Infinite Tech Preview – Social Arena

I’m enjoying this game a lot, I want to put that out there as some positive feedback. I’m having a lot of fun jumping and sliding around in particular. It’s been a lot of fun playing around with the game and there are a lot of little details all over the maps that make them look and feel amazing, I especially enjoyed the bigger map that was in rotation yesterday.

Now for the criticism. I think the AR needs some work possibly a range nerf or something along those lines. I also want to mention the aiming itself feels pretty abysmal on PC using the controller, I feel like I can’t focus in on my targets very well with precision weapons aside from the BR and that’s frustrating. I also think the the physics for some of the items in game could use some adjusting as well, like grenades could throw you a bit more or other explosions could have more impact, it’s part of the fun of the game.

Feedback From Xbox Series X:

TLDR: It is still a fun time, but this wasn’t the same game I had played a few weeks ago. The gameplay is smooth enough for an Alpha/Technical Preview. Hopefully, some things change by the Beta. PvP was fun when active, but inconsistencies spoiled the experience for me. Some adjustments to the Battlepass would be welcomed, and armor needs some love.

Overall, solid experience. 7/10

This version of the Flight was…different:
Having participated in the last flight, I was expecting a somewhat enhanced version of the experience I had earlier. However, something in this one made it less of the experience I had last time. I should note that this isn’t solely because of the Multiplayer Experience. I expected to have some good games and some bad games; as is the nature of Halo. But in this version of the flight, the inconsistencies stood out the most. This is something I heard from a few other players, too.

PvP was, for the most part, fun! I definitely enjoyed the new challenge of going up against other Spartans; figuring out strategy, learning how other people (actual people) navigated the maps, etc. The new mechanics and weapons felt like they fit, and if there are any blatant issues with those, I’m sure those have been addressed for the beta. The best way I can describe it (multiplayer) is Halo 3 meets Halo 5. Player balancing wasn’t too bad, and the times I was able to play I felt like I did stand a chance against the opposing team.

With that said, some of the inconsistencies in (what felt like) damage output were what ruined it for me:

  • A couple of times I unloaded the AR into an enemy player (removed shield and then some) they would just turn around and bash me into oblivion. The range on that thing is insane, too. I appreciate it feeling like a more useful weapon, but maybe tone it down a bit. My shields were shredded from across the map at times. - The Sidekick felt off too. Same issue as with the AR in terms of output. - The BR was pretty much what I was expecting, but the range was lacking at times. - Nothing to really report on with the Power Weapons. Damage was as expected.Damage delays were also a nuisance. A couple of times I was behind some sort of cover, then I would just, die. Especially after deploying drop walls.

Bots were fun. Going off against a team of varying difficulties was a neat way to warm up. Kept me aware that I wasn’t just unstoppable. Getting killed by a Spartan bot was humbling. In a good way.

Some extra feedback:

  • ‘Behemoth’ was a great map. The layout allowed for some interesting gameplay and firefights. The vehicle balancing/vehicle counters on the map were the worst part about it. In one game, the enemy team got a hold of the Ghost and wiped the floor with my team, 50-8. Not usually a huge deal, but we just couldn’t combat it. The spawns weren’t really allowing for a change in gameplay. We just had to hope the Ghost didn’t hit us, and that we could get away. If we did spawn on the other side of the map, it was quickly flipped. - The Battlepass rank unlocks weren’t working. I used the progress from the first flight and unlocked the remainder of the pass. No new unlocks. - Armor Colors. This is a bit of a personal gripe. I’d like to be able to change the actual colors of my Spartan aside from armor coatings. I love the coatings, but to be able to add some of my own adjustments would be great. - To follow up with that, any chest armor wasn’t gaining armor coatings. I wasn’t sure if this was intentional, but for more of a complete look, I’d like to see some color thrown in with those. Maybe even emblems. - Aiming was off. I don’t mean I can’t aim. I mean I was aiming and I didn’t feel like I was able to hit anything. - EXPERIENCE. Please, please please please, do not only allow rank progress from challenges. I know that when it comes time for launch teammates will only be completing challenges and not assisting in objective-based gameplay. Make them additional EXP bonuses or unlock unique gear. Please don’t make this the progression. - Radar. Please adjust this. It wasn’t picking players up at all. For a game where we move pretty quickly, not having someone on the radar when they’re right behind me was a constant complaint of mine. - Grenades. These things either work, or they don’t. I couldn’t figure out how to get these to actually hurt enemies. Brute Grenades are pretty badass though.

Spawn points.
Where most games the complaint is that the enemy team spawns behind you or that you spawn next to the enemy, it seems that the Halo Infinite spawn mentality is “Let’s spawn you as far away from your teammates as possible.”
Just seems to add unnecessary chaos to map logic.

> 2533274853805940;639:
> My thoughts after the first weekend:
>
> 1. I liked how running was scaled back so walking is more viable, but I think the speed of both should be increased. I liked the slower feel but think it should still be a little faster.
>
> 2. Sometimes weapons would reload twice for no reason (mainly AR). Reduce range on AR, improve damage on pistol and also BR (at least, all main weapons felt a little weak).
>
> 3. Power weapons were amazing, even mid ones like the new shotty (name is eluding me) and commando felt good.
>
> 4. Xbox One hardware wasn’t super smooth, felt the reduced frame rate. Encouraging to see what it could be.
>
> 5. Please improve the range on motion tracker. It was practically useless unless they were right on top of you. Didn’t really help with enemies sneaking up on you either.
>
> 6. Had some trouble with grapple hook. Not sure if it was me or the game but I couldn’t get it to work all the time.
>
> 7. I love the new feel of the game and can’t wait for BTB

I’m gonna say the AR could use a range nerf, the pistol doesn’t need a buff at all (it’s a sidearm, best for finishing off an opponent after cracking shields), but the BR needs a range or ROF or damage buff to be balanced against the AR because right now the AR dominates on these small 4v4 maps. The Commando is pretty useless as well. I’ve yet to find a match where it’s effective at all (both using and facing against it).

Some Behemoth feedback:

It really shows off the pain points with the current state of Sniper play. The Sniper currently feels really bad to the majority of controller players (and many mouse players who’ve also chimed in), leaving only a handful of players that typically do well with it. This in turn means most people don’t pick it up, which then leads to more steamrolls in actual matches. I know skilled players like snipers being hard to use, but if the map doesn’t have good counterplay baked in, the end result is almost always very unbalanced gameplay.

Possible suggestions (this is not a do-all-these, but a try-one-or-more):

  • I actually agree with getting rid of sniper lens flare - it feels weird to have in halo, but on a map like this that should be countered by making the sniper perches more exposed (flat top with a cover wall down the slope, which is common in previous games), so if a sniper peeks their head up, they can be seen on the horizon. The slot configuration from one perch to another feels way too forced and provides too much side cover, meaning a team has to gang up to take out a sniper - this becomes especially problematic on CTF games, where you need most of your team focused on the objective, not one sniper. It might make some sense in BTB as a power position, but not in 4v4 objectives, because it breaks the game flow. - Especially if the sniper is going to be very difficult to use for controller players, any open map like this should also have spawns of primaries that can shoot back at the sniper at range to descope and approach them (e.g. BRs, DMRs if they are every brought to the game). They should not go unchallenged. Depending on the size of the map it might even justify BR starts. When shock rifles spawn it was… something… but aside from being a meh gun, it also attracts every gun on the map towards your face and descopes from a tickle, so very difficult to get any mileage out of. - Alternatively - and I know skilled players will hate me for saying this, make the sniper feel better so an average player can land more than one kill a day, incentivizing more players to actually fight to get it, rather than being scared to even try (I actually suspect there will start being a trend of people grabbing it and then using weapon-drop to toss it off a cliff). Especially scoped, the look acceleration (even after setting tweaks) and assist have clearly not been tuned for the current generation’s speed of play. Instead of aim assist this could also be tweaked by increasing the fire rate to allow for the viability of a double-body kill. Right now, if you don’t land the headshot, the enemy almost always gets away. - There is also some funny business going on with hit boxes and bullet bloom on all sniper-class weapons - I’m finding shots land more consistently behind the player sprite - causing me to miss shots I think should hit and hit shots I should have been late for. This is born out when looking at clips frame by frame. - Behemoth in particular needs a better way to cross the map from one side to the other through mid to challenge activity on the other side. A simple solution to this might be to reverse the grapplehook and repulser spawn locations.Behemoth also exposes issues with vehicles I’ve mentioned previously, where the Ghost and Warthog lose traction way too easy, sending you right off an edge. Past Halo vehciles are bouncy and floaty but also can get grip when they hit the ground or boost in another direction, but Behemoth feels too much like you are skating on ice.

Spawns on this map are pretty horrible, I’ve consistently spawned down-slope of multiple enemies with no way to escape other than into a corner where they can easily chase/nade. There need to be some better covered spawn locations that aren’t in the bottom pit, and like has been stated for every map, weighting towards spawning within range of your team mates when possible (or near gear that will help you get to them). This demo has reminded me that Halo is a game for playing together smartly as a team. There is no super/ultimate button to let you solo break through a horde of enemies. Nothing feels more helpless than spawning far away from your team with the entire enemy force between you.

My only gripes with this game are no per match exp, no friendly fire, AR feels a bit too on the precision side and no career rank. But other than those i love the feel of the game. And the boys on spartan put up a fight for sure!

Sbmm is probably gonna ruin the multiplayer

I’m not sure where exactly which threads to put my feedback in, so I am placing:

  • My general gameplay, map, mode, vehicle and equipment/grenade feedback into this thread, which you can see below
  • My Weapon feedback into the “Weapons Drill” thread, you can view the two comments I split them into via THIS LINK and THIS LINK HERE
  • My UI, settings, customization, and progression feedback into the “UI & Live” thread, found via THIS LINK HERE
  • My graphics feedback into the “Xbox” thread, found via THIS LINK HERE

So, for my general Gameplay, Map, Mode, Vehicle, and Equipment/Grenade Feedback:

General Gameplay, Map, & Mode:

> ⦁ I value having a skillgap, but The aim assist/bullet magnetism is very, very low for controllers. Especially with PC vs Xbox crossplay, I feel this could be problematic.
>
> ⦁ There should not be a mouse assist option on M+KB with Crossplay. Having assist on mouse makes it objectively superior to using a controller, since aim assist (already arguably too low for controllers here) is meant to make up for a lack of mouse precision on controller
>
> ⦁ I don’t know what caused it but compared to last flight, aiming and shooting feels less tight and “looser”. Shooting is less fun/responsive.
>
> ⦁ While I feel the time to kill is generally fine, you die way too fast when being shot by multiple players, make damage be reduced if coming from multiple sources?
>
> ⦁ Given the small map size and the amount of nade pickuips There is a lot of nadespam and deaths from them. Maybe reduce frag AoE radius or only spawn with one.
>
> ⦁ Having what weapons spawn in a given weapon pad on the same map from match to match undermines the importance of map knowledge and an even playing field. This should not be in ranked playlists, and should even only be in social if there is a pre-match preview of which set of weapons is being used.
>
> ⦁ Slide locking you into a specific direction feels a little clunky, being able to “steer” the slide and shift directions mid slide slightly would be cool, help it feel more fluid, and would open up some neat high level tech/skilled usage. Additionally, while I am aware of downslope slide boost tech, the fact that slide itself gives no apparent speed boost when using it on level ground makes it feel pretty niche, I think it giving a slight speed boost beyond sprint’s even on level ground would be warranted.
>
> An alternative/additional idea would be having more instances of short cover or gaps you can slide behind/under on maps.
>
> ⦁ In CTF, picking up the flag should have priority in terms of what you’re given the option to switch to when walking over it if there are other pickups nearby, or should be picked up automatically if you pass over it.
>
> ⦁ There were a too many jumps that required clamber to access that even crouchjumping doesn’t let you make. Either increase crouchjump height or speed up the clamber animation. This intersects with map feedback, but I found myself having to use it more often then in H5, and being stuck in the animation constantly was starting to grate on me.
>
> ⦁ Last flight, the Melee lunge distance was too far, but now Melee’s feel too inconsistent, especially in terms of enemy players/bots being slightly to the side of the center of your visison. There were many, many instances where I was meleed from a few steps away but me trying from the same or less distance resulted in no lunge and a whiff, or a player being point blank but them being a bit to the left or right of my reticule resulted in the melee whiffing.
>
> ⦁ There needs to be more physics interactions. The Gravity Hammer, rockets, Skewer (which should continue to travel after hitting an enemy, to then be able to hit more players/carry the ragdoll with it) should displace bodies enemy players, and the user more, same for grenades. This displacement already exists in terms of melee sending bodies flying last flight or against vehicles in this flight with the hammer, skewer, etc, make it apply against players.
>
> ⦁ The marking system is cool and is a good addition, but it is often unclear why a player has marked a specific location if it’s not a direct enemy, objective, or weapon/equipment/vehicle mark. I think it would be really helpful if we could hold down the mark button and have a additional set of options to clarify like “Enemies around that location” or “I’m heading here” or “we need somebody to cover this spot”
>
> ⦁ The momentary lighting bloom on Bazaar when exiting a shaded area into the sunlight is disorientating.

Vehicle:

> ⦁ The “danger mode” vehicles enter when heavily damaged before exploding should last longer. Currently it is so short that you’re not really able to viable make a call to risk staying in it longer to do cutting-it-close plays.

Equipment/Grenade:

> ⦁ The distance you can grapplehook from should be increased, or make it so the grapplehook doesn’t shoot out at all if it’s going to fail anyways. Too many times something seemed like it should be within range and the grapple failed.
>
> While the Dropwall is not as useless as before, it is still not quite useful enough. Slightly increase the amount of damage the Drop Wall’s panels can take.
>
> ⦁ The Threat Sensor is totally useless. Not sure how to really fix this, especially given the radar changes so now even walking shows up on radar anyways. Maybe make it show a second radar on screen with a real time display of the area it covers?
>
> ⦁ Change the Repulsor so it can give you a large vertical lift without needing to look as much straight down. Currently if you aren’t looking almost straight down, it just stalls you in midair, and looking down then back up on most sensitivities is very slow on controller
>
> Additionally, increase the damage repulsing an enemy into a wall does, it does so little that it’s impossible to predict/tell when it will actually cause a kill, since even with no shields it requires the player to be heavily damaged/3-4 repulse splats.
>
> ⦁ The Spike Grenade isn’t consistent enough: It is intended to be thrown at a wall in an enclosed space so the spikes bounce and then angle themselves towards enemies. However, even in enclosed spaces, spikes often do not hit nearby enemies. Make the homing/tracking stronger, or have them release more needles.

Bugs?

  • Plasma pistol does not effect vehicles with a charged shot - Getting killed when behind cover. I can walk behind a wall while taking fire, and a solid second will pass where I am “safe” and then I just die. - I noticed an issue with weapon zooms. This may be buried somewhere in settings but I couldn’t find it, I have also changed my control scheme to resemble that of default Halo Reach. When you used to zoom in on a scoped weapon, like a sniper, if you clicked the right stick it zoomed in. If you held the stick down for a moment and then released, it zoomed in and then out. I understand the default controls for this game on console have a hold function for zoom on the left trigger so if you’re using those settings this issue doesn’t exist. However, with my two decades of Halo muscle memory, it would be nice to have this function returned. - I also had the issue of applying settings changes and they won’t take effect. This has happened both in the middle of a match and in the menus.Grenades need a little help beyond the general spam issue.

  • Having them emit a light when they are just laying on the ground for a pickup doesn’t feel right. I, along with people I have played with feel that the light signifies that the grenade is active and about to blow up. I get that this helps with locating them on the ground, but it’s counter intuitive to previous games. - I have played on speakers and headset, and grenades do not emit enough of an audio queue. It’s very difficult to discern where a frag grenade is thrown in relation to your location. Plasma and spike grenades have previously had a very distinct sound when they stick you, this seems to be missing. Without the audio queue it difficult to decide if you should run away or run towards the enemy to try to take them down with you.Map geometry

  • There are some minor pieces of map geometry that you can stuck on. I have only encountered this on Behemoth. On some of the rocks, a very tiny lip can completely stop you in your tracks. Like, it’s an inch tall and your character can’t traverse it without jumping in the air. The sides of the weapon rack on the outside on the map (ravager and shock rifle) can also catch you sometimes. At first glance, these ledges aren’t something that would seem like they need to be jumped over, but in game play they are.Spawning

  • Spawning in Halo has always been rough. But the spawning on Behemoth is straight up not good. I have had enemies spawn directly in front of me and I have had the entire enemy team spawn directly behind me. This seems to occur most on the sides of the map by the vehicle/power weapon spawns. It has also occurred by the main spawn. You also spawn very far away from teammates, even if they’re not in a fire fight.Friendly fire

  • Friendly fire needs to be on. Granted I have been saved from certain death-by-grenade because its not turned on, but there was one instance that really bummed me out. Playing CTF, I was battling the flag carrier and one other guy, all in close proximity. Then a third enemy walks around the corner and just kamikazes the ground with a rocket. The rocket guy dies. I die. but the other two just roll out of the room with not a scratch on them. There should much more severe repercussions to such a violent act. Friendly fire and accidental deaths have always part of the chaotic fun that is Halo multiplayer. Obviously griefing sucks and intentional teamkilling is never great. But the boot system worked fine. It wasn’t perfect but it served the job to kick out someone who was a repeat offender. Other things

  • Player collision. Please turn it on. - The amount of time some weapons/equipment stays on the ground seems short. I killed a guy, saw the grapple shot drop, went to pick it up, and 2 seconds later, by the time i got to it, it was gone. No one else was there. Just me and my soon-to-be grapple. And it just poofed out of existence. - Scope glint. I don’t like this. I know it was in Halo 5 which I played a very small amount of but it feels weird seeing this in a Halo game. Considering this seems to be on every weapon including pistols and ARs, I don’t see it’s purpose. If it was specifically snipers, maybe. But in it’s current capacity it’s simply distracting.Sound design

  • Something I have hated about Halo 4 and 5 was the increase of futuristic, techy, blings, chirps, and chimes — it was all very compressed, bright, and digital sounding. Like everything had to have some sort of audio feedback that triggered endorphins in the brain. I know there’s actual science behind that, but it was wildly overdone in my opinion. That’s one of the first things I noticed about Infinite. Those sounds still exist. We still get an audio confirmation of a kill. We gets queues for picking up weapons and grenades. But these sounds have been toned down, and most importantly, given warmth and body to them. A kill is now more of a hard “thud” than a bright “plink”. The sounds match their function better. This may seem like a small change to a lot of people, but I -Yoinking!- love it. Thank you.

Overall, I LOVE the feel of the game and I think this is easily the best game 343 has made. I do have a few complaints though.

-Let me turn Red vs Blue back on. The outlines just give me a headache.
-Put larger red X’s by teammates death area to make it more reconizable.
-The starting animations are stupid and pointless. Feels like I’m playing breakout again. They’re probably for people with OG Xbox ones to load the maps, but the process is just so long.
-AR/Sidekick starts are garbage. The sidekick is horrid. Also, both weapons need to be descopeable.
-BR starts are a must in BTB. I’m sure most people will feel this way after this next weekend.
-Menu UI is just bad. I want something like H3 menus, very simplistic.
-The scoreboard in postgame has so much stuff. Just let me view my Kills/Deaths easily without scrolling 5 times.
-The XP system is garbage. If you’re going to do an XP system, do it right. Like Reach did.
-Let me view the map/gametype easily before the game loads. I want to comunicate to my teammates where to go.

Everything for the most part felt very good. However, there were some issues where I’d be shot at and wouldn’t be unable to tell where I was getting shot from or hear the enemy shots. Also when using a controller in training mode, you needed to make two inputs to change your grenades which makes no sense if we can only carry two types of grenades.

Weapons/equipment

  • Assault Rifle After 24 hours played over the weekend, I still feel the AR is a bit too powerful and has too much effective range. Maybe just a boost in bullet spread could help. - Sidekick The pistol has to be the most divisive weapon. Some people say it’s OP others say its useless. I’m somewhere in the middle. I have been melted by it from across the map, i have melted others from across the map. I have had moments where it seems like it’s a squirt gun. I have however been matched shot for shot with a Commando from long range and had the pistol beat the Commando which does not feel right. - Battle Rifle The BR is sooooo fine. Only critique would be more report on the back end of the sound. kinda miss that echo that it used to carry. But the handling is great. Super rewarding to use. - Sniper Love it. Great sound. Feels challenging to use - Rockets blast radius is maybe a little small. - Needler Absolutely great. Getting a combine feels very satisfying. The reactive reticle is nice as well - Plasma Pistol seems great other than the issue of not effecting vehicles - Pulse Carbine Meh. I have yet to see anybody effectively use this weapon. The bolts travel so slow that you can just dodge them and at close range the AR out performs it. The only use for it is if the enemy player to walking in straight line away from you and is completely unaware they are getting shot. I’d prefer to see the return of the classic carbine. - Disruptor This gun seems cool but in the one match I had to use it, it didn’t really get to shine. I get that it zaps shields, but the plasma pistol seems to be more useful at the moment. - Bulldog please give me classic shotgun. I don’t hate the bulldog, but the only thing I feel when I use it is the immense want for it be the classic boom stick. The shotty and sword are classic counterparts and it would be a shame to see that go. - Raveger I like this. Neat addition to the sand box. The area of effect animation is a little wonky and it would be nice to see it used as an asset denial weapon. Being able to fire it on the ground and have that area damage players. It currently makes a sound like it should at least strip shields or something, but the ground on fire currently does no damage. Would be really nice for CTF or other objective game types to have that use. - Shock Rifle While this thing looks more like something from Cod -Yoink!- Zombies or Bioshock than Halo, I really like this thing. Has a unique place in the sandbox with its arcing damage. - Skewer Cool and fun. Nice work on this. It would so cool to actually see players get impaled by this thing and stuck to a wall. If this can happen somewhere down the line, please do it. - Gravity Hammer feels good for the most part. area of maximum damage seems a bit wide. Also noticed that stairs seem to block a lot of the damage — if an enemy is a like 5 steps above me and I swing the hammer, the damage output seems to be less than if we are on level surface while at the same linear distance from each other. - Heatwave I want to like this weapon so much, but I swear the bolts that gets fired form it are on a mission to not hit a target. They will always spread around an enemy and bounce every direction except the enemy. In some cases they somehow find their way back to you. Which, I’m not opposed to chaos and being killed by your own weapon, this thing just seems like it’s trying not to kill enemies. - Sentinel Beam Feels and sounds awesome while firing it. But I think the recoil is maybe a bit much, at least on console. It’s almost impossible to control for the amount on damage it does. - Frags maybe a bit too powerful right. grenade spam is high right now so it’s difficult to say if the damage is a bit high or if it’s the shear amount of them I’m encountering. - Plasma grenades It would be great to have a better audio queue of when you’ve been stuck. Other than that, these seem fine. - Spike Grenades Boy, are these things rewarding to use. I will say that there have been some times where a single spike will make a direct beeline for your skull and that -Yoink- feels extremely personal. But, it’s also super cool so i have to say, I think it’s fine as is. - Dynamo Grendaes took me a minute to figure these things out, but I consider them a welcome addition to the sandbox. Great utility. - Active Camo WAAAAYYYYYY too invisible with this. If someone is crouched and has camo on, they are an absolute ghost. You get the slightest shimmer when they walk and that’s it. So hard to notice. There needs to be an increase to the shimmer/distortion. Not a huge change, but just enough so that if you are paying attention you can have a chance. Right now you can be the most diligent player and not notice a camo person right in front of you. - Overshield maybe tone down the glow/bright light effect a bit. It’s kind of comical. Better than it was, but maybe it went too far. - Grapple this thing filled me with unease when it was announced. It could have terrible in so many ways. But I think you guys killed it with this. The range and cool down help so you cant spam it. I think it has a really good balance right now. - Repulsor love this thing. absolute meme. I’ve seen people complain about not being able to tell if someone has it equipped. I kind of feel this way. You can see the little reddish glow on it, but it’s very noticeable when you’re looking straight on at someone as that glow is angled toward the ground. - Shield wall Kinda makes miss the bubble shield but I think this stands on it’s own. Being able to shoot out of it but also deplete it pretty quickly is a nice balance. - Thrusters probably the least interesting pickup, but nothing wrong with it.

Death markers are a problems in this game they are invisible plz add and option in UI to make them bigger and chose the color , plz let us pick the color we want dont make us grund fo something so basic as color patterns since halo 1 we have had the freedom to chose dont take that from us , slide un this game is broken so restricked plz make it smooth like apex , keep buttoms combos but balance it is to strong make it if u mis the input u get and animation and can,t and get expose to get punish.

Something really inportan if u have vibration off u can’t notice when ur getting shot plz and u can’t hear enemy footsteps if u have vibration off u could never notice when u are getting hit …

In fact it was extremely fun and very dynamic, I liked the vehicles and I also liked that they put the option to change places in the warthog with a button like they did in Halo 5 and what I also liked were the two game modes that they put the one to capture the flag and the one of fortresses

> 2535408243184272;651:
> Overall, I LOVE the feel of the game and I think this is easily the best game 343 has made. I do have a few complaints though.
>
> -Let me turn Red vs Blue back on. The outlines just give me a headache.
> -Put larger red X’s by teammates death area to make it more reconizable.
> -The starting animations are stupid and pointless. Feels like I’m playing breakout again. They’re probably for people with OG Xbox ones to load the maps, but the process is just so long.
> -AR/Sidekick starts are garbage. The sidekick is horrid. Also, both weapons need to be descopeable.
> -BR starts are a must in BTB. I’m sure most people will feel this way after this next weekend.
> -Menu UI is just bad. I want something like H3 menus, very simplistic.
> -The scoreboard in postgame has so much stuff. Just let me view my Kills/Deaths easily without scrolling 5 times.
> -The XP system is garbage. If you’re going to do an XP system, do it right. Like Reach did.
> -Let me view the map/gametype easily before the game loads. I want to comunicate to my teammates where to go.

Hard agree on the first three points. I’m fine with the outlines, but the option to turn RvB on would be very nice to have. Curently, players with neutral colors can really blend into the map. I kept noticing how small the X is on dead team mates but forgot to make a note of it. Also, maybe make it red, so it’s even more apparent. And I also find the poses incredibly lame. It doesn’t really effect the gameplay so I can ignore it, but the little action pose right before you zoom into you own head is so weird. Like, are we wrestling? going for a run? wtf is that stance?

they’re going to monetize those poses though with the battlepass, so they’re here to stay. Doing something more natural, like loading a gun and then aiming it would be a welcome choice.

> 2533274833311664;621:
> - Radar needs to be 25m to actually be useful in this fast paced game. At 18, it’s only useful when someone is below or above you. Otherwise, you should just remove it completely. Exception to this is obviously if you are just sitting and hiding and not engaging anyone while sitting in a corner, then you can see someone who will run by you on one of your sides. - Something is still wrong with aiming in PvP (feels much better in custom games/drills/training grounds), I’ll leave it at that given how many people are posting about it. Kind of funny about training grounds and weapon drills helping players learn - when the aiming feels different in actual pvp LOL. - AR range feels too effective. Add this with the low kill time, double dmg headshots, fast paced movement, long sight lines, shields taking forever and it makes me wonder why I am bothering to play. - Nades still feel like nuclear bombs. - Given the speed of the game it feels like shields take too long to come back. - Is there actual bloom in this game? If so - with the low kill time - that is AWFUL RNG. Player A spams sidekick while player B spams their sidekick, both on the chest and moves up to the head on shield break but then player A sidekick missed because of silly bloom. I’ve read some say it’s just visual, but why can I go shoot a wall and have my sidekick bullets be in different locations. Clearly not visual. And absolutely AWFUL with this low kill time. Get rid of bloom or up the kill time. - Just make it auto ping an enemy when a teammate shoots them. People just randomly spam ping to troll sometimes, others just cant time the ping up and end up pinging the wrong things. Or just remove the ping system. Others have no idea ping is in the game. - Double melee bug needs fixed. It’s also way too fast to melee, switch weapon and melee. Faster than normal double melee with same weapon - should NOT BE. - Ghost and vehicles should not push the flag. - Assists seem to not be credited sometimes. Naded a player, he flashed but was still alive. Teammate finishes them, no assist. No way the guy healed as it was less than 2 seconds. - Strongholds isn’t as good as koth. - You guys know you’re allowed to be your own game and not just follow the market right?

This^

Additional to that, i hope i the finished version, you don’t spawn in a match wich already begun to replace a leaving player. This was really uncessary, especially since bots exist now.

Please make the mute process simpler by just selecting the player to mute from the scoreboard

I see a lot of people saying the AR is too effective… I’d personally argue that everything aside from the AR and BR is just too inconsistent. The AR as it stands is fun and feels like your duels are fair (person who fires first and holds aim best wins), and the BR feels similar but at a further range. That’s a good thing IMO, especially since these weapons are going to have to be your bread and butter in the campaign, not just pvp. The problem is precision weapons feel like an RNG fest and are too much of a struggle to keep on target because of floaty aiming.

In other words, I don’t think the core problem is the AR, the problem is that people who would prefer to use a precision weapon feel like they have no choice but to use an AR. Fix that, then consider adjusting ranges accordingly after until it feels natural.

It’s better to have most of the weapons feel good than most of the weapons feel bad.

  • Melee while carrying flag should be one hit kill!

  • When using melee with a gravity hammer, can it jab the enemy with the tail end of it, like in previous halo games?

  • Bring back player collision. What happened to being able to jump on top of your teammates? This is so unrealistic phasing through each other.

  • Rocket launcher spawns too frequently. It felt like I was constantly seeing rockets in many matches.

  • Maybe I’m just not used to it yet, but warthog durability seems VERY weak. I do love the wear and tear though.

  • XP boost timers should only countdown while playing. It’s such a waste while you’re browsing the menus, it shouldn’t feel like we’re being rushed.AUDIO NOTES:

  • Really missing the original countdown beep. to me (and I’m sure many others) that classic sound is something that has always meant Halo. It was always so unique and would love to have it back as it was in Halo 1-3!

  • Warthog and Mongoose horns should resemble classic sounds, they both kind of sounds like a Prius. Not sure if horns will sound like this in the 2500s…

  • The music is a little too good.

> 2533274833311664;621:
> - Strongholds isn’t as good as koth. - You guys know you’re allowed to be your own game and not just follow the market right?

Really good points that I didn’t really address in my original post.

Strongholds on its own really needs adjusting, I just felt like I was riding a carousel the whole time. Make it take longer to capture to drive player engagements around the objective. Make the zones smaller. King of the Hill is just such a good gametype, I really hope they don’t replace it outright with Strongholds aka Domination. There is room for both. King of the Hill is a more Halo gametype as well while Strongholds is just a 1 for 1 rip-off of Domination.

On the other point, I also agree with you. A lot of choices feel safe, in line with other shooters, and to be honest there’s not a lot that they stuck their neck out there to drive a unique Halo: Infinite game mechanic. Playing strongholds with AR starts is as close to Call of Duty Halo has been since H:4.