Infinite Tech Preview – Social Arena

The pistol seems pretty weak

Esta beta ah estado mejo que la anterior pero hay algunos errores que siguen apareciendo, por ejemplo, no puedo escuchar ni al locutor ni a la IA personalizada. Hay algunos glitches que también deberían ser corregidos, como con la Granada de tallos nueva que puede duplicar cosas como el cartel de suelo mojado, también deberías quitar del big de halo 2 de BXB, que muerdes golpear demasiado rápido y es algo injusto. Después por algun motivo las granadas de plasma se pegan a lo vehículos a más distancia de la que de verían.

I see lots of opinions on the player outline system. I just want to point out, as a colorblind user, after changing the default color schemes I have found the player outlines work really well for me. I would appreciate another option like the old school triangles above players just because I’m used to it, but after playing with the options, the outlines haven’t given me any trouble.

Ghost/Shock feedback:

Overall, the Ghost felt pretty good.
However, I noticed that when the Ghost was frozen with the shock effect, the player driving the ghost became invincible.

I experienced this on numerous occasions where the ghost would be frozen from the shock effect and I would run up to it and empty an entire clip (tried with AR, BR, and pistol) into the driver and no damage. The ghost also seemed to take no damage but I’m not as sure about that. I think this was making the ghost seem like it had more health than it should.

In the past, when you power drained a vehicle, it would also drop the enemies shields. It seems that the shock should have a similar effect. It definitely should not make them invincible.

The ghost seemed like it was able to take more damage than it should, especially compared to the warthog.

Also please bring back the ability of the plasma pistol charge to stop a vehicle.

> 2533274872157933;785:
> Ghost/Shock feedback:
>
> Overall, the Ghost felt pretty good.
> However, I noticed that when the Ghost was frozen with the shock effect, the player driving the ghost became invincible.
>
> I experienced this on numerous occasions where the ghost would be frozen from the shock effect and I would run up to it and empty an entire clip (tried with AR, BR, and pistol) into the driver and no damage. The ghost also seemed to take no damage but I’m not as sure about that. I think this was making the ghost seem like it had more health than it should.
>
> In the past, when you power drained a vehicle, it would also drop the enemies shields. It seems that the shock should have a similar effect. It definitely should not make them invincible.
>
> The ghost seemed like it was able to take more damage than it should, especially compared to the warthog.
>
> Also please bring back the ability of the plasma pistol charge to stop a vehicle.

Dear God the first time I took on a ghost without knowing the plasma pistol didn’t have vehicle emp anymore. Splat.

My Feedback:

  1. Increase the size of the radar and it’s range: I had a really difficult time noticing the radar during the entire flight. It feels really small and I would recommend doubling its size or providing an option to change sizes of the HUD individually. Also, 18 meters feels too short to be detecting people consistently. An increase to a 25 meter range would likely solve that problem.

  2. Warthog Feels Too Fast: Vehicles like the Warthog feel like they move at blistering speeds. I would recommend decreasing its max speed and in turn provide it with better handling.

  3. Aim Assist Feels Non-Existant on Xbox In Some Cases: Aim assist on guns like the Assault Rifle or Battle Rifle feel fine. However, the sidekick, sniper, and other weapons feel very hard to aim with. Something needs to be tweaked and I am not sure what.

4: The Sidekick Damage Feels Too High: It’s unusually high damage combined with its fast fire rate make it their primary weapon for some. PvP fights feel like they revolve into who can pull the trigger the fastest to win.

  1. Vehicle Explosions Could Improve: The effects for the vehicles explosions were underwhelming and could be more intense. However, the destructible individual vehicle components are amazing.

  2. The Warthog Turret Sounds Need To Be Louder and More Like A Chain Gun: I wasn’t overly impressed with the warthog turret. The sound is very quiet compared to all previous Halo titles and the sound is a very odd choice too in my opinion. I believe camera shake should also be looked at being added when firing the turret.

There seems to be a sound effect upon being killed that sounds similar to a point blank shot—it’s louder than whatever was already killing me, and it makes it harder to immediately recognize how it happened/where it came from if there are people in front and behind, as well as what did the final blow.

It would be nice to have a prominent dynamic indicator while holding the enemy flag in CTF that points to your base. If I’m getting shot at, that’s easier to react to than having to read words like deliver or defend on a symmetrical map when I pick up the flag near the middle.

Also the equipment cooldown could be a lot more obvious—maybe it should be red while recharging or something.

One more thing: I couldn’t figure out how to mute people during a match; not sure if that one is just me or maybe a bug.

  • Wheel traction physics. I would to like to see more decal effects for the wheels of UNSC vehicles on sand maps like Behemoth. At the moment it’s like a faint dark mark that covers the sand. I’d really like to see more developed sand effects when you move your Warthog or Mongoose through the map. I’m a nerd for snow and sand physics in video games, so it would be appreciated if wheels on sand and (snow?) left more of an indentation or impact. Example: (1) Uncharted 4 : Mud & Winches - https://www.youtube.com/watch?v=c-5MtU7H-aY - Per object motion blur. Would like to see this used more on the wheels as at the moment, they look really static when moving around the map on a Warthog or Mongoose. You should incorporate motion blur on the wheels and more suspension like how it was done in Forza: (2) The Halo Warthog Run In Forza Horizon 4 - https://www.youtube.com/watch?v=CV1RTUVaKoI
  • The AR is currently causing a disruption in the traditional Halo Meta, which in the past has rewarded skillful players. I’ll explain

  • Aiming Skill: Aiming with a BR and a Pistol has an extreme weight to it, as a single missed shot can mean the difference between life and death, in the past you could be shot first, turn around and perfect your opponent while dodging their shots. Because of the new AR meta, a single missed shot on the AR is inconsequential, whilst still being detrimental to the BR/pistol, and especially the pistol with it’s small magazine size. - Movement Skill: Traditionally, players of lesser aiming skill, could make up for that by utilizing their movement, or more specifically their Strafe. The issue with the AR in this context, is that the Reticule and bloom of the AR is roughly the size of the traditional Strafe that players use to dodge precision shots. It’s almost impossible to dodge AR shots, and the AR’s ease of use simply allows players to track with the oversized reticule and the bloom and magnetism pretty much guarantee’s a constant supply of damage. - The Result?: The result is that whilst players using precision weapons do have a slight edge, the amount of skill and focus that goes into using them is disproportionate to the reward of using them, you would even watch some fairly hardcore streamers forgoing precision weapons for the AR much of the time, and would almost always use the AR to clean up kills rather than risking missing with the precision. - The Risk?: I think the AR is in a good place right now in terms of DPS and precision at close range, it’s a good crutch for new players to get kills, and is useful for skillful players. But the range on the AR is simply far too long, you can dps eachother on balcony’s/precision in Bazaar without missing any of your shots hardly, while the pistol at that range is almost entirely unwieldy, effectively nullifying it. While I actually like that, I’m not claiming that the pistol should be buffed. A skilled player can still make great shots from balcony to balcony with the pistol, but the AR just out damages the pistol at that range. The risk I think… is that over time, the game will effectively get stale as movement and aim becomes less of a priority in social, as a transitional game type to competitive play. - The fix?: I’m not asking for a huge nerf!, I simply think that the range on the AR should be reduced, or at the very least, all Aim assist taken away at anything greater than mid map Bazaar. Descope should be introduced to all zoom types. And the spread of the AR slightly increased so that AR is 100% accurate at mid Bazaar 75% accurate at 3/4 Bazaar and 50%, Canopy/house bazaar. A player, pacing their shots with a pistol should handily defeat the AR at that range, and the AR should be forced to stutter their shots to maintain 100% accuracy. 2. Behemoth is going to be the standoff of halo infinite, maps this large in a 4v4 playlist need to have extremely careful consideration of their weapon spawns. As it stands, both teams have easy access to 2 power weapons, 2 vehicles and each side only has access to 1 precision. This is the recipe for a snowball nightmare. If you aren’t coordinated… or rather are coordinated, one team can end up with 2 snipers, 2 precision weapons, and 2 vehicles assuming your teamate just runs over and hands them your BR. Because of the pistols lack of range, this just turns into a colossal spawn kill fest. In many ways this is actually worse than standoff, as the map never traditionally had snipers. Instead the lazer, which is clunky and warned it’s target prior to death. The BR was the most accurate weapon on standoff, and with Halo 3’s projectile mechanics it meant that almost all fights were close to mid range even on that large map. Giving players the breathing room that they needed to get themselves back together and organized. In halo infinite the snipers and precisions are infinitely … accurate meaning that it turns into a game of haves and have nots.

  • The risk: The risk is that players will simply want to quit this map all together if they are seeking an arena experience. More often than not I think this map is going to turn into a absolute snowball fest and be absolutely miserable for one team or the other - Time: More often than not, players who are competitvely minded are going to want to slow the game down… effectively meaning that one team has sniper and vehicle control while the other team hides in the bases, slowing the game to a crawl… the games will last to time limit. - The fix: Weapon placement… the snipers should be spawned top bases within view of eachother, guaranteeing that at least 1 member of each team will get a sniper. This will cause a narrows/pit style sniping opportunity, or will guarantee that both teams start somewhat equally, it also means that if the opponent wants to grab the enemy sniper they are in dangerous territory to do so. The way it currently is, both sniper possessors likely on the same team, are already going to be at sniper spawns anyways since that is the most beneficial sniping position. I would replace the sniper towers with rockets or hydra’s or some sort of projectile based power weapon giving more opportunity for vehicle counters Another solution is reducing the sniper count to 1, and just placing it top center. As it is if 1 team gets both snipers… it’s a complete and utter nightmare. - Precision Spawns, I’d like to see two sets of precision weapons spawn in bases, as it is, if a team gets both snipers and more than 1 precision… it’s game over for the other team… as the enemy can just lob shots at them from range as the pistol is almost useless from base to snipe tower. These are really my biggest complaints about the game. Everything seems great to me so far other than that.

Hello!

Had a great time playing the game this past weekend. I played on Xbox Series X and it ran pretty smooth other than some known bugs (i.e. matchmaking but I won’t get into that here). Feedback:

  1. Make footsteps louder. I’m playing with Microsoft’s official Xbox Series X wireless headset at probably 75% volume and I still got insta-killed by melees in the back many times without hearing the faintest hint of an enemy running behind my back. I understand we have the sensor (minimap) and should be paying attention to it as much as possible, but it is too small range, and I think since meleeing from behind is a 1-hit kill in the game, footsteps should be made louder for even more awareness. I saw this happen to streamers on Twitch too where they did not realize there was someone behind them.

  2. Pistol should be buffed. It is too weak and I would use the AR over it 90% of the time.

  3. Since there are no jetpacks, I believe it would be a good idea if everyone spawned with 2 grapple gun shots for improved mobility. This will make the game faster and more dynamic.

Otherwise I had a blast! thanks.

In game I forget what color my team is. Older games I could see my arms/ armor when switching weapons or running. This last beta I had to look around for a teammate to see what color they illuminate. And when looking at the score in the corner half time idk which team I’m on.

FEEDBACK AND SUGGESTIONS

Allies in HUD
I would be SO grateful if it was easier to tell when allies are shooting and/or being shot. In Halo 3 this worked BEAUTIFULLY by having the ally markers change color. There seems to be a little bit of that system here, but significantly watered down and less intuitive and/or informative.

Motion Sensor mechanic (tweak suggestion)
I’ve been trying to think about the new motion sensor mechanics, and how “walking is the new crouch walk”. It was weird to get used to, but I do appreciate how this affects gameplay quite a lot, actually. I’ve thought of an interesting compromise which makes crouching still have a relevant function, and in keeping with the “spartan fantasy” makes the motion sensor feel more useful- while retaining the important gameplay changes that have been made to sprint. Howabout if instead of sensors not reading walking opponents at all, if they would just get “pinged” (blink) on the motion sensor for a moment at a consistent rate. Like every 3 seconds a walking (not crouching) opponent would show on the motion sensor for a moment (kind of like on a sonar, or the sensor from Alien which this one was originally based).

Problems with lack of collision physics
Friendly fire is a whole debate which I don’t know where I fall- but friendly collision seems important. Some of the consequences of having intangible teammates are as follows:

  • Two enemies standing in the same spot are extra hard to shoot: the game seems to be deciding which opponent the bullets are hitting in real-time, inconsistently. This “Voltron” target can effectively almost have 2x health, shields, and weapons. They would most likely be stationary at least, but it is still a frustration. - An unexpected teammate running through you can interrupt your line of site, making you waste, time, perhaps a bullet, or even causing you to destroy yourself in a blast of fiery death. - On a minor note, this makes part of the “sandbox” feel more like the “holodeck”, which at least goes against my personal taste.Melee Lunge or Double Melee? (Or why the melee combo “glitch” is good actually)
    My first day of playing the flight I was regularly frustrated by the (at least apparent) lack of melee lunge when out of sprint. After folks realized the BXB combo existed (switching weapons to follow up with a secondary melee immediately), this helped compensate for my dreadful melee misses, but also didn’t make me so overpowered that I could just confidently melee everyone to death. In fact it didn’t affect my playstyle at all and made me play more “normally” (compared to experieince in previous Halo titles). I understand that this mechanic may not have been intentional, but I really think there could be something to it. Again regarding the “Spartan Fantasy”, it makes sense for a Spartan to have proficiency in hand-to-hand combat. And from a gameplay mechanic, using a melee when out of sprint is so much more dangerous now that it feels right to have some recourse if you don’t make contact. Otherwise the “melee” element of the Golden Triangle feels severely weakened. Could we please keep at least one melee to follow-up/combo with? It feels awesome for the players to all have the ability to kill each other with their hands, but not so awesome that it become more viable than employing guns and grenades in the combat loop as well.

A Final Note of praise for now: The AR is GREAT!
I just want to say that I for one really appreciate the amazing balancing that has gone into the weapon roles, and I think the BR, Sidekick, Commando, and Assault Rifle all have clearly distinct roles. The AR finally feels like a good gun, and a competent primary weapon, and it feels unique and not so all-purpose that it makes any of the other weapons obsolete. I think having people complain about the thing that is killing them the most (the primary weapon everyone spawns with) is to be expected. But as a veteran Halo player, I don’t find the AR to be especially hard to contend with, and I’m glad that I’m not in such a hurry to get rid of it anymore. Seriously, my hat goes off to the folks that clearly put a lot of work into this balancing act.

> 2535421108515819;4:
> IN-GAME SCORE? What’s its purpose? We only gain XP through completing battle pass challenges. You might as well get rid of the screen clutter by getting rid of the points we score and even medals since they don’t contribute to XP either.
>
>
> Even just a small change where score is converted into a small amount of xp or if score is even linked to a military ranking system with no other means that a recognition of how much you’ve played would create an environment that will draw players to play more often! Its a small change I feel like if not on launch it should be added however otherwise the game runs well and keeps the feel of classic Halo MP but with a new twist creating a perfect balance between new and old Halo fans alike!
> My only few small in game things I think need to be looked at is as follows
> - Neddler no longer has the classic glass shattering sound effect the community has grown to love
> -The melee feels inconsistent in the effective range from time to time
> -Add back the magnum, its a classic and as much as the sidekick is fun and well balance the magnum is a classic halo weapon you hate to see go

All testing done on PC with controller unless otherwise stated

Audio

  • There doesn’t seem to be a way to individually mute players in game. In older games you can mute from the in game scoreboard - Weapon fire audio from weapons like the commando, AR and pistol are very hard to distinguish while they’re being shot at you each weapon should have its own easily identifiable audio pattern
    Gunplay

  • aim assist seems much higher on AIs compared to real players - aim assist seems to just not work at all in PvP sometimes
    In Game HUD
    The main purpose of a HUD is to provide quick, easily identifiable information to supplement what’s on screen, while requiring as little deviation of the eyes as possible
    Overall I feel the utility of the HUD has been diminished in favor of making everything look modern/similarly styled etc. These changes greatly hurt our ability as players to get crucial info during a game

  • The overall HUD layout makes it very hard to quickly reference important items while playing - The score/timer on the bottom is very small - Having equipment, weapons and grenades occupying the same space may seem more streamlined and clean, however it makes it very hard to quickly reference any one thing. I’d like to see this separated back out and returned to their original positions. If nothing else, maybe add a secondary “Classic HUD layout” option, or ideally allow us to move things where we want
    Halo is centered around team play and it needs to be very apparent what is going on with your allies in game

  • When an ally dies, there needs to be a more noticeable change in their waypoint/service tag/identifier. In the current build, there is also sometimes a delay with an ally’s identifier changing to show them as dead. - When an ally is shooting or being shot, there seems to be no indication. in older games an ally would turn yellow or get an indicator that denotes they are shooting/getting shot
    Misc

  • There’s no need to have a numerical respawn countdown and a progress bar on the same screen, it’s needless redundancy - At the start of some games, my gun fires on its own like I’m holding down the right trigger. The only way I found to stop this is to move my mouse and then go back to controller. Seems like some sort of input detection bug - character models seem too small - existing medal aesthetic/naming redesigns feel like we are dumping iconic Halo imagery for changes that no one asked for
    (see multikill and killing spree medals)

  • colored silhouettes being integrated into the shielding animations make it very hard, if not impossible, to tell a player model’s armor, color, and even sometimes what weapon they’re holdingMy suggestions for this, assuming moving back to traditional RvB is not an option:

  1. Remove silhouettes completely and replace with just showing their name in red (or customizable color) above their head. This is ideal because it allows us to clearly see everything about a spartan, their color, armor, weapons etc
  2. Have a faint colored outline with the sole purpose of friend or foe identification, rather than integrating it into the shield animations

edit: formatting

Over all I was pretty happy with things as long as I was playing on my series X and not my old One.
I do think that the AR has way too much range. I mean WAY TOO MUCH RANGE. you spotless be able to nail someone consistently from across a courtyard. After 20’ it should lose its accuracy at a great clip.

I also think the hammer’-Yoink!- radius is way too large. I was able to get double kills way too easily. I like the speed and strength. Just nerf the radius.

Drop shield and enemy locator didn’t seem to have much use to me either.

Bring back the flight 1 radar! Nuff said

  1. Yeah I felt that the gameplay was a little choppy but I changed the settings from optimise to performance then everything was smooth
  2. I agree on wanting to use different weapons like custom loadouts
  3. I was having problems on finding matches as well but it was mostly because there’s scheduled times on when you’re able to play halo infinite’s technical preview

> 2533274796457055;1:
> Welcome to the second Halo Infinite technical preview! As you participate, we would love to get your thoughts on specific areas and have threads dedicated to each one right here on Waypoint.
>
> This thread is focused on collecting input on Social Arena. To provide your thoughts on other aspects of the flight, please use the dedicated threads for each key area:
> - Bot Slayer - Weapon Drills - UI & Live (Battle Pass, Challenges, Store) - PC-specific input - Xbox-specific input - Training ModeFor bugs or technical issues, please utilize the Halo Insider Support site’s knowledge base and submit tickets as necessary. To reiterate, if you encounter a bug, please submit a ticket via the Halo Insider Support page.
>
> Thank you for participating in this Halo Infinite technical preview, we hope you have fun and please share your thoughts with us below!

I’d like to reiterate what most people have been talking about alot in the Halo Infinite threads, and that is the issue of aim assist.
Alot of us controller players have been feeling like the aim assist is too weak to compete against Mouse and Keyboard players, and alot of the time we end up being destroyed by foes who have frankly more accuracy. It’s no secret that M&K users have their wrist, hand and entire arm to help them aim, and have an easier time making micro-adjustments to their aiming while retaining very high sensitivity. With Controller aim assist feeling too weak, often times Controller users cannot have such access to the same levels of accuracy or firing consistency, leading to a huge disadvantage. A small boost to aim assist in Big Team Battle and Social modes would be much appreciated.

We come to Social modes to sit back and relax and it’s hard to do that when anyone on controller is being mopped by mouse gamers.

Realmente se ve bien el juego pero reaparezco muy lejos de mi equipo pero de hay en fuera todo bien…

First off congrats 343 and everyone hard at work. Has it been too long… yes haha. However at least this time around you are learning from everyone what the essence of halo is and i think youve done well. Infinite feels amazing and is fun to play. I want to yhank you for all the hard work and continue with yhe way things are goin. Please focus on making things right and have wuality rather than be rushed into producing that isnt good. That being said thank you for the opportunity to be part of making halo history. During my time in flight 2 ive recorded some feedback that i hope helps.

The game so far is awesome, its just that somethin doesnt feel right. Feels like im dyingjust a little too fast. Do you not die from something as long as you have shield left, or can a melee still kill you if you are close to death but still have a slick of shield? Will little shield take all that damage or no?
Feels slightly closer to COD dealth rates rather than halo. I can barely make any manuevers it seems like… as soon as you get shot youre dead and have no time to react which isnt really halo. I think there should be slightly more shield to be able to have more of the halo dance steps at play to out manuever others.
Also would be nice to increase radar to normal 25 m. I get it promotes movement with shorter distance but when they are 10 ft from me and i dont pick them up on radar feels a little odd. May as well have no radar. If we had a bit more reaction time from having more health would combat that but since we die too fast its not too great at 18m.

Another uncertain issue is that it seems there is player handicap for lower rank players. Is there? I say this because for me:

Nades have inconsistant dmg
Bullets have inconsistant dmg
Melee has inconsistant dmg

I die in like 2 bullets from pistol at full health. Or from accross map in just a few bullets of a pistol. Is there supposed to be bullet dmg falloff?
I die from 1 nade thats 10 ft away from me at full health when others dont die with a nade at their feet, and with having no shields. I would even AR them punch them and throw a nade and it wouldnt kill them. What about when i throw 4 nades at their feet and they all register hits, why isnt that killing them either?
How do I die from 2 pistol shots and a melee when i nade them shoot them and melee them first and they still live.
Also with melee, why is it that when i punch i just swap flies (cause they are aparently too far away) but yet they punchme from same distance and fly towards me and kill me? Or why is it that when i sneak up and back smack someone they dont die, then they turn around shoot me with 2 bullets and i die before i can even get a second punch off or shoot them. Thats a bit rediculous when they should be dead to begin with.

If I can see them sparkling all over, meaning their shields are down, then why is a nade or a melee not finishing them off?

That being said i may have just been havin bug issues. Not sure if any other halo vets felt this way or not? I know i was having issues with my game and had to reinstall twice. Or perhaps its just something with this particular build.

Other notes on weapond and equipment:

Drop walls are pointless. Why is 2 bullets breaking it. Especially when it takes so long to drop. as soon as it drops it doeant block anything and you still die almost immidiately because yoi are already hurt. Please increase strength of shield segments a little bit more. Perhaps with full shield integrity it blocks more dmg but as more segments pop the shield integrity drops and it blocks less over time? I get it should break immediately feom a snipe or nade but notn2 pistop shots or a few AR bullets. Another note you could even have snipe penetrate the shield with armor piercing rounds could be intresting.

Grav hammer swings way to slow to not kill someone in 1 swing. Im dead before i can get second swing off. Others get double kills with 1 swing and from further away so not sure how that works.

Please have the option to mute ppl from in-game scoreboard when there is a bunch of annoying noise this would be nice.

Behemoth map feedback:

This is def my fav map, i love the feel. On outside edges of map (4 corners) where there are small semi circle of rocks or forunner structures (spawn locations) it would be nice if theres a small rock or block for cover in the middle of semi circle, and also on top of those blocks for cover. Perhaps add a mid or long range weapons in those areas as well? I could see some nice gameplay out there. I get you want to focus everything to the center but if vehicles are going around its a good hiding area or a lookout spot.

Vehicles didnt do that much damage when i used them. I would unload on someone and prolly put 100 rounds into them and they didnt die but they killed me with an AR from that far range instead. I was around grav lift spot and they were at grav lift landing zone The AR killed faster than the turret. I would die so quickly from a vehicle or an AR from someone else.

Settings:

Im on xbox series x and I played on quality mostly but tried performance mode. Performance mode seemed to lag more for me. Maybe it was server strain during that time.

Aim settings feels fine for AR, BR, and most other weapons, but then when i swap to pistol aiming just feels all over the place.

Fireteam UI color not working and everyone was my team color.

Would be nice to have individual AI volume control. The AI seems drowned out by all the other sounds.

Spawning issues:

Spawning felt off because my fireteam an I would spawn accross map alone and surrounded by enemy team getting grav hammed. I would spawn out in open and get sniped. I would get spawned in front of vehicle turret fire. The other team seemes to spawn on top of each other and always in safe zones. Felt off for some reason and i would spawn almost mid map a lot of the time.
How are spawns set up logically? Can you spawn if enemy is lookin at a respawn point or in proximity?

Anyways thats about all. Im sure i may be missing a few things. Keep up the good work 343.

Take care
<!–/data/user/0/com.samsung.android.app.notes/files/clipdata/clipdata_bodytext_210928_142042_988.sdocx–>