Infinite Tech Preview – Social Arena

It really has been a blast so far, but there definitely are things that need some polishing.

  1. The vehicles feel too weak. It seems like after a handful of shots any vehicle you’re in becomes unusable within seconds.
  2. The spartan dialogue seems just as cringe as it was in Halo 5. They sound like teenagers in spartan armor. I understand changing up spartans to make them all feel unique but it’s starting to become annoying.
  3. I know its an unfinished build, but sometimes the hitboxes just aren’t lining up like they should. I can headshot someone three times after they lose their shields and they’ll still find a way to kill me first.
  4. The aim is a little tough to adjust too as well. It seems very off-putting and doesn’t feel like a Halo game at times. I change my sensitivity any way I can, but it still feels way too hard to hit people sometimes.
  5. The weapons desperately need some more balancing. The sniper is tough to use, the assault rifle is stronger (not complaining too much about that) and the pistol can be hard to aim with at times. (Are we getting the magnum in Infinite to? Such an iconic Halo weapon.)

As a newer player, this was fun…but not all the time.
I played around 15-20 games and won one, and although I know I gotta play better it didn’t help that I felt I was constantly playing against people who were well above my level, and I’m hoping these matchmaking issues don’t stay in the full release. TTK felt too high but I don’t know if that was just because of the matchmaking I was getting, as I was never at the level of the player I was going against. And I am recently getting a 1.1 K/D on Reach MCC Arena which I know isn’t hot but common guys, I started playing a couple months ago and this was my first FPS.
I did enjoy each of the modes, and how the dynamic played on each map. But again, TTK felt really high and I missed the feeling of being able to out-play your opponent like in Reach. I felt that whoever found the other first, and had superior tracking, got the kill. No exceptions.

I also had times where someone got me and the kill cam showed they had no health but were running around fine, is this intentional?

WEAPONS:

  • Bulldog- I do like this idea, but the fact the Bulldog fills that circle and if it isn’t two perfect body shots, it can take 3-4 shots to kill. As a fan of the older shotty, I think widening spread, and increasing damage, would allow the Bulldog to go to a 2-3 shot kill and feel like a true power weapon. - Needler- Is it just me or is this thing too powerful? It was hard to hear firing at me and when I noticed I was taking damage I was already exploding in pink vapor. That could just be TTK showing its ugly head again. - Sniper- Please dear god bring back laser accuracy when no scoping. I mean for crying out loud the Skewer is, and it kills in one shot period I don’t understand why the Sniper, who can take up to 2 shots to kill, has a random vector when not scoping. I really hope this was a bug. - Plasma pistol- this thing is just so out of the sandbox. Because it no longer EMPs, it is insanely weak, I felt inclined to try every weapon in each game mode but avoided this like the plague. Upping tracking when fully charged and bringing back EMP, or maybe a different effect to vehicles, would be very much needed for this weapon. - Gravity hammer- this this very much needs some good ol rag doll, along with the SPNKR. Having no knockback as well makes it feel weaker even though I can see it is more powerful that previous Halos.MOVEMENT:
    I loved it, movement felt crisp and clean, and when I got the hang of it I felt super good and hitting some sick clambers and reaching some amazing spots in great times.

Final point, I really miss Player collision. I don’t even know if it was on for enemy players as hitting melees felt harder, and sometimes I thought I clipped right through them. Please come back haha

  • Would love to see EXP earned from game score that goes towards the battle pass.
  • Gravity Hammer feels weird, takes to long to swing meaning other players can melee you before you swing very easily - Plasma Pistol feels too weak, need slightly better tracking on charged shots and to be able to disable vehicles.
  • Melee swap cancel bug is very broken.

Remove BXB, or make it frame perfect. It was not fun to randomly get shredded when in a winning scenario.

The issues i have with Halo Infinite (maybe some are just original xbox one issues from being less optimized?)

  1. the menu system and navigating home screens are far too complicated, they are all over the place

  2. the post game report should just have one page that shows ALL players like older titles. not MORE menus

  3. the hud is way too small, both equipment and grenades should be easily seen, not tiny specs in the corner.

  4. the in game sound is muffled and does not give directional awareness, it all blends together, cant tell if things are coming from 2 steps behind me or across the map in front

  5. the weight and feel of impact while being shot, half the time i didnt even “feel” or notice i was being shot at unless i was looking at the person shooting me. Id die from shots across the map and barely notice till it was too late i was even taking damage.

>>>>and these are my biggest issues<<<<<

  1. weapon balance is all over the place “power weapons” and other pickups like br felt week, AR and pistol felt op, seemed to have little point in grabbing anything other than starting weapons (loses the halo map/weapon control)

  2. TTK is WAY too short, the strafing gun battles halo is known for feels non existent, feels more like a who saw who first gets the kill run n gun (loses halo feel)

  3. no matter what setting are used aim feels wrong, inconsistent and janky, despite all setting combinations. if i dial in the hipfire the ADS feels way off, if i get the ADS setting down for one gun the hip fire is off. trying to make small aim movements felt like i was fighting the reticle as it wanted to move in large fast chunks, if i want langer quick movements it felt sluggish. nothing felt smooth.

So I played my last few matches of social matches on the last day. Sadly those the skill base is whats going to make it or break it for this game. There were a bunch of games I have played and my team would get dominated every time. Not even a chance to capture the strongholds, capture the flag, or even 1v1 battles on slayer. The skill base needs to be balanced a little more because the scores are leading to a bunch of steaktacular medals. There were a few games that were really good and went to SD and overtime.

I liked the Overtime on Capture the flag, which gives the team one chance to score. Good Idea.

Aim has been a big issue for me, even after many adjustment to the sensitivity (I have the Xbox One).

Overshield needs to be really improved. It goes away pretty quickly.

Plasma pistol doesn’t EMP the vehicles anymore unlike the other Halo. Bring it back. Shock nades are a good idea and back up.

I am not sure about this, but many other games have the ability to have players choose only play Xbox platforms or cross play. Are they going to give that as an option?

The spawns on Live Fire seem to be a bit out of spec, I find myself spawning between enemies or right next to where I died far more often than I do on the other maps.

There needs to be a rotatable deathcam/spectator cam. Melee with the flag should be a one shot kill.

I had no issues with gameplay for the most part, and if I did I wouldn’t remember since they were so minuscule.

Saying that however, 18m on the motion sensor is WAY too SHORT. It was ridiculous how I would get snuck up on in a matter of seconds after checking my sensor just before. In every Halo game but 5 and CE to some extent, the motion sensor has been 25m. In a game that’s faster paced then Halo 3 and Reach, I find it baffling that 343 continues to make the sensor totally useless, like they did in Halo 5.

Please 343, increase the distance that the sensor covers

I wanna start by saying overall I had a lot of fun and I couldn’t stop playing all weekend. Below is a breakdown of my feelings regarding different aspects of the game. Played on Xbox Series X.

Pros:

  • Game is all around really fun to play! Moment to moment gameplay is satisfying and exciting. - Maps are good so far. - Graphics are great. Game looks beautiful. I cant wait for the campaign! - Customization seems good. Although some of the leaks I’ve seen have me worried things will get crazy. - Most guns are fun to use. - Equipment is cool.Cons:

  • Warthog needs more health. Works fine if you keep distance since the turret is actually great. But using a warthog in CTF was painful. As soon as you approach the enemy team you’re done. - Warthog and Mongoose handle well but flip way too easily and feel too light. - Too easy to be Grapple Jacked. - Vehicle spawns in BTB needs work. Each team should have a Scorpion or Banshee for instance. Drops mid map are cool but vehicles need to spawn often at the bases as well. - AR has too much range. I have my shields dropped in 2 seconds from across the map from an AR. AR was nearly perfect in Halo 5. - Pistol mag needs one or two more bullets. - Range on shotgun is too long. - Commando is an amazing gun but I swear it feels inconstant in how many shots it takes to kill. - Rockets need a buff. - Melee lunge range is hilarious. Needs to be shorter. - Aiming feels strange and not as tight as previous Halos. - Radar needs to be extended. At least in BTB. - Need slightly louder footsteps. - The BTB map featured in this flight felt fine for Slayer but CTF and Total Control were frustrating. TC especially felt unbalanced. - Flags need to be one hit kill! - Plasma pistol needs to freeze vehicles. (Bug?) - Need a way to mute teammates. Please! - Too much AI chatter. I like it for the most part it’s just way too much. - TTK is a little too fast - Jeff Steitzer needs to be in BTB! - Customization menu is cumbersome. - **We need XP from just playing and not only challenges!**Bugs:

  • Weird audio crackling and stuttering between matches using the Xbox wireless headset. - Constant problems trying to connect to matchmaking. Especially from one match to another. Not related to my connection. I constantly had to quit the game and relaunch in order for matchmaking to work. - Feels like sometimes my shots are not registering. It’s rare but it happens.

The game felt great! There were just a few issues I saw while playing the game

  1. Flags should be 1 shot kills
  2. Plasma pistols should have better tracking and be able to disable vehicles
  3. The sensor felt kinda useless since the movement of the game is quick and the range is so low it’s easy to get snuck up on
  4. The battle pass should be able to be leveled through playing the game and not just from challenges. Eventually you will reach a point where there’s gonna be no more challenges to do so there’s no other way to level the pass besides waiting till tomorrow…?
  5. Not too important but an option to mute the AI would be nice and just hear a regular announcer or nothing at all cause they can get annoying after a while

Loved the Halo Infinite flight from this weekend and I wanted to thank 343 for letting me and so many other fans participate! I have a few suggestions in how to maybe better the experience in some scenarios.

1: In BTB the vehicles like ghosts and warthogs shouldn’t drop from the Pelican they should have weapon pads in the back lines of spawn. Pelicans should only drop; Scorpions, Banshees, and Wasps. The reasoning is that in all prior Halo games the vehicles spawn in or around your teams spawn but because this games aesthetic to feel more realistic, while staying true to Halos feel
They should drop these vehicles only to give their teams that extra boost over their opponents. Another issue with this concept is that people on my teams almost always ignore the smaller drops like ghosts snd hogs. They end up hurting us because the enemy team uses them instead. This also creates more opportunities to quickly return to the action after a death deep in enemy territory due to the scale of the maps. I think if you put a visible timer when these Pelicans are inbound too it would help players process they information to play around and into make decisions to use these vehicles in the heat of the fighting.

  1. More Jeff Steitzer with medals. He’s iconic we love him just don’t make him fade away. We know he’s recorded voice for every medal just use the assets I don’t think anyone in Halo community would NOT want this.I felt like he was almost non existent this go around.

3: Not sure if the Ghost should be able to push the flag across the map. Maybe you could mount flag to ghost? The ability to push flags off maps like Behemoth with the ghost seems a little unbalanced especially when there’s only 4 people per team. Or maybe just replace it with another warthog. Either way I don’t think ghost on specifically that game type works. Kinda picky but thought I’d leave it out there.

Thanks again so much for the opportunity to play and I hope myself and others get invited back to the action again before launch! I loved everything else and I think 343 has Halos best interests in mind!

Now that the flight is over, here’s my list of greats and gripes:

Greats:
<ul class=“ul1”> - The music is phenomenal. It’s reminiscent of the original trilogy but updated with a post-rock vibe…idk, it just works. Kudos. - Graphics are gorgeous and the environments are well-rendered - The art style is much more authentically Halo, coming from the too-cartoony H5 - New weapons are a lot of fun - The AR is FINALLY a viable platform and a useful starter weapon - Equipment is very unique and will change the sandbox (I think) in mostly positive ways - Switching from added time to overtime was a nice call, it raises the stakes for both teams[/list]

Gripes:
<ul class=“ul1”> - I had a separate post about this in the UI forum, but the HUD redesign is super frustrating— put everything back, you animals! - No player collision, but you can still splatter your own teammates and get stuck by their grenades? Argh - Not leading with KDA after matches is frustrating, the postgame screen should jump immediately to the leaderboard. That said, the leaderboard is not in order of KDA or damage dealt or actually in any order at all? Not sure what’s up with that - Grenade physics are off, but that ties into the ragdoll physics being off generally - The medal redesign is not ideal—medals are too small are indistinguishable from one another - XP progression seems odd—you only get XP from completing matches and challenges? What are all the in-game points for then? Why am I being awarded 100 “points” for a kill that don’t actually contribute to anything? If the points don’t matter just get rid of them and stick with KDA. - Enemy/friendly outlines: too visible from far away. It’s fun to be able to see the enemy from across the map but it makes sniping (or ducking for cover to recharge shields) sort of a nonstarter. Maybe just on friendlies? Or have the intensity of the outline decrease as the enemy players get further away? - Also, the sniper rifle—is the reticle placement off? I’m not the best sniper in the world, but in H5 I was able to very consistently hit headshots when scoped in and I can barely hit body shots with the Infinite sniper rifle. - Melee range/lunge feels inconsistent - Audio cues from enemy fire and movement are very weak - Forcing players to watch their team’s warmup animations before a match is frustrating - Glitches: I’ve phased through enemy players and vehicles before, and sometimes through walls and surfaces - Radar is wonky—now that things like grapple are in the game you should consider expanding the range to 25m or something, but grapple aside I’ve had multiple experiences over the weekend where enemies just randomly appeared behind me and the radar didn’t catch it until it was too late, and other instances where multiple enemies appeared as one dot on the radar instead of as multiple dots. Given how fast the movement is in this game, the radar needs some tweaks. [/list]
Thanks for putting the flights out for the community. Looking forward to the campaign (and the full score!)

AR is op sidekick and commando on mouse is bad. Only br is balanced. Bloom makes the guns random. Commando should be like Br( Without bloom). None care about pulse carbine coz its just not on the lvl of other precision weapons. Nobody ever picks it up coz its underwhelming.

There’s something really off with the aim and I can’t quite understand it. The pistol is extremely hard to get a kill with with 1 whole clip. AR meta is extremely boring and shouldn’t be relied on going forward. I found myself spending most of games trying to find a BR. I can say that if the full game has the same aiming mechanics as the flight these last 2 weeks then I can’t see myself playing at all.

I mostly play CE, 2, and 3 in MCC with mixed results between games. Positive K/D in CE and 2 but negative K/D in 3 - blue shield and low teens ranking (I think) across the board. So this is my perspective as a mid-quality FPS/Halo player. I played maybe 3 or 4 BTB matches and probably 10 - 15 arena PvP matches. Playing on xbox one s with gigabet ethernet connection.

  • Like many others have pointed out, the aiming feels difficult to control. I adjusted settings a bit and lowered look speed tremendously and still flew past my enemies left and right when trying to gently guide the reticle over them. Lost most 1v1 battles because of this and other factors. - Other factors for my low k/d in the in 1v1s include an inability to hit shots with the pistol. Maybe I just needed more practice but the pistol felt almost completely useless except when pulling it out to finish an already extremely weak enemy. - Similarly, it seemed very difficult for me to gauge my enemy’s shields/health. Maybe I just wasn’t paying close enough attention, but the glowing red enemy shield seemed like an indication that their shields were lowered. When I saw that, I’d melee if close or go for headshots at short/medium range - and CONSTANTLY my melee or several shots into a completely glowing red-shielded enemy (not just the red outline) would not kill them. I just couldn’t figure out how to time my melee lunge with the number of AR shots I was hitting in close combat. - Often I would have no idea how I was weak or where I was attacked from, and by the time I realized, my shields were down, and I was basically dead. I have a good audio setup but felt like I was never cued into what was happening around me. Maybe instead, there were too many audio cues that I didn’t need to hear obscuring the important details. In any case, the number of surprise attacks was significantly higher in infinite than any experience I’ve had in MCC. - That may also be down to the radar, which I thought was almost completely useless unless you were on different levels of the map (above or below someone). - Many times I mistakenly expected my last shot or melee to finish a fight, so I’d turn to engage another enemy then realize the first guy wasn’t dead. That happened with red-glow enemies I meleed and also a few times when I meleed with the flag in my hand (assumed it was one-hit kill and was wrong - I think this should be changed) and it happened once when I direct hit an overshield player with a rocket and he didn’t even lose his overshield. He had had the overshield for at least 5 - 10 seconds, and after taking a rocket he killed me and a teammate with an AR. This also happened with the bulldog. I walked right up to someone and shot them point blank in the face and expected them to die because it’s a shotgun shot to the face. They didn’t, and sprinted away. I shot again this time from several feet away and they still didn’t die! - After playing on Behemoth a few times, I started quitting as soon as I saw the map. If i didn’t get the BR or commando from spawn or get straight to a power weapon, I was -Yoink- out of luck because enemies could pick me off from across the map and I can’t fight back with AR/sidekick. Same thing happened to me if I respawned away from base. It was almost a certain death with zero damage inflicted on the enemy. My average K/D in other arena maps must have been around 1.2, while my average k/d on behemoth must have been like 0.2. - This may just be me, but the skewer and ravager look so similar when picking them up, that I’d often thought I had the skewer (especially on Behemoth and Fragmentation - vehicle maps) and I’d pull it out to fight someone and just have the ravager. At least make them slightly different colors if they’re going to be basically the exact same shape and size.

When getting vehicle jacked out of a ghost, severe glitching happens. I have a few captures of this happening. Aiming doesn’t feel right… Non BR start on huge maps is a pain. Vehicles are overpowered and take way too long to kill. There are tons of balance issues with weapon placement in my opinion as well. These are just a few issues outlined here.

I’ve mainly played halo 2,3, reach, 4 and 5 and this is my opinion over what needs to be fixed.

  1. I noticed I was getting shot from around corners and angles I couldn’t even see the enemy Spartans from, and this happened a lot.
  2. Battle rifle should be a starter gun, i have no idea why it’s been a gun to pick up on maps for the last 3 games. It’s a staple to halo.
  3. AR damage is inconsistent on damage from medium to long range.
  4. headshots need to count for something, I’m talking about with pistols and battle rifles/commando. Shots to the body shouldn’t be doing the same amount of damage as to the head.
  5. Put more cover on some parts of the maps; sandbags, wooden crates/pallets.
  6. Equipment needs to be colored, such as blue for sonar, orange for grapple hook etc. hard to tell which is which when you’ve just killed an enemy and have to stop and read what you’re trying to pick up.
  7. Ghost should have a weakness on both sides just like in halo 2,3. Ghost are really, really hard to kill, especially when used by someone who knows how to use it. Matches can quickly get out of hand and the team who has it will most likely dominate all game. Find a balance on these weaknesses and add it so that players with regular guns are still able to do something to take the vehicle down.

Reading through it seems a lot of my concerns have been voiced already but I assume quantity plays a role so here goes! Worth mentioning I’m from the Reach crowd and I still play on console.

Plasma pistol is useless, seems as if the heightened base movement speed of the game was not accounted for with its tracking. If it can’t hit players and can’t EMP vehicles, not sure what the point is, except maybe to make campaign harder (lol).

Assault rifle is stronger than I’m used to but I like that it can do something, alongside the sidekick which fulfills its name well. I’m very happy with these two as the standard weapon starts, and how they play with other scaled up small arms (BR, commando). Big kudos for that.

A lot of additions like the grapple and throwable fusion coils are very fun and go a long way towards diverse gameplay :slight_smile: props there.

The Warthog is depressingly light and fragile. The electric car acceleration is fun but turns against itself very quickly with how easy it is to flip (similarly, the Warthog in the Title Update version of Reach is very susceptible to small arms fire. There are plenty of ways to deal with vehicles, let them do their work!) I would prefer a warthog that can go full gas most of the time and rely on good drifting (weight) rather than a stop-and-go zippy thing. It also should not be able to be destroyed by small amounts of small arms fire. Im not sure how the doomsday mechanic works; it seems fine as a way to warn the driver but sometimes it feels like some sort of “doomsday button” has been shot and I have to evacuate out of a warthog that isn’t even smoking yet. Not fun gameplay. I want vehicles to be worth driving, have a presence on the map, and to drive them into the ground till they explode.

On that note, the Ghost seems rather insane. I witnessed several splatters that were surely accidents - again the zippy electric movement (similar to the scaled up walking speed of the game now that I think about it) comes back to bite, as a motionless ghost can slide to the left suddenly and splatter someone they didn’t even know was there, teammate or otherwise. It can even compete with the Warthog head to head, which is ridiculous as the latter requires two people.

Staying on the topic, the base movement in general is very quick, the walk speed almost jarringly so. This produces a lot of downright unreadable situations, as even if you catch someone unaware (which happens a lot bc the motion tracker has a very small range comparatively) it can still be hard to line up a shot or get a back smack as they can pull their character left or right (or back!) at a moments notice, at best giving you away and at worst reversing the situation unintentionally. I assume my aim and the like will adapt with time but im not sure why the tuneup is necessary when sprint is a default ability everyone has. Increased movement means better strafing which means its even harder to use precision weapons (and the autos are better than ever).

Love the burst plasma weapon, the new plasma or storm rifle or whatever, very fun.

The Commando Rifle has a very light trigger, its a bit hard to single tap for me on console, not something I’ve experienced in a shooter before. Interesting gun though, not sure how I feel about it. Seems a bit all-in-one but haven’t played enough to know.

Will there be an option to not play with PC players? Halo is the original controller shooter and it feels bad to think I may have to go up against the precision of keyboard and mouse in a game with very low RNG on shots due to its controller origins. Its one thing to have to deal with it, another still to not even be sure its happening, since it could just be a cracked console player.

Echoing what others have said about post game screen and progression. I didn’t even recognize the progression issue because the end game screen was so temporal and frankly unrecognizable. A quick spread of players kills and deaths, and a tab through for medals would be nice, as would be xp for those medals.

Players holding objectives like flags should absolutely have get 1 hit kills lol.

Speaking of, melee in general seems absurdly strong. I doubt it’ll ever come back but I was very fond of Reach’s melee system: 1 hit drops shields, the next kills. Yes, this means that the melee itself has variable damage (a punch on 10% shields only cracks shields) but it also means the person on the receiving end knows if a punch will kill them. This new world of some amount of prior shield damage converting to a kill makes it really hard to know either way. And that some seems very small - a short AR burst and a punch does the trick. This again is another point in favor of automatics; punching to break shields and expose their head for a headshot is a wasted tactic in a world of bangbangbangpunch kills.

I haven’t gotten to play the maps much but the one that was available for BTB was well done. Had a lot of ways to play it, with none of them a clear best, leading to very diverse lines. The downside to this however is that its easy to feel lost or get flanked in ways you can’t well avoid. So while I enjoyed whatever that map was called, I also hope there are simpler more straightforward maps to keep things fresh, the way that Hemmorage in Reach had obvious cliffs to play around.

I did mess around in the smaller maps just to try them out, and the only negative thing that stood out to me was the design of whatever the small indoor black map is. The high points dominate large swaths of the map (and multiple objectives) and feature a prominent battle rifle spawn. Its a bit too have your cake and eat it too…historically power weapons are not located in the strongest places to use them, you have to get it and then get there. The combination is supposed to be the reward, not the starting point. Oh also, that desert map has a grav lift/airlift with an exit point that looks like an entry point. Slightly confusing.

There’s more I could say but I’m a bit tired, hopefully the feedback is mostly positive and yall are doing well :slight_smile: thanks

Really enjoyed it, felt smooth and nearly polished!