My own survey for the flight (feedback)

Love the AR but I think the head shot multiplier is why some believe TTK is too fast and some believe it is too slow. Not sure how to remedy this, it’s a skill gap issue for sure.
After adjusting I love the aiming. I feel like I’m placing shots. (XBSX)

Precision weapons feedback:

Sniper is great fun, the reload animations are nice but a tad light feeling. One handing the SR7 feels easier than expected, in isolation that was fine but when the hammer 2 handed feels so heavy it leaves me confused.
Especially if using both simultaneously.
Snipers lack of smoke trial was noticeable. On this topic, the same goes for the spnkr which also has a less than impressive explosion on contact. The fire sound however is great.

Glare on br and commando is unnecessary.

Skewer, sniper and other one hit kill long ranged weapons should be the only weapons with glare.
Makes the information more digestible.

Love the feel of all ranged weapons so far.

Auto weapon feedback;

The lack of descope on the AR makes it very effective at range when zoom is set to high magnification. Perhaps remove it?

Needler is great but I can hardly hear the super combine. I need that audio feedback to really hit home how explosive blamite is once critical mass is achieved.

Short range weapon feedback:

Love the sidekick’s quick switch and shot pacing to compliment the AR at close to medium range.

I’m unsure where the bulldog fits. It seems to get outplayed by the AR in most cases. I can see the PvE potential but not sure how it fits into mp.

Grav hammer is great I think melee could be faster and the lack of push back makes sense with the longer wind up but I’m not convinced its as fun as it can be. Its a chaos machine in past titles and thats the draw. Also the wind up lacks the squealing build and bass release of prior hammers.

Grenade launcher and grenades feedback:

Ravager is great taking from spv3s brute needler, incendiary grenade in H3 and the brute shot/ concussion rifle. Its great at area denial and crowd control.
The effects however ain’t landing for me. They feel very animated and disconnected from the environments. Halo 3s fire effects actually work better imo. I’d even be happy if those effects got recycled over the current one.

Digging all the grenades. Noobcube rules! But if the noobcube had better explosion visuals I wouldn’t complain as they weren’t AS explosive as expected, a pink hued humming coil used to strike fear in any Spartan’s heart.

Equipment feedback:

Love them all, however the indicator and range on the grappleshot makes it feel inconsistent.
Also I’d like it if holding the pick up input let me auto equip AC and OS as well as DB and SB if they are in the full game.
Still feel the interactive nature of the bubble shield is far more interesting than the defensive preemptive nature of the titanfallesque drop wall.
Threat sensor was better than expected and was great for coordination in social ctf without mics.
A sticky jammer-flare or chaf smoke would be a fine addition to the sandbox.
As would a smart scope deployable cover that functions as a make shift ramp would be awesome.

UI feedback:
Honestly just plain awful, unintuitive.
The way things are broken up makes little sense.
Having to back out of the lobby menu to get to armour or weapon hall was annoying in the flight with limited customisation options cant imagine how it will feel at launch.
It was just archaic and over complicated.
Also the message of the day blocks part of the squad. If you are showing squad members in the ui don’t clutter the screen with obstructions its 2 opposing philosophies. Perhaps a simpler menu system like 3 or reach or a more diagetic have a hologram monitor instead of just an image window and have the ammo crate be the customisation menu for example.
Right now the UI feels lack it is trying to be everything for everyone and has no sense of direction. The actual assets used are fantastic.

Academy feedback:
Weapon drills are cool and ill be going for full marks once the game is out.
Some additions to consider for post launch would be vehicles, seriously the wasp and banshee need to be explained to new players they aren’t as intuitive as past games vehicles because of added complexity release on release.
A break out aesthetic (literally use those assets) firing range that shows spread and drop on projectiles and perhaps has the option for community firing ranges to be added over time.
Hell if possible a kill house style time trial mode would do wonders for the community to unearth techs and share them with less skilled players.
I also hope getting all stars unlocks a camo for each weapon.

BTB feedback:
An added xp reward for playing objectives is 100% required.
Many games were utterly awful due to players chasing challenges and not the actual objective. In total control and ctf this lead to long low scoring boring games or short one sided affairs. I understand this is bound to happen but the frequency felt quite a bit higher than the past. I may be mistaken but after considering this I came to the conclusion that it was tied to the xp system.

Some effects are broken as I’m sure you are aware, ie the man canon.

Some melee kills did not get counted towards challenges/battle pass.

Being able to run through teammates and their grenades and shots sort of trivialises team play.

Example:I I was defending a point by the loot cave and had pushed back the enemy, I tried to stick a retreating spartan with my plasma nade as I was throwing a teammate passed straight through me and got stuck on the head, they survived, stole a kill(which is fine) and got taken out by 2 other Spartans. This couldn’t have happened in say halo 3. While team kills can be an annoying issue it does teach valuable lessons and improves player coordination. It also promotes a general sense of awareness in regards to surrounding geometry players. Mechanics that promote coordination and consideration of other players on the same team are qart of the experience and were sorely missed.

It also doesn’t teach new players to pay attention to grenades, allies or that grenade spamming isn’t always the solution. This was a major negative for me as it also makes the players feel distinctly separate from the environments and as the focus is on sandbox not being a part of that sandbox itself removed some of the essential chaos that is the strength of halo.
I understand why this is implemented considering F2P but its probably my most negative recieved aspect of the game over all as it is always there at the back of my mind. Especially when a ghost friendly passes through me.
Makes positioning that bit less interesting over all.

Loot caves feel sparse, such a great idea but a tad underwhelming however not sure how this can be changed with map balance being ruined.
Would love to see the door hack used to make dynamic changes to map lanes, sight lines, cover etc. Could make for amazing replay value.

OP CONTINUED
Bot feedback:
Pretty fun, still a bit buggy.
If noticed and I’m sure this has been noted they get stuck often, especially near a weapon spawn. Behemoth’s ravager would often have 2 or 3 bots stuck nearby, picking up the raveger often solved this so it must be a pathfinding issue with weapon spawns that cause them to clip geometry. It could be fixed at range by friendly fire 2 if it were enabled but it wasn’t.

Are bots not in btb? Can they not drive? I assume that both features are in the launch build seeing as it is required of banished AI. Behemoth with bots is a chore as the banshee is unstoppable with them not using vehicles of hijacking.

The shock rifle and nades are deadly when players use them but bots don’t make great use of them on any difficulty.

That said they pose a nice challenge on spartan difficulty.

AUDIO FEEDBACK:
Dedicated options for each of the announcers is a must.

Mute player option needs to be quicker and off of the scoreboard in game.

Weapons sounds are mostly fantastic as is the music.

Vehicle Feedback:
Obvious physics bugs aside they all feel really great.
But the crosshairs feel 2 small. Again I understand the move towards smaller reticle across the board and the logic behind it but particularly on unsc vehicles it feels very accurate across map but also less powerful and impactful as past titles. A strange situation. But the qualia of massive powerful gunners is lost to some degree. The hog is the best example of this to my mind. Hope that can be changes for launch.

Lighting Feedback:
Games looks great and the lighting is lovely. However I did not some issues with shadows and reflection mostly in relation to weapon models.

SUGGESTION:
love how customisation of controls is robust but it needs an option to tie entering and exiting a vehicle to one input.

There are eight dedicated categorized sticky threads in this very forum designed for this. Unless you post your feedback there, you risk it sinking unseen into the depths.

> 2533274805469694;3:
> There are eight dedicated categorized sticky threads in this very forum designed for this. Unless you post your feedback there, you risk it sinking unseen into the depths.

I’m aware.
The mega thread in and of themselves also risk it being unseen by virtue of the noise they generate and so much of the critique being nonactionable and uninformed
Thus I have opted to leave a concise easy to locate and follow post instead. 343i can’t and won’t see or respond to all the criticism. The least I can do however after playing the flights is provide honest feedback so I took the ti.e to do so.
I’m not so egotistical as to believe my feedback is superior or unique so ultimately it is unlikely these concerns will be unheard as I am sure many made the same observations.
I also had no intention of dividing up my thoughts in a mega threads with specific goals as it would have leD me to lose my train of thought. These are just things I jotted down over the week.
By all means retroactively dissect and post these in the respective threads should you feel so inclined.
Personally I feel like thats unnecessary. I didn’t get a survey so my feedback is not guaranteed to make a difference regardless just felt it was the proper thing to leave some thoughts after how receptive the infinite team has been to criticism.