Red reticle absolutely needs to come back on PC, aiming on controller and mouse and keyboard feels awful without it, and it is a staple of Halo’s gunplay. It’s how we discern whether or not we’re in the effective range of our weapons, how we know whether or not we’ll receive the full benefit of bullet magnetism, or aim magnetism specifically on controller. PC players are being left to effectively guess, while Xbox players continue to receive the same visual feedback from their reticle that we’ve all become accustomed to. We’ve been trained over the last 20 years of Halo that Red Reticle = Shoot/On Target, White = Miss/Off Target. Unyshek on Twitter gave the reason why this is disabled, but there has to be a better way to deal with cheating than disabling a fundamental aspect of Halo’s aiming for all PC players.
PVP ARENA FEEDBACK! PART 1!
Cross-play:
I will criticise aspects of cross-play balancing as we go.
I assume there will be an option for input-based matchmaking at launch. But in case this is not intended I’ll point out that there should be.
I love that there is an option for cross-play, this way i can play together with the only friend I know who plays Halo.
Aim Assist:
I can’t tell if it’s intended to be like this or if it’s a bug. But the aim assist is still as broken as it was the last flight. This is the first in criticism I have relating to crossplay. Even people who have practised Halo on gamepad their whole lives don’t stand much chance against players on M&K.
Apart from cross-play balancing I wouldn’t hate it. But it definitely isn’t a smooth gaming experience either.
Sprint:
The sprint needs to faster. In gameplay situations the current sprint speed gives no purpose at all. You sacrifice reticle and sacrifice being able to look behind you, but you get no benefit for doing so. Sprinting from one side of a map to the other side saves 2 seconds on Behemoth (which I believe is the biggest map?) Sprinting shorter distances as you normally do only save bare milliseconds. Since there is no benefit from sprinting there is no reason to ever do so, and if you do you only get punished for trying.
If you get shot at, sprinting does not effect your chances of getting out of fire, since in those shorter sprints the time-save is almost inexistent. All the actual gameplay elements of sprint are gone
What I’d recommend 343 to think about is whether they want this game to have sprint or not. If it’s going to have sprint I would say the bare minimum would be 20% increase instead of 10. This would still be still far slower than Halo 4 and 5, but might actually have a noticeable speed-increase that justifies the trade-off.
Outlines:
Unfortunately I keep shooting my teammates as soon as they have red armour on (which is the colour of my enemies outlines). Even in other occasions I turn to look at people to be sure if they are friend or foe, which takes away my focus on what really matters, I just don’t register it instantly at first glance with this system. This has cost my life many times.
Apart from being generally confusing, I unfortunately have to say that it completely takes me out of the immersion of feeling like I am inside the Halo universe.
My suggestion would be to ad team colours back as an option, but for the sake of colour-blind players let them choose team-colours there too, I assume a whole armour of a colour would be easier to see for them than just a line around the armour.
Gravity Hammer:
I got mixed feeling about this weapons. I think I the swing is a little too slow and unresponsive. But the range is slightly too far. It is hard to get up close with this weapon due to the slow sprint speed, which is another good reason to increase the speed a little.
Loading screen:
I love the quotes from the previous games that pop up together with the tips, this is very fun.
The image itself is beautiful, but a little blurry. I don’t know if this is gonna be the general loading screen eventually but I though I’d mention it anyway.
Score-board:
I would love the ability to “hold” the scoreboard button while I look at the score and release when I’m done. It’s a nitpick, but would be faster and more comfy to me.
The scoreboard didn’t show the leading team at the top and the loosing team at the bottom. Instead my own team was always on top.
The scoreboard didn’t show the players within the teams in the order of their points/kills. Instead they were just in a random order.
I like that we can see our accuracy post games, and I also like that our score constantly gets compared to our average.
Assault Rifle:
This weapon is very dominant in the sandbox and discourages picking up other weapons. The effective range is very far, especially while in ADS. The AR’s role is short-mid range fully automatic. In this flight it’s a gun for almost all ranges and situations. Usage of the Battle Rifle is punished.
I respect that this weapon is more powerful, the amount of damage it gives is absolutely fine, it’s the accuracy and range that is an issue.
ADS:
A lot of us were under the impression that the ADS in Infinite wouldn’t effect the accuracy stats on the weapons. I don’t know why we were under that impression to begin with, it’s probably our own faults. This however turned out to be far from correct.
ADS on many of the weapons improves, accuracy, bullet magnetism, red reticle range, aim assist range and recoil. And the weapons that use ADS instead of a “scope” can not be “de-scoped” despite all the benefits.
Since a lot of the “ADS weaponry” are intended shorter ranged weapons and have all these long range benefits which in some cases the long ranged weapons don’t even posses, the sandbox becomes… not so sandboxy. The long ranged weapons become less effective at range and the short ranged weapons become more effective at range, which is backwards. This also ads more to the issue of some weapons being too dominant and others less useful.
If ADS is an obligatory feature it should purely be just a zoom.
I have to point out, since the Pulse Carbine is a long ranged weapon the scope fits it well. Just so I’m clear. If ADS were to be removed the Pulse Carbine should still have a scope to keep it’s current role.
Sidekick:
The Sidekick is a weapon that specifically favours PC players. PC players can klick very fast and get extremely fast kill-times with this weapon. Gamepad players can not physically shoot that fast. This combined with the aim assist issues makes this weapon over-powered for mouse, and not very useful from gamepad.
Apart from fixing the aim assist, the solution would be to either reduce the rate of fire to be something more realistic on gamepad or to increase the bloom. This would also decrease the games general kill-times which honestly wouldn’t hurt either.
There is more I think could be improved with this weapon. Since I asked to reduce the effective range of the Assault Rifle to be short-mid range, there is no reason for the other starting-weapon to have this role too. So give this badboy an x2 scope. This way the AR and SK will compliment each other with different roles instead of clashing.
Re-spawn Locations:
Something I love about Halo 4 is that every time I re-spawn I’m in a completely safe place. that game seems to know where the safest possible re-spawn location is.
Infinite seems like a step backwards. Very frequently I spawned right by the enemies or they spawned by me. The game also often re-spawned me in open and vulnerable areas that are just not that fun to spawn in.
The game not only needs to know how far away from nearest enemy to put me. It also needs to know if I’m in view-range from the enemies current location. I often spawns with enemies in my view. It also needs to spawn me in as much cover as possible, not in the middle of an open field, if there are other options. And if my team-mates are not in current encounters near enemies, spawn me near them.
Drop Weapons:
Would be very fun to have to ability to drop both weapons and run around weaponless.
Controls, button-mapping improvements:
I could not find a place to choose how to drop flag, and never found out how to do it.
Give us a mapping option to “hold” buttons.
Bullet magnetism! And aim assist! This we’ll help with the tons of new players that are gonna try halo for the first time.
Starting this post off with a collection of issues I think the community has discovered.
- Aiming-yes its an issue even if you have not witnessed it yourself there’s enough forum and social media posts. Its an issue 343!
- PC Fullscreen mode-not having this as an option is hurting performance. (mainly for lower spec)
3, TTK pretty sure everyone can agree the TTK in this build is insane its to the point that I cant tell if I’m playing in a SWAT match or what. - Weapon balance- Sure 343 is going to work on this but as it stand the AR and sidekick are just the meta you are actually hurt by picking up anything else. The sidekick should not be able to be spam shot and perfect kill from one side of the map to the other.
- The steam keys and Xbox log in issues. This is still an on going problem for many people. This is unacceptable. Granted it is a test and its stuff like this that need to be fixed.
Gameplay in general (Opinion based)Here is where I think we will see a huge disagreement. First off I want to say that the game itself if running correctly feels smooth and up to date with other main line FPS. I couldn’t find any sort of phasing issues or places to “break” the game. Granted I’m sure someone did I’m not a professional bug smasher just someone that looks for these things. Secondly 343 stated several times they want new players getting in to Halo its the whole reason for the academy range and bots. There is absolutely no way that the way this game is set up its for “new” players getting in to Halo. What it is set up for is existing Apex and twitch based shooters to come in for a few months until they move on to something else. The build that I am playing and have watched people play feels and looks like its a halo skin put on to something like Apex( I use apex as its a pretty common shooter). I personally I’m very worried. For testing sake I let my wife play a few games in the test preview, she is not a gamer at all but she will from time to time play MMC with me and even will jump on H5 just to mess around. She straight up said after playing if thats the way the game is she will never play at all. After seeing alot of forum posts I feel this is the sentiment for a lot of folks. Granted if you are one of the try hard sweats I’m happy for you but I have a question for you. Didn’t 343 already try that with H5 and look how that game turned out. I am purely asking for Infinite to bring back the days of Halo being the game everyone is playing and talking about. But if all it is going to be is sprint sliding and spam shots from across spawns then I have a hard time seeing how this game will last longer than a year let alone ten. Again this is all my opinion so take it with a grain of salt but I just don’t see this build as being a halo game at all. Yes it has the look but the gameplay does not feel like any halo at all.
Since emp was removed from palsma weapons and moved to the arc damage type (which I am for) I do think the Plasma Pistol needs some tweaks to make it useful/unique.
- in its current state, the plasma tracking shot is very weak and should be buffed slighty - further increase its base damge to shields but slow its projectile speed - When fully charged and it hits a vehicle, let it pop the shields of all players in the vehicleI think these changes further cement plasma weapons as shield killers while also allowing arc weapons to be vehicle stunners. It lets the PP have a space and retain its identity without moving into an area is should not longer belong
Aim
This has been the most common feedback I have seen and heard during the flight. From both MKB and controller players, seemingly all over. Some saying aim assist is too much, others saying it isn’t enough, etc. and I won’t even get into people claiming aim assist is somehow cheating. Whatever the root cause, I also feel whatever wonkyness there is with aiming. It may solely come down to low FPS/hitching/high frame times, but either way aiming currently feels inconsistent which is frustrating. I will say there are also times where I have been melted by an AR or Commando and felt the only explanation was a controller player. I am all for crossplay in social playlists, I think it is a great feature a lot of people will enjoy being able to play with whoever. And while the tuning could be way worse, I feel it could use some more tuning to prevent those moments where I get shredded even with strafing.Also please at least turn off the mouse aim assist option by default. It makes tracking a target super awkward and honestly doesn’t need to exist in the first place.
Sandbox
Super fun and probably the highlight of the game currently. Grapple and repulsor are great additions to the game and create fun moments. BXB being back is awesome, as a big Halo 2 player I love that it is back; I hope the complaints don’t get it removed. With that said, melee feels inconsistent at times which can be incredibly frustrating. Sometimes you go to melee someone and dash a bit but don’t hit them then they are somehow now behind you and you get assassinated? These were by far the most frustrating moments I encountered. The distance and everything on melee feels fine I think maybe it just needs some tuning or polishing to feel more consistent? May also be related to client/server performance issues.
Plasma pistol needs to emp vehicles plain and simple it has only two uses drop shields and stop vehicles! Gotta fix this been loving the game!
outline/glow only teammates. Enemies should not be outlined, I can’t tell you how many times I seen an enemy because of the outline. Might be good but no because they were sneaking around things, or in front of the trees but was trying to camouflage with the trees. Or trying to ambush me or a teammate. Let them sneak around or blend with the environment. Outline only for teammates!
Aim assist and bullet magnetism! I’ve made tons of forum post because this needs to happen especially when we are gonna have tons of new players! I want this game to revive halo as a whole! And not giving new players a bit of a helping hand is gonna drop the player base in a month or two. Aim assist almost doesn’t exist and bullet magnetism isn’t even in the game. Just a dash of a bump that’s it. And for power weapons like sniper just have very little bullet magnetism.
PLEASE 343i I want this halo to be a big success! This is gonna be a F2P game gotta help the new comers I get it the competitive scene is great and I’ll be the sweaty ones too but there needs to be a more social approach to give this game longevity. I have tons of friends giving this game a go and it’s there first halo, I’ve been playing halo since halo 2 and being a sweat till halo 3-halo 5. That’s it thank you for the flights been killing it at halo infinite and loving it just small adjustments
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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.
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> 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.
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> 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.
Agreed. I often felt like it was easier to drive the Ghost sideways when going around the map than trying to turn while driving straight.
- I hope you have a very strong Anti-Cheat system in place, as this game is free and there would be hackers and cheaters post launch. So please introduce a good anti-cheat system to thwart off the cheaters.
- For the CTF mode, please allow us to use the Magnum or Plasma pistol while carrying a flag as the flag bearer is defenseless at that moment.
3 Behemoth should be a 12v12 map. If you plan to keep it as a 4v4 map, slayer mode should not be allowed for Behemoth as it is a very big map. - There should be 3 game modes in the Social Arena Casual, Ranked and Competitive.
- There should be an option to mute all players from the score card itself instead of going into the menu during a match.
Overall, it was a good flight. Lots of improvements since the first flight. I will soon be posting a bug on the support site.
Frankly speaking Halo Infinite is going to be massive hit. A really good and engaging game. You guys at 343 have done a very good job. Honestly team, you have poured your heart and soul in the game.
Keep Up The Good Work!!!
Aiming in matchmaking is very clearly not using the same settings as other modes. Playing in training or practicing weapon drills has a much smoother feel to them when using all weapons that just isn’t there in matchmaking. As it stands, controller is the worst it has ever felt in a Halo game, and is the complete opposite of being new player friendly, completely failing at 343’s objective to make the game feel like Halo and be inviting to new players. There is no point in playing training mode or practicing the weapon drills since the game will not feel the same when you play against actual people.
Second, the reticles are tiny, tinier than they have ever been in a Halo game. With weapons like the sniper, the reticle is so tiny I practically have to squint to see it, making this by far the hardest to use sniper rifle Halo has ever seen. The warthog reticle is so small that it no longer has its classic open hole in the middle to actually show you where the bullets go, and enemies at any range get obscured by the opaque reticle. Even the BR has a smaller one, increasing the skill floor on one of the most reliable weapons in any previous Halo game. This, combined with the lack of a red reticle for PC players is causing a lot of headache to people who know that “red reticle means this weapon is effective at this range”. How the heck is a new player supposed to know at what range the Sidekick loses effectiveness, or even has its most effectiveness, if we never see any indicator of that in actual matchmaking? Anti-cheating concerns are not a good enough reason to remove a core fps feature that players expect to be there and depend upon.
Third, matchmaking was very clearly balanced around pro players. The problem with this is obvious, not everyone, heck not even MOST players, are anywhere near being pros. A pro can adapt to low aim assist, and no red reticles, and smaller crosshairs, because they are really good players. The average player not only cannot effectively adapt to these things, they simply will give up trying. Why even bother trying to be skilled at a game that isn’t fun as soon as you pick it up? Skill does not equal fun, 343, this is why games like Halo 3 have remained popular so long after their launch; because they are easy to pick up and be decent with. If the game launches as is, and continues to be hostile to casual and new players, then the core player base will leave it within a month. The game has a ton of potential, and people love how it looks and sounds, so let them also love how it feels.
I, for one, welcome our AR overlord
Feels great that the non-precision weapon we spawn with is the stronger one.
Both starting weapons having shorter ranges than previous titles also promotes more close quarter combat, which I personally like.
The Motion Tracker Downgrade
This is the thing I disliked he most, I’ll even say I hate it!
The shorter range and the lack of height indicators is terrible. Halo 4 was really good in this regard!
(Feels just wrong you can stand in the same room as someone, and they don’t show up on the tracker!)
Glorious Needler
After all these games the Needler is finally good?
I love it, but the sound really needs to be more glass-like!
Points?
A kill is 100 points and an assist is 50, but at the end game scoreboard this doesn’t line up at all!
For KDA an assist is a third of kill instead of half, whichever is fine, but make up your mind!
People should be ranked first and foremost by their total score (Objectives+Kills+etc.) instead of the seemingly random ordering right now.
Vehicles?
Unlike previous titles, acceleration is super quick, suspension super strong and they are really heavy.
Didn’t really feel like Halo driving to me.
Sinceramente el juego está más que perfecto pero yo siento que es como un halo 3 rápido jajaja todas las armas me encantaron creo que cumplen su función en el juego tal vez si a la sidekick le redujeran la velocidad de disparo un poquito sería un arma muy utilizada y perfecta compañía del AR el sprint siento que le falta velocidad según eso dicen que los espartan corren a 50km/h aquí no se nota eso quieren un juego más rápido mejoren eso yo sé que muchos jugadores se sentirán felices con eso
Lo movilidad del ghost es muy mala el daño y velocidad son excelentes
En mi opinión todo está bien menos esos detallitos pero se irán mejorando con el tiempo
Y para los jugadores competitivos no siempre tienen que ser ellos sabemos que son jugadores profesionales pero reducir el daño a las armas automáticas no es bueno muchos no se acostumbran a tirar siempre a la cabeza aparte es algo molesto solo estar con pistola como en halo 5 todos pueden jugar competitivo así que dejar el AR tal y como está, es algo que beneficia a jugadores que intentan iniciar en el competitivo y la verdad si no quieren en AR en competitivo es por qué le tienen MIEDO A LOS JUGADORES AGRESIVOS que atacan con todo y sin miedo
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In post-game stats, and in-game stats, have the winning team on TOP of the losing team. It’s very misleading seeing the losing team (mine) above the winning team when in every other halo it has been the opposite. Should be the case when pressing the back button mid-game and in the post game stats menu. On the same note, allow me to view other players gamercards from the post-game’s stats menu or at least allow me to invite people directly from post-game stats. There are many times i hit it off really well with another player i matchmade with and want to continue playing with them and the only way to do that is by having to go through “recent players” on xbox and search for their gamertag there, allow me to do it directly from in game.
Reduce melee range, its a bit too far in my opinion and would allow for more close range skillful gun battles other than the enemy closing the gap and killing me with an absurdly long ranged melee.
When holding the flag, pressing shoot should drop the flag. There’s already a melee button to punch with the flag, i don’t know why shooting also melees when in other Halo games it would drop the flag and ready your weapon.
“Show enemy names” should be on by default as it has been in every other Halo.
Increase the range to the Pulse Carbine so it’s more in line with what it was back in the July preview. It is such a unique precision carbine weapon and i feel like it’s range from back in July was perfect for it. It is still a really good weapon, but its range nerf set it back too much.
Hey 343,thank you for letting me play in the flight. Overall it was great and I like how you can disable a lot of things in the menu, so you can make Halo Infinite suite your playstyle (like Screenshake, Motion Blur, Spartan Chatter etc.).Things I would like to have more Info about why it is the way it is or please change it to:
- Shield is recharging while running. (I loved the Halo 5 approach. run -> no shield recharge. go -> shield will recharge) - Equip items directly from the Battlepass would be great - The Post Carnage Report (Scoreboard) should let me scroll to the players more easily (on Controller for example with RB and LB) - After the game there is a clip of the winning team and there stances. If somones shield was low right beforce the clip the Spartan’s shield will recharge in the clip. I think this should not happen because it takes away a lot of style imo. - For the friend and foe system: Can you add a no outlines (or transparent) option to both (enemies and team) I think it takes a lot of great artstyle away from the game. I would like to have an option to choose to only see a Gamertag, ServiceID or a red dot over the head (which is already there) - When you disable Spartan Chatter, they keep talking. Would be great if they don’t (:
I had great fun with the multiplayer, movement and weapons all felt great, shots registered and it was smooth and well paced. Overall it was a good experience/laugh that felt very polished in all departments for a pre release, nice work I loved it. I did not explore all the options or play that many games but I will provide criticism anyway because this is the internet 
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I did not find a way to choose a multiplayer game type ( i.e slayer/ctf etc ) or map before connecting, I just hit play and played whatever came along ( that may well be just because I didn’t look too hard for the options )
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The intro animations of the team were a bit cringey, especially at the end where they all try to look ready for action but come off like they are about to break into a dance routine ( just my personal opinion though, sure some will like it and it does kind of help the team identify with each other )
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The voice over / announcer was a bit too enthusiastic for my taste, less wrestling announcer and something more dialled back would be cooler. He starts to sound almost hysterical at times
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The 4 maps I played seemed ok, but a bit underwhelming. There was a great sense of scale, themes, balance and scope to the Halo maps I still love and enjoy after 20 years of playing, all the outdoor ones from CE for example, that these new ones lacked a little ( the map designers can freely ignore me though, as I really didn’t play the new ones enough to understand the thinking behind them )
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The vehicles were cool but as someone else mentioned they could be better ( for my taste ) if they were a bit looser and bouncier, carried more momentum maybe?
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A scoreboard popping up at the end that ranked the players would be nice, I did see a scoreboard that you could access after the game but it was a bit too convoluted for me
But whatever, the game looks great !
Cheers HF
Weapons:
Assault Rifle: great at close range but overpowered at mid and long-range. In PvP you can do more damage at long range with the AR than the Sidekick. Whilst I appreciate not making the sidekick a jack of all trades like the Halo 5 magnum and nerfing it at long range compared to the H5 Magnum, the AR should not be more powerful at range than any precision weapon because this simply lowers the skill gap.
Sidekick: a good weapon to have in your back pocket at close and mid-range, reliable but not so good you don’t want to put it down for a rifle. My only gripe is that the aim assist is so low that it is almost impotent outside of ‘red’ reticle range. This is a problem because often players will not have access to a longer range weapon and are thus forced to switch to the AR for those kills which are just out of reach for the sidekick. Again, this lowers the skill gap as automatic weapons will always be easier to use.
Battle Rifle: A very reliable weapon just as it was in the H2 and 3 days. At times it feels a little clunky, perhaps due to the lack of bullet spread. Would be nice to see a return of H2 style bullet spread to give players more control over the gun.
Commando: Very interesting weapon and a lot of fun. Challenging to use but rewards skill. No issues for me!
Pulse Rifle: A weird one. It may not be the most competitive but it is unique and I enjoyed it.
Shock Rifle: nerf EMP. 3 or four shots for EMP rather than 2
Sniper: get rid of bloom
Plasma pistol: Bring back EMP, buff tracking, improve shield damage on burst fire
Gravity Hammer: bring back gravity physics options for custom games at least, but repulsor is enough for matchmaking IMO.
All other weapons are excellent IMO, hope to see more soon.
Vehicles:
Ghost: perfect
Warthog: beef up the sound effects, tone down the slippery floaty physics
mongoose: perfect
I love the progressive destructibility of vehicles, especially how vehicle damage affects performance.
UI
- The player outlines are distracting and confusing. Tying reticle colour and shield colour to enemy player outlines makes it hard to see where you are hitting players when they have weak shields. It also makes it hard to tell how much damage you are doing at long range because the shield membrane blends in with the outline. - Players should have the option to disable outlines for both enemies and team, and replace them with gamer tags. For example, I would like to have gamer tags always visible for my own team and only see gamer tags for enemies when they are in sight. It would also be cool to see teammates’ outlines when out of sight but not when in sight. - Shield colour should be decoupled from outline/ Gamertag colour and the shields should be made less ‘thick’ when weak. Currently, the difference between a BR 2 shot and BR 1 shot shield thickness is quite significant and should be toned down so that weak players don’t look like HUD blobs. - bring back a fully detailed carnage report like in Halo 5AI
Cool, but should have the option to turn them off. Also would be nice to see more serious AI alongside the goofy ones. Lumu is quite charming though.
Gamemodes:
CTF
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remove flag sprint and buff flag juggle. Flag juggle is a staple skill in Halo and the skill gap should not be lowered - love grappling the enemy flag - love flag designs and the CE nods - flagnum need not returnStrongholds
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Livefire feels awkward with this game mode; overshield/camo side feels unused often. Perhaps switch alpha and powerup positions to encourage more map traversal - recharge was very fun for this game typeGlitches/bugs
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get rid of the BXB glitchMaps:
All the maps are visually appealing and fun, but Behemoth is on another level. An instant classic!
Pickups:
- repulsor is great fun - grapple is amazing - dropwall needs an even faster deploy time to be useful, but keep the walls weak otherwise it will be overpowered - overshield is underpowered - camo players should not show up on radar - buff camo and overshield but make them appear less frequently, like in Halo 5. In H5 they were so good you could perform some epic comebacks, but not here.Hope my feedback is seen, and of course, this is just my opinion. Overall the flight was a joy to play and I thank the devs for their hard work and dedication.
I think they have done a fantastic job creating a skill based PC shooter with the feel of old school Halo. The map designs and pacing are excellent! With ranked MMR and free to play I can see this game being VERY popular.
With that being said here is my feed back:
1. Weapon balancing - I understand the fact that I might not have figured out how to use certain weapons properly (user error), but on the chance that my impressions may be accurate, I found the Covenant weapons to be a bit underwhelming over all (excluding power weapons). I found myself almost exclusively looking for UNSC weapons after a certain point. The Pulse Carbine seemed almost unusable compared to the Carbines of past Halo titles. I would suggest abandoning the tracer aspect of it, it is easily avoidable mid-range (which is what the carbine is supposed to excel at isn’t it?). Also Commando > Battle Rifle, I’m not sure why someone would ever want the BR now, it was impressively less effective than the VK78. I think if they took away getting knocked off the scope when taking damage function with the BR it would have a place. In Halo 2 the BR was pretty much the bread and butter of most players.
2. Radar - I found the radar to be a little too late on the uptake. I wouldn’t get much information from it until I was already well into combat, I feel like in Halo 2 and 3 it was just a hair faster to show me where someone was in a room I was standing outside of. Overall though not a huge concern of mine, I just think there needs to be a slight reward for players who take time to utilize the mini map.
3. Lag/Connection - I’m sure this is to be expected from a beta, however there were a handful of times (not many) where I had some big D-Sync issues where I’d duck behind a wall then still get shot across the map. Also I had several crashes to desktop, almost exclusively at the end of matches when loading to the scoreboard screen. I chalk that up to the beta and figuring out the server load, but I figured letting it be known was the right move.
4. Maps - Behemoth is awesome!! That map really embodies what Halo multiplayer is supposed to be, map well done! Last but not least… PLEASE… bring back Lockout!!! It’s definitely in the top three maps of Halo, and everyone would be stoked!!!
First of it was amazing, i really enjoyed it. Ok on to the main feedback
Bugs/Issues:
- FPS drop and lag issues on PC, Xbox One and Xbox series consoles.
- CTF respawn bug when u go over time/tie the game.
- Everyone knows this BXB is broken and please don’t put it. Its not a skilled technice wats skill os Spring jump even though it was a bug it would require a lot of skill and timing to pull that of.
- The Servers we drastically worse than the first preview.
- The lightings on certain maps like bazar was terrible.
Improvements:
- Power weapons should not respwan in 1 min. It should be like Halo 5. For example 3 people in 3 min had Rocket Launcher in bazar in my team. BTW im only talking about Power weapons only not Power ups. They can stay the same. This will allow people focus on next objective/ there would be more map rotations than camping.
- Please make more maps that are futuristic like Rechagre. Not Bazar, its not a bad map but it wasn’t that great and its not the Halo vibe.
- Ping system is nice but make it more like
and make it bright colour which u can let people see from across the map.
As a mouse player, while from the outside looking in things were looking good actually shooting in this game feels inconsistent to the point of sucking the satisfaction out of gun fights. This is due to a mix of a few factors.
- Randomness/bloom: Apparently this lesson wasn’t learned from reach, trying to keep the range of guns in line with random chance doesn’t work and also results in the mindset of “lucky shot” rather than “they were better” when losing a gunfight which only results in frustration. The fact that 2/3 of precision weapons in this game, which are your one starting precision in this flight and potentially all precisions on the map if the random per match precision gun racks only give commandos, means the category of weapon that has been the most satisfying and skill based category of guns in the franchise now feel unfun and inconsistent. And on top of this you gave the king of range, the sniper, not only have bloom but also the high chance be inaccurate on your first shot which should not be the case in any Halo. Now if you want to nerf range or encourage controlled bursts the way to do that is by adding vertical recoil, still makes shots at range harder the more you rapidly fire while not poisoning the gameplay feel with random chance. - Hit registration: While both shots not registering and melee hits animating and making sound with no damage where listed in the known issues list, they were listed as “rare” which is not the case from my experience. While 3/4 of the guns that require exact aim have bloom making it a bit harder to tell the cause sometimes many shots, especially on the head don’t seem to connect, even when up close or controlling fire rate to the point bloom shouldn’t matter. Also besides just melee not damaging, I’ve also found lunge very inconsistent. I had some many times I would melee at an stationary/slow moving target at a range I would expect the lunge, punch the air, then have my opponent (without the distance between us changing, or sometimes even with the distance increasing) lunge straight at me and hit me. - Lack of settings needed for a precise pc shooter: The lack of exclusive fullscreen mode (with borderless window being the only “fullscreen” option) increasing latency and unresponsiveness and the fact the sensitivity slider only goes to the 0.1 instead of at least 0.01 which most pc shooters have (often more if you go to a config file, even in mcc whose config goes to 0.000001) makes both fine tuning your aim and converting your sensitivity and the muscle memory that comes with it from other games very imprecise resulting aiming feeling either too fast to too slow.Hope these issues are fixed before launch or I feel both the pc and esports scenes might get pretty frustrated and move on to other games very quick;y.
Please, don’t upgrade the radar any more. It’s at a great spot now. I still do like the old one, not sure what I like better now.
Anyways, this should be as strong as the radar should get.