Infinite Tech Preview – Social Arena

  1. Gernade strength and blast radius needs to be tweaked a bit maybe reduced by 5 to 10%. I shouldn’t die from a gernade unless I’m absolutely on top of it.

  2. Player colors and customization, I think this is a cool feature for FFA etc but it is very challenging in team matches. If I am in the blue team and one of my team members is red, it is hard to tell without getting ready to shoot if he is on my team. I think the color scheme causes confusion and can lead to accidental betrayals. The blue and red outlines around the players are good but I think all the main team colors should remain the same with customization to secondary colors, etc. Red team members should still be red, etc.

I’ve got a few thing’s I’d like to provide feedback on, but I think I’ll keep it simple and focus on what I think are some important sandbox and aiming (yes, another post, I know) changes that would make the game feel better.

I think when people are saying the aiming is off (when you’ve accounted for the documented glitch where default dead zones turn off all aim assist) people are initially reacting to the way the sidekick handles. The issue here is that since most, if not all aiming -Yoink!- are severely tuned down when you’re outside of red reticule range, and the RRR for the Sidekick is too short. It’s effective range outside of smart scope doesn’t match the distance you naturally want to use the gun at, and even if it’s smart scope RRR does reach that far it’s too easy to be de-scoped out of it. This leads to a frustrating midrange gun duel where it feels far too difficult to his shots, particularly against any opponents that are strafing. It also gives PC players an advantage at these ranges, because even though the aiming -Yoink!- don’t kick in beyond pretty close range, the Sidekick is accurate enough to consistently output damage at those ranges if you can stay on target. It means the gun lacks a niche it thrives in, at close range it’s being beaten by the AR, at midrange it feels inconsistent as sometimes you’ll be in RRR, other times not (and is still sometimes outmatched by the AR) and at long range it feels useless. I think a good fix for this would be to simply increase it’s RRR. I think this could accompany a RoF decrease but damage increase for the gun, so it’s optimal TTK stays roughly the same (although could probably do with being lower so long as the rest of the sandbox is adjusted alongside it). I think a good match to this would be a wider spread on the AR that really pushes that gun into a closer range option.

I think in terms of aiming more generally, there are a couple of things that would make it feel better. I don’t think aim assist is the issue, at least not in the assumed way where your reticule has light tracking on moving targets. I think instead, the ‘friction’ you feel when passing over targets is tuned a bit too low for this game. Walking speed and strafe speed is really high, to the point that keeping track on those targets is too difficult. Strafing should be a viable evasive strategy, but at the moment it’s so fast that actually keeping up with your reaction times is a challenge itself. A little more friction with your aiming will help you get on target in the first place, and make it a little more forgiving to dial into the final headshot as the player moves around. I also think, probably controversially, that the game could do with a little more bullet magnetism. I’m not talking about Halo 3 levels, or even Halo 5 levels, but a little higher than it is now. People may say this reduces the skill gap, but I think the important idea here is that it isn’t lowering the skill ceiling, just raising the skill floor. I feel like currently the gunplay in the game is too unforgiving, it may be competitive but it won’t be fun for new players. I’m not suggesting making changes that will make newer, ‘worse’ players able to compete with better players, but in an even match between average or bad players they should still be having fun. At the moment, I think new players will just feel frustrated that they can’t hit and stay on target at all, even if they’re winning. Bullet Magnetism, even just a little, would help.

I think grenades need a little tuning. Not the damage or damage radius, I think they’re okay, but the speed they’re thrown. I think reducing their speed a little, slightly increasing the arc they’re tossed at, but a reduction in the throwing range and lengthening how long it takes to complete the throw animation would all help reduce the grenade spam that’s seen online at the moment. Currently, it’s too easy to toss out grenades, there should be an element of risk/reward that makes it important to be accurate to considered with a grenade, I don’t think that’s there at the moment.

I also think in general the TTK is too low. When I say that, I don’t mean the optimal TTK necessarily, although that ends up being the value that’s most likely an effective one to change. There’s a general consensus that TTK is too fast, but the numbers don’t really indicate that compared to previous games. I think this comes from people’s memory of Halo 3 and Reach. Halo 3 wasn’t hit-scan, and that meant that outside of the highest levels of play most BR duels weren’t won in four shots. And in Reach, even though you had hit-scan, the severe bloom slowed down the optimal TTK in most gunfights. Since then, the trend has gone back to Halo 2 level speed, hit-scan laser accurate weapons with a low TTK. This is a trend I think people are generally against, the majority of the community remember the slower average TTK of Halo 3 and Reach, and that’s something that I think they want to emulate. I think just increasing the Optimal TTK a little, even if we’re just talking 0.2-0.4, will give people that more reactionary, “slower” gameplay that they want. I don’t see many ways to slow down the game much without completely overhauling the systems in a way that is feasible, and is likely not that healthy for the game.

That’s me done. I’m sure I’m missing some nuance here as to why 343 haven’t designed the game with these influences in mind, but I have put quite a lot of thought into how these changes could positively impact the game. Feel free to completely disagree with me though.

> 2533274947805189;702:
> Not enough buttons on gamepad to map every ability:
>
> When I started playing all my buttons were indeed mapped to something. But there was an ability in the settings called “switch equipment” which was not mapped to anything, and all the buttons were already taken. I’m guessing this ability will be more relevant in the campaign, but confused about how it will work. This has probably already been considered but I mentioned it anyway.

The [Switch Weapon/Drop Weapon] combination makes the [Drop Weapon] only mechanism redundant and pointless on a controller. That should free up a spot for the [Switch Equipment] mechanism.

My current custom setup:

Fire Weapon = RT
Zoom/Scope = LT
Melee = RB
Grenade = LB
Switch Weapons/Drop Weapon = Y
Reload/Action = X
Jump/(Manual) Clamber = A
Equipment = B
Crouch/Slide = RS
Sprint = LS
Mark/Tag = U-Dpad
Change Grenade = R-Dpad
Change Equipment = L-Dpad
AI Scan = D-Dpad

Before I outline my critiques of some specific gameplay elements I would like to say that I loved my overall time playing Infinite. As a long time fan I had high hopes and what I played lived up to it! Gunplay is tight and responsive, sound is excellent, graphics are great. Feels like the best blend between classic Halo with modern FPS sensibilities. My following critiques are observations/suggestions to fine tune the game to be just the extra bit better to really hit a new franchise high.

XP:

  • The current XP system was not an enjoyable system. I found myself spending too much time in menus trying to check and memorize challenges instead of just playing for fun. During the matches I also felt like I was compromising strategy and objective in order to hit challenges. Would love to see at least a baseline per match XP, even if it’s not a substantial amount it would go a long way to allow players the choice between play normally for the bare minimum progress or try hard for the big bonuses.Equipment:

  • The momentum/boost at the end of a grapple hook can feel very jarring and make it much harder to get to the targeted places. I’d prefer to either have it greatly reduced or leave it to player input, perhaps pressing the jump button near the end of the grapple animation gives the player this boost instead. This way it becomes a skill mechanic instead of the grapple feeling unruly. - Active camo is far too powerful. There is barely any trace once it’s activated. Perhaps losing some of the invisibility when player is moving would be a good way to tune it. Weapons:

  • Battle Rifle feels very weak, I often default to the AR because it seems much more impactful in all but long range scenarios. - It’s hard to tell when the Heatwave’s shots hit or miss. Some audible or visual feedback would be very helpful. At the moment the weapon feels very floaty and ineffective compared to how tight the controls on other weapons feel. - Commando spray pattern is far too aggressive for a weapon with such a precise scope/reticle. I recommend either making it an assault rifle type weapon and reintroduce the DMR instead or tune it for more precision. - Bazaar is not suitable for a Rocket Launcher. Every match I had there became easily dominated by whomever had the rockets. Which effectively halted gameplay momentum since the team without rockets would just hide and play in a timid way. Ideally remove the rockets, reduce the ammo or make the spawn timer much longer.Maps:

  • Live Fire is a visually bland looking map with lots of drab greys, also the layout is a bit basic. Overall decent to play on but nothing special. - Bazaar is by far my least favorite map. I often had very frustrating one sided games as soon as the enemy team grabbed rockets. Some of the sight lines are far too open and exploitable with heavy/precision weapons. Capture the flag is not suitable to that map, every run feels like a chore and requiring your own flag to be at the base in order to score turns the game into designating one player to camp at base with the enemy flag waiting for your own flag to be returned. It halts gameplay momentum and drags matches out far longer than they would be fun. - Recharge was enjoyable especially with the control mode, no complaints here! - Behemoth was by far the most “Halo” feeling map that did a great job combining new and old map design styles and aesthetics. - Overall I hope at launch there are a good variety of maps both in visuals, sizes and layouts. My personal preference tends to lean more towards Forerunner/Covenant style maps vs UNSC/Earth looking maps. The FPS genre is littered with present and near future style aesthetic and while Halo does have similar locations (New Mombasa, etc.) I think leaning towards the unique alien design would be a great way to make the franchise stand out above the rest.

There are places on Bazaar where I can barely see due to the lighting. Antenna room is one example of many other spots. Too much bloom.

There was a time where my teammate’s ghost went into a self-destruct state while I was in a warthog. I heard the sound queue for the self destruct and mistakenly thought it were for my vehicle which was in flames—it wasn’t. The sound played way too loudly/clearly that I thought I was going to blow up when I wasn’t so I jumped out of my vehicle.

After extensive playthrough of the flight, I am ready to provide feedback.

XP System and UI:

  • XP system is definitely frustrating, as after completion of ranks, at least during flight, the XP doesn’t go to anything. So I’ve unlocked and used some boosts to test everything out, but found I couldn’t buy any of the weapon coatings since I had no access to XP funds to gather more.

  • The armor layout screen can be confusing to navigate, and some items will not load up to when clicking on them after unlocking, even after a restart. I assume this is on the server end not registering that I’ve actually unlocked said items.Gameplay Experiences and Weapon Feedback:

  • Gameplay feels very fluid, and the equipment feels solid. - As much as I love the Assault Rifle and always have, it packs too much punch and has probably a bit too much accuracy. I think it would be beneficial to nerf it at least 10% in either the damage or aim distance. The Battle Rifle isn’t my favorite weapon in the franchise, but it does have a right to be lethal at most ranges, so I think these should be balanced to serve their ranges that they can compete in. (IE: Battle Rifle fulfilling mid-long range, AR filling short-mid range and even long range in controlled bursts)

  • Equipment and weapon spawn pad camping is happening far too much. Players sit for 20 seconds waiting on equipment to arrive, disturbing flow of the match and promoting a less fair experience. Removing the spawn timer and location awareness for power weapon and equipment will make it harder for players to camp unless they have map familiarity on their side. 9/10 matches I’ve been in had half of the enemy team camping the pads every time.

  • Spawn pads should be only kept for equipment, letting weapons spawn in a more natural way on the map, to promote a more natural environment.

  • Aiming is a struggle for the S7, Battle Rifle, and Shock Rifle. I don’t experience this with any other gun, even the VK78. I’ve got most of my aim dead zones configured for a more comfortable experience, but something is still missing…

  • Active Camouflage is far too effective, and a moving player retains hardly any loss of stealth compared to previous titles.

  • Gravity hammer hits are inconsistent. On my screen it takes me a couple seconds to fulfill a swing and the damage isn’t lethal until the swing finishes. Other players will be just starting to swing when I die from the hit. Not sure if this is latency or not. Melee swings with the hammer always fail for me and result in death. It’s as if there is no hitbox on the enemy player when performing a melee strike. The hammer swings far too slow in either regard.These were my biggest pieces of input. I will provide more once we get into BTB next weekend, but for now these are the highest priority ones I’ve encountered.

I had a blast playing the flight this weekend and wanted to contribute a few notes on my experience, if it helps. I was personally playing on an Xbox Series X over the weekend.

Overall, I’m very satisfied with the weapon balancing and game play as a whole! Job well done to the team at 343!

In terms of criticisms and/or other concerns (which may or may not have already been addressed):

  1. In Academy’s Training Mode, I noticed that Bots on my team would glitch out and all essentially converge together and become a single entity that just stutter and hardly moved or do anything for extended durations. I believe I saw this in the gameplay demo video briefly as well before we were all able to play during the flight, but just making a note of it in case.

  2. Loading screens were constantly flickering for me when loading into games. Likely being addressed, but just making a note again.

  3. Post game XP would at times get stuck/frozen. The background and game itself seemed to still be running, but I couldn’t exit the XP progression screen or see anything else. Thankfully I could still press Y to re-launch matchmaking and continue, but this ultimately prevented me from checking the carnage report of the game I just played or anything else within the menus. This seemed to correct itself and go back to normal after playing the next game.

  4. I think the equipment is great BUT I do think the Drop Wall specifically should be improved. I find the time to deploy is still too long, and I also find that it could be a touch stronger than 2 shots per pane to break. Its a great tool if you have time to set up, but doesn’t seem to be an effective tool in a shootout situation if you want added protection at the last second. By the time you drop the Drop Wall and it deploys, you’re dead and if it does drop in time, its very easy for an opponent to squeak 2-3 shots in to drop the pane and ultimately take you out. Basically, it does little to deter or prevent death in most cases like that. I think if it was improved (shorter drop/deploy time, slightly stronger shielding) it would become a much more useful piece of kit. I’m not saying go full on Bubble Shield from Halo 3 either - but just improving some of these problem spots so that we WANT to pick up the Drop Wall and use it.

  5. Maybe its me, but the Heatwave is very underwhelming and hard to accurately control compared to most of the other weapons available. This led me to going out of my way to NOT pick it up and it seemed like other players were doing the same on games I was playing. While the horizontal spread can be helpful, I find when matched up against opponents with the standard AR or Pistol that I’m getting clocked back before I even put a dent with the Heatwave. Perhaps I haven’t found a good way to use it, but I think it could benefit from being a bit more powerful so it can compete with some of the more versatile weapons in the game. This is a lower-tier issue for me, but still something I wanted to note because so many of the other new weapons are fantastic such as the Commando and Ravager.

These were the main issues/gripes I had but the positives greatly outweigh them. Excited for the next flight this weekend!

Here me out 343 I really want halo infinite to succeed and People keep saying buff the aim assist I don’t think that’s the issue and I’m all in favor for keeping the aim assist low to increase the skill gap and dedication you have to the game. But the issue with the aim is with in the game itself and mechanics themselves like the loss of red reticle range, wonky right aim movements, heavy aim that of unfortunately halo 5, bad hit registration more so on the server side… if this is not fixed everything will crumble for this game because the foundation is indeed cracked…

Just going to preface this by stating I was on PC and playing with mouse and keyboard.

Performance, Stability, and Networking
Having played in the first flight I can say that I noticed no improvements on performance. Most modern multiplayer games I’m able to reach 140fps or higher on medium to low settings. Gears 5 is so well optimized I’m able to reach a consistent 120fps on High/Ultra (i5-8400/GTX 1070), where as in these past two flights I’ve been floating around 80-90fps on all low.

In terms of stability this build was way worse for me than last build. Last build I might’ve dropped out of queue every once and while or got hit with the forever loading at the start of a match, but this time around it was just hard crashes. No consistency to it either. Sometimes hitting enter at the title screen would immediately freeze and then crash. Other times I’d freeze/crash midmatch just for turning a corner. I ended up crashing so much this weekend that I got a temp ban for early quitting. Leave penalties shouldn’t be in Social imo, but that’s a different discussion all together.

Networking felt 50/50 to me in this flight as well. Tons of dying and even killing around corners while in other matches I’m melting people like I have host advantage. There was even one instance where I killed a guy that had grav hammer as he was swinging and after he flopped over dead, the grav explosion went off and killed me. I’m also located in the Tri-State area and very rarely had a ping that was sub 50ms. Not sure where the servers are located, but considering most games have a New York server, if not several, this is unusually high ping for me. Especially in 4v4.

Weapons Part 1

  • AR: Let’s get it out of the way; the AR is too good. The bloom barely affects it at long range engagements to the point where I was both able to reliably fight people from BR spawn to BR spawn and out gun the Bulldog and Heatwave in cqc. Only exception to the former is Behemoth due to that map actually being big enough to warrant picking up the BR/Commando. At long range it needs to be less accurate and at close range the headshot multiplier needs to be decreased or removed. I’m all for a useful AR, but at the moment it feels like I should never drop it. - Sidekick: I loved using it, but unless I’m hitting perfects left and right, I don’t feel the need to keep it like I do with the AR. Which is a good thing. I should want the BR/Commando over the Sidekick. However, it doesn’t feel like it can compete unless you’re fighting vs a BR at close range. Not sure how you would rebalance it for better use at longer ranges outside of less bloom, but that might make it too good if you don’t also lower the firerate. And at that point, it’s the H5 Magnum. So I guess what I’m trying to say is that it’s perfectly balanced in a bubble, but compared to everything else and even the AR you spawn with, I’d toss it the trash asap. - BR: It’s the H3 BR, but hitscan. In any other game, that’d be great. In this game, it’s too weak. The burst delay I find to be too long, and the player strafe speed makes it unreliable up close, especially in those “oh -Yoink-” moments. Obviously it’s primary use seems to be medium - long range, while the Commando fills the short - medium range precision weapon role. But if the plan is for Comp to run BR starts again, I think the burst delay could use some tightening. Otherwise the BR feels fine. - Commando: While at times feeling a little hard to aim when shooting on full auto, it feels like a straight upgrade to the Sidekick in many ways. Same shots to perfect, but way more range and ammo. I will say when hitting max bloom on it, even at close range, it feels like I’m firing blanks. However, you can tap fire it at almost max firerate and never reach max bloom or even have to deal with the recoil. Not sure if that would warrant any changes to how tap firing works, but I felt it was worth pointing out as that was how I used the weapon most of the time.(1/3)

Weapons Part 2

  • Bulldog: While I miss the OG Shotgun, reviving the Mauler as this new shotgun and making it the main one feels good in the sandbox. You’re never going to cheese out a OSK on someone at full shields by crouching in a doorway and having to predict your enemy’s strafing pattern to get the kill feels rewarding. - Heatwave: Having played in the last Flight I can say the horizontal mode feels slower to shoot and by extension worse to use. Vertical mode is definitely harder to use still, but it’s single target damage if you hit the whole spread is way more reliable than a slow multitarget spread. Horizontal should definitely shoot faster to make up for the loss of damage output. - Ravager: Not sure if it was adjusted from last Flight at all, but it felt really good this time around for a Tier 2 pick up. Nowhere near as good as Rockets or Skewer, but satisfying to use and the charged up alt-fire was really useful in Strongholds. - Plasma Pistol: Tracking on the charge is weak and it no longer tears through health like last Flight. So not really worth picking up this time around, not to say Noob Comboing was impossible, but not nearly as useful. Also, due to the introductions of the shock weapons, it no longer shuts down vehicles. Which feels more like forcing a reason to include the shocks weapons, than it does diversifying the sandbox. - Pulse Carbine: Felt the same as last Flight, really good at mid range vs someone caught in the open, but almost unusable up close. - Shock Rifle: This thing is really cool. At first I was wondering why it had 20 rounds if it shot in increments of 5. Why not just have 4 rounds? But then I realized it’s a mix of Sentinel Beam and the Beam Rifle. Having to track your target for a brief second to get the full damage is a nice touch for a precision weapon that has chain lightning and the ability to shutdown vehicles. Do I think the plasma pistol should’ve lost that ability because this and the Dynamo nades exist? No. But at least there’s a weapon that still does it. - Needler: Look how they massacred my boy! Last Flight it was a monster, now it’s nothing. Needles are super slow and the super combine takes too many needles on top of that. They need to find a middle ground if they thought it was too good last Flight. - Gravity Hammer: Feels really good in every way, except for not having the physics we all know and love it for. It’s the gravity hammer, I should get some gravity based shenanigans when I swing it. - Skewer: My favorite power weapon. Lining up no scopes with this thing is super fun. Feels like it has way more drop than last Flight, but it’s still very usable. Though either it does way too much vehicle damage or the Warthog has no health. Seems to always send a Warthog into danger mode after one shot. - Sniper: I love the accuracy required to hit shots with this weapon. Being a big fan of H5’s MP, but having to deal with how insane that sniper was, seeing it become more skill based again is awesome. Zoom sense is a little weird, but I think I figured out how to make it work. - Rockets: Only thing I have to say is if the rockets are gonna fly fast, you shouldn’t be able to shoot fast. Not as delayed as CE, but just up the delay a notch or two and I think they’re perfect for the movement in this game. - Grenades: Frags are a little too bouncy ball for me. Tone down the ricochet bounce and they’re fine. Dynamos are nuts, they’re basically the new flame nade, but also slow you down and chain lightning. Maybe tighten the radius a bit. Spikes and Plasmas are fine as is.(2/3)

Equipment

  • Grappleshot: In terms of the problems it could cause with map balance, basically the Reach jetpack on steroids. However, it’s limited to 3 uses in a Arenas and could always be swapped out of maps that it actually swings matches too hard on. With that negativity out of the way, it’s sick! So much fun to use and fly on people with Rockets or Grav Hammer. Just please remove the invisible walls on Bazaar so I can actually grapple into the enemy base and steal the flag. - Drop Wall: Boring. Really only useful for setting up a safe space to heal or being ‘that guy’ in top BR. Still breaks super quick and loses its usefulness the moment a center plate is broken. - Repulser: Has all the awesome gravity physics the Gravity Hammer should have. Pancake and Mind the Gap are hilarious and mixing the Repulser with movement tech like drop sliding is insanely fun. - Tracer Dart: It was never on any map as far as I know, but ingame wallhacks are never a good idea so that’s great. - Overshield: Feels just as strong as ever, no changes needed. - Active Camo: an onscreen timer like H5’s Camo would be nice, and not appearing on radar would also be nice. Otherwise I like it as is.Vehicles

  • Ghost: Feels great, though being able to splatter without boosting is a little too good. - Warthog: Dies really fast and bounces all over the place on Behemoth. Maybe tweak the physics a little so it’s more stable.Maps

  • Bazaar: Despite having one of the most obvious invisible walls on a map I’ve seen in a while (come on man, just let me grapple into the enemy base), it’s probably my favorite map. Rockets, grapple, BRs, shotgun, and a mid where everything goes down is tons of fun. Plus there’s some cool movement tech to pull off with the all the stairs and slopes on the map. - Recharge: I think it’s pretty obvious the BR tower in front of Grav Hammer is where you want to be in both Slayer and Strongholds. Fantastic view of the whole map, several fall back points if you get pushed, easy access to the power weapon. Feels a lot like an in door Guardian. - Live Fire: This map is pretty scuffed to be honest. For how fast you can move around it thanks to drop slides and curb slides, as well as the bottom tunnel cutting through the whole map, there’s no where to really breath. It’s also way too small for Sniper to be the power weapon unless you’re just not getting shot at. - Behemoth: I haven’t gotten a chance to play Behemoth as much as the other maps, partly because of getting unlucky with map rotation in queue and partly because I got my temp ban from all the crashing I was going through while Behemoth was available. That being said, what I played was pretty fun and a map where the combat is focused around the edges instead of mid is a nice change of pace, especially for a vehicle 4v4 map.Gamemodes

  • Slayer: It’s good ol’ slayer, not much to say there. I just hope we get variants in Social like BR Slayer and Shotty Snipes without having to queue for a totally separate playlist. - Strongholds: If you’ve played H5 you know how competitive this can get. I do think capping is really fast compared to H5, but considering the slower movement and smaller maps it might balance out. I think the position of some strongholds should be moved, namely on Recharge. A and C are only separated by the BR spawn, and B is an out in the open death trap. - CTF: They finally did it, you can sprint with the flag. If we still had the Flagnum or didn’t get revealed for sprinting I’d say this is a problem. However, no Flagnum and instant reveal for sprinting is a nice balance to it. Also, since you can sprint with the flag, that means sprinting is now also part of the flag juggle even while holding the flag. Without thrust, we probably won’t see anything crazy like we did in H5, but Sprint>Slide>Jump juggles are gonna be fun. Just, you know, vehicles shouldn’t be able to push the flag.(3/3)

The melee attack clich, tho it may be fun, needs to be patched, people won’t stick around for 10 years if some halo dweebs perfect that.

The time to kill seems quick. Halo ce-reach you could possibly take on 2 to 3 maybe even more spartans, now If I do get a kill, it seems almost impossible to take out the other enemy, I suck at halo but it just seems like the shields drop to quick.

2 times during the beta I’ve noticed bad spawns on the Johnson academy, obviously halo is known to have decent spawns.

I play on Xbox one and I got to say, playing with pretty much no auto aim makes it really lopsided, pc gamers will push console players out being able to drop you across the map with the pistol, by the time you can react your spartan has fallen.

Red vs blue needs to be an option. That red line will mesh with ather color and vice versa if your colored blind.

Bring back the classic power ups. Running up on someone and watching them activate oversheild gives me flash backs of armor lock, I know it’s not as often but still. I can see how it’s a cool idea to.

Equipment and weapons would dissapear once dropped on the ground way to fast. I would get killed or drop a sniper / equipment or even a battle rifle and within 30 seconds I would return and the items would disappear right in front of me. Honestly I feel this is a huge issue and items should be able to remain on the ground for quite some time to give you or a teammate a chance to pick it up in a short amount of time… please 343!

> 2535405241040526;5:
> 1. Playing in Xbox one hardware, it just doesn’t feel that smooth, I think my frame rate is too low due to the hardware, makes aiming difficult. But it’s not a huge deal just thought I’d share it.
> 2. Couldn’t change my weapon in any game mode, including training.
> 3. Can’t find a match at all on social slayer. Only bot.

I couldn’t change my weapons. Do you do custom button input? I had to re, enter my weapon switch button.

  • hello 343industry - - The game itself actually has the potential to become the best halo ever. However, in my opinion, various adjustments are necessary. - - Magnum: The Magnum itself is quite okay as a side weapon, but it changes the game dynamics of Halo in combination with the AR, and BR would suit better togheter with the AR for start. With AR , the Magnum itself needs better functionality for long distances and increased precision different Scope Hub. - - BR: The BR is like in the old days, which makes it incredibly strong. A downgrade would certainly be necessary as a starting weapon. (1 + headshot) for the famous duels of halo - - Oshield: should be glowing green. - - Duel: I am enthusiastic about these, but I think that they have a too short time. If all these points are adjusted I guarantee that the Oldschool Community would appreciate. - - Sniper: The sniper rifle is fantastic. I would, however, like the Magnetic hitbox similar to Halo 5 sniper. - - AR: the Ar is incredibly strong, I think it is too strong. 10-20% less harm would be an alternative.
  • Conclusion: Magnum improve long distance + target stroke Or replace AR with BR but BR (1 + headshot) Longer duels time, oshield green . Snipe Magnetic Box. AR to strong. - Medals : Where Is Airborn Snap Shot - - When You agree with me. Pls like so we get the attention that we need. When not why ?

I also felt that what I see on screen and what is being reported to the server is off especially with grenades at times. I would see a grenade land somewhere else but then see an explosion somewhere else near… also grenades are a little to overpowered. don’t make them bounce so easy… also the BXB or BYB melee glitch could be resolved if you don’t make the melee instant once button is pressed. make the melee take a little bit of time before it would connect/register. old halo had bxb but you had to wait for the first punch to hit/connect then you would press reload punch.

felt like shots would not register at times. not sure if its connection or server issue but I’ve had a few times where I would clearly hit a shot but it just didn’t count at all even with bulldog and skewer!

  • equipment/weapons disappear off floor to fast once dropped - this is very important to me! - grenades a little to strong or bounce to easily. - felt shots would not register had multiple times where bulldog or skewer definitely hit but not count. not sure if connection or server/code. - BYB - BXB have the melee take a second before it would hit. once button is pressed maybe like 15ms before hitting other player. currently feels instantaneous. - default dead zones for joysticks were horrible by default. - repulsor - I love the thing but should be bumped down just a tiny tiny bit… ton of fun to use! - plasma pistol should definitely cause EMP to vehicle and disable it for a short amount of time. - electric shock rifle should not EMP vehicles. I feel that could be overpowered but haven’t had time to test out. - mouse wouldn’t work on xbox correctly. - sometimes had to press reload or switch weapon button multiple times before action would happen. - sprinting should zoom you out of your weapon. - show us who’s on xbox and who’s on pc or at least show their input option so I know what I’m fighting against - please give us some good maps… that could make or break the experience. - weapons feel pretty good and are all fun to shoot. - Battle Royal if done right. - weapon idea - sniper rifle with a broken scope - can only be used to no scope… no zoom! - SMG? - delete needler. - thank you 343

In the first match that i played, i couldn´t change wepons. the only way for use the second wepon was throwing the principal wepon. in the next match i was able to change arms.
That was the only problem that i had.Beyond that, my experience was awesome :3

Love everything about the game so far, I just wish the aim sensitivity went up higher, it’s not fast enough for my play style. If that could be increased, it would be perfect.