Infinite Tech Preview – Social Arena

Hello been a bit since the first flight but I wanted to say first off thank you for this treat of a game it’s quite spectacular. Now with the feedback.

The SPNKR Saga
These are multiple suggestions for improved balance for the SPNKR at least on Bazaar.

  • Increase in SPNKR respawn time. It feels like it spawns a lot on Bazaar. - Decrease in splash damage. It feels impossible to avoid most times. - Reduction in starting SPNKR ammo. It’s an extremely powerful weapon and having 2 full rods of missiles feels extreme.The Rest Saga
    More broad feedback for the game, I might miss some and will update if I remember at a later date.

  • Destruction of tires on the Mongoose should feel more impactful to vehicles performance. - Gravity Hammer should see a return of it’s unique physics based properties. The sound should also see an improvement as it doesn’t sound impactful or legacy enough. - Plasma Pistol should see a buff and more. With the lack of vehicular EMP (I understand this one), increased TTK, and lack of consistency with the tracking the weapon feels useless in the current sandbox. - Invisible barriers on Bazaar rooftops and other maps should be removed and replaced with soft kill zones. Obviously actual boundaries for the map should remain but high points like rooftops should be able to be traversed on while the kill timer ticks down. More freedom that way. - Pulse Carbine should receive a buff in damage and tracking range. It’s such a niche weapon, I don’t know if I completely understand it but I do actually adore it’s concept and would love to see improvements on it. - Ravager alt-fire does not seem to function correctly at all. Have yet to see any enemies take damage from it other than in the Weapon Drills. - Shooting a vital point such as the warthog engine should deal more damage to the vehicle. - Drop Wall panels should see a buff. NOT AN EXTREME ONE or even a big one. Just enough so it takes actual time to punch through a panel. It feels kind of pointless in its current state. - Grappling flags is super cool in concept but the power of launching them in the air almost entirely across the map isn’t cool. Maybe increase it’s weight? So gravity takes hold of it and brings it down faster or unfortunately remove the grapple flag feature. - I’m super indifferent on this but the ghost can push the flag. I kind of like this as a sandbox thing but at the same time see the problems that arise from this. - Loading screens should have diversity in the images used. It’s a cool picture though. - Obviously I don’t know what the intended place for a weapon in the sandbox is but I feel the Ravager should have a little more splash damage. It feels like you have to be dead on with it and the effects of the plasma kind of make it feel like it should do splash damage. - Grenade jumping should make a return. - I think ske7ch mentioned it’s already gone but BXB and BYB need to leave. OR! Need to be reduced to a frame perfect thing OR! Reduced to frame perfect thing that triggers an assassination like move to allow players to save their teammate. - Replace the plasma pistol spawn on Behemoth with another precision weapon. I like AR starts but do agree having more distance options on that map would be nice.Personal Love
    I just wanted to say that this is truly a special game, I know things won’t always be perfect but no matter what the gameplay has me hooked. I love Halo always have and always will. And Infinite really feels like the beginning of a new beautiful era. Much love to 343i.

Xbox Series X player here.

Loved the preview, these are the things I would like to see improved:

  • I really love the look and sound of the Sidekick but aiming is so difficult that I just gave up on it.
    I get that it’s probably designed to be a “last fallback” option and I know from personal experience that really good players actually prefer it over the AR… but as a veteran Halo player, traditionally being quite in the middle of the skill curve (platinum/diamond in H5) it’s really frustrating to not being able to use it consistently. It hurts because a pistol would have more outplay ability VS the AR, Infinite lost some of the richness compared to H5.
    Suggestion: Turn up the auto aim a little?

  • I much preferred the radar in the first flight aka the “combat sensor” (Sprint, abilities, weapon use only)

  • I read a great suggestion online that with the loss of vehicle paralysis the plasma pistol should have another special ability - that H5 vortex variant that sucks everything in it’s vicinity would be a great idea.

  • Grenade physics for grenade jumps should be dialed up (I read that there is even a setting in the game that does that)

  • The new overshield effect looks really weird. Visual shield status feedback is much improved over the last preview, it’s still not as clear as in older Halos.

Im playing on Xbox one an i find the game really exciting, i agree with some other´s opinions regarding some gameplay issues like the AR being a little weakened, sometimes i feel the running a bit slow, but i think the game experience is good tho.

One thing i didn´t like at all is the armor´s shading/colors customization, i think it would be better if we could choose the colors we want to use in our armors (like in Halo 5, or any other halo actually), instead of waiting for some shade to come out that fits our liking. buuut i do have to say that this shading system works perfectly with weapons and vehicles

-Get rid of the Lens flare from zoomed in scopes
-Get rid of hitmarkers. Maybe not in multiplayer, but I don’t want it to be in campaign.
-Assault rifle doesn’t sound “beefy” enough for me, Halo 4’s AR sounded great, Reach and CE are close behind.
-The AR also has a bit too much recoil, the bloom is ok, and has a decent spread at range, but the initial kick from the recoil feels a bit much.
-Sidekick doesn’t feel like a viable option at range, I know it’s meant to be a close range “sidekick”, but the zoom option makes me try to use it at longer ranges with limited success.
-I feel like i’m missing my headshots more with pecision weapons than I was in previous titles, except when using the BR. Maybe it’s a aim assist thing or me using a controller, but I can no longer consistantly hit headshots with the pistol or sniper. I also can’t hit with the Skewer, but i’m man enough to admit that I probably just suck with it.
-Bulldog needs a buff, I wouldn’t even rely on it to kill unshielded infected in infection.
-Plasma Pistol needs stronger tracking, the noob combo doesn’t feel reliable with the current tracking.
Needler is pretty good, feels like a power weapon worth a couple free kills, needs more an extra mag on pick up imo.
-Heatwave isn’t worth picking up.
-Ravager should have more of a flame effect, I didn’t even know what was killing me until I saw the small red flames.

-Friendly Fire should be turned on.
-Player and Weapon outlines feel odd and I feel like we need an option to turn them off for both enemies and friendlies. A simple spartan id and nametag would be enough, it feels too distracting and makes the screen more cluttered. Power Weapon timers are too distracting and make me feel like I’m playing destiny waiting for power ammo to spawn while surrounded by 2 other teammates and knowing that theres enemies throwing grenades to at the spawn from across the map.
-Maps like Bazaar should get rid of weapon pedistals and floating grenades, equipment etc. It takes away from the feel of the map. Just have the commando resting against a wall and the spike grenades laying on the floor, there’s no need for them to be floating. But I can see the pedistals being used on covenant or forunner maps.
-Red and Blue Team colors should be another optional feature. The player outlines don’t help me identify an enemy player if their armor is red and their outline is red, but they’re on the blue team. Simply making the armor color blue from the start would make it a lot easier for me.
-The current Shield flaring effect doesn’t look good, nor does the shield pop. The glow lasts too long and feels like you’re painting an enemy.

-Grenade and Equipment slots should be larger and should show all your grenades not just the ones equipped.

I’m just going to write a quick Pros/Cons list of this weekend. Lets start with the cons so we can finish on a positive note.
Ping: I live in Australia so I only could play the 5pm to 9pm session which is 10am to 2pm here and the first two times I played it was fine but on the last day every match I played was like 150 to 295 ping, Which obviously sucks a lot of the run out of the game.
Assault Rifle: I’d like to start this by stating that the assault rifle being good and viable is something that I really enjoy. However in the flight in PvP I find that Infinites assault rifle is just a tad too overbearing to play against especially when everyone spawns with it. It’s damage at range combined with a fast fire rate means that you melt everything so efficiently at pretty much every range so you’d rarely trade it for something else. I’d suggest toning down the range and slowing down the fire rate just a smidge and it would be just right :ok_hand:
RNG Bloom: A problem that consistently bugged me was the placement of bullets can feel completely random and this is obviously a double whammy when working in unison with bloom. It’s not fun being in a gunfight with your opponent, both running out of ammo for your ARs, swapping to your Sidekick, Pacing your shots to bloom, Then dying because your RNG shots missed and theirs hit, It leads to a pretty frustrating situation that occurs far too frequently. Another thing is the Sniper, I dont know if it’s a bug or not but the hipfire is completely random, This should not be the case as the Sniper rifle in infinite is already challenging to use (Which is great :+1:) and I think this actually takes away from the weapon because no scopes will be decided by chance.
Sidekick: This links pretty heavily with the previous point but the Sidekick can feel incredibly inconsistent to use as one play if feels like the perfect ol reliable wingman who is there to back you up when your primary runs dry and the next play it feels like the choke master that misses the critical shot you needed. I’d recommend toning down the bloom slightly or just removing the randomness of paced shots.
Weapon Pads/Racks: I like the idea that some weapon racks and pads switch what weapon spawns to shake things up a little bit but I strongly believe that the power weapons and equipment should remain the same match to match because by having them change every match you rob a maps chance to have an identity. Think Rocket launcher on The Pit or the Spartan laser on Valhalla. For example what if on Live Fire the Sniper is the power weapon that always spawns, overshield is the power up and the Repulser is the equipment. You’ve created three points of interest that have become part of the maps identity and players will be awarded for learning the maps. Of course weapons changing on the other racks doesn’t phase me but power weapons/equipment and power ups needs consistency.
Fanboy Nitpicks: These are just going to be a collection of random stuff only a halo fanboy would bring up but anyway.
I really like that the needler sounds more crystallised this time when firing however I think that the supercombine needs to be just a smidge louder and the reload sound is a bit flat and needs that more of that classic “schink” sound.
The SPNKr firing is actually louder that the explosion which is really jarring.
Gravity Hammer really needs to actually effect physics in some way especially ragdolls and vehicles also it doesn’t really sound like the gravity hammer at all but mechanically its :ok_hand:
The Warthogs Turret sounds slighty underwhelming compared to every other iteration.
Bazaar might need some slight tweaking for Slayer because most gunfights take place on the opposite balconies making the market under-utilised. Maybe more cover?
PROS:
This is a bit random but who ever came up with the titles for the tips needs a raise lmao they’re brilliant.
Vehicle combat on Behemoth was amazing.
Gunplay is really slick and excusing stuff above really responsive.
Maps are all great.
Shock Rifle…I love it
Bot Arena is actually a great answer to the “what if I dont sweat question” we hear far too often.
Really enjoyed Strongholds and Capture the flag (might be biased as I’ve always preferred objective modes)
BR75 is the best BR hands down and dont let anyone tell you different.

Overall all you Guys and Gals at 343 should be proud, I know that in Halo community that we can be a vocal and hard to please bunch but I have genuinely not enjoyed a multiplayer experience this much in such long, long time. Great stuff and I’m looking forward to BTB next weekend.

Aloha,
this has probable been mentioned but, the Ghost vehicle basically is indestructible. The driver is only exposed on his sides. The most accurate weapons in the game can’t take out the driver himself. I understand that the cleaver is the heavy weapon well suited for taking out vehicles along with other elements as an EMP to stall the vehicle, but the person with those items shouldn’t be the only one capable of taking them out.

Whenever me or my teammates saw the ghost coming we knew we were screwed unless the ghost got hijacked. I think that the ghost is just too OP for that map. with two warthogs and two mongooses that would be totally fine.

when playing in the social arena, I would play at the Bazaar almost 75% or more of the time.

The flinch on the commando rifle in multiplayer makes it almost un-useable in most gunfights.

The now called BXB button function is absolutely toxic for console at least. (xbox series x) you don’t stand a chance when someone is within melee range that has mastered the button combo.

The challenge system I think is heading in the right direction but as of right now if this was the final product, I wouldn’t wanna play halo infinite anymore after completing the weekly challenges. once the weekly stuff is done you only gain XP after completing the daily challenge over and over again which is a reward for playing a set number of matches and the amount of XP rewarded is not worth the grind.

The shaders that are awarded in the season pass should all be strived to achieve. As of right now, their is only a handful of shaders worth mentioning. Of course with season pass only goes upto 30 at the moment, but I hope that if the number goes upto 100, the rewards should be worth the time put in for them. If we as players are gonna have the chance to purchase store credits to fully progress through the season pass, the items should be so enticing that I won’t hesitate at spending money for cosmetics. Destiny 2 is quite clever in how the armor/skins that are available in the eververse store for any given season look better than the stuff available to earn from open world RNG that I, like a lot of other people gladly spend money to make my character look amazing until the next best thing in the store is available for purchase.

If halo infinite multiplayer is going to be free to play, we can purchase the season pass, micro transactions are obviously going to be a thing: please make it worth the $$$$ that you want from us consumers please.

I’m very pleased with the speed of getting matchmade into a game solo queued or with a full fireteam.

All in all: I have been having a really good time playing in this Technical preview and I like the exclusivity that you have gone about doing for this. Your outreach is commendable and I applaud the effort thus far to make this game. It’s absolutely beautiful! Every time I get to the title screen and hear the iconic halo music, it makes me smile and it brings back so many fond halo memories from so many great games your team has created. Halo is the GOAT. Everything else out their took inspiration from your creation. I am so happy that this game’s multiplayer essentially sticks to what made halo’s multiplayer so much fun and gratifying in player skill progression.

Just some of the bugs I came across.

Xbox series x

  1. sometimes when you hit Y after a match to start matchmaking the game gets stuck, you need to close and reopen to fix

  2. After playing for a bit you are unable to change how you look in the armor Hall, you can select stuff and view, but you can’t actually change it. Need to close and reopen to fix<!–/data/user/0/com.samsung.android.app.notes/files/clipdata/clipdata_bodytext_210927_085131_408.sdocx–>

Other than that, the game has a real good feel to it.

The game is fantastic so far, some ideas that may personally make it play better:

I want the beat down to be able to have a bit more magnetism toward characters, right now it’s stale as it doesn’t pull you towards a character.

Can we please have plasma pistol as an emp tool for vehicles.

Pistol should be 5 shot kill I think and just a tad slower. Can we add some range to it?

Needler needs to lock on more, its not like the needler at all now.

Less recoil on commando.

Frag grenades need to be turned down on their damage. Compared to plasma grenade they really were damaging.

Please bring the carbine back!!!

Flag holder should be a one hit kill for beat downs.

The game overall felt very slow paced compared to halo 5 but more similar to halo 1-3.

Ghost is also a bit overpowered, and too much health.

Ability to take over and destroy vehicles (shooting off turrets of warthogs), planting grenades in scorpion tank and wraith, etc.

Bots to be smart enough to take vehicles.

The radar doesn’t seem to work properly and doesn’t feel right. Maybe proximity is too small, 25 is ideal.

First, I would like to say that I had a blast during the flight test. A lot of things have been done really well (i.e. I love the BR), but I feel like some things still need readjusting. I was playing on controller on the XSX. Here is my feedback regarding the Social Arena experience:

  • Shooting/aiming feels a bit inconsistent at times, especially with the Sidekick. Maybe take bloom out and reduce the fire rate a little. There is too much RNG right now. - AR is still too strong at longer distances. With AR + Sidekick starts there is no reason to use the Sidekick when AR beats it most of the time. Sidekick should have a bigger zoom than the AR imo. Lower the AR zoom or raise the Sidekick zoom to balance things out. - BXB aka double melee is too easy to do. Take it out or make it a lot harder to execute. - Descoping is too harsh at times. Descoping is an essential feature of Halo but currently it feels almost impossible to hit snipes if someone hits you with even one AR bullet. Descoping throws your aim too much. - Other than descoping, the sniper feels a lot better than last flight. Noscoping shouldn’t have any bloom but it seems to have some. When you noscope at a wall, the shot hits a different spot everytime. It seems random. Also sometimes when you zoom in, your aim seems to move from the spot you were aiming at. You shouldn’t have to readjust your aim after zooming in. - The Plasma Pistol aka Noob Combo aka Green Gun is way too hard to use. It doesn’t seem to really track enemies at all. Also it should still EMP vehicles imo as that is classic Halo. - The motion tracker feels a bit too small. Maybe bump it back up to 20m. Could also revert back to the tracker used in the first flight. - Both Camo and the OS feel pretty useless. Especially the OS should be a lot stronger. Currently ppl don’t even feel the need to fight for the powerups. Also you should never show up on radar when you have Camo. Being invisible is the whole point. - Capping strongholds seems too fast. There is no reason to team cap when capping alone is that fast. Make capping alone slower to encourage team capping. - Flag juggling is too slow and feels quite unresponsive. The flag seems to ”lag” behind when you try to throw it forward. - BONUS: OS and Camo should have different colored lines when they are in your inventory. Now you don’t know which one the enemy has if both spawn on the map.Great work and thank you for a great flight experience!

I am once again asking for the Flight 1 radar.

Also, the warthog is no more durable than wet tissue. I had hoped for no Spartan Laser, but the Skewer is almost as effective but even easier to use.

> 2533274792270621;40:
> So, this is all I got for now.
>
> Hardware:-Xbox Series X (September Public Dashboard OS);
> -Controller Elite Series v2;
> -Language: Italian; Country: Italy;
> -LG OLED B7 55" (using Calibrated HDR Game mode);
> -Lucid Sound LS35X with DTS: Headphone X enabled.
>
> Halo Infinite settings changes from default:-FOV 90.
>
> GRAPHICS/VISUALS FEEBACK - Main Menu: as soon as Flight 2 is started, there is a flash transition to the main menu, then instantly on the new loading screen and then again on the main menu. It’s a bit annoying to see at every start; - Main Menu: there are some reflections’ flickering on left and right side of the floor, right below the parked Pelican; - Main Menu: when entering/exiting Settings submenu there is a “green flicker/flash” on screen for a brief moment, similar to a signal error; - Main Menu: Spartans/Weapons/Vehicles models in the showroom are a bit too much aliased, edges should be smoother; - Main Menu: disabling Running/Speed “lines” effect has no effect when applied from Main Menu. It applies in-game correctly (enabling/disabling it again), but the effect will appear again on new matches (even if the settings remains disabled in the Settings menu). It won’t stick; - In-Game Menu: when opening and navigating Settings Menu while in-game, there is a very annoying “flashing” of the entire screen in and out of the actual game, which could be a big issue for photosensitive and epileptic people out there; - Shooting Range: there is noticeable stutter during camera, player and bots movement. It’s really bad and annoying but strange as this is non existent in actual game matches (Training Mode and Social Slayer); - In-Game: our Spartan HAS NO LEGS. When looking down only our shadow on the terrain is visible, along with our footprints on mud and other surfaces but without any leg model/animation like in previous Halo. That was weird! - In-Game: explosions’ effects could be better, especially plasma explosions which still look like exploding ink. Frag granades explosions could have more smoke and depth. See Halo 2 Anniversary Campaign and Multiplayer for good explosions reference; - In-Game: I noticed some random light flickering on some of the Arena maps (both in Recharge and Bazaar).AUDIO FEEDBACK - Nothing to report here: both main menu and in-game music and all audio effects and design is just THE BEST I’VE EVER EXPERIENCED IN A GAME. Also everything worked as expected. A true standing ovation to the Music/Audio teams here. You Nailed it. Really!GAMEPLAY FEEDBACK - Current system to switch Granades type in Training Mode is cumbersome (push Left D-Pad, then have a look on current available granades type and switch Up D-Pad for changing it or Left D-Pad again to keep those in use). I think that just pushing Left D-Pad to cycle between them would be much more easy/intuitive and functional, as it always been and as it seems it already is in Social Slayer 4vs4. Same direct cycling is highly preferrable also in Campaign; - In-Game: sometimes while playing there is a full freeze of around 10 seconds, then everything starts moving again. Very worrysome! - Main Menu: The detailed final Score table after a match is not sorting the best players accordingly. E.g. the best player of a team (best score + best K/D/A ratio + best aim etc.) is wrongly put as last of the squad, or randomly in the middle; - Main Menu: Spartan ID customization is greyed out / not accessible; - Store: Purchased items in the in-game Store cannot be equipped -> Xbox Live Error.LOCALIZATION (ITALIAN) FEEDBACK - With my Series X set in Italian/Italy there is no English voiceover at all (no Personal AI dialogues, No Narrator, No Spartans chatter, nothing). Just Italian subtitles; - Most of texts are already translated in Italian while many others don’t (e.g. Challanges and Challanges Description, Maps Descriptions etc.); - I really hope the final game WILL have Italian voiceover and audio too?All in all, I’m really having a blast with Halo Infinite MP and I truly believe you all at 343i created something truly special which was strongly missed both by the gaming industry and mainly by all players around the globe.
> I really can’t wait to also fully dig in BTB 12vs12 next week (so to prepare a “Part 2” of this overall feedback post) and especially see what you’ve cooked Campaign wise.
> In the meanwhile, keep it up with this outstanding work!
> Cheers,
> -P

Very good post, almost completely mirrors my experience.

Additional gameplay issues:

  • The intro poses are different for every player. For example if I am doing the boxing intro, my mate may see a different intro pose for my player. This does not make any sense to me. - Covenant weapons feels too weak (personal opinion)
  • Grenades are too strong. Grenades have a pretty big blast radius, you have a lot of grenades (easily picked up) and you throw them super fast. The combination of these three aspects makes grenades too powerful.
  • Ghost is hard to maneuver. Turning left and right could be made faster and easier.
  • Sidekick Pistol aim down sight is weird. AdS for pistols in Halo 5 was way better and looked more realistic. Exception: Leave the Sidekick as is and add in the Magnum with Halo 5 AdS.
    Additional regional feedback (Germany):
  • With my Series X set in German/Germany there is no English voiceover at all (no Personal AI dialogues, No Narrator, No Spartans chatter, nothing). Just German subtitles
  • Lots of texts not translated

I think that the sniper rifle rate of fire needs a very slight increase. It is currently just a little bit too long in between shots at maximum rate of fire.

Hello. I’m just gonna place all my feedback here because specific threads do not exist for some portions of it.

Weapons:

AR - I feel the AR is mostly in a good position, however its effective range is a too long. I feel that it should function as a close-range shredder and not be anywhere near as effective at midrange like it currently is. Currently it just does too much damage at the midrange point which I feel intrudes on other weapons’ niches too hard, primarily the Battle Rifle and Commando.

Sidekick - I like the less damage but more utility approach. A true sidearm, it serves its purpose as a finisher/backup weapon very well. Only balancing changes I can say would be to make it take an additional 1-2 bodyshots for it to break shields as it currently has a shorter TTK than the AR.

Commando - The premise of a heavy assault rifle that is also a precision weapon is neat, I think it just does a bit too much damage. Making it take another 1-2 shots to break shields would make it perfect in my honest opinion, as currently it has a shorter TTK than the AR.

Sniper Rifle - I had issues with this weapon that I feel are pretty major. I have heard that the unscoped crosshair is off-center and does not correctly portray where the bullet will land, and having random bullet spread on a Sniper Rifle is something that I do not feel should be in the game. It adds an unnecessary element of RNG that occasionally causes a miss I should have landed and I just don’t agree with it.

Rocket Launcher - I feel the insta-kill radius of the explosion is too large, but other than that I have no complaints about this weapon.

Needler - This weapon could use some adjustment, I feel it should at least function past close range. At this time it becomes unusable at even mild distances and isn’t worth picking up in place of other weapons in most situations.

Plasma Pistol - This weapon is currently bugged and does not EMP vehicles. If the bugs were fixed I’d have no complaints about this gun

Shock Rifle - No comment, I did not get to play around with the weapon enough in matchmaking to be able to give an educated opinion on it

Grenades: I think the grenade spam should be toned down, frags are currently very spammy and have a very large explosion radius that should be reduced. The other grenades are fine.

I think the other weapons available in the flight are all fairly well balanced and do not need adjustment at this time


Vehicles:

Warthog - I feel the vehicle is too floaty and does not have the mass it should have. Even small inclines result in excessive time in the air. I suggest making it feel heavier. Also, I do not think there should be a Warthog on Behemoth. Being able to have 75% of your team in a single vehicle is rather strange and gives that team what I feel is an unfair advantage right out of the gate to whichever team claims it. I think both team should have a Mongoose and there should be one Ghost that both teams can fight for control over.

Mongoose - I think it simply moves too fast

Ghost - Has too high of a non-boost movement speed and boost should not be unlimited.

Equipment:

Repulsor - Has too strong of an effect on vehicles, it should not be capable of sending a full Warthog from max speed to a 15 meter throw backwards through the air. Reduce its effectiveness on vehicles depending on how heavy they are. I can see it throwing Mongoose and Ghosts around but being able to essentially juggle a Warthog off the map with ease is not balanced.

Drop Wall - Overall seems alright, but I think the generator at the base of the wall should have more health. Once you learn that the generator has incredibly low health and that you can just shoot it to drop the entire wall the ability stops being any sort of hinderance to you. I would multiply its HP by 3 or 4 times its current value.

Grappling Hook - I have no issues with this equipment.


Gamemodes:

Arena in general - I very much enjoy the AR/Sidekick starts. Generalist weapons that encourage scavenging and closing the gap between you and your enemies. Very different from a Battle Rifle start which I feel in the context of the sizes of the 4v4 maps would result in rather boring gameplay in which people spend the entire match on opposite sides of the map continuously sniping each other with no real desire to close the gap or look for other weapons. I think Bazaar in particular would suffer heavily from BR starts, which again makes me very glad that AR/Sidekick starts are the spawns in Arena with the exception of Behemoth.

Slayer - Good ol’ reliable slayer is perfect as always.

CtF - I feel that melee attacks with the flag should result in an instant kill like the CtF in the other games in the series. Having the Flag/Presumably Oddball only deal standard melee damage means it is never worth it to try to take a fight. Also, there is an issue with the Grappling Hook in which you can hook the flag towards yourself and cancel the animation while the flag is midair and subsequently launch the flag across the map. Now, you could just increase the mass of the flag to prevent this, but that also results in flag juggling being killed off so I propose that if the flag is airborne for more than 1 second at a time its mass is significantly increased very suddenly, meaning you can still juggle and grapple it to your heart’s content but launching it across the map is out of the question as it will drop like a stone.

Strongholds - My only complaint is that I think Point C on Live Fire should not be positioned at the base of the tower as this puts it almost directly across from Point A and creates a triangle between the three points with Brutes and Turbine being largely dead space. I think Point A should be moved into Brutes to make use of the map’s real estate more efficiently and reduce the danger of Hallway as a result, as it being a narrow space crammed between two points results in it being a minefield currently. No complaints about the gamemode itself.

Player Traits:

Outlines - I honestly really like the new outline system. Being able to customize my spartan more freely is very nice, but the gameplay aspect of being able to clearly see my enemies regardless of light level is a very welcome change.

Friendly Fire - I like the lack of friendly fire quite a bit. No more dying because someone else wasn’t being careful with their trigger finger is welcome. However, I think if an explosive impacts both an ally and an enemy at the same time damage should be inflicted to both parties, as currently there is no penalty for spamming an in-progress fight with grenades and I dislike that.

Collision - I also like the lack of player collision with allies. Allies can no longer bodyblock doorways or my access into cover and it has been a welcome change for me as i frequently ran into those issues in MCC and it was incredibly aggravating. I do not feel the lack of collisions has been negative for the core gameplay loop in the slightest.

Movement: I love the increased control over my movement. Being able to strafe and crouch as fast as I want to makes the game feel very responsive and crisp compared to older games in the series.

Reinforcements: The game bringing in players to replace leavers is a godsend that took way too long to become part of the series.

Bloom: I do not like bloom. There should not be any RNG involved in precision weapons. Nerf the damage of weapons to compensate if needed.

That is all I have to say for this portion of the flight.

I think the AR (and sidekick as well) might be performing too well at range because getting shot does not descope or even cause flinch like in Halo 4. The commando and br are, paradoxically, stuck with default zoom in a long range firefight. This is utterly backwards and should really be changed. Either remove descope entirely (maybe only leave descope on the sniper/shock rifle to balance them a bit?) or all weapons need to get descoped when shot regardless of zoom level. Alternatively, revert back to the Halo 4 flinch system, or remove descope and have flinch for just sniper/shock rifle, or have flinch on everything but have sniper/shock rifle descope. All of these options are better than how it is right now.

Behemoth is a really unpleasant map to play with AR/sidekick starts.

As soon as a competent player gets a hold of a precision rifle they just absolutely dominate and there’s very little opposing players can do other than hide until another precision weapon becomes available to grab.

Ideally the effective range of the sidekick should be increased and bloom should be removed so that players are able to defend themselves at long range off of spawn. If that doesn’t happen then BR starts should be considered for Behemoth, whilst that would also be problematic in that movement would be less feasible it would be a damn sight more enjoyable than being effectively defenceless against anyone holding a precision weapon.

The plasma pistol needs the EMP back.

the sensibility is very slow

i think that all the other things of the game are very good

There are several aspects that bother me. Overall I love the game but those issues really do bother me. I’m playing on the Xbo Series X with a standard controller.

Technical issues:

  • My game crashes when exiting weapon drills
  • In some matches the lighting was flickering. (shadows disappeared and returned rappidly)

General MAJOR gameplay concerns:

  • Missing player collision. I don’t understand why there is no player collision. That removes so many possibilites for unique game experiences especially in custom games. It’s highly confusing even in matchmaking.
  • Explosives have nearly no physics effects. Granate- and Hammer-Jumping is close to non existent. Those have been a Halo staple since day one and add so much to the game. 343, I know you can do physics. Please implement proper physics for explosives
  • Option to remove outlines for enemies: Please give us the option to turn off outlines for either the enemy team or your team.
  • Melee canceling abuse - you know what to do
  • limited controller settings: On other Halo games I usually use quite low acceleration and sensitivity. On Halo Infinite I use max accel and close to may sense. Default deadzones are huge and even minimum dead zones are still noticeable.

Balancing issues:

  • We need input based matchmaking!
  • I’d like the effective range of the AR slightly reduced. Especially for M&K players the AR is unreasonably effective at super long distances.
  • The Ghost feels OP compared to the Warthog. Either Buff the Warthog or nerf the Ghost. It’s unreasonable how easy it is for a single Ghost driver to kill both Spartans in a Warthog. I felt there weren’t enough counters to the Ghost. The Scewer is great however the removal on Plasma Pistol EMP makes it hard to break the leading teams dominance, once they are in control over the ghost.
  • The Plasma Pistols doesn’t EMP vehicles? I understand, that now we have electricity based weapons in the Sandbox, that do EMP vehicles. However the Plasma pistol ever since Halo 3 was an essential tool against vehicles. You probably have good reasons to remove that, however I’m not convinced of it yet.
  • The drop wall still seems underpowered. The Drop wall from the campaign trailier a) lookes way cooler and b) deployed a lot faster. Chief even used it to block an incoming granate. That was super cool. In the tech preciew it onlyy promotes BR cover shooting across the map. It doesn’t really flow with the rest of the gameplay.
  • Buff the Heatwave. The heatwave feels weak compared most other weapons in the sand box and not worth while picking up.
  • The Hydra seemed a bit on the weaker side but I only got into a game with the hydra once so I’m not sure.

HUD and UI:

  • Changing granate types feels awkward.
  • Missing information about: secondary weapon ammo, secondary granate

Other:
I don’t like that I have to drop equipment to use Over Shield or Active Camo. There should be an option to directly activate those rather than to equip them to your inventory. Maybe by using another button or holding the pick up button for longer. In my opinion that really hurts gameplay, because you have to sacrifice your equipment to get it. You can pick your equipment back up, sure. But that’s clunky and disrupts gameplay flow.

Final thoughts:
I love that most weapons are worth picking up. (all but the heatwave in my opinion) That’s great! The Sidekick is a secondary weapon and that’s great to. It makes the rifles shine. The electric weapons are a great addition to the sandbox and I can’t wait to experience them in BTB and campaign. Vehicles returning to 4V4 is awesome and vehicle gameplay feels good. The Ghost is OP imo compared to the Warthog other than that I’m quite happy. I hope there are a lot more 4v4 maps with vehicles. If not at launch, please as soon as possible post launch, especially since forge is missing! Overall I enjoyed all 4 maps, my least favorite beeing Bazar with BRs on the map.

I loved the way the game played mostly, but I feel like the AR was extremely OP. Outgunning people cross map with it that had precision weapons. Also, I wish there was at least one more precision weapon spawn on each map. Feel like one per side is not enough. Many people camped the BR or commando spawn and it was hard to ever get. Plus it focuses the fights to those two areas rather then showing the whole map some love. Funnest part of halo to me has always been out BRing someone, and most the time it’s just one guy at a time with BR or Commando waiting on it to spawn every time. Would love to see a neutral spawn or a BR and Commando spawn on each side of the map so each team has 2. Pistol also at times felt inconsistent. And please patch the BXB glitch! Thanks I’m really impressed overall so far. This game has me really excited for Halos future. Brought me back to the good ole days!

  1. still needs work on the medals they need to be bigger. Hard to see what your getting in the middle of gameplay

  2. In the halo 5 beta there was no limit to how many medals would pop up on the screen while you were getting them and by the time the game came out you only allowed 3 medals on the feed at one time which really takes away the “enthusiasm” or “epic ness” of all your multi kills. And I was hoping that Halo infinite would change that but so far has not. It’s exciting to see the medals pop and hear the announcer call out each one of them.

> 2775209234672000;10:
> 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 in accordance with completing challenges. Simply put, not including performance based XP was a terrible decision. Please, course correct that obvious mistake.
>
> Aim assist and bullet magnetism being so low on controller has me concerned about Infinite’s ability to retain the casual console gamer crowd that’s not die hard Halo fans. While the current setup creates a serious skill gap in the gunplay I have to wonder how many casual FPS players will just be turned off by the experience on controller. I don’t know what the solution is to this given the game was apparently designed to feature minimal to no assistance.

Yes This is important to fix^

> 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

and this too^

Additional Feedback:

  • Changing this complete mess for the aim settings, it’s really confusing even for experienced players ----> Halo Infinite AIM Settings FULLY EXPLAINED (Fix Your Aim!) - YouTube
    This needs to be easier to dial in

  • Add a more clear sound when nades are hitting the ground or a better visual effect from the nade itself in the air/hitting the ground (Not a nade indicator like H4 or CoD though!)

  • In general better audio effects when you get shot, that makes it more clear from where you get shot

  • Decreasing the general pacing and movement of the game (Even though dodging nades is not quit effective with the current sprint speed)

  • This goes hand i hand with this^ The strafe spam is real, it needs to be toned down imho

I hope you can fix a lot of these issues till launch. It was fun to play, with the fixes we want and suggest, i think Infinite can be a great game!