At the time of writing [17NOV2021] this I have logged 15hr into the Multiplayer Beta. While I am enjoying the experience and all the things needed for a great game are there. There are several key flaws preventing Halo Infinite’s Multiplayer from being great.
Aim Assist and Reticals:
On console aim assist needs to be increased or the size of the retical needs to be increased, with it being so low and the reticale being so small, weapons like the commando are worthless to pick up and shots easily made in previous halo’s are just wild misses and with crossplay controler players are just getting annihilated by mouse and keyboard.
Radar:
The radar is too small end of story. May as well not be there.
Battlepass:
The battlepass is a horrific grind and is clearly designed this way to motivate the player to drop the $200USD to buy the entire thing, sorry 343i but not all of us are e-sport streamers and would like to level up more than once a century. With 15hrs I am only level 7 in the battlepass. Another thing. Left and right shoulders should be earned at the same time. More xp needs to be given for challanges and XP should be given for match completions and win bonuses.
Customization:
Fine we understand. You dont want us to pick our colors so you can sell them to us. [Oh for all those “your just gunna be red and blue anyway”. You were wrong and now have no defense for this bs] thats fine. What isn’t fine is limiting them to armor cores, same with visors. Skins and visors should be universal. Its slimey to limit them to specific cores. Bad enough armors are limited to cores but the color I paint my spartan shouldn’t be.
The aim assist practically nonexistent compared to all the other Halo games, which are designed for controller play. Using our braincells, we can determine that most fans of the Halo franchise expected something similar to the previous experiences, since they’re fans and enjoyed them. But you’d know that if you had played them and were not some edgy teen trolling on forums.
@Ont9,
Clearly someone who barely touched the game. Not sure how one could come to such a smooth brain take. Played 30 days worth of time in the MCC, I have an above average KD and I’m getting destroyed because I can’t consistently hit my targets. Aim assist does not need to be buffed massively like in COD. However it does need a tweak where playing on console is fun and effective.
First of all, I am not comparing Halo Infinite against other Halo games. What other Halo games did is meaningless to me. I purely want Halo Infinite to be the best possible game it can be.
And that is my opinion as a controller player. The fact that other Halo games did something else does not invalidate my opinion in any way.
Also you are not the spokesperson for the vague term “most fans”.
I have played closer to 1000 games on a controller between the first flight and now.
I have no issues with landing my shots in Halo Infinite with a controller, and I am really enjoying the playing the game right now. I suggest tinkering with your controller settings in training mode which is what I did.
MCC had too strong aim assist. I think it is right that people need to learn to aim now.
weapons like the commando are worthless to pick up
The commando is very strong on controller. Don’t fire it full auto… if you fire it like a semi-auto you counter the bloom and can headshot at crazy ranges. It makes it a completely different weapon.
I agree that the other halo games were and have been built with a controller in mind however that is not the case anymore and they are developing for PC and Xbox now so they need to find a balance where both platforms can be on par which can be a hard task since PC tends to have an advantage in aiming but we can’t have it where controller just like a magic headshot machine so it going to take time to sort this.
Ok then why pick up the commando at all, I’ll just use the side kick. Less shots to kill and I cant tap fire it easier with a bigger reticle. There is a reason you never see it in the kill feed. Easily one of the worst additions to the sandbox.
well said. I feel people need to understand that games now are living things that now have the ability to be tweaked and adjusted as time goes on. This goes for the BP which likely will normalize, playlists that will expand (thinking back to H5 launch). As for PC and Xbox that is a tougher balancing act I feel will take iterations to formally balance over time.
Agree, past games matter - afterall, it’s a sequel. When you are accustomed to a particular Halo “feel” that is gone, you’re left feeling lost. That’s how I felt when I touched the controller with Halo again. It didn’t feel anything like their past games at all. A million settings and I have no idea how to get it to feel right.
You can reliably kill at a much, much longer range than the sidekick. Give it an honest try. I don’t know if anyone’s tested but by feel I believe the bullet mag cone extends much further and it has less bloom on initial shot (i.e. it has a different bloom curve). Plus there’s the ADS range if you aren’t under fire - you can use it much like a DMR. Regardless of the real reason, once you get used to the gun it’s way easier (at least for me and other people I’ve spoken to who’ve practiced with it) to secure a kill at range. It’s not the beast it was in the last flight, but it’s still good.
The whole concept of a series and brand name is that there is an anchor and aspects of it that stand out from other brands and series. Currently, Halo Infinite doesn’t represent the brand well, compared to it’s predecessors.
Let’s just list some of the issues people have with Infinite, by glancing 3 seconds at the forums:
No controller aim assist for a Halo game (flagged in flights, nothing was changed);
The broken radar (flagged in flights, nothing was changed);
No progression reason to win games, as you’re better off AFKing near a challenge weapon spawn to earn exp;
Matchmaking (the only game mode) is plagued with quitters and AFK people;
No report button for said quitters and AFK players, a mistake that caused MCC’s playerbase to drop from 90k players to 7k. Infinite already dropped from 250k players to 220k, in a single day;
Frequent crashes on console. Can’t verify this one on my end, but looking at the Waypoint and Steam forums, apparently it’s one of the reasons matchmaking is plagued with quitters (to be fair this is the new standard for games, so I guess this one is on par with any other AAA game release and not specific to Halo Infinite);
Challenges locked behind microtransactions work only 50% of the time. Some weapon challenges simply don’t work at all. So you pay extra for something that doesn’t work. This is basic QA/QC;
Controller input choice is only available in one playlist;
Issues that are a slap in the face to fans and are a regression from the first Halo’s launch in 2001, 20 years ago :
Weapon bloom is back, something that no one wants and was removed from in Reach’s first big patch because no one liked it;
Removed body collision, a feature that no one complained about since 2001;
Removed one-hit melee kills using objective weapons, breaking the game balance of holding an objective;
Removed color customization, preset color schemes are now locked behind microtransactions;
An armor set costs 20$. It’s not an epic reskin, it’s literally just polygons slightly shifted from the base armor model. For comparison, see Reach’s hundreds of flames and armor effects/models, that cost a grand total of 60$ for all of them;
It’s your choice to ignore forum posts and feedback, and ignore past entries of the series, all the power to you. You just can’t act all surprised when, again, if we glance 3 seconds at the forums, most of the playerbase is unhappy with the direction 343 took with this entries in the franchise. If you can’t understand the concept of a series, I don’t see how we can have an intelligent debate.
You shouldn’t let other people’s criticism ruin your enjoyment of the game.
I merely commented on the aim assist point as a controller player saying that it is fine and I believe that aim assist should not be increased.
And to you I responded that whatever previous Halo games did with aim assist is not something that should dictate the approach that Halo Infinite has to aim assist. I think there is a real argument here that aiming should be a skill even on a controller.
I am not sure why you are listing other complaints as I have not addressed them, and I am certainly not ignoring them.
Lastly, apart from this aim assist point, I do have to disagree with you when you state that Halo Infinite does represent the brand well. I think this is the best Halo game ever.
p.s. these forums do not represent the full player base which is divided on most issues at best.
GO try KB/M then come back and say you can’t land a shot. While the aim assist is less then other Halo games it is strong as all hell compared to using a KB/M. I can immediately tell if I get killed by a controller player.
That is because aiming with a KB/M is absolutely horrendous for any form of precision mid to long range. If it wasn’t dumbed down a bit it would have been a blood bath.
Hey if you disagree with the points I made here go make your own forum post and talk about the stuff you do like. Arguing with me and people who think like I do (i.e. majority of casual players) aint gunna change anything.