Very fun my problem is the way you progress in battle pass why not give us xp for killing players or do the objective?! i think the challenges are good
> 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.
you say “no games benefit from lack of friendly fire” but toxic people play games to ruin other peoples enjoyment of the game I cant count on my hands for how many times I got killed by a teammate over a power weapon , or grenade spam heck even getting a killstreak ended by a teammate. toxic people shouldn’t have that luxury anymore.
> 2533274844524443;1163:
> > 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.
>
> you say “no games benefit from lack of friendly fire” but toxic people play games to ruin other peoples enjoyment of the game I cant count on my hands for how many times I got killed by a teammate over a power weapon , or grenade spam heck even getting a killstreak ended by a teammate. toxic people shouldn’t have that luxury anymore.
Thank you! Why is no one mentioning this, I opened a loot cave & my teammate try to kill me when I grabbed the loot inside. If friendly fire was on I would of lost my loot or he would of annoyingly followed me throughout the game.
The glint on the BR scope should be removed. Glint should only be for one shot kill weapons or for ones that kill super quick which the BR doesn’t. My initial reaction when seeing glint is that I’m about to be killed by a one shot kill weapon, so I would want to hide instead of engaging that player giving them a movement advantage that wouldn’t have happened if I knew it was just a BR. It also makes it harder to see the player in general which also gives that player an advantage.
I understand the need to not have a repeat of Halo 5 weapon balance but making the Pistol extremely weak was not the answer its irrelevant in everything except close range. I want the Pistol to not be too strong but good enough to be able to compete again the longer ranged weapons
There are two ways infinite can be played. Like Halo, or like Cod. Infinite welcomes both playstyles due to the nature of balancing and have done a good job at making halo look less scary to new players, however that focus on these maps is more catered to cod gameplay. Gone are the days of intense grenade bounces reserved for OG halo players and welcome the new * toss it the general direction and youll land a kill *. Because of this, I find myself pointing and shooting more rather than utilizing walls and grenades like they were my best friend and saving grace. In classic halo people would soon learn that good grenade play was of different skill and a natural ability earned through years and years of tight CQC gameplay and mind games, as a result I throw and BOUNCE grenades in ways that the average player cannot comprehend, but its not really used that much in infinites sandbox as the game invites a cod like " throw it or do a basic bounce off wall throw and youll be fine to feel just as included ". The maps are nice and they play fine and I welcome these new maps and playstyles, but I also want to see more traditional style h1-3 maps. I would like to see the inclusion of more classic themed classic style halo maps that welcome the years of bouncing grenades off walls in the most swag, but useful ways. In infinite I now rarely have these classic high skill grenade bounces, because the moment rarely arises. When it does arise in infinite, the skill gap is clear and the kill is very well earned. H1-3 style maps invite this, close corridor maps are in plentiful and offer near endless opportunity to show your talent with grenades is endless, but infinites maps cater to merely throwing it in a general direction and thats about it. So I am asking you to consider to somehow include classic halo maps that do not just involve picking up power weapons, but bring back the intense art of throwing grenades gameplay. Variety of covenant weapons is missing and is replaced by human weapons that have little to no weakness, as a result invalidates variety. The AR is fantastic, but now there is no plasma rifle because the AR melts shields faster than it.
To finish off with the grenades, I have done countless miracle saves that are incomprehensible to these " point and shoot players " by throwing grenades up on a roof walking away turning around shooting and having them bounce back down, or thrown a grenade at a wall directly in my face to have it bounce over my head, turn around and 1 shot the person in the head with a magnum while the grenade explodes directly on them. That is what I am talking about when it came to classic gameplay missing, it never happens in infinite and when it does I get a taste of nostalgia that reminds me I am an obsolete spartan using methods that are no longer important to decide the match, it is only important to protect myself compared to before that would let me be nearly untouchable. For now I use the stickys or brute grenades to throw at walls while fleeing and they do infact still kill the blood thirsty cod players or get even the good halo players that aren’t ready for even the most basic of gameplay I casually do, but thats the extent of it.
The pistol feels too strong, the plasma pistols targeting is weak and also lost its emp, and id rather cap someone with a pistol. I like how the rockets are very nerfed and feels like a precision rocket that requires the players to actually AIM instead of NUKING the entire area like classic halo, it leaves room for mistake and error and id prefer you leave the rockets alone because its possible to take them from the enemy when it requires skill to use it, a weapon should only be as powerful as the player. Good job with the rockets, however sometimes a direct hit would cause 0 damage so thats a glitch lol.
Grenades and the gravity hammer need to add the classic physics, the needler needs to sound more like a needler and I need to be able to hear it. The most FRUSTRATING thing about the needler in this game is NOT knowing WHO has it, and NOT being able to CLEARLY HEAR IT BEING FIRED!!! The needler can make you get the comeback you want if you use it right in the right moment. If you shoot a needler in halo ce, I will see it, I will hear it, I will laugh if someone explodes even if its myself or a teamate as the animation is fantastically pink and audible. However infinites needler feels like a sneaky **** and I feel dirty using it despite the attempts at balancing it or trying to make it sound better. People only realize you are firing a needler when they are dead which is nice thats a good way of using it, but its lack of visible or audible stimuli takes its immersion out and takes alot of peoples fun as the OG halo immersion equates to why we played halo anyways. Its silence and lack of evidence of it being used is missing. Obvious pretty dark pink trails from the needler are not really present, infinites needler trails look nasty and stale. I think when someone gets exploded, hot pink crystal mess should be on the ground to indicate someone clearly got needled and exploded. The lack of a hardcore glassy supercbomine explosion actually makes the game less fun and makes the needler less satisfying, and the lack of mess / visual stimuli and lack of audible stimuli sets up the needler user for another easy explosion. If i saw the needler being used, seen, and heard as I described, it would cause me to re think whatever I was doing.
The shotgun feels great, it brings a skill factor to it as people are used to not trying and pulling the trigger once to get a kill. The gravity hammer attacks fine and I like the whole timing to it, it honestly feels more useful and more explosive than the rockets which is fine by me because the hammer actually is also a skill based power weapon, only as good as the wielder.
Social / non competitive arena should have elites, and elites with good voice acting. More covenant weapons and balancing for a more proper halo experience is needed.
Spartan callouts are cheesy voice acting and doesn’t reflect war.
The radar is clearly nerfed into the ground and I am unsure how I feel about this. I used the radar as psychological horror to to the enemy, while I still do the inclusion of the radar only shows people until they are almost in melee range, which also goes back to why its harder to throw these superior elegant grenade throws, as radar used to give me enough data to calculate and time a perfect throw in line with the red dot.
Overall I had fun, even if the game stayed the same its still pretty good, and good job.
I loved the flight. It was amazing. I have lots of notes and since I didn’t get the survey, am just going to put them here. I have structured them a bit into 4 sections. Critical, Major, Minor and Positive (things I wanted to commend)
Critical:
-
Player collision needs to be implemented. It makes it so much harder to battle with melee and people can use techniques like walking into other players, forcing you to change targets as well as allowing things such as backsmack from the front. - Radar is way too small. In competitive, if it’s 18m, I get it. But having it be 18m in social is not helpful. It’s useless in Arena and even more so in BTB. It needs to be 25m in BTB and at least 22m in Arena. - Please bring the red reticle back on PC. I don’t think it’s right to punish PC players. It won’t help in the wrong run as hackers will figure it out. There are posts on reddit about aimbotting already. There are ways to catch this (Using anomaly detection on captured stats during matches) that will not harm PC players and is the better solution than no RR. We need RR to aim better with the Skewer, for example. https://www.reddit.com/r/halo/comments/q167ax/how_to_useaim_the_skewer/ - I loved BTB this flight, however, both alone and with a mate, we did not enjoy big team CTF. There’s no progress and honestly, individual power is very low. In past Halos, one thing I really loved was that even if I queue solo, with watching the players move around the map and a couple of timed kills/letting people go, I could steal and get the flag to a place where the team could protect it and get it to a home base. Similarly, if there was a steal, I could get to it even alone, in time to stall till others to come and defend it. In Fragmentation, stealing the first flag individually is impossible. In flag steals, if I am a bit far from the flag carrier, I can almost never catch up to delay the enemy. Please take a look at CTF balancing again 343. - A lot of shooting through corners happens. Many times I died when I was well inside cover. There’s also a lot of random lag even with great network and without FPS drops. - PC performance is really bad. I have a solid rig that gives me 144 FPS on many games like Doom Eternal without any issues, but in Infinite, sometimes there’ll be random FPS drops to 50 as well as stutters. - Solo queue is not that enjoyable from time to time. IMO a Press X to play together which will party people up would be a great feature to implement to improve the solo queue experience…
Major: -
Plasma pistol and Pulse Carbine feel very weak. Homing needs to be buffed on them for them to be of any use. - Make it more clear that the enemy has a Repulsor/Grapple, similar to OS and Camo - Needler sound is still too much like a gun and it’s too OP. It needs to be a bit weaker and we need more sounds for both shot registration and supercombine for it to be balanced. - Dropwall is too weak IMO. Breaks very quickly. Both that and Threat sensor need to be buffed to compete with the other equipment. - Better warnings when clip is near empty, maybe darker colors. The hammer and some weapons are really bad with this. I think the commando does a great job with this with the visual cue that the clip is emptying. - Gravity hammer’s range seems inconsistent. Sometimes it’ll kill from afar sometimes it will let an enemy live up close. - We need a better noise for melee hit registration - We need the ability to mute players - Rocket launcher should not be a two shot killer for vehicles, it should be a one shot kill - TTK is way too fast for most guns, it needs to increase a bit. The faster the TTK, the lesser the chance to outplay, which is what Halo is all about IMO. - Ghost is way too OP. Warthog dies to ghost, which should not happen IMO. Warthog should beat a ghost when equally skilled players are on both sides. - Scorpion is way too OP or weak. Make it consistent. I submitted bugs about two consecutive Skewers not killing it. It seems very weak to certain kinds of damage. - Skewer should never kill a vehicle, except maybe the mongoose, but allow the riders the chance to get out. Otherwise vehicles are way too weak against it. - The first Sniper shot hits outside the reticle which is unacceptable IMO. Make a bigger reticle but at least keep the shot in the reticle. Also, scoping into the Sniper is more jarring in Infinite than other Halo games, I can’t quite put my finger on why.
Minor: -
Vehicle handling is great but needs a bit more weight for warthog, it flips over like anything and also needs a small buff (10%) to compete with other vehicles - Would prefer more vehicles coming earlier in BTB. Pelican should also only drop vehicles not already respawning on the map. - I used the gravity hammer on a warthog and it exploded. I got a double kill and died, nearly losing the closest match of strongholds I have ever played. Could we kill the players in the hog and give the hammer user some time to escape? - OS degrades a bit too quickly - Overshield is not visually pleasing - Toggling Tab needs to be done to see the score. It should not be like that, it should just be holding down Tab to see the score. - Join in progress is a bit too late sometimes. For example, a strongholds match which was almost three quarters over by the time I joined
Positive: -
Total Control is amazing - Maps are amazing, especially Behemoth and Fragmentation - The music is so good. I don’t play music in my car now because these themes are still stuck in my head - Overtime is a good idea for tied objectives - Commando animations are fire - Grapple and repulsor are awesome - Vehicles handle great - Kicking out AFK players after 2 minutes is good - I like that most matches were quite close in the flight. - Glint on scoped in snipers is a great idea to balance snipers.
I think the Comando needs to spawn with an extra clip than what we got in the flight. I always picked up the Battle Rifle over the Comando just based on the amount of kills per clip. The BR feels like the clips bring you through more fights. I don’t have stats, just feelings.
I wasn’t sure where to put some of this feedback so I am just going to put this on here:
Maneuverability:
Sliding - I like what I see in the varieties of speed slides that people like ‘The Shyway’ have discovered. Anything that is skill based with maneuverability is the right way to go. I would like to see the function of the speed slide be a little more reactive upon starting the slide, it seems to have a late start. I also would like to see it be a very smooth transition.
Booster/Thruster Pack – Though we haven’t seen this and there are some speculations that this will be an item that one can wear with temporary use, I think it should have the same uses as Halo 5. Thrust to the side, Spartan charge, and ground pound but much like the grapple be a temporary use. With something like 3 uses (Example: 1 boost to get away, 1 spartan charge, 1 stabilize)
I think that one way to make this even more valuable is to have either 2 Booster/Thruster packs on a map or have these timed for maneuverability. The idea being if someone is top notch on their maneuvers they could literally take out opponents, used advanced movement, and arrive at another Booster/ Thruster pack that as on the opposite side of the map. So even though it is using the Booster/Thruster pack it requires skill all the way through.
Jumps – the spring jump needs to come back. This is definitely a skill-based jump and I am confident that most players would like to see this back. I would ask that if it does return it is just 1 or 2 frames closer to being do-able. You see, this skill was so difficult that even the pros only used the ‘select menu glitch’ because the spring jump was so inconsistent. Also please bring back trick jumps from Halo 3. Skill-based jumps are part of the core of Halo and absolutely should stay.
I would like to see nade, gun, and gravity hammer jumps back in.
Vehicles – The warthog needs to sound stronger. The sound from the @Hoonigans Warthog sounds amazing. You should take the sound samples from this.
The reticle on the warthog needs to be increased. The sound needs a stronger machine gun sound.
Strafing – This feels a little too cracked especially against Spartan bots. I mean perhaps players can do the same and can learn from the bots on this one but I haven’t seen any player strafe like these bots.
Would really like the warthog controls to be more like the other games. Feel like it is really different and hard to drive. All the other games feel similar enough so the transition is easy. But in this flight it was very different.
> 2533274838804175;1049:
> > 2535456388527614;1047:
> > Firstly, I love how the game is turning out. From the sandbox focus, vehicle physics, and map esthetics to the Grappleshot, Battle Rifle, and Training Mode, so many things are useful, interesting, new, and fun in Halo Infinite.
> >
> > That said, there are a number of things I would suggest changing/improving, which I will post in the appropriate forums.
> >
> > Friendly fire and player collision: The lack of friendly fire and player collision is a bit of a disappointment. No friendly fire means players don’t need to be as aware of teammates when throwing grenades, shooting rockets, etc. Also, the inconsistency of being able to damage oneself and not teammates can create confusion during gameplay, as it’s easy to forget about self-damage. I would like to see friendly fire return at least for ranked, ideally for all playlists, as it adds a dimension to gameplay that is currently lacking, and would create a more consistent experience. Similarly, I would like to see player collision return in some capacity because it also adds more dimension to gameplay, both in having to be more aware of teammates and allowing more interaction between players.
> >
> > Plasma Pistol: The Plasma Pistol in its current state is not very useful, to the point I don’t even want to pick it up. The charged-shot tracking is too low, the lack of vehicle EMP goes against its precedent role, and the uncharged-shot does practically nothing to shields even compared to UNSC projectile weapons. All together these issues make it a mere shell of its prior utility and desirability. I would prefer if it had slightly increased charged tracking, vehicle EMP, and increased uncharged damage to shields.
> >
> > Gravity Hammer: The Gravity Hammer physics feel somewhat lacking and inconsistent. I would prefer the Hammer have more physical impact on players than it does currently, especially enemies. This would bring it more in line with legacy versions like Halo 3 and make it more impactful and enjoyable.
> >
> > Sniper Rifle: The Sniper Rifle seems inconsistent and difficult to use especially while no-scoping making it hard to hit shots and feel skillful while using it.
> >
> > Sidekick: The Sidekick feels ever so slightly overpowered. In Arena it feels like it shreds shields a bit to quickly and is hard to counter.
> >
> > Heatwave: The Heatwave is kind hard to figure out how to utilize. It seems a bit imbalanced or weak somehow, getting overwhelmed by most other weapons. Maybe the spread is a little to wide. It’s just kind of a mystery.
> >
> > Pulse Carbine: The Pulse Carbine is somewhat confusing in that it seems best at mid range and yet it’s Smart-Link implies it’s a close range weapon. I would like it’s role to be more clearly defined to the player and suggest giving it a Smart-Link that is either of a higher zoom power or is unique in some other way.
> >
> > Grappleshot: Only one small suggestion for the Grappleshot. The Grapplejack is a little overpowered and can be annoying at times. I would like to see the range to Grapplejack reduced slightly, which would hopefully make it less annoying to get Grapplejacked.
> >
> > Dropwall: The Dropwall needs a bit of tuning because it’s not practical to stand behind for cover and yet it allows the player to shoot it through from that side. I think it should be either a barrier on both sides or buffed to take more damage.
> >
> > Of course I understand the game is still in development, and I’m sure it will be better tuned at launch and beyond. These are just a few concerns/suggestions. Overall, really looking forward to the full release; I’m sure it will be just as fun and better.
>
> I have to disagree with you about the Sidekick, I think it needs more power because it shouldn’t take a whole clip to kill an enemy plus about the Grapple Shot you’re going to need the distance in Campaign and the Pulse Carbine really is kind of a waste of a good weapon that really does need some big help though.
Maybe the Sidekick could be buffed in damage but the fire rate reduced or range reduced. The Grappleshot could be tuned differently in MP vs Campaign, and I’m NOT suggesting the range be decreased for ALL grappling, ONLY highjacking. 
> 2535441029898748;1170:
> I wasn’t sure where to put some of this feedback so I am just going to put this on here:
>
> **Maneuverability:**Sliding - I like what I see in the varieties of speed slides that people like ‘The Shyway’ have discovered. Anything that is skill based with maneuverability is the right way to go. I would like to see the function of the speed slide be a little more reactive upon starting the slide, it seems to have a late start. I also would like to see it be a very smooth transition.
> Booster/Thruster Pack – Though we haven’t seen this and there are some speculations that this will be an item that one can wear with temporary use, I think it should have the same uses as Halo 5. Thrust to the side, Spartan charge, and ground pound but much like the grapple be a temporary use. With something like 3 uses (Example: 1 boost to get away, 1 spartan charge, 1 stabilize)
> I think that one way to make this even more valuable is to have either 2 Booster/Thruster packs on a map or have these timed for maneuverability. The idea being if someone is top notch on their maneuvers they could literally take out opponents, used advanced movement, and arrive at another Booster/ Thruster pack that as on the opposite side of the map. So even though it is using the Booster/Thruster pack it requires skill all the way through.
>
> Jumps – the spring jump needs to come back. This is definitely a skill-based jump and I am confident that most players would like to see this back. I would ask that if it does return it is just 1 or 2 frames closer to being do-able. You see, this skill was so difficult that even the pros only used the ‘select menu glitch’ because the spring jump was so inconsistent. Also please bring back trick jumps from Halo 3. Skill-based jumps are part of the core of Halo and absolutely should stay.
> I would like to see nade, gun, and gravity hammer jumps back in.
> Vehicles – The warthog needs to sound stronger. The sound from the @Hoonigans Warthog sounds amazing. You should take the sound samples from this.
> The reticle on the warthog needs to be increased. The sound needs a stronger machine gun sound.
> Strafing – This feels a little too cracked especially against Spartan bots. I mean perhaps players can do the same and can learn from the bots on this one but I haven’t seen any player strafe like these bots.
Your points on Jumps are very good. Would definitely like to see those things return.
Weapon/Equipment Feedback:
- Imo, the Heatwave could use a few slight buffs. Right now, while its increased range and overpenetration is nice, there are times where it feels slightly too weak for what it is, and although the ricochet effect is nice, the amount of times where it’s been useful for me are few and far between - the ricochets currently feel more like a dice-roll that might help me or could be cool, rather than a functional mechanic that I can effectively use a play around. To elaborate on the ricochet effect, while I really like the idea and appreciate the influence of the Halo 5 Scattershot (a weapon I really like), as it stands the now the ricochet effect doesn’t really add that much to the weapon - I’m pretty sure a majority of my kills with the weapon have not been bankshots. I think this could be resolved by giving the ricochets a homing or tracking effect, akin to the Halo 5 Scattershot, though I think it could even be made a bit stronger - perhaps as strong as the Didact’s Signet Scattershot variant from Halo 5. I don’t think anyone will be able to use the Heatwave in its current form to hit shots like the one we saw in the multiplayer reveal, especially considering how fast the strafe speed is and how much mobility-based equipment there is. Without tracking, to me, the ricochet effect just feels more like a gimmick or bonus feature than an actual function of the weapon that can be reliably utilized to outplay enemies. I also feel that it’s per-shot damage is a little too low in the vertical fire mode (and maybe a little in the horizontal too but I mostly used vertical). For the 2-shot vertical kill, both shots need to land partially on the head - two full shots to the body won’t do it so far as I can tell. Given that you have to lead shots with it further out, the high strafe speed and abundance of mobility-enhancing equipment, and that you already need to land a majority (or all) of the rounds per shot for it to be effective, the weapon can feel a bit weak outside of very close ranges (and even sometimes within very close ranges) where it’s more difficult to lead and land all of those pellets in both shots. I think this could be improved by making the Heatwave 2-shot enemies in the vertical mode regardless of where they’re hit on the body (still requiring all of the pellets in a shot to land on-target though), so that the weapon can reliably 2-shot when aiming at center mass - which is where you’d typically aim for a shotgun anyway. Over the weekend, there were some cases where I thought to myself “an AR, Needler, or other close-mid range weapon would’ve worked better here, and been easier to use, especially the AR on M&K”. - I think the Dropwall could do with a few buffs as well - mainly in terms of deploy time, shield strength, and overall durability. As is, the Dropwall feels a bit too slow to deploy - I’ve definitely died before it hit the ground a few times (and it’s also been shot before it hits the ground a few times too lol). I know that it’s meant to be proactive and not reactive, but the fact is that it will be used reactively sometimes, and even when being placed in advance, it’s panels break so easily that the amount of time it’s usable is often only a few seconds or less, especially if more people are firing on you. Not only that, but grenades and shots to the emitter at the bottom make it even more easily breakable. I understand and appreciate that this equipment isn’t another bubble shield, and that’s quite fine, but as it stands now I think it could use a bit faster deploy time, but mainly, more durability in the panels and a greater resistance to being destroyed (maybe increase the health of the emitter at the bottom?). I also think it would be cool if we could take existing drop walls and put them in our inventories for later use provided they aren’t too damaged already - making them reusable. A lot of times I might put one down proactively and then end up not using it, or I might stumble upon a perfectly intact deployed one that’s sitting in the middle of nowhere or facing the wrong direction, etc., and I think it’d be a small but beneficial addition to be able to collapse existing walls and redeploy them elsewhere. - After messing around with the Plasma Pistol a bit in both flights, I think its tracking could use a bit of a buff. I understand that 343i is probably trying not to make the weapon quite as much of a power combo weapon as it used to be (especially in Halo 5), but in Infinite it just feels like the weapon’s overcharged bolt misses too many times for it to be viable compared to other options. I feel like it should be balanced so that a distant and aware enemy player could dodge the bolt coming at them, where as an unaware player should get hit by it every time - this isn’t how it feels currently. The slightest side step or movement on the part of an enemy and the bolt misses, and so I think it should have some better tracking at longer ranges especially. Up-close I think it feels pretty good, if you aim well enough and know the weapon, you can probably hit most of the shots, although I think it could still potentially do with a smaller buff to tracking up-close, with mid-longer ranges being the main areas that need improvement. - This is a small gripe that may not be addressable, but certain weapons like the SPNKr have ready animations that can sometimes take a bit too long, making it so that I die sometimes because the animation takes too long to finish, preventing me from firing a life-saving or game-winning shot. Now, if there is an animation cancel that I’m unaware of that avoids this, please let me know, and to be clear, I’m not advocating for a speeding up or changing of the SNPKr’s ready animation, because it’s awesome as it is! Rather, if it doesn’t already exist, some way to cancel the animation for those times when you need to fire immediately after picking up a new gun would make a good addition imo. - This is a small critique, but, as amazing as the Skewer is, it would be even cooler if it pinned players’ bodies to walls/floors/ surfaces based on what’s around them when they’re hit by it, i.e. if I shoot an enemy who’s right in front of a wall, they would go flying into the wall and get pinned to it by the skewer round. I don’t know how easy this would be to implement, but it would be one hell of an extra detail to add to an already incredible weapon. - A suppressed variant of the MK 50 Sidekick, akin to the Automag of Halo 3: ODST, or the Tactical Magnum of Halo 5, would be awesome!
The Plasma Pistol needs to be buffed to have a bit more homing and the ability to EMP vehicles again.
Map Feedback:
- During the flight, the spawns on several of the Social Arena maps in PvP didn’t feel very good. The two maps I noticed it most on were Live Fire and Bazaar. In the case of Live Fire, the most memorable issue was when I would spawn at the structure where the repulsor spawns (zone B in Strongholds) all the while an enemy was standing just inside the house/base structure to my right (in the area where the underground tunnel juts out into that building - Zone A in Strongholds). In most cases when this happened, I would take only a few steps and look to my right and be pre-naded or gunned down immediately. Another example on Live Fire is when I would spawn directly across from that same Repulsor spawn area (again, zone B in Strongholds) near where the Plasma Pistol spawns by the pillars and ramp to Zone C (beneath the tower) all while there were enemies at zone B with Commandos, Battle Rifles, and the Sniper Rifle that watched me spawn, making me the easiest spawn kill pick in Halo. Even if they didn’t have those weapons, spawning directly across from an area that is likely to have enemies looking right at my spawn point just isn’t right. Given these examples, which occurred often enough to be very noticeable and frustrating, I think the spawns on Live Fire need to be looked over and improved if possible. On Bazaar, I most often found myself sitting in the Café/Bar or Hotel of either red or blue side when I would get hit from behind by an enemy who spawned at that base, meanwhile there were still enemies in front of me in the market and other side of the map. As with Live Fire, I think the spawns on Bazaar could do with some improvements if possible. - Details within the maps, i.e. having Brute armor on the target dumbies on Live Fire, the space elevator and Chief Posters/Murals on Bazaar, the animals on all the maps, dead Sentinel on Fragmentation, Pelican flybys on Live Fire, etc. are all awesome!
The drop wall is too weak to be used effectively. This could be fixed by either making deployment of the drop wall extremely fast, allowing one to use it more reactively to block something like a rocket launcher missile or grenade, or to quickly react to the sudden appearance of an enemy. The alternative would simply be to increase the health of the drop wall by two or three times.
Additionally, making the drop wall physically block both your own and enemies’ movement could provide more utility. It could then be used for crouch jumping to higher ledges, briefly cutting off a hallway or doorway, etc.
The radar’s range is too short at 18 meters, both in Arena and BTB, and should be returned to the original 25 meters. For ease of readability, the range should be the same across BTB and Arena. Additionally, there should be some way to distinguish elevation, regardless of radar range.
Having no collision on friendly players is immersion-breaking and makes buddy jumps impossible, which may be important to future custom games. It also just feels cheap and broken, since other games generally do have player collision between friendlies.
*Submitted on Insider Support as well, since it could be considered technical.
In the full version of the game, there needs to be a lot more social playlist variety than in Halo 5. We need slayer, we need CTF, assault, BTB, infection, grifball, and whatever else you’ve got in store all in separate playlists, just as was the case in Halo 3, Halo 4, and especially Reach. Too few playlist options were one of the things that helped kill Halo 5 for the initial audience, many of whom I suspect did not return even after the release of future updates. Avoid over-consolidation of game types into one playlist. People want to get exactly what they want when they search. Additionally, please avoid fixing what isn’t broken. This happened to Breakout in Halo 5, and I don’t want to see a repeat of this. Breakout was good, great even – and then it was fundamentally changed without good reason. No one was pleased about this, and yet it was never reversed. If it isn’t broken, do not fix it.
Infinite’s default mic setting is an open mic. I hear people talking and eating and doing other things who probably have zero idea that people can hear them. Because of this I choose not to hear any game chat, because all I expect is people making ambient noise. That’s not good for a social environment. It should be push to talk by default, or something else that doesn’t let people speak on accident. Double post because I wasn’t sure whether this should go in UI or Social Arena.