Infinite Tech Preview – Social Arena

My only point of contention for arena was the grenades. Their damage radius seems larger than other halos and the ability to spam them just creates a mess before fire fights. I don’ think tweaking damage numbers is the fix, but limiting an arena match to 1 grenade at respawn would significantly dampen the follow up noise you get for a successful engagement.

The weapons balance is very good, only the ravager is a little too powerful and should kill in 3 shot instead 2. Also the bulldog could be a little stronger.
In my opinion is very important a BR start as well as AR and pistol start.

Arena mode It’s a lot of fun, but:
1.- The SBMM should be polished since I always had to face enemy teams together as I was a solo player, as a result I only got 15 or 20% victories.
2.- the motion radar should be expanded a bit as due to the more frantic game, the radar falls short.
PS: please DO NOT nerf to the assault rifle.
PD2: the BXB combo I think should return but balance it, making it more complicated to use by minimizing the timing of the combo

While I know this is just the tech preview after waiting 6 years I think the game so far is a disappointment. The AR starts makes it super casual and closes the skill gap too much. The pistol is the only weapon where you are penalized heavily for missing a shot/you cant kill 2 people with one mag (maybe add 2-4 more bullets in the mag). Along with the pistol problem, the aiming feels off, especially with the sniper. Lunging is inconsistent, I’ve seen people lung super far when they melee and others, not at all. Vehicles on 4v4 are horrible and every game on Behemoth was slow and dragged out. I shouldn’t be able to hop in a ghost all game and get 25 plus kills easily (if you are gonna keep the vehicles you have to keep the skewer over the sniper to counter them). Another thing I noticed is how fast you die. Making it slightly slower will make it feel less like COD. Next the dropwall and overshield arent anywhere near powerful enough. I’m not 100% but for camo I don’t know if you show up on radar or not (if you do that needs to change). Overall the gameplay was casual and boring and I feel as though people will get tired of it after a few months.

I saw that the game ran quite good, but sometimes the screen turned green and stucked, so i had to close the game and open it again to solve it

I have been playing halo since the first chapter.I loved the multiplayer only of halo 2 and halo 3.I repute halo 4 and halo 5 of the non-real halo.However, I like this infinite, this time I saw that you listened more to the community and I am happy, that’s why I took the time to write this post.The br is very nice.I would change the lethality of the AR on 15 meters a bit, while up close it’s fine and works very well, but I think from a distance it’s a bit too strong, I would add 2 bullets to the gun, there would also be a bit to expand the radar which is very small and sometimes you see the enemies only at the last moment, do not spawn weapons randomly but leave each weapon in its place in the maps, in baazar the rocket respawns too fast you have to increase the respawn time, the ravage has to be a little weaker kills in 2 hits too fast it should be brought to at least 3 sometimes you make triple or quadruple kills too easily with that weapon, I would insert in the multiplay er competitive team slayer, team BR that is to start with the Br as a basic weapon and not with the AR, maybe the ar put it as a second weapon. you want to put the levels from 1 to 50 you can also put them from 1 to 100 to better spread the players and leave each one in the chain suitable for him, I recommend a level increase every 3 games won with the first levels where if you make good relationships you increase quickly even with every game won, in this way good players immediately detach themselves from those who play casually and do not spoil the experience, because even for casuals it can be frustrating to keep dying. since seeing that you level up or down in a short time pushes you to play more and want to improve compared to making leagues where you always have to wait a long time before seeing if you can move to a new league, take an example from the s halo 3 ranking system that up to now turns out to have been the best and the one that has pushed people to play the most, even today despite more than 12 years have passed since its release people continue to play it. the historical maps of the matchmaking series like the pit, narrows, heretic, guardian as well as being beautiful and attracting the old, will add to the new maps you have created and will add even more variety to the games. I congratulate you I hope that this time you will continue to listen to the community on the general line in order to create the best halo ever.

I have been really enjoying arena, notably objective play, a ton the past weekends. Here are some critiques and suggestions to consider moving forward

-The gravity hammer is in a really good spot, with two exceptions. Player physics should be included with it, as swinging it should cause a pushback effect on the player. Secondly, this is one of the few audio sounds next to the warthog that just sounds sterile. The gravity hammer sounds like it is being used in space, and should have a sharper, meater sound to compliment it.

  • The warthog doesnt feel very heavy and would benefit from a beefier/heavier sound from the car and the turret too. It also felt top heavy, as it was easy to flip but not so much to flip back over
  • The plasma pistol NEEDS to have the emp affect again, its utility in the sandbox has been extremely reduced with little tracking of the charged plasma bolt and lost emp ability, it is nothing more than a setup for noob combos and rarely merits a pickup off the wall for its own sake
    -This is less a critique, but I LOVED radar this flight and how it tracked enemies, dont change it! Increasing the range would be nice though
    -When earning a medal, such as a ‘perfect’, sometimes jeff never gets to say it over the chatter from the AI and Spartans saying stuff as well. The voice priority should have Jeff and the Commander be first and primary, with AI and spartans being second to them
    -The AI recycled way too much dialog, so while they were fun at first after about 2 days it felt repetitive and kind of annoying. This goes for the non-objective/ informing dialog, as the informative dialog was enjoyable and appreciated. Toning down how often they say ‘funny’ stuff and adding more dialog variety would help this

Overall, great work on this game!

Would be really great if the ally markers were differentiated for folks that are in your fireteam/party. That’s something my partner with in playing multiplayer games with me.

The player outline is counterintuitive.

No longer am I immersed in the map/game looking for the enemy players to shoot, instead I’m very distracted by the blue teammate outline and now looking for red outlines in the distance. It takes away from the realistic feel of the photorealistic maps and I feel that I’m now playing to the game engine itself that revolves around just looking for outlines, not immersed in taking down the enemy red or blue team as a spartan on a Halo installation or whatever the map/mission is.

People aren’t able to sneak around anymore as all you need to do is scan for red outlines. Also, it makes the new tactic to be just use blue armor so that it confuses the enemy team since they’ll be looking for a red outline (as you are always blue team now), defeating the whole purpose of expanded player expression.

I think they should remove the enemy player outline and make the teammate outline optional. Or just go back to classic red vs. blue (but I doubt they want to do that).

> 2533274805640271;1150:
> The player outline is counterintuitive.
>
> No longer am I immersed in the map/game looking for the enemy players to shoot, instead I’m very distracted by the blue teammate outline and now looking for red outlines in the distance. It takes away from the realistic feel of the photorealistic maps and I feel that I’m now playing to the game engine itself that revolves around just looking for outlines, not immersed in taking down the enemy red or blue team as a spartan on a Halo installation or whatever the map/mission is.
>
> People aren’t able to sneak around anymore as all you need to do is scan for red outlines. Also, it makes the new tactic to be just use blue armor so that it confuses the enemy team since they’ll be looking for a red outline (as you are always blue team now), defeating the whole purpose of expanded player expression.
>
> I think they should remove the enemy player outline and make the teammate outline optional. Or just go back to classic red vs. blue (but I doubt they want to do that).

Completely agree, the outlines are a step in the wrong direction.

  1. Allow us to set enemy/friendly/fireteam colors by map and save it to our profile/settings. Certain colors are better than others in general as they pop more, but the yellows just dont show very well on behomoth. This was always a problem in traditional RvB as well back in the day. Seriously please consider this.

  2. Gameplay just doesnt feel rewarding. It’s fun while in the honeymoon phase or just to -Yoink- around - but to take seriously and try and win - no. I am consistently in the top 25% on scoreboard and still think the aiming feels weird - I won’t tell you what’s wrong as I don’t know. Never played an FPS where I felt this strongly about the aim being weird/wrong/wtf. I can only imagine how infuriating it must be for mid or even low skilled players - I’ve played with some of them in the open flight and they more or less said wtf to the aiming as well.

  3. Live fire is too small. Needs a rework to be a 4v4 map. It’s probably a good 2v2 map as is. You can consistently cross map with the AR. There’s almost no reason to pick up the BR.

  4. Kill time is too fast in general, even with people having crap tier aim (yes I understand what I am purposing).

  5. Battle pass rewards appear to be bad considering how many are behind the paywall. Throw some more freebies for the inevitable flock of f2p players you will get. I say this as a player who believe in supporting the games they like - I would pay for premium battle pass if it actually has a decent amount of stuff I want.

  6. Still think it’s insane that we don’t even have something simple like a pink armor coating. My main color combo doesn’t exist yet either from what I’ve seen in the leaks.

  7. Bazaar needs to be looked at. The wide open middle - just leads to stand offs. The BR/commando is the power weapon on the map, not rockets. Teams just posting up and not going out into the open already in the flight except for the low skill players I played with who just run into the open to die in .25 seconds from a barrage of sidekick and br/commando fire.

  8. Warthog weighs nothing. Sounds and feels like a mongoose from past games.

  9. Vehicles are pretty weak armor/hp wise. Took down multiple wasps (i think that’s the name) with AR and commando fire lol.

  10. Why don’t scorpions spawn at same time in final minute? My team got ours with about 1 minute left, other team didn’t get a drop until about 40 seconds left, we marched into their base area and pushed them back…allowing us to get an easy 2nd scorpion, now we have complete control and get an easy flag cap to win the game. How is that fair…like really…I assume this has to be a bug…not enough periods yet…okay I’m done.

Please fix the melee exploit, I know you guys are aware of its existence and I’m sure you don’t plan on keeping it, but just to be sure: please get rid of it.

The overshield feels a bit weak to be presented as such a powerful item. The shield strength just seems too weak, it essentially amounts to one free win in a fight, compared to active camo which can let you get a lot more done per use. I would say the overshield either needs to be a more common item (which doesn’t sound like a great option) or it needs to give slightly stronger shields.

> 2533274805799247;1141:
> The lack of friendly fire is problematic. Perhaps that’s a social only strategy? No games benefit from lack of friendly fire, let alone a Halo game. I won’t regurgitate the arguments of the past about this. Everybody knows what they are and there is only one logical conclusion.

Agree walking through teammates and a lack of friendly fire negates social aspects an is unappealing.

The new Outlines system is fantastic for people like myself who have poor eyesight, I have Keratoconus and struggle to see clearly even with glasses. The new outlines help me to identify enemy players more clearly in all game modes and the accessibility options where you can choose enemy and friendly outline colours are awesome too.

I know there’s some growing pressure to remove them entirely or just from enemy players however, doing so would likely render enemy players invisible to me, I would urge you to keep them.

The outlines are a great improvement for accessibility and also allow my Spartan character to look exactly as I want :slight_smile:

> 2533274805640271;1150:
> The player outline is counterintuitive.
>
> No longer am I immersed in the map/game looking for the enemy players to shoot, instead I’m very distracted by the blue teammate outline and now looking for red outlines in the distance. It takes away from the realistic feel of the photorealistic maps and I feel that I’m now playing to the game engine itself that revolves around just looking for outlines, not immersed in taking down the enemy red or blue team as a spartan on a Halo installation or whatever the map/mission is.
>
> People aren’t able to sneak around anymore as all you need to do is scan for red outlines. Also, it makes the new tactic to be just use blue armor so that it confuses the enemy team since they’ll be looking for a red outline (as you are always blue team now), defeating the whole purpose of expanded player expression.
>
> I think they should remove the enemy player outline and make the teammate outline optional. Or just go back to classic red vs. blue (but I doubt they want to do that).

I agree. Just making friendly spartans outlined would probably be the best middle ground for both fans and 343. You can even still be immersed because it would make sense for spartan teammates to have some way to link with friendly’s armor and know where they are at all times while obviously not knowing where the enemy is. Maybe they can even make a special ranked/competitive mode where it is traditional red vs blue replacing outlines.

Halo Infinite Feedback

What I enjoyed\appreciated

  • Equipment is a consumable and is picked up from the map. Players don’t start with\have it all the time.
  • Spartan mobility is fast paced, similar to Halo 5. Navigating geometry was smooth.
  • Each weapon feels like it’s designed for a specific use case in the sandbox. Nothing is one sized fits all.
  • The grapple shot and repulsor are really amazing items and mixes battles up
  • Getting into new matches was very quick!
  • Overall, gameplay\gunplay felt crisp. It was the right balance and pacing for matches.
  • I really appreciate the asymetric maps. These reminded me a lot of Halo 3 era maps.
  • Advanced customization for controller deadzones, sensitivity, accelleration, thresholds.
  • I thought I wasn’t going to like no friendly fire or collisions… but it ended up being something I liked. Please keep this!
  • The heatwave and the shock rifle are SOLID!
  • I am happy to see that players didn’t start with a BR on big team battle maps. There were plenty of weapon spawns to obtain one if needed. Halo has always been about getting the advantage by finding\securing the correct weapon for the job.
  • All the hard work your team is doing to make an amazing Halo experience

What I would like to see changed

eeds slight adjustments

  • During the final days of the tech preview, most of the people I played used nothing but the sidekick and were destroying us from ranges that didn’t make sense. Seeing the exclusive (and lethal) use of a single weapon seemed like it broke the sandbox and weapon balance. Reducing weapons down to a single one which you start with isn’t what Halo is all about. I’m not sure if something changed or if we were matched against mouse and keyboard, but it was very frustrating compared to the rest of the flight.
  • The warthog seemed to flip opple way too easily. I think the physics needs tweaked. I think the warthog physics in Halo 3 is unmatched to this day.
  • The pistol should be nerfed in some way so that it can’t be used exclusively. One idea could be to increase the rate of fire and\or bloom to make the gun less accurate from long range.
  • I want to hear more announcer voices for more medals. My favorite one that’s missing is “Reversal!” from Halo 5.
  • The needler seems underpowered. I used to consider this a power weapon in Halo 5 but I found myself skipping over this.
  • The pulse rifle is confusing to use. I understand that it tracks the target but it either needs better use cases presented in academy or should get buffed in some way. I found myself skipping over this one completely after the first flight.
  • I’d like to see the return of the original shotgun in addition to the bulldog. They serve different purposes in the sandbox.
  • The bulldog has a 2 shot kill so it would make sense to up the magazine size to 8 so you can get 4 kills per magazine.
  • The plasma pistol should definitely be able to emp a vehicle. The plasma pistol serves 2 functions when I see it, emp vehicles and dropping shields for a combo.
  • Give the user the ability to strengthen the friend or foe overlay such that they can play against solid colors if desired.
  • I would like to be able to set my look acceleration higher than 5. I keep my sensitivity low to keep on target but I want to turn fast when I need to.
  • The radar range needs to be increased. I felt like by the time I saw someone on my radar they were already too close to really plan for anything.
  • I’d like to be able to move around the camera myself while waiting to respawn so I can relay information back to my team more effectively.
  • The drop wall is still too weak this flight. The sections are too brittle to be effective if the intent is that you use it “before” the battle starts and it seems like it doesn’t provide enough of an edge to be used “during” a fight. Comparing this shield to Halo 3’s bubble shield, that equipment could be used to recover from someone getting the jump on you and it completely changed the encounter because the attacker had to choose between leaving the fight, approaching the bubble, or waiting until the shield ran out. With the drop wall, all the attacker has to do is put a couple of rounds through the middle section and the equipment is done for. I think this shield needs to block both incoming and outgoing rounds to be useful in the sandbox.
  • I would like all grenade types to be listed out in the UI and to have them be cycled through with the same button. Having to press a combination of different buttons is too much during a firefight.

First, I want to thank 343 for letting us play these flights. I wish other games like Cyberpunk, Anthem, or Fallout 76 gave us this kind of early input before they dropped. I’ve been loving the game and I hope our feedback helps make it the best it can be.

Social Arena has honestly been my favorite part of this second flight. Each match feels intense (but also fun) and I’m loving the maps (especially Behemoth). I like how you handled Stronghold, CTF is a blast to play with friends and slayer… I mean it’s “slayer”. Do I really need to say more about “slayer”? Anyway, here are my personal thoughts, praises, and feedback about Social Arena

Gameplay:
Overall, Infinite feels great. It feels like classic Halo but with the best elements from 343’s previous Halo (just reworked to not be as game-changing and work better with Halo’s core gameplay beliefs like the “golden triangle” for example). Sprint actually feels fair and not too fast and skilled players can combo it with slide and jumping for a more rewarding speed, but it’s more challenging to pull off and not something I see many doing (at least on launch). I also think the equipment is a great addition to Infinite’s sandbox including the grapple shot which is amazing (but I’m glad it’s only a pick-up and not a core ability because that would honestly be busted). The weapons are pretty good, but I do feel there is still some balancing that needs to be done. Personal examples: shorter AR range, less/no bloom for sidekick & commando, a stronger charge shot for the ravager, better hit-detection for the sniper & shock rifle, and better tracking for the pulse carbine & plasma pistol (also why can’t the PP emp vehicles anymore?) In fact, I’ve noticed at times aiming really is a pain in this game. For context, I have a PC, but I use a controller for arena-style shooters like Halo, Splitgate, & Doom that require quick movements. I thought I was just trash, but between playing better at the other Halos & hearing many having similar issues, I feel like there’s just something wrong with aiming for controller players. I’m not gonna pretend I know what’s exactly causing this, but it does seem to be a real issue (I know keyboard and mouse is "technically superior to many, but I’ve never felt the divide this bad in the other games). That said, it’s not like I’m just missing all my shots. I can still play solid & pulled off some epic gameplay moments, but I do lose more 1v1’s than I feel comfortable admitting (especially in BTB). My other complaint is there were some technical issues like rubberbanding, lag, a forced walking backward glitch, some crashes, and more. But these 2 are my only big issues.

Maps:
Behemoth is definitely my personal favorite of them all and it should honestly be the gold standard for your map designs going forward. I like how it’s big enough to have some breathing room and not feel you’re constantly in engagements, but also not big enough to where you find yourself wondering. All the weapons, vehicles, and equipment are properly spread out and placed strategically so players are wandering all over the map and not just a few sections. The layout is parallel and balanced to where I never feel spawning on one side of the map is better than the other. Finally, the setting is gorgeous and really screams, “Halo”. Definitely feels like a smaller spiritual successor to Halo 3’s sandtrap. Honestly don’t think I wouldn’t change anything besides maybe that glitch where the ghost can push the flag (that’s pretty broken)

Bazaar was my favorite map from the last flight. I love the Halo 2/Counter Strike style setting and there’s a lot of fan service from the chief graffiti, spartan poster, and even a Halo Infinite rat (might not be intentional, but I know at least someone at 343 must be keeping track of the memes). I loved how there’s a vent behind the rocket that you can crawl through and fall into the lower basement area (reminds me of the hidden pipe entrance from halo’3 High Ground). It is also so fun to play CTF on it. My friends and I have had some truly memorable games on it. However, after versing real players instead of just bots, I have found a few cracks in the design of this map. For starters, sometimes I’ll be grappling around the maps, but there will be invisible walls. I personally find these annoying and feel you should change it to where you can land on say a rooftop, but there will be a kill timer so you’ll have to get off. It gives experienced players some cool vantage points to use but punishes them if they get greedy and stay too long. Plus I always found invisible walls obnoxious (if you don’t want me to go somewhere so bad, then just either put something there to block players or put an out-of-bounds barrier. My second complaint is I find myself avoiding the center of the map a lot and hugging the sides because any attempt to run through the middle market will lead to you getting lit up from multiple vantage points. I’m sure this might have been intentional, but it feels way too punishing when versing players (unlike with the bots). At the very least, there should be more of an incentive to want to travel through the center. Maybe have the rocket launcher be placed in the middle on top of the market and just put the grapple shot where the rocket was. I always felt the rocket’s original spawn was kinda awkward since you gotta climb that side building and walk around the corner to get it (only to literally bump heads with the enemy after turning the corner).

Live Fire is probably my least favorite of all the maps in this flight. I still like it and the actual setting is cool. It also has a bunch of fan service like the art of noble 6, the brute training dummies, & the Avery johnson academy sign. However, gameplay-wise, the map is way too simple. It’s basically a three-lane map with the only real interesting elements being a sniper tower and a hole in the middle that you can drop into the bottom cave. I noticed a water pit on one side that looks like you can go around with a grapple, but it doesn’t and feels like an odd part of the map that was meant for more. My biggest problem with this map is unlike the other maps, I feel this one doesn’t take full advantage of Infinite’s equipment. I’m happy the repulser was added in, but I feel like one or two would really benefit it. Heck, I could actually see the threat sensor being effective on this map since it’s small with many tight corridors. That said, I did really enjoy playing stronghold on this map.

Recharge is probably the opposite of Live Fire. Besides the hammer pit and the window shows the giant dam, the setting feels kinda bland to me personally (mainly because I got burnt out by facility/factory maps after Halo 5). At least this map is more colorful and appealing than 5’s maps. And gameplay-wise, this map is great. It’s probably between this and Behemoth when it comes to which is more fun to use the grapple shot on. In fact, the map makes great work of Infinite’s movement and equipment. I do feel the lower area where the over shield spawns doesn’t see much action, but it’s not as bad as Bazaar’s middle section. Also, you’ve probably seen the vids, but there are these crates next to the hammer spawn that players like to camp behind and repulse people of the edge (I’m even guilty of this). I don’t mind the repulsing people off the edge part, but this spot, in particular, feels cheap and nearly impossible to counter and would probably be wise to fill.

While i really enjoyed the mechanics of the game , the performance was really bad . I have a RTX 2060 6gb , 16gb of ram and a Ryzen 5 3600 , Now sure , i get that i can’t run the game on ultra but even on low the performance doesn’t change . Mostly on Live Fire and the BTB map . You just cannot be realeasing a game in a state like this on pc .
Everything else tough . Pretty good , just needs player collision

Man I hope when the game drops we actually start off with a battle rifle and we need to campaign to bring back multi team and this game will be a 10/10