Infinite's guns are laser-like [Gameplay Feedback]

I must say I commend all the gameplay feedback that 343 has been able to follow so far. Movement feels great, the time to kill is great, the pacing is great, the core gameplay philosophy is great. Critiques with Halo 5 have been addressed…For the most part.

Infinite is more appealing than Halo 5 to me, but I can’t help but feel the weapons are too accurate, which makes them feel easy to use, less interesting and lacking in variety. I know this is entirely opinionated, but one of the biggest issues I had with Halo 5 was its laser-like weapon set. It made all the guns feel the same in the sandbox. All the guns had low spread, high range, and super quick projectiles. However, Halo Infinite actually seems to be doubling down on that on some of the weapons, with the Needler being faster than ever before. Gone is the need to lead your shots with the Needler and watch the bright glowing needles slowly follow your target before sticking to them and supercombining. You can now simply aim directly at your opponent.

The guns are substantially easier to use this way, which actually makes them feel less interesting. However, the Sidekick and Pulse Carbine get this right. The Sidekick encourages you to keep your shots paced, while the Pulse Carbine has those slower projectiles that make you need to lead your shots to ensure the projectiles hit the enemy. Definitely like the way those two were handled. Keeping projectile speeds, spread, and ranges toned down is important, as it makes the guns more interesting to use. While I personally look to the original three Halo games as reference for spread, range, and projectile speed, another 343 made Halo game, Halo 4, actually understood this too. Please look at Halo CE, 2, 3, and 4 as reference. A weapon’s spread can transform a weapon, and having that spread change with how much the player pulls the trigger makes you have variety within a single gun alone. This, combined with ensuring every weapon has its own niche, plays a huge part in the Halo feel.

I would suggest the following changes.
>ASSAULT RIFLE: One can fire this gun with the trigger held down all the time and score kills at Battle Rifle ranges. The gun is too accurate at long range and can be fired at full burst without much consequence. Decrease spread overall, and increase max error. Encourage short bursts at range, ensuring only CQC is full auto, unless the player wants to keep enemy shields from recharging and decides to blind fire for that. A little mechanic from the Halo 2 SMG, and Halo 3 Assault Rifle would be to rapidly pull the trigger in order to maintain that accuracy while firing fast. If that was featured in Infinite, I’d be very happy.

>COMMANDO: Currently feels too strong considering how simple it is to use to me. The gun seems to be a hybrid between the Assault Rifle and Battle Rifle, so I feel it would have to be both precise and able to be used in close range. For example, single shots could allow it to be used to headshot and accurately shoot at range. As you hold the trigger down, this error angle will increase, as the gun’s firing rate slowly gets faster and faster, until it becomes similar to the Assault Rifle. Kind of like how the Halo 3 turret slowly starts to fire faster as the trigger is held down. The gun has to be not as easy to use at range as the Battle Rifle, and not as easy to use in close quarters as the Assault Rifle. I’d like to see the gun go with the flow of Halo’s “close the gap” gameplay, and have single shots be really accurate for range, but as the weapon gets its trigger held down, it becomes closer to the Assault Rifle and able to be used in close quarters. To achieve this, I’d substantially increase max error and decrease rounds per second acceleration. At range, keep single shots by keeping the minimum error. Reaching max error should allow it to be used in close quarters too. This will cement its position as the in-between of the AR and BR. As the gun is headshot capable, keeping its shield stripping qualities toned down would be beneficial.

>SIDEKICK: Slightly increase spread and decrease range, so it outclasses the BR a little less, and make it easier to use up close to really hone in its closer range dominance position. I found that the AI has been able to actually outclass the Battle Rifle at the Battle Rifle’s designated ranges. I’d make it only just equal a BR at mid-range with very well paced and placed shots, but easier to use up close. Make it require enough pacing, that it slows mid-range time to kill down to BR level, and cannot be effective enough at further ranges than that, where the Battle Rifle would still be good.

>NEEDLER: Decrease projectile speed, then decrease required projectiles to supercombine. Make similar to classic Halo games to watch the glowing Needles track your target and explode them into oblivion. Make Needler projectiles glow more and be more easily visible.

>PLASMA PISTOL: Decrease projectile speed for standard fire, substantially decrease projectile speed for overcharge. Achieve that classic tracking look for the overcharge so you can watch in satisfaction as the bolt launches from the gun and tracks your target. It feels too stiff feeling, akin to Halo 5’s. Firing shots seems to require very precise timing to fire quickly. Make inputs register in a more forgiving way. Refer to the pre-Halo 5 games. Make less efficient on flesh.

>PULSE CARBINE: The idea of keeping things toned down, and having a slow dodge-able projectile speed is good, but something feels odd with its effectiveness in the multiplayer, though keeping projectile speed low is important to maintain dodgeability, especially for the campaign. What the gun needs is more predictable leading, in order to make it more reliable and compete with the other guns in the sandbox. The gun’s effectiveness should depend on the player’s understanding of the gun’s required lead. Might need stronger tracking? Additionally, as the gun is meant to be a shield -Yoink!-, a headshot bonus feels out of place and makes it overly effective on flesh.

As a footnote, I’d like to see a more diverse array of weapon purposes instead of just having guns primed to kill as all the guns seem to be currently. Have designated situational purposes to encourage more swapping and more weapon combinations. When a gun is a shield stripping weapon, have it be more of a shield stripping gun rather than be for killing. The Plasma Pistol is currently oddly too efficient on flesh.

I reached the character limit with the previous message, so I’m going to continue here with miscellaneous feedback, followed by what I do like about Infinite and wouldn’t like to see changed.

Random miscellaneous feedback/ideas:
GAMEPLAY:
>There should be one set of weapon spawns all the time in a map to ease map learning, instead of cycling between presets. If one weapon spawns in a spot one time, it should always be that weapon.
>Allow for zooming in even if a weapon animation is still playing. Especially with the Sniper Rifle. The way it is now is like Halo 5, and makes zoom incredibly stiff feeling. Allow for zooming in as soon as possible, even if the weapon isn’t finished being held up yet, or even when the reload animation hasn’t completed. (Tommy Kost explains my issue well here, for Halo 5: https://www.youtube.com/watch?v=qY-GV2ersBs)
>Zoom for Rocket Launcher instead of smart scope.
>YY-ing to get out of zoom, even without secondary.
>Allow for turning the camera around the player’s body after death.
>Show kills and deaths directly in post match scoreboard without selecting the player.
>Maybe lengthen reload times and introduce YY quick reloads ala Halo 2?
CONTROLLER INPUT:
>Sensitivity seems to slow to a crawl when frame rate drops below 60?
>Bring back classic toggle zoom behavior. When the thumbstick is clicked, zoom in one level, but when held down, it will temporarily zoom in one level until the thumbstick is let go.
>The Sniper Rifle and Skewer’s zoom sensitivities feel off and make the guns stiff feeling. This is on top of the previously mentioned issue of having zoom wait for animations to complete.
MKB INPUT:
>More precise mouse sensitivity settings. Allow me to match my MCC PC sensitivity. Make sensitivity numbers match MCC PC, then allow for changing sensitivity in multiple decimals for those that need it.
>Allow for setting one key to two functions. I doubt I can throw a grenade in a Ghost while boosting. I want right click to both throw grenades and boost.
>Allow me to use the scroll wheel to control zoom levels. This can be implemented simply by adding binds for “Zoom in” and “Zoom out” so I can scroll up to zoom in one level, scroll down to zoom out one level. This is my MCC PC setup, and I can zoom in once with the Sniper Rifle then instantly go out of zoom by scrolling down, skipping the second zoom level.
>Changing the push to talk bind crashes the game.
SOUND:
>The sound design doesn’t feel distinct, and it can be difficult to identify which gun is being fired at a given moment. All the guns sound similar to one another and seem to always be about raw power rather than subtly communicating to the player how a weapon should behave. I would also like if the sounds were more classic sounding.
DIALOGUE:
>The dialogue seems to shower the player with so much praise, to the point that the player will feel numb to it and no longer care about said praise. This is combined with the number of medals the game has, which was also a problem with Halo 4 and 5. I also feel that the jokes are trying way too hard and don’t land. Writing for dialogue feels overly self-indulgent in general.

My positives with Infinite:
>The minute difference between base movement speed and sprint speed to punish bad positioning is wonderful. Sprint is no longer a way to make a quick getaway and play cat and mouse, and it’s a natural way to initiate a slide, as it allows you to see the sprint build the momentum to release in a slide. It makes sense to not have slide as a button, as that build up in momentum is important.
>Having sprint, slide, jump is a good way to have a faster movement method while eliminating the twitchy nature of H5 thrusters which had the problem of giving a last minute dodge to offset enemy aim and possibly getaway/score a kill. The maneuver makes sprint still have a purpose.
>Shooting instantly out of sprint maintains gameplay flow. Gone is the stop/start feel that began with Halo Reach.
>Most clamber jumps can be done with a crouch jump to maintain gameplay flow, and the places that do require a clamber are strategically placed spots for map control and significant pickups, making it a high risk maneuver and require more thought. The spots that cannot be reached without a clamber have a longer animation than Halo 5, making the clambering player vulnerable for longer. This way, clamber is a strategic option.
>The Sidekick’s a reliable sidearm and enjoyable to use, solving Halo’s issue of the Pistol being either too similar to the Battle Rifle, or not good enough. It’s not perfect, but the idea is there.
>The Heatwave’s concept of an alternate fire mode to choose to boost damage, or do crowd control is a nice idea and nuanced. Damage depends on range and how much the crosshair overlaps.
>The Skewer’s an interesting combo of the Rocket Launcher and Sniper Rifle. Single bullet per clip keeps its stopping power toned down. Its slow projectile speed also makes it a more interesting gun.
>The Ravager’s hold fire isn’t just “Boom bigger explosion” like the H5 Incineration Cannon and has a more nuanced purpose of crowd control by spitting out an area of fire.

That said, I am overall really liking the direction of Halo Infinite and hope to see it continue to improve as we approach launch! Keep up the good work 343!