Infinite Tech Preview – Social Arena

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> X-box Series XIʻve read most of the comments on here and some of the feedback is great, the rest sounds like bad little kids complaining that they got owned today in Halo LMAO!
> How can you ask for more aim assist? Or ask to remove BxB when anyone can use it? I wish they brought back BxR and double shotting, those were tough maneuvers to pull off in the heat of battle and made players with real dexterity able highlight the skill gap. There will always be pro players and casual but do some of these writing in the forums know where they fall on the scale?
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> As for game feedback…
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> Radar - I heard a lot of people talking about the radar today. It did seem to have a short range but I didnʻt mind it, we shouldnʻt be staring at it. Look around the game and be immersed. If people are coming up behind you and assassinating you then you probably shouldnʻt be standing still looking out a window, this isnʻt COD.
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> Maps - The three maps we played today seemed more designed for rumble pit then team slayer. There were a bunch of crazy spawns that put me behind players and gave kind of an unfair advantage. Also, the maps were kind of compartmentalized so many encounters were 2v1 or 3v1.
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> Graphics / Smoothness - Graphics looked great and I was honestly impressed with the frame rate. There were times I was doing moves that I expected the game not to keep up with but somehow it did. My friend was on an older Xbox though and had some frustration with lag which is expected since this is a next gen game. The game overall definitely seemed faster paced even more so than other titles which I wasnʻt expecting. Halo has always had a different gravity and been very much based on marksmanship where this felt extremely tactical. Not a bad thing, just a call out.
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> Features - I loved the fact that you can mark areas and players on the map. This was long overdue considering some players have different call outs. It will make it much easier to play with new players in matchmaking.
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> Equipment - The equipment seemed very balanced and didnʻt give anyone a huge advantage. The invisibility is sick, it is super hard to see someone which caused me to blind fire a few times until they came out. I expected the grappling hook to be a game changer but itʻs just another cool addition. When you have it thereʻs an extra chance to escape or flank a team but nothing unbalanced.
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> Weapons -
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> - I like that the BR was kept traditional and the four headshot kill is still a thing. BxR would be dope though - Commando - This gun was fun to play. It had the close range burst you want and you can even tap it for the long range felt like a great upgrade to the past version which was rarely used in PvP. Also a cool comp for the DMR. - Pistol - I heard a bunch of players talking about how the pistol isnʻt great at long range, well if you line up your shots it can land. I donʻt know if pistols are really designed to be a long range gun even though Halo 1 and 5 made it like that. I think at long range a BR should dominate a pistol every time and close range vice versa which is what I experienced today. - AR - Some people are talking about the AR being over powered that is crazy. It felt like it already got a nerf since the last flight. If it gets any weaker you wonʻt be able to defend against a power weapon. - Grenades - although the animation was different the amount of force needed on the controller to launch one felt familiar. I would like to see the spike and electric grenades get a damage boost. They felt underwhelming compared to the plasma and frag. - Pulse Carbine - I like the tracking bullets, will we see a regular carbine to compete with the BR? - Bulldog - Iʻm surprised that this gun doesnʻt do more damage up close, it leaves very little to comp the gravity hammer. Maybe we will see the sword and traditional shotgun in the near future?Canʻt wait to see what is coming next! I love the fact the beta is going strong, hopefully this will make for a smooth release. We canʻt have another Outriders or Cyberpunk! I hope you guys prioritize those players buying the game first since the PvP will be free to play.

I agree with most of what you say.

The sidekick is NOT the magnum. It is designed to be used for close to medium range at best. Taking it to long range fights is not going to compete with a true precision weapon. It’s balanced to fit into the sandbox and avaoids halo 5’s all on one ultimate utility magnum. Alot of people don’t see that it’s not supposed to be the magnum.

I think the bulldog is strong and feel the gravity hammers instant kill range should be smaller. I think as it is right now. It would give the traditional shotgun a hard time.

Now referring to other posts I have seen in this thread.

Radar
The radar is perfect the way it is now. Its traditional to halo and still offers more opportunities to enter the dance.

Timers for weapons
Can we stop considering timing weapon spawns as skills. It takes no skill to remember when weapons spawn. It was never fun to do so and people will time it themselves anyways. Keep the timers for weapon spawns because it helps new halo players and old halo players don’t need to track it themselves. Even for comp.

Weapons
The AR strength is exaggerated by most I have seen. You won’t be killed by an AR across the map. It is good to pepper people using precision weapons but that’s it. The AR and sidekick just don’t have the range.

Skewer/sniper
I think most people are struggling with the two for one main reason, bullet magnetism. Infinite has the lowest bullet magnetism we have ever had in halo. Unless your reticle is on the enemy, there will not be a hit. This was not the case for past halos and that may be why so many people confused.

Lastly I want the bxb to be fixed.

I have problem. The game is stuck on multiplayer loading screen.

SBMM needs to be added. It’s not fun for me when I get stomped and I’ve played a lot of Halo previously.

New players are going to be completely put off when they load into a game against mouse using monster players.
The new onboarding is almost worthless. It’s good for learning the maps but that’s all. If people can’t get into a game against real people and have fun, you’ve failed with your onboarding, and that is currently the case.

The return to a full motion tracker has severely damaged the flow of combat and map movement compared to the combat sensor in the first flight.

The game has gone from consisting of free flowing, strategic and considered movement around the map to camping and prenading whilst staring at the corner of the screen.

Within a few matches I must have racked up a dozen or more incredibly cheesy kills by abusing the motion tracker.

Here is one particularly egregious example on Bazaar: https://gamerdvr.com/gamer/il-meanbean-li/video/144190788

This was not a kill I enjoyed getting, this was not interesting gameplay - I just stared at a red dot and was basically guaranteed the kill as a result. This sort of thing is so common now. Prenading is everywhere and it’s a mess.

Given the comments on here and Reddit I suspect I’m fighting a losing battle. I just wish 343 had given the combat sensor a genuine chance and actually tried to explain to people why it is an improvement over the old motion sensor. Rather than making a subtle tweak to a feature people have been relying on for almost two decades with no explanation as to.

The combat sensor was sent out to die and it was a tragedy.

I’ve been invited to all previous flights since MCC on pc, except this one. So my feedback is this: If you say you are going to invite all insiders actually DO send invites to ALL insiders. Fuming.

Most weapons feel pretty good right now, but I feel the Assault Rifle has too much range and the pistol is way to powerful, the Battle Rifle should out duel these at range yet they seem to be very good at medium ranges.

Also a higher sensitivity option with no aim acceleration for controller would be great and help with how clunky aiming with a controller feels.

I’m happy with the aim assist, it feels good and requires players to actually aim rather than letting the game do it.

I feel like the grappleshot could use a bit more range and the drop wall could be a bit stronger.

Other than that, I’m quite happy with how things are turning out.

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> SBMM needs to be added. It’s not fun for me when I get stomped and I’ve played a lot of Halo previously.
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> New players are going to be completely put off when they load into a game against mouse using monster players.
> The new onboarding is almost worthless. It’s good for learning the maps but that’s all. If people can’t get into a game against real people and have fun, you’ve failed with your onboarding, and that is currently the case.

HUGE agreement here. The first two games of today that I loaded into, they were very fun and fair matches that made me excited to keep playing more.
After that however, I was instantly met with groups of 3 and 4 who were very clearly in a Fireteam, sweating it up like nobodies business and patrolling the maps with every Power Item that was available on the map, and of course performing the “BXB” glitch. Basically no real chance to fight back due to the massive skill gap involved. This goes the other way as well, as I’ve also been in a couple matches where the enemy team seemed to be really new and inattentive when it came to the Radar and their surroundings.
It also really doesn’t help that these maps feel a bit too cramped for 4v4 Slayer. As another user said, they feel more like Rumble Pit maps (especially Live Fire in particular) because most encounters tend to be 2v1 or 3v1.

  1. The SBMM was absurd. Diminished my enjoyment of the game a lot. It should be tuned down drastically or just removed for social. Keep that in ranked modes only.
  2. Commando and Sidekick feel extremely inconsistent with how much bloom they have. Some tuning should be done. Sidekick shouldn’t be the dominant weapon in the sandbox, but if someone wants to use it viably they should be able to without having to worry about rng bloom. Makes it come off as just more or less of a clean up pistol like how Call of Duty’s are mostly. On the Commando, managing bloom AND recoil is a tad bit excessive. Tune down one or the other, preferably bloom. Both weapons can feel spray and pray a lot of the time.
  3. Hitboxes on spartans are very small. Strafing is absurdly fast. Causing aiming with a mouse to be tantalizingly difficult at times without some sort of aim assist. Slow down strafe speeds or add a slight aim assist buff to mouse/ increase current magnetism, only to close and maybe mid ranges but not longer ranges. Or somehow increase hitbox sizes. (Probably in connection with the inconsistencies of the Sidekick and the Commando). And aim assist on controller for farther distances seemed to be slim and should be tuned a bit. I’ve done considerably better with controller but it hurts my hands after a while so would prefer M&K.
  4. Radar range feels too small and didn’t seem a way to tell an enemy’s elevation.
  5. Would maybe tune down AR damage and/or remove headshot multiplier (Keep reserved for Commando as a unique quirk). The Plasma Pistol charge bolt tracking seems too weak.
    I enjoyed the flight mostly but multiplayer just wont be fun after a while in the long run if most of this persists after launch.

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> 1. TIMERS: Eliminate weapon/equipment timers and AI heads-ups from ranked play. Talented players will do just fine using their own map awareness. I don’t mind keeping these features in during social matches.
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> 2. STILL TOO MUCH DIALOGUE. Give us the ability to toggle off each personality (AI, announcer, chatter, Spartan commander, etc.). Additionally, let us select what types of dialogue we hear. Example: I don’t care that my AI sees headshots in my future, but I do want to know that the overshield spawned.
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> 3. IN-GAME SCORE? What’s its purpose? We only gain XP through completing battle pass challenges. You might as well get rid of the screen clutter by getting rid of the points we score and even medals since they don’t contribute to XP either.
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> 4. OPTION TO TURN OFF INTRO CAMERA PAN. Watching the cringe animations at the beginning of each match and poses at the end immediately strips these “Spartans” of all credibility that they are professional supersoldiers. Punching the air before a gunfight? The I’m too cool to take this seriously guy?
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> 5. I turned the music off. I love the new campaign tracks and remixes, but the Infinite MP does not feel Haloish at all. Give us a new theme to choose from with each season.

The number 4 complaint is such a non-issue - STG you guys think every Spartan should just be a master chief clone with a different helmet and a different gun. No personality allowed for Spartans anymore. GOD FORBID they act human amirite? Its not like the new spartans were also abducted as kids, they actually developed a personality outside of “fight for humanity”.

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The idea that they always need to be grave and serious all the time every time is just stupid. Plus sue me I like my characters to act like characters. Master Chief in those camera pans would just stand there with a gun drawn and say something like “weapons free” and leave it at that, bland and lacking in any individuality whatsoever behind the visor.

Also I agree on the dialogue thing. There should be dialogue that is “necessary” and dialouge that is “unnecessary” - both toggle-able.

The grappling hook range feels very limited. I wouldn’t mind a little extra distance to swing around like Spider-Man.

Why is there no aim assist on controller

Sensitivity on controller should be increased its way to slow on 10 sens especially playing against pc players, needs to be increased alot more, because i like to play on high sensitivity

About Magnum, imho, It’s too difficult / frustrating to do perfect kills with a 7 shots weapon. Of course you can start with the magnum and finish with AR (or reverse) but I don’t find it a good solution, expecially in competitive dynamics. Imho, this game would be perfect with BR as primary weapon and AR as secondary in Social Arena and only BR start in HCS settings.

Pros:

  • Map design: I love the maps I’ve played so far. Map design is much better than Halo 4 and halo 5 and these maps actually get me excited to play on.
  • Grapple hook: A fun new item. Not too overpowered and is difficult to use which is good.
  • Movement: a good balance of classic and new
  • Friend and foe: I like that each team is not limited by a color
  • Graphics: Look great and textures are fantastic

Cons:

  • Time to kill: Is too low. Feels too much like COD in this aspect
  • Drop wall: Maybe I’m just not using it right, but the drop wall pretty much seems worthless
  • Friendlies seen everywhere: I would prefer if you couldn’t see Friendlies through walls

There should be player collision.

On load in, when the four spartans are being introduced, they are completely static before they do their little shadowbox/cross arms animation. Would be less jarring if the spartans were breathing or idling in some way.

There should be friendly fire.

Guns FEEL amazing. Serious weight behind shots/hits, and the sound design omg it’s a thing of beauty.

Everything is great except the radar!!!

Halo infinite plays at a faster pace than most other halos. So you need something to let you know fast when enemies are around. Yet the halo infinite radar is following in the path of halo 5…only 18 meters!!! Halo 3 played much slower and its radar was 25 meters.

halo infinite radar DESPERATELY NEEDS to be buffed to at least 25 meters

The short radar in infinite leads to chaotic gameplay where you feel like you cant do anything but die when someone runs up on you.

FIX THE RADAR!

I have a hardwired network connection with speeds exceeding 500 mbps. I played the last flight just fine, however this one I cannot load the multiplayer. 24th in the morning, I get a constant loading screen with my spartan standing in the background and the UNSC logo. 24th in the evening I was able to load a match and when it counts down to 1 to begin, the flight crashes and I get kicked back to my home screen. After three attempts, I was banned. Today (25th) I log in and back to the same loading screen. I’m sure you all are aware of some of the challenges but I thought I’d mention it.

Feedback so far:

  • Sprinting needs to feel faster than it does currently, either by reducing walk speed or increasing sprint speed. Just feels like I am pretending to run right now.
  • No Full Screen option on pc (just borderless window)
  • Getting above 100 fps but the gameplay still looks kinda studdery / hitchy. May be because of the lack of a full screen option. Will say game runs and looks tons better than the previous preview though.
  • equipping skins / customizations doesn’t always work properly. UI gets stuck in loading state.
  • Love the repulser equipment

Aim assist on controller is way too crazy, you should start with grapple, when’s the next play window?

I absolutely HATE the IFF method.

Guys running around with blue armor/red slight outline, red/blue, blue/blue, and red/red.

By the time I identify friend or for I’m dead.

It is also distracting having the teammate blue outline moving around in view no matter how far away in the map or number of obstacles in between. Even worse when that ghost blue outline overlaps a red that is closer.