocked, it is overly blue and makes it hard to identify exactly where the players using it are. Going back to Halo 4 or Reach may look better.

But overall, I absolutely love this game already. Very satisfying and so much fun

As others have said, friendly fire and collisions absolutely must be turned on for the next flight, and certainly at launch. Their absence materially affects gameplay, and not in a good way. In short, without the risk of betrayals, people are constantly spamming grenades and rockets in a crowd of teammates, reducing the need to use these with care and consideration. The lack of collisions causes a whole plethora of issues like teammates interfering with each other, or clipping through and not being able to lock onto enemies up close.

A few things to add:
–I really like that there is no timer on the invisibility. It promotes players to be careful and smart when using it. Besides, players can still see you if you are walking.
–Friendly fire and collision would be nice, so we can watch out for our other teammates and play smart.
–The pistol is really good. Not too reliable at long range which of course is not its purpose. Feels very balanced.
–I don’t know if it is intentional or not, but the menu has a visual lag/glitch when backing in or out or pressing on certain tabs. It kind of looks cool but again, don’t know if it is intentional.
–I will be loading into a game and sometimes I can hear the announcer before I’m actually in the game. I only load when the match starts with your guns pointed.
–I know I unlocked items from the battle pass but when I go to equip it, there is a loading icon on the equip button which prevents me from clicking on it. It makes noise making me think I actually equipped it but that is not the case.
–Played matches to complete the challenge but the challenge would be stuck on 1/3 even though I played about four games.
–It would be nice to have the grenades and weapons back on the top left and right. I liked this old version because I could quickly tell what kind of grenade I had and which one I wanted to pick and choose. There are moments when I want to toss a regular grenade and end up using a different one I’d like to use for a different situation.
–I have encountered a lot of camping on Recharge, just wanted to throw that out there for a future discussion on MP maps.
–It would be nice if we could fine-tune our sensitivity instead of just picking a certain number with increments of point five.
–Overall, enjoying this game a lot. I really like Behemoth, it doesn’t feel too cluttered and is my favorite map, I wouldn’t make any changes.

FYI everybody - I’m sure this is gonna get lost, but I hope people read this before putting more comments about it. I am pretty sure the plasma pistol not EMPing vehicles is a BUG. I was driving in a ghost in training mode, and an AI hit my ghost with an overcharge bolt and my ghost stopped dead. For some reason only AIs seem to be able to do it for right now, it appears to be bugged for players.

Had fun with capture the flag, control the bases tonight. It was a blast thanks. Just miss the cool zoom into the visor at the start. Thanks!

Overall gameplay feels very fluid and solid. Gunplay is the best in the series. AR range needs a small tone down, for the damage it can do, bulldog and Heatwave feel too weak. Friendly fire needs to be on, makes the game very grenade heavy in most interactions. Melee lunge feels inconsistent, sometimes it would work othertimes it wouldn’t.
Radar range needs to be like the previous halo games instead of 18m, had many moments where I could not react in time from seeing the enemy pop up in my radar.
Ravager charge flame should kill instead of just draining shields. Skewer feels very solid and powerful to use. Overall had a good time playing the flight and I can’t wait until the full game comes out.

A bit of feedback on controller input:

Most players are finding controller input better when pushing deadzones to 0, and acceleration to 5. This is a telltale sign that the default settings were way too conservative. If players almost universally prefer the extremes, that means those should be your new baseline. I’ve had to spread this information to every clan member/friend as we play and it’s made a huge difference.

Related, sensitivity needs a higher celling. I originally thought 10 would be nuts but even at 10, I’m frequently falling behind with my shots, and I’m having almost no trouble lining up shots - if I have the time to turn that far. There’s clearly room for more speed for those who are comfortable with it, and that’s even more important if we’re going to be playing against KB/M players. Destiny recently added a full 10 levels to their sensitivity and it’s like a whole new game for controller players. Obviously since Halo is mostly hipfire it probably can’t go as high, but at the same time there’s clearly headroom here.

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> -The warthog seems a little bouncy. Like if you catch a little lip or ledge, you can go tumbling over. Not great for a rugged, all terrain vehicle. Just needs tuning.

Agreed the warthog is way too tip-happy, it feels like it has no traction at all. The OG warthog is floaty too but this is too floaty. Needs a bit more traction and lower center of gravity so it actually feels like a truck.

Ghost actually has this traction problem as well, it feels out of control much of the time. Splattering is almost impossible because you can’t accelerate the direction you want like in prior games.

  • I could really tell the servers were being stress tested cause their was some serious latency issues, my internet isn’t the best but still I could feel the load - Time to kill, gunplay, etc all felt very fun and halo, every fight felt like a grenade war and I live for that - Matchmaking was generally VERY good, I think like 70% of my matches were nail biters but this might be a result of a low player population for test flights. Not sure how it will stack once released. Very few stomps. - I played four maps during the weekend
  • Bazaar was pretty fun, mostly felt like it was okay, the decent amount of verticality is nice but running into the center is a deathtrap so the fights are best fought long range so I wish more longer range weapons spawned on it - Recharge is a fantastic map, great verticality, cool corridor fights, more open areas that you don’t feel super vulnerable in, probably the best experiences overall came from this map, cant wait to see more weapon layouts for this one - Behemoth I think had the most potential, I feel like with a higher player count this map can really shine but I commonly had to wait for anyone to appear, a little to big for me for the base player size - Live Fire was probably the second best map but I also kind of felt like it was a worse version of The Pit from halo 3. I tend to enjoy a lot of verticality, and small corridors off to the side, this map has the main corridor in the center and is the focus and the verticality is of a disconnected sort with it being more of a separate layer situation
  • The capture the flag sound is lame, like when someone takes your flag. Sound design wise it accomplishes the goal of getting my attention because it sounds like a police siren but I do not think of it as cool. - I wish we could grenade jump :frowning: - The oversheild effect is SUPER obvious which is a good thing but the white color seems off to me. Idk I just might be used to older oversheild effects, - The slide mechanism feels kinda jank. I stopped using it after awhile, i didnt play as much time as I would like to push it to it’s limit but I wish it was snappier, maybe we can use it as an advanced mechanic in interesting ways - I think losing the timers for weapons in ranked play is a good idea - I’ve seen some hate on the intro cutscenes with the little flair, I personally love that -Yoink-. The zoom in at the end to the visor is sick. It is fun, a place to customize, FUN FUN FUN - The level of customization for settings that relate to gameplay is pretty damn good, was nicely surprised. - Assault rifle is good? Like it has some range to it which is surprising and a decent damage so instead of being a mid range only weapon it can win fights at close-mid range and mid-long range (does that make sense?) I am okay with this overall but part of me feels like the range should be down a little which would let the BR really shine there. But I live for the Br sooooo bias - All animations I noticed felt satisfying in a visual and auditory manner, using an equipment feels pretty cool. Reloads are satisfying. etc - Air time with jumps feels pretty much perfect for me - The armor dropping from people is very noticeable and clear, this is a good thing. Great design choice for knowing how much damage you are doing in a very digestable modern manner.

I had a good time/experience with the flight with what time I was able play due to scheduling conflicts with session times. If anything the flight made me more excited for campaign then the multiplayer, but here are my final thoughts.

-Remove the invisible map barriers and replace them with a 10 second kill zone. Nothing was more annoying then flying around Live Fire and Bazaar with the grappleshot and all the sudden you smack a invisible wall. Also the walls have me worried about the ability to transform a map in forge due to the limited access to map areas.
-Players should have access to customization screens in-between matches, along with the game auto queuing another match for us. Just like every other game on the market
-The flight had no causal aspect to it. It felt like every match you either get stomped or feel like a pro with very little close games with those being a sweat fest. At least in my experiences.
-The gravity hammer needs some kind of physics behind it like we had in the old games
-Grenades need a nerf. They are way to overpowered IMO
-The BR and commando feel useless compared to the sidekick and AR
-The over shield effect felt weird and was disorientating. Just bring back the green tint to our POV
-That warthog felt way too twitchy and was difficult to control on MKB compared to previous games. My suggestion would be to reduce the speed
-Behemoth is way too small for a warthog. Id say a single ghost in the middle of the map would be perfect.
-Bring back player collision.
-Either reward us battle pass xp for our match performance or remove the player score because at the end of the day the only thing that matters is objective time/captures and kill not our induvial score.
-I feel obligated to mention the double xp gripe everyone has in hopes they actually listen. DOUBLE XP SHOULD BE GAME TIME ONLY NOT REAL TIME!!! We should not be penalized for sitting around waiting to find a match whether it be server issues or a low player base. Everyone hates COD DXP system so why copy it?
-Continuing on with the battle pass. The rewards in the flight just seemed very underwhelming. Our rewards in the flight for the most part were standard colors and armor pieces that were default in just about every other halo game. If you are charging people for this at least make an effort to wow us, not just charge us for something the was free in every game till now.
-The HUD needs some love. It is way to hard to read during quick glances, I shouldn’t have to spend a couple of seconds try to decipher what equipment, grenades, and ammo count
-The addition of personal AI is cool in all but allow us to either disable or turn down their dialogue. The sound and music in the game are beautiful, I shouldn’t have an AI disrupting it for some horrible quip that just gets annoying after the 3rd game. Give me Johnson, Guilty Spark, Keys, or some kind of cameo AI and I’d actually pay attention/use them.
-Finally remove the match intro cut scene. If it was something that was map specific like teams emerging from drop pods on Behemoth I would 100% be for it. But sadly they are just generic and get old after the first couple of games.

Quite a few things:

I’m not sure the outline system really works. There are too many strident colors on screen, and things only get more confusing when multiple players are walking past each other. My suggestions are as follows

  • No outlines whatsoever for enemy players, and a blue indicator over friendly’s heads that changes colors as they take damage/fire/die (like in previous games). Yellow shields for everyone. As it stands, seeing friendly outlines at all times makes it too easy to see where they are aiming/shooting, and therefore where the enemy is exactly. I know the purpose is to preserve the individual look of each player’s coatings, but the outline system doesn’t even do this well when they get shot and their shields turn brightly opaque. Plus it can be confusing (ie: blue player with red outline might seem like a friendly for a second, overshields, players walking in front of each other etc.) My suggestions are:

  • Remove outlines for friendly players, have it go back to floating icons above their location only.AND

  • Give every spartan bright shield emitter/helmet/shoulder lights that are in enemy/friendly colors. This way you can easily tell who is who, and enemy players can’t use coatings to a tactical advantage (ie: only wearing black to hide in shadows).OR

  • Have enemy players be their regular color until aimed at, at which point their gamertag pops up in red (like in FFA modes) or have them flash the enemy team color for a split second. This could be an option if one wanted to preserve the stealth aspect while also allowing player expression through coatings.Other miscellaneous feedback:

  • Friendly fire needs to be enabled. Right now there is just a ton of grenade spam and weapons being fired at teammates, friendly fire would make it so players have to think harder about their combat decisions. - Player collision should be enabled, if the lack of it isn’t a bug. - Please remove invisible walls on maps like Bazaar, they are very frustrating when grappling and could be replaced with some sort of soft kill barrier or Guardian turrets - Aiming certain precision weapons on controller feels very difficult, namely the Commando and Sidekick. Seem to slide around too much off the enemy players. - Skewers should pin enemies or at least send them flying. They also shouldn’t spawn in non-vehicle maps due to their difficulty in aiming at enemy players. - Gravity hammers, grenades, rockets, and other explosives should have a “boost” effect and physics interactions like the old games. - Maybe the Heatwave should do more damage after every bounce to incentivize playing it that way. Maybe shock weapons should also do more damage the more players they chain to (I think this may already be a feature). - Weapons should show their full reticule when sprinting, or at lease those with alt-fire modes that change the reticule so we know which one we are in. - Spread the HUD out to the four corners of the screen, and make ammo readouts visual instead of numerical, like Halo 3. Far more readable.Pipe Dreams:

  • Per match XP/XP for medals/non BP progression system. Challenges are a distraction and will lead to players trying to get 15 precision weapon kills or something instead of playing the objective. - Have more “free” options for armor, or allow BP progress to pay for all or part of the next. The BP coatings aren’t much more than the old primary/secondary color system used to get me, so I’d like a little more “bang for my buck”. It doesn’t really feel like Reach when the armor pieces are monetized. - Have the coating and color system completely divorced (ie: attaining Scorpion Punch would give you the option to set a primary color for your whole body and a secondary for just the arm, but the colors aren’t “baked-in”). Currently the coating system doesn’t at all feel like it’s expanding player choice, quite the opposite. I wouldn’t mind if coatings only affected the pattern of the colors applied or the texture of the armor, but I don’t like that even the colors are locked. There are of course plenty of other options for monetization that should pick up the slack, like vehicle coatings, weapon coatings, Personal AI, etc.)That is all,

Thank you