Infinite Tech Preview – Social Arena

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> 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.

change the enemy ui outline to cerise

I really think the canned animation system feels dated due to the frequent use of canned death animations… especially considering they’re the same ones from Halo 4.
In Halo 5, enemies went into instant ragdolling upon death and it just made the physics feel like proper next gen physics.
Having the same reptitive canned animations we already saw years ago in Halo 4 just makes Infinite feel slightly dated. Please keep this in mind for the campaign as well.

In the current ragdoll system you get instant ragdoll:

  • For melee kills, there’s no canned death animations.
  • If a player is gunned down beside or near a wall, or sizeable object.

These ragdoll effects look very good and natural.

What is it with modern games these days though not using instant ragdoll upon death whenever an enemy is gunned down in an open area on flat terrain? It’s like ragdolls are only triggered in specific locations otherwise a repetitive canned animation is triggered. Call of Duty Modern Warfare uses this same system.

Why not just have beautiful instant ragdoll all the time? I will admit that the Halo 4 death animations have been improved since Halo 4 in that even though they’re the same… they also look a little more natural and they do seem to transition into ragdoll nicely so I think a balance can be struck here.

Make it so that most of the time you get instant ragdoll regardless of whether or not the player is standing near an object or on an incline/decline when they die. I’m talking flat ground no objects… instant ragdoll just like it was in Halo 5. If I shoot someone with the AR they just naturally fall backwards in a random position with no canned animation.

And then then make it so that every once in a while one of the Halo 4 canned animations is present. It’s not that those canned animations are bad… but when they happen so often it takes away from the realism seeing spartans die the exact same way over and over again. If the frequency of the canned animations is reduced then it’s ok because the majority of deaths are instant ragdoll and then you get a more animated death every once in a while for something a little more dramatic… without them feeling repetitive.

I would assume you guys are capable of implementing instant ragdoll seeing as how many situations do trigger an instant ragdoll. I killed a spartan that was standing beside a wall with the AR and he just fall backwards limp into a random position and that’s honestly what feels best. It feels like Halo 3.

Except we want that to happen all the time. Not just when Spartans are standing next to objects, walls, or when standing on uneven terrain when they’re killed.

Basically like Halo 5 but with the less flimsy ragdolls I see from time to time in Halo Infinite.

You guys will have a perfect ragdoll system. I know it seems like a small deal but I really do believe realistic feedback when shooting things makes a shooting game much more satisfying. Afterall, you spend the majoirty of your time shooting things in these games.

I know I am not the first to bring this up but I did want to reiterate it:

The Gravity Hammer should have a gravity effect shock wave. Given that the Repulsor is able to perform this action, the Gravity Hammer should have the same effects but applied in all directions, like every other instance of that weapon since its inception.

Additionally some visual effects are desperately needed to better telegraph the range of the weapon. The Hammer does have substantial range, but it is difficult to judge exactly where the AoE ends to more clearly telegraph what the range of the weapon is to both the user and those nearby. This is especially important if there is no plan to the repulsion effects.

> 2533274824152095;163:
> I know I am not the first to bring this up but I did want to reiterate it:
>
> The Gravity Hammer should have a gravity effect shock wave. Given that the Repulsor is able to perform this action, the Gravity Hammer should have the same effects but applied in all directions, like every other instance of that weapon since its inception.
>
> Additionally some visual effects are desperately needed to better telegraph the range of the weapon. The Hammer does have substantial range, but it is difficult to judge exactly where the AoE ends to more clearly telegraph what the range of the weapon is to both the user and those nearby. This is especially important if there is no plan to the repulsion effects.

The grav hammer should also send enemies into a ragdoll.

There’s way too much canned death animation in this game seriously guys it’s making it feel like Call of Duty. GET RID OF THE CANNED ANIMATIONS THEY ARE DATED AND REPETITIVE.

been signed up for the flight program for a long time now and haven’t been invited to either flights for infinite. am i missing something that i need to do?

The loadout weapon balancing is bad. You guys made the AR stronger and the magnum weaker. Bring back the 5 shot magnum and get rid of the Headshot multiplier of the AR snd we’d be in decent shape, but as it stands the AR is OP.

The combat sensor was sent out to die and that’s a shame. Motion tracker = people camping in corners and watching red dots, rather than moving freely and learning flow of the maps.

The challenge only XP system is really bad. Why not give people XP for getting medals withing the match. You can keep the challenges, but players shouldn’t have to alter their behavior in order to feel rewarded for their efforts.

Just some personal feedback from this flight:

I’ll be honest, I much prefer the radar from the last flight. I know we only had a limited window for PvP but the games felt like they flowed better. I understand the classic halo feel is crouching around the map staying undetected and whilst I still enjoy that mechanic it really does encourage camping and slows the pace of games down. Maybe get the best of both and do a playlist for classic radar and a playlist for the motion style radar.

Sidekick…. The handling, sound, style, range and accuracy are all really nice. Just feel the damage is far too low to be a reliable back up to the AR which feels really really good. Increase the DPS and I feel we could have the most balanced starting loadout from all the halo games.

> 2676692992818466;166:
> The loadout weapon balancing is bad. You guys made the AR stronger and the magnum weaker. Bring back the 5 shot magnum and get rid of the Headshot multiplier of the AR snd we’d be in decent shape, but as it stands the AR is OP.
>
> The combat sensor was sent out to die and that’s a shame. Motion tracker = people camping in corners and watching red dots, rather than moving freely and learning flow of the maps.
>
> The challenge only XP system is really bad. Why not give people XP for getting medals withing the match. You can keep the challenges, but players shouldn’t have to alter their behavior in order to feel rewarded for their efforts.

I didn’t like the 5 shot magnum because Halo 5 often devolved into a magnum fest. The magnum was too overpowered and everybody started with one.

My points so far

  • Possibility to veto the selected map in multiplayer pre-game lobby like in classic H3 - Reduced grapple hook equipment count from 5 to 3 !? - AR is way too powerfull on long range - EXP and ranking system like classic H3 - Radar seems to have very short range

Really like the changes to the radar this time. Although I thought the last flight was great too, it was just little confusing. I do think Active camo needs to not show you on radar if you’re not sprinting like it did in halo 5. It really made the camo worth fighting over and a lot of fun to use. At least keep that as an optional setting in the full release.

Also I miss thruster pack :frowning:

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> 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.
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> Within a few matches I must have racked up a dozen or more incredibly cheesy kills by abusing the motion tracker.
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> Here is one particularly egregious example on Bazaar: Il MeanBean lI's Xbox Halo Infinite - Insider clip 144190788. Find your Xbox clips on GamerDVR.com
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> 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.
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> 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 agree, the full classic radar isn’t working as well as many hoped. There are still plenty of complaints about the radar despite the change. The combat sensor should have been tweaked rather than abandoned.

I liked the first flight radar but ultimately I thought the reversion to classic radar would not cause too much friction because I’m already used to it in classic halo. But it actually felt pretty drastically different even within just the first couple matches. And not in a good way, it caused me much more friction than I expected. *And I think that’s manifesting in some other player complaints regarding speed, TTK and nade spam, even if they don’t realize it.*Now after trying it both ways I see that the first flight combat sensor was the better call for this game in particular, and reverting it has hurt the flow of Infinite’s gameplay style. So much more nade spam, hiding around corners red dot hunting, and camper omniscience. It’s more frustrating to play. Live Fire and especially Bazaar both play notably worse now. Recharge has handled the change a little easier. The “classic” radar is so obviously more punishing and less fun for Infinite’s unique balance and flow.
And I’m much more of a casual social player than a ranked player, I am not a high level player, so I don’t want to be forced to go sweat in ranked just to get a reasonable radar implementation. The change to full motion tracker hurts everyone from onyx (you) to peasant (me).

With the first flight’s combat sensor, players actually watched the environment in addition to the corner of their screen, and had a chance to move around the map without the enemy team instantly descending upon them in seconds. It was a comfortable mix of radar and awareness. The game feels more hectic and oppressive now with classic radar because if you move at all you’ve got two to three players instantly hunting you down, even if you’re behind a wall not in their line of sight, because you blew up on radar the moment you touched the stick. **It’s more claustrophobic, less friendly to casual/new players and less rewarding for experienced players.**And it’s less fun overall to engage enemy players because you’re often firing at red dots around corners and prenading, basically using radar like a wallhack. My eyes spend so much more time on one corner of the screen, I’m not having as much fun that way.

If they simply added jumping to the first flight’s combat sensor I think it would have been perfection. There are still more shades of grey they could explore without a complete reversion to full classic. Keep the first flight’s combat sensor, but add jumping to it, increase range, maybe make elevation more obvious. Tweak it rather than abandon it, find a new middle ground between first flight and classic. Nobody has ever enjoyed having to crouch to stay off radar.
I really think 343 had it right (or close to right) the first time and should believe in what they did and the legitimate reasons why they did it. Change can be shocking but it would be better for both newcomers and veterans alike for them to keep their intended combat sensor, perhaps with a couple tweaks/concessions. They could still add more info on it, more actions that set it off, maybe even a wider range, without drastically swinging all the way back to always-on classic. Infinite plays better with its combat sensor as designed. 343, believe in yourselves! Tweak, rather than drastically revert!

I am having troubles in multiplayer. When ever multiplayer is selected the game glitches out and loads continuously. I know it is not my Xbox since everything else does seem to work.

is the multi player server up and running ? cannot join a match , just the academy is running atm

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> is the multi player server up and running ? cannot join a match , just the academy is running atm

any one else having this issue ? academy is working but not multiplayer

Halo Infinite Multiplayer Grappling Hook Spawns.

Personally I love the pick up items all of them are equally fun and enjoyable. (With maybe an exception of the drop wall) However I find it hard to ever find the Grapple Shot on any map other than Bazaar in multiplayer. It’s sad too, because you have so much more movement opportunities on those other maps with the Grapple Shot. I think the game would be more enjoyable and unique if the Grapple Shot spawned more often on those maps instead of the Drop Wall.

Was able to play multiplayer yesterday , but today not able to .
is any one else having this issue ?

Weapon drills are working

> 2533275023132971;176:
> Was able to play multiplayer yesterday , but today not able to .
> is any one else having this issue ?

The multiplayer portion of the flight is currently offline and will be online during the following times:

10am - 2pm PT
5pm - 9pm PT

> 2533274864647531;178:
> > 2533275023132971;176:
> > Was able to play multiplayer yesterday , but today not able to .
> > is any one else having this issue ?
>
> The multiplayer portion of the flight is currently offline and will be online during the following times:
>
> 10am - 2pm PT
> 5pm - 9pm PT

You are right! Here in Italy is gonna be at 6 pm… not 5! My fault.
Thank you!

Not sure if this is the correct thread for weapon balancing but here it goes.
1: The AR needs to be more challenging to use.
As is this simply feels like a reskin of the Halo 5 AR. This in and of itself isn’t a bad thing but per the numbers you guys released for the weapon balancing patch of 5 the AR in that game had a much smaller skillgap than the pistol in that game. Infinite feels very similar, actually worse. This is because as I will mention in my next post the AR dominates at every range. Anyways onto ways to make the AR more challenging. These are posted with the idea of them working together.
•Decrease bullet magnetism to reward staying on target.
•Decrease the reticle/come of fire to make it harder to have your reticle on target.
• Increase recoil. This change combined with the previous ones should make it harder for the AR to get its optimal headshot bonus ttk of 1.15.
2: The AR dominates outside the niche it is supposed to. I don’t need to go in depth on this one. The AR is basically better than every weapon except the BR at certain very long ranges. There is very little incentive to use the Commando, Sidekick, and even sometimes the BR when the AR kills just as fast as them and is far easier to use. Either the sidekick or commando both need a buff to ttks or the AR needs a nerf in the form of an increase to difficulty of use.
3: Bloom on the sidekick needs to go. Seriously, this gun is not good at all. There is no reason to use it at any range in any form unless you’ve run out of ammo on your current gun and need a weapon right freaking now. I want to say there are more reasons for this then bloom but for the sake of small incremental changes that don’t break everything, remove bloom completely but don’t do anything else to the weapon and we’ll see if it gets better.