Infinite Tech Preview – Social Arena

Last weekends flight was a much better experience than the July preview. Furthermore the game for felt a lot more playable and the player movement was a lot more realistic in my opinion, the July preview felt as if the Spartans were just too agile.
The Menus despite not being different from July felt better when trying to join a multiplayer game.

Also, behemoth is an amazing map, please tell me all the maps will be like this, had a really nostalgic halo 3 feel!

Post-match UI feedback:

The overall team list stats should be the first screen to come up. Kills, deaths, assists, and objective scoring stats should be on the first page of this.

If I want to see a specific player’s stats, I can then select their gamertag and press A.

It should always be press B to close by default. (The post-match UI indicated press A to close for the first screen and then press B to close for the second screen.)

Press Y to start search for matchmaking from the post-match UI didn’t work. I always had to back out to the main screen to restart the matchmaking search.

(I’m using controller.)

Challenge feedback:

Challenges can be extremely frustrating…

Especially when the challenge is tied to something on one specific map and RNG won’t let you play that map. And then you use a challenge swap and it gives you a challenge that is tied to something on a different map. Then the next map you play is the one you needed for the previous challenge. Urg!

Also, the balance for the challenges seemed totally random. For my first final weekly challenge to unlock the special coating, it required me to complete 25 matches. For my second final weekly challenge to unlock another special coating, it required me to kill 25 Spartans. So the first required me to play 25 games, which is a fairly large amount of time (maybe 5 hours). The second required less than 2 games (20 minutes). That’s a big disparity.

One other note about the final challenges. One of them gave me a coating I already had unlocked. (I found this was also true for one of the battle pass unlocks.) Hopefully these were just placeholders and that isn’t what will actually happen.

General feedback:

Player collision should be added. It is weird to be able to run through someone and makes for some frustrating combat scenarios.

Friendly fire should be turned on. It is ridiculous to see a bunch of people fighting in a room and to be able to fire a rocket or spam grenades in there knowing you don’t have to worry about hurting your teammates.

Weapons despawn way too fast when you die.

Grenades don’t need to be highlighted. Seeing the bright highlight bouncing away from the player I just killed makes me think it is a live grenade and I need to jump away.

The X over a dead teammate should be larger, bright red, appear immediately upon death, and last until they respawn.

Radar coverage area is too small for a game with sprint.

Melee with the flag (and bomb, skull, etc.) should be 1 hit kill.

Behemoth either needs BR starts or at least 2 BR spawns per side. Actually all the maps should have at least 2 BR spawns per side (or 2 Commandos, or 1 of each).

Having all the info in the bottom right corner of the HUD makes it way too cluttered and too difficult to find the info quickly that you are looking for. (Especially because no other Halo game ever put any info in the bottom right corner.) Split up the info… You have other corners.

Increase aim assist / bullet magnetism for controller.

Just like last flight I could only play for one evening. The RSI feelings from trying to work the MK50 Sidekick are just too much. Who at 343 thought it would be a good idea to make this gun fire 365 rpm? That is just WAY too high for a weapon that needs individual trigger pulls for every single bullet fired.

A regular controller cannot reach 365 rpm and will always be at a disadvantage against a m&k user (1 mm clicks vs. 11 mm trigger pulls). PLEASE rework this gun. Make it 200 rpm and maybe max 240 rpm. That way it will still fire faster than the Halo 5 Magnum (150 rpm) but at least m&k, regular controllers and controllers with triggerstops all have a fair shot.

If you don’t believe me, let four M&K users fight four regular controller users and the matches be sidekick only. See what team will win all the time.

> 2535438537165645;791:
> 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.

My god, this! If an enemy is sprinting around trying to back-wack people, they should be punished for it by making them louder. I’ve been assassinated so many times, just completely oblivious to an enemy behind me because they are as quiet as a mouse. And I have Astro’s at 100% volume.

Over the weekend, I had a lot of fun playing against the bots. You guys really stepped up your game when it comes to AI. Compared to the AI in the campaign of halo 5 and this, its just waaaay better. Keep up the great work you guys! I look forward to the next flight this coming weekend!

QUESTIONS: could we maybe buff the shotgun damage for this game? 3 shot to kill is fine from a moderate distance. But when your up in their face, and it doesn’t one shot, it feels less powerful. This is just my opinion, i think everyone has their valid opinions of the shot gun. I think its fine, it just needs a bit more damage when your really close to the opponent.
My second question is, will there be any cinematic assassinations if we melee the opponent in the back? Like what we did with halo 5, and reach? I kind of miss it.

EDIT: i have no problems with the armor abilities. To be honest, the grapple hook was a cool idea to add to the Spartans. Especially the fact that you can throw stuff, and pick up weapons, abilities, and even grapple melee a spartan. That was fun to do.

> 2533274920070188;846:
> Just like last flight I could only play for one evening. The RSI feelings from trying to work the MK50 Sidekick are just too much. Who at 343 thought it would be a good idea to make this gun fire 365 rpm? That is just WAY too high for a weapon that needs individual trigger pulls for every single bullet fired.
> A regular controller cannot reach 365 rpm and will always be at a disadvantage against a m&k user (1 mm clicks vs. 11 mm trigger pulls). PLEASE rework this gun. Make it 200 rpm and maybe max 240 rpm. That way it will still fire faster than the Halo 5 Magnum (150 rpm) but at least m&k, regular controllers and controllers with triggerstops all have a fair shot.
> If you don’t believe me, let four M&K users fight four regular controller users and the matches be sidekick only. See what team will win all the time.

I use controller, the gun does seem a bit fast but when it comes to damage, it doesn’t seem bad at all. And sometimes, a busted gun can make the game more fun for a bit. Think of it like lord of wolves in destiny 2 it was a busted gun for a while, and people seemed to genuinely have fun with it and devs kept that in for a while. Honestly I’d say let it stay in for a while besides, this game is going to be constantly updated so they could always let players have fun with it, then they can nerf it a bit.

EDIT: Actually, maybe what they can do is nerf it for the next weekend, then at the end of the flights, we can survey weather or not we liked the nerf on it, or if we think it should stay as it was. Like in order for someone to open the game, they must answer the survey, that way it’s completely unbiased.

> 2535447248374093;849:
> > 2533274920070188;846:
> > Just like last flight I could only play for one evening. The RSI feelings from trying to work the MK50 Sidekick are just too much. Who at 343 thought it would be a good idea to make this gun fire 365 rpm? That is just WAY too high for a weapon that needs individual trigger pulls for every single bullet fired.
> > A regular controller cannot reach 365 rpm and will always be at a disadvantage against a m&k user (1 mm clicks vs. 11 mm trigger pulls). PLEASE rework this gun. Make it 200 rpm and maybe max 240 rpm. That way it will still fire faster than the Halo 5 Magnum (150 rpm) but at least m&k, regular controllers and controllers with triggerstops all have a fair shot.
> > If you don’t believe me, let four M&K users fight four regular controller users and the matches be sidekick only. See what team will win all the time.
>
> I use controller, the gun does seem a bit fast but when it comes to damage, it doesn’t seem bad at all. And sometimes, a busted gun can make the game more fun for a bit. Think of it like lord of wolves in destiny 2 it was a busted gun for a while, and people seemed to genuinely have fun with it and devs kept that in for a while. Honestly I’d say let it stay in for a while besides, this game is going to be constantly updated so they could always let players have fun with it, then they can nerf it a bit.
>
> EDIT: Actually, maybe what they can do is nerf it for the next weekend, then at the end of the flights, we can survey weather or not we liked the nerf on it, or if we think it should stay as it was. Like in order for someone to open the game, they must answer the survey, that way it’s completely unbiased.

My problem with the gun is 100% its rate of fire. At this point I have no clue if the gun is good, OP or weak.
365 rpm is impossible to reach on a regular controller, hard to reach on a controller with triggerstops and sort of doable with mouseclicks.
However the imput, it is unhealthy as f*ck when it comes to RSI / carpal tunnel et cetera.
And there is no point to have it 365 rpm and make it a 7 shot kill. Why do they want their audience to get RSI? Especially for this game to become a 10 year project. Fix it before the game gets released.

I’d like to discuss an adjustment for the Speed Boost Power-Up in Infinite — assuming it’s planned to be included. And I’d ask that you consider not returning the Damage Boost Power-Up in Infinite — I explain why below.

To start, let me just say I was a fan of how the Power-Ups worked within Halo 5; in particular, I was a fan of them needing to be activated as armor-based equipment visually, so I’m quite please with that general concept returning in Infinite. I’m also a fan of how the traditional Power-Ups correspondingly relate to the player’s suit of armor.

This is why I personally began to dislike the idea of the Damage Boost Power-Up in Halo 5. I feel it lacked authenticity within Halo’s presented reality. All of the Power-Up animations in Halo 5, and so far thankfully in Infinite too, reflect players placing a type of enhancer equipment into their armor’s chest piece resulting in a temporary advantage.

The Active Camo Power-Up results in creating a refractive field around a player’s armor that provides optical masking making them transparent for a brief period of time. By linking the Power-Up to the armor with its activation process I feel you’re able to re-enforce its authenticity and existence within the game’s reality.

The Overshield Power-Up results in a player gaining an extra amount of shielding (non-rechargeable) for a brief period of time. Again, by linking the Power-Up to the armor with its activation process you’re able to re-enforce its authenticity and existence within the game’s reality.

The Speed Boost Power-Up (at least in Halo 5) resulted in a player gaining a temporary increase to movement, reloading, assassination, and weapon switch speeds. This is another example of where linking the Power-Up to the armor with its activation process re-enforces its authenticity and existence within the game’s reality. The issue as I see it with the Speed Boost is how inconsequential it ultimately is. I feel it could benefit from having a few extra appropriate perks — this is discussed further below.

The Damage Boost Power-Up (in Halo 5) resulted in a player gaining a temporary increase toward the damage dealt via melee attacks, weapons, grenades, and vehicles (I believe). This is a case where I don’t think the activation process makes much sense in how the Power-Up provides its benefits. How does putting a Power-Up into your armor lead to your actual weapons, grenades, or vehicles inflicting more damage? Unless it only worked for weapons that were designed to discharge energy that could be taken from your armor the Power-Up really doesn’t make any practical sense within the game’s reality. It requires an acceptance of disbelief.

Most UNSC weapons are pretty much all cartridge based ballistics which means that in order to gain a damage boost to those your character should‘ve been required to replace the ammunition being fired with something more deadly, but that isn’t best represented by a “Power-Up”. It’d need to be a type of ammo-based equipment option instead of an armor-based equipment piece. In the end, the visual concept of the Damage Boost “Power-Up” in Halo 5 didn’t fit the reality trying to be created within the game which is why I’d like to see it removed as a Power-Up in Infinite.

So beyond mentioning that, I want to discuss how you can improve upon the fairly underwhelming Speed Boost Power-Up, per Halo 5, within Infinite. The additions will still fit the reality created within the game while providing temporary, but hopefully a little more consequential benefits:

  • Increased base and sprint movement speeds.
  • Increased reloading, grenade throwing, clambering, meleeing, assassinating, and weapon switching speeds.
  • Increased jump height.
  • Increased shield recharge and health recovery rates.
  • Speed improvements toward deploying equipment including a reduction to their cool-down.I imagine its timer should be comparable to the Halo 5 Speed Boost’s activation length. And I image white is the appropriate color for the equipment indicator.

I feel this type of improved Speed Boost Power-Up would be a more reasonable option to put on maps when comparing its advantages to those provided by Overshields and Active Camo; plus, it makes a lot more plausible sense within the game since all of its benefits are linked to the armor.

As for returning some form of Damage Boost, again please consider introducing something like Damage Boost Ammo Crates instead.

Accidentally double posted. (Cell phone froze-up during post)

I think hammer should be balanced, it has so much range but it takes much time to hit.

> 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 just hope they change the flat, white, undetailed reticle. It’s quite distracting.

Also, the sidekick, as we all know, is nerfed quite a lot. It’s still alright, I’ve gotten plenty of kills with it. However, making it a little more powerful would make sense.

The Sniper Rifle is the most inaccurate Sniper Rifle yet, in the Halo Series. I love sniping, but that rifle needs a lot of work. Please fix.

Whilst customizing your Spartan or being in the Customization menu in general, there are often graphic glitches with flashes of a static filled, green screen. Looks like the game might crash when it flashes.

I’ve been kicked out of the entire game itself, due to some kind of major server, or game glitch. Somewhat related to the last issue possibly.

The Hammer is very laggy, as well as vehicle hits on players.

These are all mostly small things, overall the game is amazing and since it isn’t complete, I would still give it a 10 out of 10 overall!

Switchgamer7
Berserk Company

> 2535447248374093;848:
> Over the weekend, I had a lot of fun playing against the bots. You guys really stepped up your game when it comes to AI. Compared to the AI in the campaign of halo 5 and this, its just waaaay better. Keep up the great work you guys! I look forward to the next flight this coming weekend!
>
> QUESTIONS: could we maybe buff the shotgun damage for this game? 3 shot to kill is fine from a moderate distance. But when your up in their face, and it doesn’t one shot, it feels less powerful. This is just my opinion, i think everyone has their valid opinions of the shot gun. I think its fine, it just needs a bit more damage when your really close to the opponent.
> My second question is, will there be any cinematic assassinations if we melee the opponent in the back? Like what we did with halo 5, and reach? I kind of miss it.
>
> EDIT: i have no problems with the armor abilities. To be honest, the grapple hook was a cool idea to add to the Spartans. Especially the fact that you can throw stuff, and pick up weapons, abilities, and even grapple melee a spartan. That was fun to do.

I agree three is a bit much. 2 seems fair though.

> 2533275019292170;853:
> I think hammer should be balanced, it has so much range but it takes much time to hit.

Yes, you can die before you can even complete the swing. It’s way too laggy

> 2533274872157933;845:
> General feedback:
>
> Player collision should be added. It is weird to be able to run through someone and makes for some frustrating combat scenarios.
>
> Friendly fire should be turned on. It is ridiculous to see a bunch of people fighting in a room and to be able to fire a rocket or spam grenades in there knowing you don’t have to worry about hurting your teammates.
>
> Weapons despawn way too fast when you die.
>
> Grenades don’t need to be highlighted. Seeing the bright highlight bouncing away from the player I just killed makes me think it is a live grenade and I need to jump away.
>
> The X over a dead teammate should be larger, bright red, appear immediately upon death, and last until they respawn.
>
> Radar coverage area is too small for a game with sprint.
>
> Melee with the flag (and bomb, skull, etc.) should be 1 hit kill.
>
> Behemoth either needs BR starts or at least 2 BR spawns per side. Actually all the maps should have at least 2 BR spawns per side (or 2 Commandos, or 1 of each).
>
> Having all the info in the bottom right corner of the HUD makes it way too cluttered and too difficult to find the info quickly that you are looking for. (Especially because no other Halo game ever put any info in the bottom right corner.) Split up the info… You have other corners.
>
> Increase aim assist / bullet magnetism for controller.

I’m just going to respond on friendly fire, since it’s a super simple answer.

The reason there is friendly fire is because it is normal/core multiplayer.
As soon as the game comes out, there will be hardcore, or championship HSC mode, in which friendly fire will be turned out. Be careful what you wish for, though. lol

> 2533274809822501;847:
> > 2535438537165645;791:
> > 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.
>
> My god, this! If an enemy is sprinting around trying to back-wack people, they should be punished for it by making them louder. I’ve been assassinated so many times, just completely oblivious to an enemy behind me because they are as quiet as a mouse. And I have Astro’s at 100% volume.

Jealous. I’ve wanted the Xbox Series X for years!! Still can’t get one :frowning:

> 2533274838804175;779:
> > 2535461756979479;20:
> > > 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.
> >
> > Definitely not smooth on Xbox one
>
> I played on both systems and it was just fine, maybe your ping is just too high or your nat isn’t completely open like it should be for gaming and have you checked your mtu’s lately because you should be running at 1380 or you will have problems.

Was just the first day was glitching

> 2535461756979479;859:
> > 2533274838804175;779:
> > > 2535461756979479;20:
> > > > 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.
> > >
> > > Definitely not smooth on Xbox one
> >
> > I played on both systems and it was just fine, maybe your ping is just too high or your nat isn’t completely open like it should be for gaming and have you checked your mtu’s lately because you should be running at 1380 or you will have problems.
>
> Was just the first day was glitching

Well that’s not too bad I guess, I only played for a little while on my Xbone before I went ahead and switched over to my Xbox Series S.

I don’t like how weapon spawns seem to be random with each game. It makes it harder to memorize weapon spawns.