Infinite Tech Preview – Social Arena

Having no collision with 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.

If I recall, there is still collision with enemy players. If that’s the case it leads me to wonder if this is a setting, and if it is, to ask that the decision to remove friendly player collision be reversed.

I think we can all agree that the Plasma Pistol must be able to EMP all vehicles again, otherwise its place in the sandbox just gets reduced to “part one of the Noob Combo.”

This thread should be read and considered, I think.

https://www.halowaypoint.com/en-us/forums/29568daf8cd14083bd1b70a810bf3581/topics/starting-loadout-analysis/29e2d30f-3c6c-4038-8468-71522c93ae63/posts

> 2535419486799921;927:
> I think the whole “xp is earned via challenges and only challenges” needs to change. It wouldn’t be such a bad idea if they’re were a lot more challenges to complete but I literally finished all of mine within two hours of me starting to play. I feel like there is no further way for me to progress once all of my challenges are done and the sense of completing anything feels lacking. Xp should be earned and rewarded primarily by completing matches and doing well within those matches. Challenges are a good idea but just not by themselves.
>
> If this is the wrong thread to post this in please let me know. I am new to posting feedback but have been playing Halo since I was 4 and I’m 22 now.

I’d be okay with challenges either 1. Level up battlepass or 2. Grant things like xp boosts, credits, skins, or other things and then game xp doing whichever the other doesn’t along with a player level outside of ranked.

Review of the tech preview:

General thoughts after playing :

First of all the style is perfect - and the soundtrack in the main menu is incredible ! Spent ages in the main menu just listening to the soundtrack

Main issue: there wasn’t any sort of base level up system. I’m hoping this was just kept out of tech preview because there NEEDS to be a levelling system to feel like you are earning a basic representation of your time in game etc
I hope that the base level up system will be the same as reach - like corporal or lieutenant compared to just a number - also have a prestige system to keep it fresh and less grindy for XP ( like mcc ).

Also the fact XP for battle pass isn’t dependent on how well you do in matches SUCKS, you shouldn’t get XP just from challenges - and why does it stack - like u have to do 4 matches to get all the xp - you should get xp per match and more dependent on how many kills / assists you get ( also would be cool if the better your k/d the more battle pass XP you got per match)
Having the system which is currently in place is terrible as it means there is absolutely no incentive to try and do well
For example if I got 20 kills every match for 4 matches and someone else got 1 kill every match for 4 matches we would get exactly the same battle pass XP as it is just dependent on how many matches you play - not rewarding people trying to push themselves and perform better
U can keep the play matches challenge as a bonus but add XP for doing a match generally and more XP awarded depending on how well the player does - this should also apply to the base levelling system
The current system also encourages boosting

Customisation: is AMAZING, my only issue is the shaders because 343 keeps saying stuff like “we want to allow you to identify with your Spartan by making it unique” but we can’t properly choose colours in the patterns
I think the patterns they (343) have created should stay but we should be able to change each colour slot , for example there is usually 2 colours and we should be able to change those two colours in the pattern for example
Would also be cool if you could increase/ decrease wear of armour - the wear atm being the minimum - also add optional battle scars on armour pieces

I also love the weapon skins I have seen so far however I would like to hope that they will look a bit more polished in the final game, as I think the crimson skins made the whole gun look like a plastic toy in places - needs some more wear and texture

Sprint: I like sprint being slower in halo infinite it allows maps to be more compact and flow better doesn’t feel like a necessity in arena maps meaning things flow better - also reloading while running is great

Grapple: feels fantastic and the weight of your Spartan feels good when swinging on an axis
The speed at which you move/ accelerate when grappling is perfect - when grappling a person it feels as though they have enough time to get a lot of shots in before colliding with player - I also don’t know if player that is being grappled can punch back - if not they should be able to

Punching: perfect don’t change anything and please keep the rag doll effect the same - when the person you’ve just hit goes plummeting to the ground you actually feel like a Spartan compared to halo 4 and 5 - however there are some glitches with bodies teleporting / flying into the air after being punched

Guns:

Commando: I like it , would be better if you could switch it to semi automatic as well as automatic

Plasma pistol: I love the design however needs a bit more polishing - looks a bit too much like a toy in my opinion also DOESN’T DISABLE VEHICLES ! What? - this might be a glitch however , but I tried it loads and a lot of people are saying it doesn’t emp vehicles , if this is the cad This means vehicles are way more unstoppable in 4v4 slayer - especially the ghost (unless you have a dynamo grenade)

Plasma carbine: I think I like it , I dunno feels just like a br but the bullets track enemies slightly - making it hard to predict where to shoot

Shotgun: up damage and increase pump/ time between shots - feels WAY too weak - at close range takes 2/3 shots to kill someone , I may as well punch them and then use AR or pistol

Rocket launcher: perfect

AR: perfect

Pistol: maybe up the damage a bit and decrease magazine - just feels weak - or increase fire rate like ODST pistol

Gravity hammer: perfect

HUD: love it feels like original halo again and makes u feel like a Spartan and not a robot/ transformer like in h4/5
And the shield sound is sooo good!
I think the medal displays are too small and cramped in the centre maybe over to the left like classic old style halo - make it bigger maybe so you feel like it is actually an award rather than a sticker

Also the AI need more voice lines because every time I get like a gravity hammer kill for example I’m waiting for “ spread that one on a cracker” - need more like for the same type of kill - the Spartans also need more voice lines (everything needs more voice lines ) - it would also be fine I suppose if there are loads of AIS but I still think there is not enough voice lines and it feels a bit half hearted - it’s supposed to make it more immersive but does the opposite as it doesn’t feel like an AI but rather a few recorded voice lines

Would also be cool if you could change your announcer ( I don’t mean the kill streak / gameplay announcer - but the one that just says stuff like “nice kill Spartan”) would be cool to have people like Lord hood talking to you on the battlefield - would make it feel more like a original halo experience and more Immersive (again I’m not saying get rid of / being able to change Jeff Steitzer’s voice but the Spartan in game commentator)

Equipment: everything is perfect apart from that the Dynamo grenade should have a sound when you change to it like the plasma and grenade so that you don’t have to keep checking it’s definitely a Dynamo ur gonna throw

I love the game modes I’ve been able to play so far and the maps all work very well for all of them - i love the fact that If you attempt to take one of the enemy teams strongholds it pauses their scoring giving your team a chance for w comeback also making the matches very close and much more interesting

Vehicles are all perfect in my opinion - scorpion is epic

Also when FOV is increased the reticle gets smaller there should be an option to keep reticle on the HUD the same size (default) no matter what FOV
( like on mcc )- ore even better be able to set reticle size separately

The main thing I disliked about the flight was close encounters. Strafe is too fast making the encounter feel too hectic. Bloom on the sidekick means sometimes you get a super quick kill and sometimes you get bloomed out of one. Random outcomes are not fun. I would reduce the fire rate of the sidekick, reduce bloom and make it a 6 shot ttk. AR also needs a nerf at least at midrange.

> 2533274907207100;1181:
> 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.

It did get kind of annoying didn’t it.

> 2535458863300849;1187:
> The main thing I disliked about the flight was close encounters. Strafe is too fast making the encounter feel too hectic. Bloom on the sidekick means sometimes you get a super quick kill and sometimes you get bloomed out of one. Random outcomes are not fun. I would reduce the fire rate of the sidekick, reduce bloom and make it a 6 shot ttk. AR also needs a nerf at least at midrange.

I liked the firing speed of the Sidekick and the AR needs its range but more importantly both need to be powered up somewhat.

I made a previous post/comment in this thread giving my General Gameplay, Map, Mode, Vehicle, and Equipment/grenade feedback, but I wanted to update it with additional info and some tweaks, and wasn’t sure if the people monitoring the feedback here would go back and re-check comments for edits, so I am making a new one.

However, I am now over the character limit, so this needs to be split up into multiple comments, Additionally, I have decided to include weapon feedback here, since it is applicable to Social Arena as well as Weapon drills. (Anything not applicable to arena, such as BTB map, weapons, etc has been excluded)

Here are the (most updated) feedback posts I’ve made in other threads:

General Gameplay, Map, & Mode:

> ⦁ I value having a skillgap, but The aim assist/bullet magnetism is very, very low for controllers. Especially with PC vs Xbox crossplay, I feel this could be problematic.
>
> ⦁ There should not be a mouse assist option on M+KB with Crossplay. Having assist on mouse makes it objectively superior to using a controller, since aim assist (already arguably too low for controllers here) is meant to make up for a lack of mouse precision
>
> ⦁ I don’t know what caused it but compared to last flight, aiming and shooting feels less tight and “looser”. Shooting is less fun/responsive.
>
> ⦁ While I feel the time to kill is generally fine, you die way too fast when being shot by multiple players, make damage be reduced if coming from multiple sources?
>
> ⦁ Given the small map size and the amount of nade pickups There is a lot of nadespam and deaths from them. Maybe reduce frag AoE radius or only spawn with one.
>
> ⦁ The ability to manually vent plasma/battery weapons and to “recharge” them by walking over another of the gun, while neat in some respects, gets rid of a lot of what makes them unique vs bullet weapons. I say keep the manual venting, but undo giving plasma weapons slower automatic heat guage dissapation just to justify the manual venting, which REDUCES THEIR ABILITY TO FIRE INDEFINETELY VIA PACING TO KEEP THE heat low. Instead of allowing you to “recharge” a battery weapon by walking over another one, have it “swap” between the one on the floor and yours automatically, if at all
>
> ⦁ Having what weapons spawn in a given weapon pad on the same map from match to match undermines the importance of map knowledge and an even playing field. This should not be in ranked playlists, and should even only be in social if there is a pre-match preview of which set of weapons is being used.
>
> ⦁ Slide locking you into a specific direction feels a little clunky, being able to “steer” the slide and shift directions mid slide slightly would be cool, help it feel more fluid, and would open up some neat high level tech/skilled usage. Additionally, while I am aware of downslope slide boost tech, the fact that slide itself gives no apparent speed boost when using it on level ground makes it feel pretty niche, I think it giving a slight speed boost beyond sprint’s even on level ground would be warranted.
>
> An alternative/additional idea would be having more instances of short cover or gaps you can slide behind/under on maps.
>
> ⦁ In CTF, picking up the flag should have priority in terms of what you’re given the option to switch to when walking over it if there are other pickups nearby, or should be picked up automatically if you pass over it.
>
> ⦁ There were a too many jumps that required clamber to access that even crouchjumping doesn’t let you make. Either increase crouchjump height or speed up the clamber animation. I found myself having to use it more often then in H5, being stuck in the animation constantly was starting to grate on me.
>
> ⦁ Last flight, the Melee lunge distance was too far, but now Melee’s feel too inconsistent, especially in terms of enemy players/bots being slightly to the side of the center of your visison. There were many, many instances where I was meleed from a few steps away but me trying from the same or less distance resulted in no lunge and a whiff, or a player being point blank but them being a bit to the left or right of my reticule resulted in the melee whiffing
>
> ⦁ There needs to be more physics interactions with players on foot. The Gravity Hammer, rockets, Skewer, should displace bodies, enemy players, and the user more, same for grenades. This displacement already exists in terms of melee sending bodies flying last flight or against vehicles in this flight with the hammer, skewer, etc, make it apply against players
>
> ⦁ The marking system is cool and is a good addition, but it is often unclear why a player has marked a specific location if it’s not a direct enemy, objective, or weapon/equipment/vehicle mark. I think it would be really helpful if we could hold down the mark button and have a additional set of options to clarify like “Enemies around that location” or “I’m heading here” or “we need somebody to cover this spot”
>
> Additionally, there needs to be more done to make players notice marks and to encourage them to use them. I feel like I am the only person bothering and even when I mark a power weapon on the floor next to my allies, they do not notice or care. In BTB speffically, there needs to be a way to mark something for my whole team, not just squad.
>
> ⦁ The momentary lighting bloom on Bazaar when exiting a shaded area into the sunlight is disorientating.
>
> While I noted there being too much clambering in a prior note, Bazaar in particular has WAY too many jumps that require clamber and even crouchjumping cannot make. For Bazaar it may be prudent to actually decrease the height of some of the crates and geometry used for jumps.

Vehicle:

> ⦁ The “danger mode” vehicles enter when heavily damaged before exploding should last longer. Currently it is so short that you’re not really able to viable make a call to risk staying in it longer to do cutting-it-close plays.
>
> ⦁ The Warthog engine/driving, horn, and chaingun sound could be a bit closer to the classic audio. I don’t think it’s bad like the Needler audio was last flight, but it’d be nice.
>
> ⦁ The Warthog and to a lesser extent the Mongoose “magnetizes” itself to right itself if it’s about to land flipped over that’s too intense. it looks and feels awkward and has actually caused the Warthog to fail about in specific situations where if it wasn’t there, I could reigh it in and land fine anyways.
>
> ⦁ The Ghost could use a tad less durability or the cannons to deal a tad less damage. I would err on less durability. It feels almost impossible to take a ghost down without a dedicated anti vehicle weapon even with multiple players targetting it. Even when I had a heavy mounted turret, I could fire into it for ages without it blowing up.
>
> ⦁ There should be a visible vehicle healthbar on your UI AND there needs to be more clear smoke, flames, damage, etc visible on vehicles as they take damage. it is actually harder to tell how damaged your vehicle is compared to past Halo titles, despite it being more important then ever
>
> ⦁ The visual tell for when a vehicle has been partially shocked should be more clear Having just one dot of electtricty on the point of impact frokm the shock rifle etc is too hard to see. Have arcing around the whole vehicle?

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CONTINUED FROM COMMENT ABOVE

Equipment/Grenade:

> ⦁ The distance you can grapplehook from should be increased, or make it so the grapplehook doesn’t shoot out at all if it’s going to fail anyways. Too many times something seemed like it should be within range and the grapple failed.
>
> While the Dropwall is notably better then in the first flight, it is still not quite useful enough. Very slightly increase the amount of damage the Drop Wall’s panels can take.
>
> ⦁ The Threat Sensor is totally useless. Not sure how to really fix this, especially given the radar changes so now even walking shows up on radar anyways. Maybe make it show a second radar on screen with a real time display of the area it covers?
>
> ⦁ Change the Repulsor so it can give you a large vertical lift without needing to look as much straight down. Currently if you aren’t looking almost straight down, it just stalls you in midair, and looking down then back up on most sensitivities is very slow on controller
>
> Additionally, increase the damage repulsing an enemy into a wall does, it does so little that it’s impossible to predict/tell when it will actually cause a kill, since even with no shields it requires the player to be heavily damaged/3-4 repulse splats.
>
> ⦁ The Spike Grenade isn’t consistent enough: It is intended to be thrown at a wall in an enclosed space so the spikes bounce and then angle themselves towards enemies. However, even in enclosed spaces, spikes often do not hit nearby enemies. Make the homing/tracking stronger, or have them release more needles.

And now for weapon feedback. I have decided to split it up per weapon.

Assault Rifle:

> I like that the AR is powerful and decently versatile, and I disagree with removing the headshot multiplier or straight damage/accuracy nerfs as some have proposed. That being said, I do think unskilled “Spray & Pray” fire with it is too good especially at range for how easy that can be.
>
> However, any nerfs the AR gets should specifically ONLY reduce it’s effectiveness when used unskillfully for fully holding the trigger down and spraying, NOT to weaken accurate burst fire. Skilled usage should should not be punished nor should mechanical depth be removed from the weapon.
>
> 2 primary changes that could facilitate this are
>
> - 1. Make the headshot multiplier value decrease as reticule bloom/spread increase or the longer the trigger is held: the more bloom/spread is active when a shot is fired, the lower any headshot multiplier yielded will be. Alternatively, if this is not possible, making it take 3 or 4 rather then 2 headshots to kill
>
> - 2. Decreasing precision for extended spraying, without reducing or even increasing precision for the first few shots of a burst/a trigger pull, such as by:
> 2A: Increasing the maximum firing cone size/amount of bloom/spread
> 2B: Making spread/bloom build up more per shot/faster after the first 3-4 shots in successon
> 2C: Decreasing the amount of spread/bloom and recoil for the first 3-4 shots in a burst
> 2D: Allowing spread/bloom to dissapate faster.
> .
> This will make more shots miss when the player is simply holding the trigger down, especially at long engagements, without making short bursts any less effective.

Sidekick Pistol:

> I feel like the Sidekick needs to be made more consistent, especially at range. I realize that the Sidekick is not intended to be like past magnums as very effective mid-range utility weapons, and I like it takes skill to land shots with it, but even as a pretty experienced Halo player, I was missing the majority of my shots and I was useless with it past a few meters, It can afford to be better for how steep the skillgap is, and it certainly shouldn’t be worse at mid range then the AR like how it is now. Some ideas:
>
> - 1. Increase the mag count by 1 bullet, from 12 to 13 rounds. This gives player 1 more shot to finish off the enemy if they missed prior shots, without actively buffing aim assist or enabling more perfect kills per mag, and the player with better aim will still kill first
>
> - 2. Increase the weapon’s red reticule range or give it a higher zoom/scope magnification. As stated it is borderline useless in mid range and beyond as is, It doesn’t need to be as good as the BR or Commando mid range, but it should be able to land shots at mid range (or at least further out then the AR) without it being a crapshoot.
>
> - 3. Reduce the amount of random bloom. There’s too much currently.

Needler:

> ⦁ While the Needler is powerful and useful, and perhaps may not be worth changing at this point as a result, The Needler feels far less unique compared to other weapons then in past games, in terms of both audio, visuals, and gameplay. In Infinite, compared to past titles, it takes a significantly more needles to supercombine; it fires and needles fly faster; needles track worse past close range/it is much more effective at very close range, among other things, which combine to make it feel more like any other spraying automatic weapon, rather then the “all or nothing” where you fire a specific amount of needles to kill from a specific sweet spot range
>
> To solve this, you 1. Reduce the amount of needles needed to supercombine, and decrease the fire rate (maybe the ROF starts slowe then speeds up as in past titles) to compensate; and 2. to have weaker tracking up close/when intially fired but stronger tracking downrange would help alleviate this… but this may be how the devs want the Needler to be balanced as a close up “SMG”, and it is admittedly effective in that role.
>
> Additionally, in terms of Audio, While the new firing sound is an improvement, the “crystalline” aspects of the new audio is muddled up by other audio layers. and more severely, the new Supercombine explosion sound is totally inaudible if you aren’t right next to the explosion.
>
> Lastly, the needles themselves don’t glow enough in flight, it is hard to distinguish needle projectiles from other bullet tracers and difficult to track how many needles you stuck/got stuck with/by.

Pulse Carbine:

> The Pulse Carbine still feels too inconsistent, even in it’s intended mid-long range niche. Too many times the shots don’t track enough to hit, even when the shots land, feels like it takes more shots then it should. Perhaps increase the tracking strength at a long distance, and/or make the projectiles travel faster?
>
> Also, having the red reticule show you next to your target rather then on them directly to encourage leading shots is unintuitive, use something like Reach’s “tracking” reticule Elites get in Invasion with the Needler, Plasma Repeater, etc

Skewer:

> The Skewer should “carry” the bodies of players it kills and pin them to walls, and should be able to pierce multiple enemies in one shot. Even if pinning against walls isn’t possible, at least have it send ragdolls/bodies flying as if they got carried with the bolt, like how vehicles get pushed by it.4
>
> Also, as with the pulse carbine, having the red reticule show you next to your target rather then on them to encourage leading shots is uninutitive, use something like Reach’s “tracking” reticule Elites get in Invasion with the Needler, Plasma Repeater, etc

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CONTINUED FROM COMMENT ABOVE

Plasma Pistol:

> The Plasma Pistol needs serious examination. Even last flight I felt it needed buffs, but now that we know it can no longer EMP vehicles, and other weapons/grenades have that ability, this is even more pressing.
>
> Compared to past games (where the Plasma pistol’s normal shots stripped shields fast, the charged shot had heavy tracking and instantly cleared all shields and could EMP vehicles; and even then it was rarely used aside from that last function), the Plasma pistol’s overcharge has less tracking, takes longer to charge up, normal shots are less effective at shield stripping, the heat gauges dissipates slower (see my plasma heat gauge/venting feedback in the general gameplay section) and as mentioned, lacks an EMP. This makes it less useful in basically every way. It was one of only very few weapons I consistently did not feel was worth picking up in the flight.
>
> It needs buffs, but what depends on what direction the devs are willing/wanting to take it in compared to other Sandbox elements like Shock weapons, so while these are my ideas, they may not work:
>
> - A. Increase the strength of the overcharge shot tracking/homing, and make it kill an unshielded enemy in 1 shot to the body, not just the head. This really needs to be done no matter what, the charged shot is the only thing it has going for it right now.
>
> - B. Make normal uncharged shots damage shields more. As a plasma weapon, these should be dealing much more damage to shields then health, yet it takes almost the same amount of shots to break shields (7) and then kill/deplete health (10). It damages health FASTER then it drains shields with headshots (3). Make it break shields in 4-5 shots, and then deplete the health/kill the unshielded player in 6-10 bodyshots or 4-5 headshots, it could use the ttk buff anyways.
>
> - C. Increase the projectile speed and precision of normal shots. If the Plasma pistol is going to lose it’s EMP ability to shock weapons, then it is worth looking to CE’s plasma pistol which lacked an EMP to begin with for inspiration. There, the Plasma Pistol’s normal fire was accurate and travelled pretty fast and did good damage (hence some of the above suggestions). In particular, this would also make up for the current lack of any Plasma Rifle like weapon as a rapid fire shields stripping plasma weapon, since the Pulse Carbine is a very different gun.
>
> - D. Make the Overcharge instantly drain the shields of all occupants of a vehicle the charged shot hits. If the above is done i’m not sure this is nessacry, but it would help retain some anti vehicle functionality

Shock Rifle:

> The Shock rifle basically a objectively better version of the sniper killing in the same # of shots, with the same mag size/capacity, AND with an additional chain and EMP effect, the Shock Rifle needs something more to make it not almost a direct sniper upgrade and to preform more distinct from it. I believe two potential good ways to do this would be:’
>
> - A. Since it already fires multiple beams in rapid successon that merely looks like 1 shot, emphasis this more, making the amount of beams/the duration of the shot you fire per trigger pull longer, so to deal the full damage of the shot, your reticule needs to be on the target for a longer period of time, sort of like the Halo 5 binary Rifle.
>
> - B. Lowering the amount of damage each shot causes, but increasing the damage and range of the shock-chaining effect, perhaps having it deal more damage as more objects are chained. If this is done the aim assist may need to be increased slightly

Gravity Hammer:

> While the main fire-button gravity powered swing on the Gravity Hammer is now more consistent thanks to the new AOE radius around the user, mentioned in the change log (perhaps too much so: now enemies even BEHIND the player swinging the hammer can die instantly from it), The Gravity Hammer’s normal, melee-button melee is useless, it should have the same animation speed and lunge as any other weapon’s melee, since it has no AOE and kills in 2 hits like every other melee.
>
> While this is mentioned in the general gameplay section, the fire-button Gravity swing needs more physics impulse displacing enemy players, dead ragdolls, and to an extent, the user. It already sends vehicles flying, why not players/their ragdolls?

Heatwave:

> While the Heatwave is improved from last flight, I think it is still needs a smidge more going for it. Perhaps making the ricocheted shots bounce towards enemies a tad, rather then it not having any or only imperceptible guided bouncing as of now

Sniper:

> This is perhaps more a map issue, but, the Minimum 5x Zoom on the sniper rifle may be too high. In past games it was at times 2x or 4x rather then 5x, I believe 4x or 3x may work best if there are going to be a lot of small 4v4 sized maps.
>
> Additionally, Heavily reduce or remove entirely the hipfire bloom. The sniper is a very high precision weapon, bloom, especially that much

FEATURE CONCERNS -
Radar/Motion Tracker - Range to small to be useful in all game modes, UI says 18 meters of range but feels like 8 or 9, frequently walked by enemies completely unaware of their presence beside me, and vice versa.
Capture The Flag - Flag needs to be 1-hit melee type weapon against enemy Spartans since it does not have counters present in previous games like off-hand pistols or access to equipment while holding it.

MATCHMAKING -
Constantly getting matched against teams of nearly identical skill level, leads to frustrating overtime stalemates in objective type games or ‘sweaty’ and hypercompetitive slayer type games, whatever systems are behind this skill based matchmaking should be relaxed or removed from social style playlists like Big Team Battle and Social Slayer.

UNCERTAIN IF FEATURE OR BUG-
Service Tags - Sometimes do not display in multiplayer, either over friendly Spartans or in the score boards, especially Big Team Battle, feels like bug and also reported as such.
Physics - Explosions and impulse interactions feel muted or non-existent against objects or assets with obvious mass and physics properties, applies to all heavy weapons, appropriate grenades and equipment, and vehicles, feels like bug and also reported as such.
Player Physics Interactions - Friendly and enemy players have no collision or interaction, feels like bug and also reported as such.
1st-Person View Model - Cannot see legs or feet but can see footprints, feels like bug and also reported as such.

I largely enjoyed social arena and I’m pretty happy with how it’s shaping up, however, there are some changes that would be nice to see.

  • I feel like melee canceling isn’t very fun to play against. I’m fine with a cancel to secondary weapon, but canceling to another melee feels cheap. - Input based matchmaking would certainly alleviate some frustration, as mouse aim has a clear advantage with certain weapons, particularly the following: sidekick pistol, sniper rifle, skewer, battle rifle, commando. - Matching against parties of three or four players as a solo queue player isn’t very fun, it would be nice if matchmaking could prioritize matching similar party sizes against one another - This is more of a preference thing, but I think jumping out of a slide shouldn’t be possible until the slide has completed; I find slide jump spam mildly annoying to both do and play against

Yyyy

I believe melee is a bit strong, there should be more delay after someone melees. It would be a fantastic addition to the game if there was a simple schematic of the map design before the game or that you can check to see spawn points of weapons or power weapons. Similar to what gears of war has. The scan visor is helpful to this but just doesn’t completely do it for me. Perhaps larger icons should display of what’s nearby because some are hard to makeout.

As for weapons the commando definitely needs buffs to be as reliable as the BR. I think the commando has a lot of recoil with very little damage per shot. The assault rifle feels extremely reliable, probably the best one of all Halos because you can actually depend on it at a decent range. The pistol may need more damage per shot and more consistency in headshots. I found myself shooting at an opponents head after i broke their shield and it wouldn’t kill them. It took two shots to the head for death which i dont think should be the case after the shield is broken. In my opinion rewarding accuracy feels better to the player

PERFOMANCE & CORE GAMEPLAY

  • The In- Game FPS are unstable and it has a lot of stuttering going on even on High End PC’s. FPS should be boosted and stuttering needs to be fixed. This is a major issue because a First Person Shooter game lives from FPS and smooth Gameplay.

  • The aiming system in Halo Infinite feels clunky and inconsistent. Take an example from MCC. MCC Modern Aim feels so smooth.

  • BXB/BYB Button Combo should not be a part of Halo Infinite. DELETE!

  • The melee range is a lil bit too strong, it feels like you have a sword lunge range sometimes

  • The maps that we played in the beta are not viable for competitive. We need more maps with sightlines, symmetric, power positions, map control and ramps.

  • The Main Menue UI is so confusing and not good designed. Please make it more clean and simple.

  • Challanges are good and right but why we havn’t got a XP System like in all Halos before. It feels not rewarding at all to win games.

  • There should be a Setting to get the Bloom off or remove Bloom completely from the game.

  • Scoreboard looks not good designed and its pretty laggy, framedrops when i opened the scoreboard

  • Postgame- Lobby is confusing as the Main Menue UI. Please keep it simple and easy to open up the stats.

  • Please bring back overall collision with teammates, grenade jumps and friendly fire

  • Medals feel faceless, need more colors

  • Inscope, every weapon feels clunky, aiming feels off

  • Inscope BR Flashlight, delete!

  • BTB Doors open up too slow after hacking

WEAPON BALANCING

  • Fix the Snipe, too much no scope blank shots

  • AR damage needs to be nerfed for 5- 10% every range

  • Greengun needs to stun vehicles again

  • nerf needler damage 10- 20%

  • Commando fells too strong, TTK is too fast. Recoil/Bloom needs to be fixed aswell, feels weird.

  • If Bloom will be removed, Sidekick will need a Damage nerf.

EQUIPMENTS:

  • Cooldown from Grappling Hook is too short. Please increase Cooldown.

  • Shield Wall felt a lil bit too weak imo

Best Regards, Cobragang

SonnyH3LL

This is just my personal opinion but they need to tone down the reaction time and accuracy of the bots. It’s somewhat frustrating when they barely see a pixel of you and immediately fire or when you shoot from behind and the 180 and nearly kill you takes the realism out of fighting bots. I’m not saying I don’t appreciate the challenge but it’s a little much sometimes

Got to say this. At least with hopefully a few permanent playlists in social and even competive. Be it scocial arena, btb etc.
Pure no guns only your bare fists could be something big. Maybe add a few alternate punching mechanics and we could have playlists/ gamemodes centered around true Brawling.

Only fists starts with a few nades to backup maybe, and a mad dash toward your favorite guns/ melee weapons etc. Cant get a more even start than that.
It would be so much fun to bash each others armor/ visors in with hand to hand combat!

Could do with more added weapon lockers and pads for such a game start. Especially since the AR and Sidekick are viable to get and usefull to score kills with some skill without being to powerful. The ar have such a recoil to be any use at long range and most with awarness wont stand still to get pot-shotted. And the sidekick is just that and need alot of focus to be useful on its own, last resort.
Also, anyway
For those you dont know, you can go punchy punch in Weapon drills BEFORE picking up a weapon at the front which starts the timer. A taste for what could be expanded upon in pure fists start, game mode variant playlists.
We need this, so much fun potential 343!

You should increase the radar distance. Its super easy to get 3rd wheeled by someone or shot in the back by someone just out of range

AR range should get a slight nerf

The good :

  1. The music makes the game feel important/dramatic
  2. Responsive to touch, even without strafe I felt I could juke my way out of danger
  3. Plays really fast

The opportunities:

  1. The pistol could be a little more powerful
  2. Make the grappling gun a standard weapon /gadget
  3. After all this time the graphics don’t look all that great, perhaps still time to enhance this?