Infinite Tech Preview – Social Arena

The melee button . Is like having halo 2 swords fist . Like what the heck with the distance lunge of melee flying to attack is insane. And don’t forgot how you can melee someone without looking at opponents. Like literally I was behind him and can instantly melee me . Without looking at me.

Introduction
343 Industries apparently contacted some directly for beta feedback. Since they didn’t contact me, I’m providing my feedback here. First I need to give some background.
I’ve been playing Halo since my parents bought me Halo for the original Xbox when I was in high school. I loved it, and I was continually more enthused with Halo 2 and then Halo 3, which is definitely my favorite Halo game of all time. Halo 4 fell down hard, and Halo 5 did just a little to make Halo 4’s mistakes better. I didn’t play much of Halo 4 or 5. I just kept playing 3, which is the pinnacle of Halo gaming.
Given my preference for 3 and my disappointment in 4 and 5, I went into Infinite hoping for the best but fearing the same old 4 and 5 mechanics. Ultimately, I was nicely surprised! Infinite was quite good and gave me similar feelings to the classic Halo 3 feelings that I miss so much. Infinite seems to bring back things I loved about Halo 3 (e.g., Halo 3 Power Drain/Halo: Infinite Dynamo Grenade, Spike Grenade, etc.) while doing away with things I disliked about Halo 4 and 5. Overall, Infinite is the first Halo game in a long time that I can actually say I liked. So thank you, 343!

General Criticisms
Aim Assist: As an Xbox player, aim assist felt too weak with my controller. I have no problem getting headshots in Halo 3, but in this game, I just can’t seem to get my crosshair on someone’s head. It was weird. I suddenly feel incapable. I switched back to Halo 3 as a test, and unsurprisingly, my aim was as good as ever. I contend (as others have) that aim assist needs to be increased.
Grenade Damage Range: Grenades didn’t seem to do much damage from the point they exploded in terms of radius from the grenade. I felt like opponents had to be standing on the grenade directly for the grenade to do damage. (Also, please stop making grenades glow that are dropped off dead bodies. They look live.)
Warthog Grip: The Warthog doesn’t seem to grip like other Halo games. I have certainly witnessed changing physics between each Halo game, but this Warthog felt like it was driving on ice as I slid around corners.
Weapon Countdowns and Alerts: Let us keep track of what weapons are available. Alerting everyone makes it feel like we’re all in some kind of tutorial mode. I know other recent Halo games have had this, but I’ve never liked it.
Explosion Effects: Explosions didn’t seem as cool looking as Halo 3. https://www.reddit.com/r/halo/comments/q2i7va/some_observations_on_why_halo_infinite_explosions/

343 Copying Other Games Unnecessarily/Fixing Problems That Don’t Exist:
Friendly Fire: Friendly fire is a part of Halo. In Halo 3, I am rarely attacked by a teammate intentionally. It’s more often a mistake. And these mistakes should be allowed to happen. In Infinite, I can fearlessly and carelessly fire weapons and chuck grenades into a crowd of players, knowing I’ll do no damage to my teammates. Instead, please bring back friendly fire. If a person kills a teammate, offer the option to kick, as with Halo 3. Hopefully those with bad reputations can be matched together.
Collision with Other Players: In my tests, I can’t collide with my teammates or my opponents. I felt like I ran right through opponents even as I tried to melee. Please bring back collisions.
Hit Markers: Please do away with hit markers. This concept just isn’t realistic. I prefer the mystery of not knowing. I can use my own judgement.
Player Outlines: I prefer all my team being the same color like in previous Halo games. I don’t find the player outlines being immediately recognizable as teammate or opponent. Instead, I see red, and after years of Halo, I quickly think, “Am I on the red team?” Also, player outlines are noticeable from so far away. It gives players away and prevents stealth.
Radar: Please increase radar range to Halo 3’s radar range. I rarely know opponents are near me until they are right on top of me. I’ve also read that only sprinting and shooting cause people to show up on the radar. I would prefer if all movement except slow walking and crouch walking showed on the radar.
Scope Glint: I don’t like my position being given away just by looking down the scope of my gun. This concept makes no real-life sense. I would understand if this occurred when the shooter was facing the sun, but it seems to happen no matter the angle of the sun. Are sniper rifles so overpowered that the shooter must be exposed every time the scope is used? Halo has been without such a “feature” for ages, and I think Infinite will do well to avoid this behavior too.
Plasma Pistol Vehicle Disabling: Please let us disable vehicles with the Plasma Pistol. That was one of its coolest features of the Plasma Pistol.
Weapon Names: Please return to the easily memorable names of Assault Rifle, Rocket Launcher, etc. Who wants to call a Rocket Launcher a “spanker”? And who wants to memorize the part numbers of guns? Maybe this is a concept taken from Call of Duty.
Free Camera After Death: Please give me a free camera (or a button to access a free camera) after death instead of keeping my camera fixed on my opponent. I like to see the insanity occurring around my dead body.

These are my thoughts. Hopefully 343 Industries will use some of them in conjunction with the rest of the community’s feedback. Thanks for reading.

General:

  • social arena was very fun, and definitely the highlight for me of the flight.
  • 3 lane maps are boring and unimaginative. Halo is known for its creative map design. A lot of really standout maps do away with simple 3 lane designs. Think guardian, lockout, midship, rat race, hang em high, turf, etc.
  • The maps need interactive objects and physics objects, like crates, fusion coils, cones, stools, radios, jersey barriers, UNSC and covenant barricades and crates, etc. Those elements make halo feel unique. Explosions rock these items, making it more interesting to play. The maps feel bland and naked without anything to interact with.
  • Bring back friendly fire
    Sandbox
  • Aiming feels strange. I’ve heard others saying it feels kind of off. It’s hard to describe why or what the issue is, just that it feels very different.
  • The skewer is very underwhelming and difficult to use. Maybe I’m just bad, but I’ve heard many people saying similar things.
  • The sniper is much harder than other games and I think that’s a bad thing. When even Mint Blitz struggles with it, maybe you’ve gone too far.
  • On the subject of the sniper, descoping is broken. There is plenty of proof on youtube; when you are scoped in and aimed at someone’s head, if you zoom out, you will miss the shot; if you zoom back in, you will hit it, without moving the reticle in the slightest
  • Being shot at should push you out of scoping, regardless of if you are using a real scope or ADS like with the AR.
  • The AR desperately needs to be nerfed. It is far too powerful at all ranges.
  • The physics seem off. Especially with vehicles, which are simultaneously too heavy and also light as a feather. They bounce on tiny invisible bumps in the terrain but also don’t flip over nearly as easily as in past games.
  • The repulsor should push the warthog significantly like it does the other vehicles.
  • The ghost takes too long to right itself when it gets pushed off course or caught on some geometry
  • The gravity hammer damage and speed is fine, the problem with it is that it barely packs a punch in terms of physics. In past games, people and objects would go flying, while in this game, it feels like it imparts the tiniest push.
  • Player collision… where is it? It’s not halo without player collision. Also it can be frustrating when firing if a teammate just walks through you and your rocket blows up in your face.
  • Pressing the sprint button a 2nd time should make you stop sprinting. This worked great in Halo 4 and it is very frustrating that the only ways to stop sprinting are to stop moving, slide, attack, or use equipment.
  • The reticles in general feel too small, and in particular the warthog reticle feels way too small. At least give us the option to adjust their size.
  • The warthog lacks punch.
  • Bring back plasma pistol EMP. More counters to vehicles is not bad, and that means vehicles can be a little stronger, which is also not bad.
  • The drop wall is totally useless. There is no reason to ever use it; it gets melted almost instantly by most weapons and items. It needs a big buff
  • returning the motion tracker to how it used to be is a big plus
    Sounds:
  • The needler still sounds bad. The change is in the right direction, but is still not where it should be. It just sounds like an SMG, not a needler
  • Why is there a little ding whenever you kill someone? I guess that’s just an industry standard nowadays. It would be nice at least if you could turn it off.
  • The gravity hammer sounds are just boring. Right now it just sounds like a dull thud, like someone dropped a heavy box. In past games it used to have a really cool and unique futuristic sound, and it would be nice if that sort of sound, or something totally new that captured the idea, was used instead of the boring sounds currently in game.
  • The warthog lacks volume
  • Spartan Chatter - super annoying and repetitive. Each voice line sounds like it’s out of a children’s movie. Let us turn this off completely.
    Personal AI:
  • Not sure where this piece of feedback belongs, so I’ll put it in each thread in the hopes that it is seen. Every single personal AI is incredibly cringey and annoying. There was never a single line of dialogue that came out of their mouths that did not detract from the experience, with the only exception being tactical information. I want to be able to turn them off completely, or for there to be other Personal AI that are not so poorly written and acted. However, by design, turning off Personal AI takes away tactical information, so the best compromise would be to allow players to turn off everything except the tactical information.
  • They also repeat themselves very often. I heard that this was scaled back since the last flight, which I didn’t play, but it is still a problem.
    Visuals:
  • The shadow maps and textures are super bugged on Bazaar (and a bit on Live Fire), they pop in and out and flicker super fast.
  • Destroyed vehicles look barely damaged at all. Visual vehicle damage indicators need to be amped up significantly. In all other halo games, it was easy to tell if any vehicle was destroyed.
  • The transition from a vehicle being in the EMP’d state to the normal state is jarring; it doesn’t exist. If some kind of interpolation is being used, it’s either happening too fast or is not working.
  • Projectiles (mostly the bullets from human weapons) look cartoony, like little blobs, instead of like how actual bullets look, which was captured quite well in other Halo games. If this is how 343 wants the game to look that’s fine, I just think it’s a downgrade.

Hello! Thank you so much for inviting me to the flight. It was a blast!! Here’s my feedback.

Critiques

Gameplay:

  • I would to see my Spartan’s feet and legs (FP) at 120 FOV. - The slide ability should be a little more responsive. I would like my spartan to slide right after I hold B. - Grenade and Rocket Jump should be added. Although the Repulser can perform big jumps, the Repulser has the bonus of pushing people away as well as others’ grenades. Thus, grenade + rocket jumping wouldn’t diminish the purpose of the Repulser. The tradeoff to doing a grenade/rocket jump without a Repulser is a lower shield. - TTK Long Range: the time to kill is a bit too short from long range (aka too fast to kill), but I think an issue to this is the headshot damage. Headshots, especially with the Sidekick, are way too strong at distance. The TTK from close-mid range feels very normal so that’s good. - Radar: needs a buff to about 25m. - Red vs Blue: I think one of the options in the menu should be to have the traditional red vs. blue in the multiplayer instead of outlines. There has been times where my friends would shoot me accidentally because I used the red spartan amor coating. - Audio Feedback in Combat: the audio feedback I receive when taking damage is fairly negligible. I also think the sound of enemy footsteps should be increased. - The Spartan introduction before each match got a bit old very quickly.Weapons, Equipment, and Vehicle Critiques:

  • Sidekick: needs a small nerf. I think its headshot damage is too high and when you pair that with its fast rate of fire, it becomes a substitute for a primary weapon and is not necessarily a “sidekick.” - Gravity Hammer: takes a bit too long to wind up. Also it needs to send enemy spartans and all vehicles FLYING (which goes back to game physics I discussed). - MA40 AR: The MA40 is a tad too powerful long range and needs a nerf for distance shooting (though this may have been mouse and keyboard players totally mapping me). Up close it feels very good. - Plasma Pistol: is too useless currently, especially as a weapon you go out of your way to pick up on the map. There is 0 reason to trade my AR or Sidekick for it. It needs to sound better, needs to have its EMP function, and needs to lower shields quicker. - Sniper: there is a massive issue with no-scoping but I am sure you know the issue already (Mint Blitz video). The reload sound of the sniper isn’t satisfying. Also, the aiming on the sniper feels off. I think when scoped the sniper doesn’t have enough FOV. - Heatwave: the horizontal mode of the heatwave is not useful. Perhaps buff the horizontal mode to be a threat against vehicles, since it seems the vertical position is best for taking down spartans. - Drop Wall: needs a buff. It’s almost completely useless. - Pulse Carbine: similar to the Plasma Pistol, there is no reason to use it instead of an AR or Sidekick. Though there have been times where enemies have obliterated me for it, I think it needs a bit of a buff. All plasma weapons should be better for taking down shields. - I would also love to see the Covenant Carbine make a comeback. - Banished Ghost: needs to have better visuals when it’s at the “self-destruct” stage. - Warthog: the chain gun needs to sound better and more meatier. Also the chain gun reticle should be a bit wider and have an overheat mechanism to create a trade off to just spamming it. - Visual Vehicle Queues: all vehicles, especially the Ghost, need to have better damage visual queues.Biggest Concerns (in order from biggest to smallest):

  • Aim Assist on Controller: this has been the thing about the flight that’s caused me the most concern and worries me personally. I think the aim assist/bullet magnetism on controller (for console especially) needs to be bumped up a bit AT LEAST FOR SOCIAL PLAY (not comp). I went into more detial on the Xbox Input forum section a bit. - The XP System / Ranking System. I found myself to simply just be playing the game rather than playing the “Challenges” that were offered to me. This could make getting XP a chore when the intention of this system was the exact opposite. However, I don’t mind the XP Challenges that are simply rewarded for finishing matches, but those specific challenges (for example, 10 Needler kills) irk me a bit because it dramatically changes everyone’s play style. These specific challenges should be extra daily/weekly challenges to gain XP, not the ONLY THING we are able to do to gain XP. Wins should also grant an XP boost. Gaining XP should not hinge on challenges ONLY. - The melee glitch (BXB) obviously needs to be patched. - There is a glitch sometimes where if you join a game mid-session, you’re in the game seen by others for about a minute but your screen is still in the loading area for that minute. I’ve joined so many games where I’ve started 0-1 or 0-2 because I was literally loading into the game while simultaneously appearing in the game for other players but I appeared AFK. I have the XBSX. - The red reticle: though near the bottom of my “major concern” list, it would be nice to get a RR to see where a weapon is most useful at a particular range.Positives

  • The gameplay in general feels extremely solid and crisp. - The Grapple Shot feels perfect. - The Commando feels great. Really good mid-close range option and is viable long range for better players. - The BR I think it is a good position in terms of weapon balance. Looks and sounds great, perhaps the visual recoil could be reduced though. - The Spartan designs are PERFECT. Though I am not a fan of some of the amor pieces the flight offered, the art design itself is simply timeless. I hope there are tons of armour designs added even after launch. - Speaking of armour, I really hope there is stuff to do in the campaign that unlocks armour for your own spartan. - The Skewer is in a good position balancing wise too. High risk (slow reload) high reward (1 hit kill) weapon. I do wish it skewered enemies to walls. - Visually the game looks stunning on my XBSX. - Pretty much all of the weapons sound good when using them, except for the Plasma Pistol and the reload sound of the Sniper. - The Warthog drives amazing. - The Mongoose drives perfectly. I can only imagine the races in custom games. - The maps for me have been very fun, I just think they could use more interactive elements in them. - The music is great. Though I hope there is more classic music (perhaps remastered?) in the game. Could you imagine hearing Under Cover of Night in the campaign while on Zeta Halo as it turns into night?! INSTANT CHILLS IF THAT HAPPENS.

Don’t like how the needles from the needler look when they are shot,make it more classic. bring the saw back. STOP THE FLINCH WHEN YOU ARE AIMING it is so annoying to snipe because if one bullet hits you with full shields you stop aiming you should make it that this only happens when your shields are down,that would make sense.keep the customisation I LOVE it especially how now it’s not just red vs Blue,that was boring now I feel that my Spartan is actually mine.overall amazing job :grin::grin::grin:also I loved the reach style customisation and match starting player intros and PLEASE CHANGE THE XP SYSTEM I prefer getting xp for finishing or winning a match along with the challenges,ALSO PLEASE CHANGE THE SNIPER TO MULTIZOOM LIKE HALO CE ANNIVERSARY

> 2781240841311460;1203:
> Introduction343 Industries apparently contacted some directly for beta feedback. Since they didn’t contact me, I’m providing my feedback here. First I need to give some background.
> I’ve been playing Halo since my parents …
>
>
> …guns? Maybe this is a concept taken from Call of Duty.
> Free Camera After Death: Please give me a free camera (or a button to access a free camera) after death instead of keeping my camera fixed on my opponent. I like to see the insanity occurring around my dead body.
>
> These are my thoughts. Hopefully 343 Industries will use some of them in conjunction with the rest of the community’s feedback. Thanks for reading.

I wanted to write feedback, but @wessleym wrote basically what I would have written.

Just in case, I will again mentioned the most critical problems:

  • Player collision and friendly fire is a must

  • Give back red vs. blue teams at least in the ranked playlists. I don’t want to pay extra money (after actually buying the game) to get a armor skin, that has an advantage in the match due to it’s shape, size or color. RvB is CORE halo. Red spawn? Blue base? Those are all gone. And if anyone is going to mention, colorblind people can still tell the difference between red and blue.

  • Match start animations can be fun, but only first 10 times. Do You, 343 use them in internal testing all the time?

  • I don’t know much about game development, but is it really so hard to ship a finished game? Nintendo does it all the time. Halo Reach was the last main Halo title, that was released finished. When Infinite will release, you expect us to pay 70€ to a half-finished game, which was developed for at least 6 years. If something will not be there at the release, DO NOT EVEN MENTION IT. Are there going to be assassinations? NO. Is there local campaign co-op? NO. How about online co-op? NO. Will there be Forge? NO. There is no guarantee for consumers, that the game will improve. Advertise the game as it will be when it releases. Movies also don’t advertise with lines like “Go see this movie. It’s only average, but the sequel will be great”!. This kind of stuff should be recognized as false advertising.

Even with mentioned negatives, I still had a lot of fun playing the beta. Some technical problems were expected, but hey, it ran better than some games with actual releases. I find the equipment usage and the movement just right, as well as the core game mechanics. The sound design was also improved since the campaign gameplay trailer. I will absolutely play the multiplayer, since it’s F2P, but don’t expect me to put a single cent in it. Buying the game? Maybe. When it’s finished.

Klima out.

Since I never received my feedback survey for the latest flights, I wanted to voice my opinions on the game here. I have a lot to say and I definitely want to help make this game as enjoyable and fun for myself and everyone who plays.
I want to start by voicing my biggest concerns right off the bat as I feel they are the most vital to address.

  1. Aim assist, or the lack thereof for console players, makes the multiplayer INCREDIBLY frustrating and unfair (especially when crossplay is allowed). To me, this is an absolutely essential issue that needs fixing. It is probably make or break for me for if I will play the game much when it releases. It just isn’t fun and feels way too sweaty when i’m just trying to relax. It’s truly a shame that these amazing weapons in the game are nearly impossible to use most of the time because aiming is so difficult. I’ve had toxic members of the community tell me to “get good” when addressing this concern before. I’m bringing this up because I am pretty great at all the other Halo games, I mean I play them all the time and never have this issue. I don’t want to feel like i have to give my 100% focus and attention to even hit basic headshots while playing on my Xbox. This issue is blatant and straight up ridiculous. I speak for a lot of us when I say it needs to be fixed
  2. The radar. Oh my goodness the radar is useless in this game. I can’t stress enough how pointless it is- its range is a joke, half the time I die it’s because someone gets way too close before they even appear on the radar. PLEASe add range to the radar. Again, a simple problem no other halo games had.
  3. The progression system. I truly hope we can rank up and get XP in ways other than completing challenges. There were so many matches where I felt like I played for nothing because I got no XP and didn’t get any progress on the challenges. I want to feel like I can rank up in numerous ways rather than being constrained to time consuming challenges for game modes I may not even want to play
  4. Customization screens. Honestly, the layout for all the customization options is confusing and unappealing. I reference Reach a lot when thinking about a perfect customization menu. It’s all really simply and easily laid out and clear to see. Even Halo 4 had a more appealing look than this.
  5. Skill Based Matchmaking. I’m not always opposed to this, but it felt incredibly strict during the flight. The second I’d have a good game, i’d run into a lobby full of PC sweats who absolutely dominate me simply because I had a decent game KD wise. I think for social matchmaking, I would honestly prefer random matchmaking. Save the skillbased for comp. Social just honestly didn’t even feel fun because of how hard i had to try when it came to aiming and the skill based matchmaking.

I’m not sugarcoating anything because I really think these issues need to be solved. There are so many things I love about the game so far, and I am incredibly grateful to have been able to attend ALL the flights. The art style is beautiful, the maps are appealing and fun, but the gameplay needs a lot of work. If I could pick one thing to change it would be the aim assist. PLEASE PLEASE PLEASE fix this so console players can actually have fun playing the game. Please. Thanks again to 343 for the time dedicated to making this game, it is clear that a lot of time and effort is going into it so all Halo fans can get something out of it.

Can you please change the radar back to sprint and shooting only. I don’t want to have to crouch walk in order to stay off radar, especially with camo it doesn’t make sense with how fast paced the game is. My friends and I all agree that it is better than an always on radar.Or at least make camo take you off radar when walking.Also, please remove the double melee button glitch.

SANDBOX -

Weapons -
Sidekick - feels too weak in regards to sound design, vibration feedback, and damage dealt; in my experience I always drop this weapon for any other weapon. Ability to quick swap to this weapon to finish off a target is good, but quick draw time could be at least one beat quicker.
Plasma Pistol - Secondary charge fire mechanic takes a beat too long to fully charge, and inability to maintain partial charge is punishment for such a long charge time. Fully charges indicators are not being clearly communicated in the UI reticle, due to small size of reticle and usage of white-on-white. Tracking for charged fire is too weak, did not hit enemies with clear lines of sight and normal movement speeds that would be hit by previous versions of the Plasma Pistol. Sometimes does not EMP enemy shields, feels like bug and also reported as such. Does not EMP vehicles, feels like bug and also reported as such.
Needler - Supercombine explosion takes too many needles on enemy players, and usually only get a supercombine kill from the grave in a 1v1 gunfight; supercombine is lacking physics impulse; supercombine seems to have a tiny blast radius that doesn’t affect nearby enemies or objects; needle tracking is too weak at short to medium combat ranges, and in specific strafing situation highlighted in the Needler Weapon Drill Stage 2.
Pulse Carbine - too long between bursts; tracking feels weak and inconsistent at most ranges; tracking seems to overcompensate at short distances and miss enemies entirely despite reticle being centered on enemy. Frequently saw this weapon left on weapon pickup racks, or traded out for other weapons.
Heatwave - Weapon drills demonstrate that the Heatwave should be most effective against groups of enemies at close to medium range in horizontal firing mode, or single close range targets in vertical mode, but in matchmaking it was not actually useful in either situation. Horizontal mode does not seem useful in typical Arena Slayer maps and matches, only useful against single vehicles at close to medium ranges. Frequently saw this weapon left on weapon pickup racks, or traded out for other weapons, due to feeling of inconsistency with hitting shots and lack of damage in horizontal mode against enemies. The ideal situation for horizontal mode is finding 3 enemies on a horizontal surface and killing them before they move, but in matchmaking players will typically react to being shot by spreading out and moving to different elevations or surfaces, putting you at a disadvantage and nullifying the effectiveness of the horizontal spread. Suggestion: heatwave weapon projectiles would benefit from a force of magnetism or tracking when the projectiles are within a certain very short range to targets, especially when in horizontal mode. Projectile bounce is very fun, and is sometimes useful.
Ravager - Secondary charge fire mechanic takes a beat too long to charge, and projectile drop on primary firing mode could be more prominently indicated in weapon design or UI/reticle language, more falloff lines or a rangefinder display when aiming down sights could be a better communicator to player of the artillery-style drop in projectiles over distance. See: Halo 2 Brute Shot reticle UI design, Halo Reach/5 Grenade Launcher angle range finder reticle UI design.
S7 Sniper - does too much damage to vehicles, seems to upset role balance with Skewer weapon, inability for most vehicles to counter or avoid.

Grenades -
Grenades - hit-marker indicators seem inconsistent between games and games modes, unsure if bug or feature, if feature then in-game explanation or indication is needed.
Frag Grenade - yellow glow on frag grenades that drop from bodies or are present on weapon pads visually indicate that they are live and will explode despite the opposite, needs to be toned down or changed in color or style.
Dynamo Grenade - Area-of-effect lockdown and electricity effect on grouped are very useful and very cool, much more effective than previous versions of this type of grenade (Pulse Grenade in Halo 4 and Splinter Grenade in Halo 5). But, the low damage and EMP electricity effect describe more of an equipment pickup rather than a grenade to me. No counters to EMP effect by vehicles. Suggestions: limit pickups to one, or inventory capacity for Dynamos specifically to one, to reduce spam and allow counterplay by vehicles; or make Dynamos destroyable by gunfire and explosions; or make Dynamos equipment pickups instead of grenades so as to implement traits and attributes inherent to that part of the sandbox.

Equipment and Pick-ups -
Repulsor - feels great in almost every situation to use. Repulsion effect seems too strong against multi-ton vehicles, like Warthog and Ghost, and could still be useful if effect was tweaked down.
Grapple Hook - feels great in almost every situation to use. Yellow UI reticle overlay indicator for a surface that can be grappled at your current distance is far too small, needs to be bigger or more dynamically indicated.
Drop Wall - sections on deployed wall fade and disappear under gunfire almost instantly, sections do not seem to regenerate very quickly or at all; feels like a useless gadget and always substitute for another equipment when one is found.
Fusion Coils - fun to pick up and throw; sometimes do not seem to damage enemies or vehicles; drop angle on thrown projectile could be more distinctly indicated since it has an uncertain visual weight and is not using the grenade buttons; pool of lingering plasma fire needs more indication as it can sometimes be hard to see.

Vehicles -
Outlines - friendly player outlines in vehicles is distracting, friendly outline should just apply to vehicle or not at all.
Health Values or Damage Resistance - all vehicles feel far too easy to counter and destroy, even from regulars MA40 Assault Rifle gunfire focused by a few enemies. Feels like most weapons do too much damage, or vehicles have too low of health values, or both. Exceptions to this are the Skewer and the Shock Rifle, which feel like useful anti-vehicle counters that do appropriate damage or have balanced effects.
UNSC Scout/Light Vehicles - feel far too floaty and low-weight, tires do not seem to grip ground, center of gravity seems too high, no apparent downforce despite mass and speeds, and flipping or overturning happened too frequently to be user error, especially on smaller obstacles like little elevations or short drops. This applies to the Mongoose and Warthog, and presumably will also apply to the Gungoose, Rocket 'Hog, and Razorback.
Warthog - tiny reticle for gunner seat is hard to use, especially in typical situation when both vehicle and targets are moving, centering gunner reticle on targets is difficult and frustrating.
Ghost - turning or pivoting feels slow and sluggish, unsure if bug or low cap on max sensitivity for controller.

1.) The radius from the radar is a bit too small. You also shouldn’t be visible when walking. You should only be visible when running or shooting.

2.) The special weapons e.g. Rockets and Sniper are too common in the game. The hammer should spawn only every 6 minutes max.
3.) The map Bazaar has got nothing to do with Halo. It’s too windy and plays like a bad version of Call of Duty
Especially for the competitive player only the maps Live Fire and Recharge are useful.
I also think that all of the maps are too big.

4.) The Pistol or Sidekick are not good. On longer distances they are useless. It creates a great imbalance in the game. Everybody goes to the BR. To win a fight against that with a pistol is almost impossible. Please make the pistol stronger. Similar to what you’ve done in Halo 5.

5.) The Cool down of the equipment like the grappling hook should be longer. When you use it you shouldn’t be able to use it again for at least 25 seconds. And the number of times you can use it should be more limited.

6.) Crossplay should have the ability to be deactivated. As an Xbox player myself I do not want to play against players using mouse and keyboard. Every player should have the choice.

7.) The Aim Assistant should be higher for controllers. Otherwise you do not have a chance against PC players.

Every weapon feels like it’s movement and “sweet spot” are severely impacted. So many things to “customize” for aiming, movement speed, etc, what is my preferred setting?

It may take a lot of time. Halo 5 feels great with aiming, even when you are losing a blow out game (which happens a lot because the population is so low).

Is this game compensating for PC players and making console players pay the price?

Gotta get rid of the invisible side barriers on Bazaar

Had tons of fun. Please see feedback below:
<ul class=“ul1”> - Sounds for ctf and strongholds are very overwhelming - Strafe acceleration too high — makes it difficult to track on m&k - Sliding feels clunky. It feels like im “locked in” when sliding[/list]A nice to have would be to have a simplified menu for controller input options. Like just have normal x&y sensitivities, then a “Style” option that sets preset variants for thresholds and accelerations. Setting it to “precise” would set it so that acceleration is down, and thresholds are up. “responsive” would set thresholds down and acceleration to medium. “Snappy” would set thresholds down and acceleration high. “Custom” would expose the current setting & allow user to set custom acceleration, thresholds, deadzones, etc. It’ll be less overwhelming for the everyday audience this way.

I hope I am invited to another technical preview. I was at 29 out of 30 levels on the battle pass and I really wanted to complete it. I tried… Here are some of my insights on the preview and ideas for the game.

  • I really enjoyed the grappling hooks. That was my favorite addition. So much fun. I would like to see game modes where you always start with them. - I had to adjust the controls because crouching and melee were not intuitive. However I am glad that I could customize the controls to my liking. - If you can earn the season pass by playing, then I support it. If you have to pay for the season passes then I won’t be playing this game much after I beat the story mode. - I would like to see flashier guns and vehicle skins. Something that really stands out. Maybe a neon glow, shine, glimmer, sparkle, just something that makes your items stand out. I’m sure you can find a method that looks good that does not cheapen the aesthetic of the game. Maybe even offer a customization feature to where somebody can customize exactly how they want their character or items to look. Let them design the skins. - I would really like to see animated character skins like they are doing in The Avengers game. - I hope that grifball is added. That is my favorite multiplayer game type by far and I have no idea why it is not a default game type. I would like to see grifball with grenades. That would be some fun chaos. - I did not like that I could not choose specific battle types. I assume this will change on the games actual release. It especially was difficult on the battle pass because you would want a specific game type to complete an objective such as capture the flag or zones yet hours would go by without getting that game type. - Another issue I had was the inability to mute other players easily. There were several people who were causing feedback with the sound from their TV or who were just being very loud and talking to other people not in the game. I definitely would like to see an easier way to mute people. - It would be nice to be able to see how far you are on your season pass goals while in a game. Just with the click of a button in the same way you can see your kill score. - I would like to see bots available at different difficulty levels. The bots were enjoyable but I would like to see some at a more difficult setting. Sometimes it was too easy. I would also like to see bots of covenant characters or whatever the enemies will be in the main game. - I had fun during the technical preview and I did test the system to see what all was possible including what would happen if I left enough games… and I did get a temporary ban. I hope this does not prevent me from playing in more technical previews as I was just trying to test the system.Overall this was a great experience and I hope I get to do it again. Good game everybody

During this last two week event I played the full time on 5/6 windows on the first weekend and 3/6 the second. Overall I was impressed with how the preview operated with the amount of content. Here are my main takeaways for social arena.

  • Add setting for classic red vs blue. Outline system is not noticeable enough. - Long load times with black screen before match - Spawn locations - several times I would spawn either way off by myself no where near teammates who were not in battle, or spawn right on top of enemies - Sometimes it auto searches for another match, sometimes it does not. - Not enough BR spawns - shared weapon spawns is an interesting idea, but maybe add more of them or add BRs to the map itself in addition to - Too many grenades - felt like a nade fest - Sprint seems pretty useless other than to use slide - Should default to full scoreboard after match. Should be able to tab between players stats w/o going back to other screen - Needler is too strong - Could land 4 bullets with AR before enemy even shot a needle and I would still die with them surviving - Radar is bad. Seems to close. Symbols don’t distinguish floor. Blinking not noticeable enough. - Melee glitch - hilarious but broken - Accuracy too low - It is either hit detection issue or aim assist (or a combination of the two). Most games I had low 50ish% accuracy, which sounded awful to me, but was 20-30% higher than most people. - Not enough melee lock on - ties into aim assist - Get rid of sudden death flag - The CTF matches already felt like an eternity, the overtimes and sudden death just made it drag out longer - Plasmas pistol not useful enough without the engine disable - Body turning invisible after death - Dying around corners through walls - Timing on dropping a grenade when about to die seems off compared to older titles - Commando - seemed a bit weak. Could outplay most players with the AR vs this - Pistol - Plain bonkers, super fast rate of fire, laser beam of bullets. - Hammer - Felt very inconsistent, possibly ties into the hit recognition issue - Drop wall - didn’t seem to really have a use, slight buff would help - Sniper Rifle - Felt strange, sway while moving was strange - Double clicking zoom on skewer too fast doesn’t double zoom, just leaves zoom - Behemoth was not much fun when BRs didn’t spawn - The grappling hook and repulsor were tons of fun. Lots of creative ways to utilize them.The scoreboards need a lot of work. I would like to see much more detail on the post scoreboards with tabbing through like older titles. Bring back voting for maps.
    Definitely had a lot of server issues, unable to match issues, and one time I lost sound, except frag grenade clanks. Post match data failed to retrieve a couple times which did not give progress to challenges. Had to close game and reopen to fix most of the issues.
    I personally am not a fan of aesthetics. So no ranking system is going to really hurt my interest in long play sessions. I think that challenges should be able to be completed vs bots. Forcing people to use specific weapons in PVP is silly. Exp boost being on a timer that runs at use is a bad system. Got errors immediately and wasted time. I am also not a fan of battle passes, but I understand that you are trying to capitalize on the current gaming market especially with making the PVP portion of the game F2P.

I appreciate the opportunity to have participated in this event and provide feedback. Interested to see how the final product comes out.

Quickly just want to say that this multilayer so far looks absolutely amazing, its super fun to play, the sandbox is amazing, the game modes feel new but also reminiscent of the past and the maps are gorgeous. A few minor criticisms I have though are:

  • The Plasma pistol has been made pretty redundant in the sandbox, needs it drain shields quicker and it should paralyze vehicles again as that was its defining characteristic.
  • The Shock Rifle is too overpowered in the sense that its a simple straight shot to paralyze vehicles.
  • The new Shock Grenades are too overpowered in their range of capabilities, they’re fine against Spartans but their interactions with vehicles is too much as they’re ‘blast area’ is too large and paralyzes vehicles far too easy. It needs to have a smaller blast area and possibly only paralyze vehicles if direct contact is made.
  • The grenade switching mechanism is a bit too complex to quickly work with in the middle of a firefight and the UI for it in the bottom corner, along with equipment and weapons is too small and needs to be scaled up so that is is easier to read.
  • The gravity hammer physics seem to be a bit inconsistent and sporadic, sometimes it would send people and objects flying and other times it would leave them unharmed. Needs to have the same feel as the Halo 3 GH whereby it blew everything it touched out of the way.
  • The sniper should be a straight shot weapon with no hit area inconsistences or sway.
  • The sniper when held in the player’s hands and not zoomed in should have a dynamic scope which has a real time display of the area that the player is vaguely looking a, just like how it was in Combat Evolved Anniversary whereby when you moved, the night filter objects on the display also moved appropriately.
  • The concept of a KDA is hard to understand and even after Halo 5 I still don’t quite get how its calculated. A KD is a much more competitive and desirable statistic to have a really hope you could change it back as no one cares for a KDA.
  • Vehicle damage like popped tires needs to have more effect on the vehicles drive, a Warthog without any tires shouldn’t be as fast and mobile as it is for example.
  • Some maps like Bazaar shouldn’t have invisible ceilings or barriers, especially now that grappling hooks are an addition to the sandbox (big fan btw). It should be accessible but within a killzone timer just like others, maybe something like 10 seconds so you can quickly be within the area then escape.
  • The post match menu was a bit chaotic and confusing, though i know it was broken, and I think it just needs to be refined a bit more so its simpler to read and navigate. I also think the winning team should be more easily shown at the end along with after a BTB match, ore than just 4 spartan should be shown, it’d be great to somehow view all 12 of them standing together!

Gotta say there are a few things I love about the multiplayer arena so far. The fact that shields take full damage on all hits and headhsots only affect non-shielded players is also amazing, I’ve been saying Halo should do that since Halo 3! It makes the game a lot more fun for those players who don’t have the best hardware, as consistent head shots are much harder without the best controllers, screens, framerates, etc. This still rewards good accuracy but takes away a lot of the annoyance caused by players that have spent the time and have the hardware to land perfect shots almost without fail. Plus it just makes sense, from a logical standpoint. Very glad to see this change.

I also love the weapon setup thus far, particularly the weapon balance. It is chef’s kiss primo, very well done. That said, while I love the weapon balance relative to each other, I do think the overall damage done by most weapons is a bit too strong to shields. The plasma weapons don’t feel as worth using as they should be, because it’s just as fast to kill a target using an Ar or a BR as it is to take down their shields with a plasma weapon and then finish with a kinetic weapon. In some cases it’s faster just to not use the plasma weapon at all; so what’s the point?

I also feel like it’s just a little too easy to get kills (or to be killed) in this game with most weapons. Too often after winning one battle, you just get killed by someone else without ever having a chance to take cover and get your shield back. Part of this is because grenades are too easy to use (I strongly feel you should only have 1 grenade, the game is much more fun that way I think), but it is also because most battles leave you with no shield, even if you win solidly. I really think the shields should just be a little stronger overall; one extra BR burst, one or two extra pistol shots, an extra quarter-second of AR fire to break the shield - that would solve a lot of the problem with it being too hard to survive, and would also help make plasma weapons more viable to use as I mentioned above.

The side kick shoots far to fast it shouldn’t out gun a sniper at long range

Some Additional Social Arena Feedback:

  • I didn’t notice the Extermination medal within Social arena, and I think it should be added back in Infinite, especially given the fact that it’s been present in the 4 previous MP Halo titles. It’s more than just an overkill - there’s something so satisfying about wiping an entire team in 4v4 arena, regardless of the map or mode.

  • Although the Energy Sword wasn’t officially available in the flight, from I’ve seen of it online, as good as it looks, I think it could use a few visual improvements. First off, I think it should look more like the classic Halo 2 and Halo 2 Anniversary Multiplayer Energy Swords, with a lighter and less-intense (less saturated) blue with some pink flare around the edges of the blade. I think the shape and effects of the blade are solid right now, it’s just the color to me that could use a few improvements. I didn’t get to hear the sounds too much, but from what I heard it didn’t seem like there were any sounds when the blade was swung openly in the air, and I think that should change to more in-line with what was heard in past Halo titles. I also think that the sound heard when slashing an object is a bit too much like a “squirt” sound and not enough like a “slash” sound - this sound could stand to be sharper, a more pronounced blade cutting sound.

  • Although I already discussed the sound of the Gravity Hammer in a previous post, there are a few other aspects of it that I’ve thought of that I think could use some improvement. First, off I think that the Hammer itself had a slightly better and more detailed model and idle animation in Halo 5, and so I would love to see elements of that design and animation return. Seeing the ends of the hammer open up, exposing the internal moving components of the hammer was such a nice detail, and was so much cooler compared to just moving the hammer around in one’s hands as it is now in Infinite. Additionally, while I do like the Infinite Hammer’s look overall (the Banished insignia on the blade is a really nice touch), I think it could use some more cloth wrapping around parts of the handle and blade areas, and I think Halo 5’s hammer did a better job of more seamlessly joining the hammer to the handle. Secondly, in regard to the weapon’s function and physics - I didn’t fully test the weapon and its physics, but I think there could be a bit more ragdoll applied to enemies you hit with the hammer (or enemies that are just out of one-shot range of the hammer when you slam it), and maybe more for yourself and vehicles as well (I didn’t try hammer jumping, but if it doesn’t work currently, it definitely should be changed to work). I also think the Hammer should knock the environment around a little more as well - I saw the idea of having the hammer stir up sand and dirt when you slam the ground outside and I think that would be such a great detail to add. The last thing I’ll mention is the lack of a different animation for melee with the hammer. The point of the melee option with the hammer is for it to be faster, but weaker than the main slam. As it is right now, the melee is just a weaker version of the main slam with just as slow a swing time, and so I think this should be changed to have a faster and different animation that still does similar damage to that of a regular melee for the hammer’s melee (maybe have the Spartan flip the Hammer around to the bladed end and swing that instead for a melee - I think this was one of the animations in Halo 5 and it was awesome).

Gameplay felt good, flashbacks of the good ole H3 days. On PC when you run out of ammo and swap to your secondary it feels clunky, especially when using the mouse wheel and you just pull out the same gun with no ammo left. Weapon spawns were kind of strange to figure out, maybe throw in a tip UI that goes away after a certain number of games played on each map. Melees were also hit or miss on knowing the effective range of a finish and just flailing your arms.