My Thoughts on Halo Infinite's Tech Preview

Hey so I guess I didn’t receive a survey so I thought I might as well post my thoughts on the tech preview we saw last weekend. These notes were taken while I was playing through the game so these were fresh thoughts at the time. I also understand that with this being a two month old build that some of the things that I have as negative feedback/recommendations for change may have already been changed/fixed at this point. I’m ignoring more talked about problems like audio glitches when you join a game late or the problems with weapons that have been discussed a lot by content creators and others via social media that I have seen.

I just want to start off by saying thank you to all the developers who have put the time and effort into creating the game that we have been waiting so long for. While what we saw wasn’t perfect I think it has come a long way since the beginning with Halo 4 and definitely shows some improvements on the series as a whole. Bravo to the devs!

Just to give some reference I played on a PC with the following specs:

AMD Ryzen 7 3700x
16GB DDR3 3200
GTX 3070

Positive Feedback:

  • The main menu of the game definitely works. If 343i is going to continue down this path of making sure the multiplayer can somehow tie into the lore then I like the idea of the Spartan Academy. - The menu system is fairly easy to navigate. I can find everything that I need fairly easily. When the game comes out of course we are going to get more moving parts added to these menus so I’ll be curious to see how well it holds up. - Sound Design in the menu and in the gun testing range is amazing. Battle Rifle Sounds so good. - Plasma Pistol is the best sounding in the game. I wanted to create a separate line for this because I never expected such a small weapon to produce such a beautiful set of sounds. Top Tier. - I love that the personal AI is present, definitely adds more to the customization and sounds kinda cool when they shout things out. - The little sequence at the start of a match is beautiful (when it works). - Bot matches feel pretty smooth overall. No real lag or stuttering is being experienced. (again this is subjective) - Gunplay feels really satisfying compared even to Halo 3. Weapons like the battle rifle, pulse carbine, and the sidekick feel really good to use. - Love the new shield recharge animation, it’s quick and simple. I hope that this is the same for the campaign side of things. - Grapple Hook feels really satisfying to use and doesn’t feel super overpowered due to it’s limited use and the gradual momentum gained over time. - Ravager Alternate Fire method is probably the best in all of Halo. Really innovative and definitely can be worth using in objective gameplay. - Gravity Hammer feels really weighted and a all around powerhouse of a weapon. - The bots are pretty sophisticated in most cases. Best bots I’ve seen in my gaming experience.Negative Feedback/Recommendations

  • The voice acting of the base AI (I think Pyramid is the name) seems a bit forced to me and doesn’t seem natural at all. I would re-record those lines to make it seem less awkward. - I don’t like the audio cue when a team reaches the halfway point in a match. That guitar rift is too loud and takes away from the gameplay. I would suggest moving it and just having the announcer or AI announce that you or the enemy team are halfway to victory. - Clamber and Slide animations seem a bit rough. Clamber just looks blocky over all and there is a delay from when you press slide to when it actually slides. Not sure if that is intentional or not to make sure enhanced movement is not as prevalent but still feels weird. If this is intentional then definitely keep it just something I’d have to get used to. - Weapon Skins applied in customization appear to show on weapons that I spawn with and when I pick up spawned weapons throughout the map, however when I pickup a weapon from a dead enemy my weapon skins do not apply to those weapons. - Tone down the announcer/AI/spartan chatter. Too much is happening at once. Also when it comes to the AI please don’t have them say “S7 Sniper Rifle available” or “S7 Sniper Rifle acquired” just do “Sniper Rifle available” no one really cares about what model the weapons are. - Plasma grenade explosion is weak. The frag grenade was done well but the plasma animations needs some work to make it look truly deadly. - Add another part of customization in regards to starting animations for players when a game starts and your team is introduced. These can be quirky poses, but nothing too over the top. - Please revert the radar to how it functioned in the previous Halo games. The radar we saw in the tech demo mirrored that of Halo 5 HCS and ruins casual play in my opinion… Sometimes it can be fun to get the sneak up on someone but almost makes active camo far too overpowered and more than likely will encourage camping in casual play. - Live Fire seems a bit too small and lackluster even if we are going back to the times without relying on enhanced movement to build maps. I think of 4v4 maps like Sanctuary from Halo 2 or the Pit from Halo 3 and they just seemed a lot bigger with more locations in the map to explore. I’d like to see more medium sized maps like that when the final game launches or even after launch. I think having a mixture of small maps like Live Fire and medium size maps like the ones mentioned above definitely would help shape the 4v4 scene better.
    Again these were just my immediate thought when playing the tech demo over the course of only 5 hours throughout the weekend. I hope everyone enjoyed their time playing Infinite and I look forward to more flights to come :slight_smile:

I really liked as Fret (the Pyramid) sounds. I had so much fun with him

Seeing as how this is the best place to put my feedback, I’m gonna post as a reply in 2 parts since there’s a character limit. No hate here, just my personal thoughts. Obviously not everyone will agree. I hope both original poster’s feedback and my feedback is seen and read. Cheers!

First of all, thank you for having me! That fight was lots of fun. I don’t mean any of the following as negativity or just plain criticism. I’m not sure where to start, so I think I’ll begin with pacing:

While playing the game, I was never sure of what pacing was being encouraged. In terms of movement, walk speed felt just the slightest bit fast (for me at least) but the sprinting was a beautiful compromise and although I wasn’t a fan of sprinting or thrusting, I ended up loving what you guys did with sprint. In terms of gunfight pacing, not all guns felt equal. I’ll go into each gun that stood out individually and point out the pacing issues I felt, starting with what I hypothesize the meta was built around: the sidekick. This will be the standard I use to compare other weapons.

The 7-shot kill minimum was definitely an improvement over its predecessor, but felt the fire rate was a bit much and made worse given its ridiculously fast reload and swap speed. Because of this, I started to not really see a benefit to running the commando over the sidekick (apart from a bigger clip size but slower reload) since they both share that 7 shot kill minimum and the commando seemed to have a slightly lower fire rate. On top of this, the commando had a ton of recoil if shot full-auto, and overall felt harder to control. I’m not sure what would be a good fix for this as there are obviously specific pacing goals you guys had/have in mind. Since I wasn’t able to test bullet damage from each, you guys may have made the commando a 3 or 4 shot + melee kill while the sidekick requires 1 or more bullets than the commando for a melee kill. Still, maybe decreased recoil, increased magazine size, no descoping exclusively for the commando OR for the sidekick a slower fire rate(an in-between of the H5 and this one), slower reload, 8-shot minimum (or a mix of these). An added layer of complexity could also be no descoping of the commando when being shot by the sidekick. This relationship could also be extended to other weapons to create unique ways specific guns interact.

Moving on to the AR, this guy felt almighty. I was not able to really gauge the damage from it, but it felt fine in close quarters. Long distance, the AR was too powerful and precise especially with the smart-link. Swapping speed was good, it reload speed felt a bit too fast. I’m not sure if this was to keep up with the sidekick, but toning down reload speed for both would be optimal in my opinion. In terms of the long distance issue, a faster bloom or bigger reticle could work. If you ask me, the H3 AR was very well balanced in damage and handling.

(Almost) Everyone’s favorite, the BR. The BR is BACK. This thing felt great to use again. The only issue I had with it was swapping speed and swap-into-shooting speed. I’m not sure if it’s a bug or programmed in, but after swapping or reload cancelling by double swapping the BR would take significant time to start shooting again. I felt this really cut into its use and was unfair given the speed at which you can swap to the sidekick. I’m definitely more biased towards the pacing/speed of the BR and believe it should be the most versatile gun in the game, so I want to suggest building the meta around this weapon. But again, I don’t know if there are specific speed/pacing goals you guys have in mind.

Some last mentions:
The shotgun is now a 2 shot kill with higher firing rate which I can’t say I prefer over the original slower one shot cousin. I do see how this helps balance the smart link and fire rate while still slowing for a 1-shot + melee. I’d honestly have to use this guy more.
The heatwave is really neat. Unique weapons like these make halo iconic. Faster horizontal fire rate with slower vertical fire rate makes sense.
The needler was almost there. Having it be a 12-shot kill did not feel fair when there are other guns that shoot, reload and or swap faster, again creating a pacing problem. Sure, you have smart link now, but that hardly helped this weapon (at least for me). Although you can’t tell when you’re being shot by the needler (which I think is another issue even though this may have been done purposely to balance it’s slow TTM) it is not strong enough. Assuming the subtleness of being shot by the needler was done on purpose to balance its 12-shot kill minimum, I would much rather have the 8-shot kill from H3 that can distinctly be heard from a distance. The increasing fire rate on that needler worked great on it too making it feel powerful but not broken.

I wanted to touch on the outlining of enemies and friendlies. I did not explore the settings 100% so this may have been a fix there, but the the outlining was to excessive. The outlines clashed with the shields and made it very difficult to discern the shield levels of foes. I started to realize that brighter color/outline meant more damage, but this became confusing when trying to see if a target was not bright due to having no shields or full shields. On top of that, it cut into the emphasis put on customization as the outlines obscured it. The same thing happened when an enemy had overshield: their armor colors were blocked out by the bright red outline I had selected for enemies which I could not easily tell if it was due to significant shield damage or overshield.

Part 2:

Last for weapon related stuff, the frag grenades felt to easy to use with little risk compared to reward. Im not sure if it was because the bots were programmed to throw godly nades or if the grenades somehow home in and explode once they are near an enemy (at least that’s what it felt like). I myself felt like I poorly threw some frags that somehow blew up where I wanted them to but was not actually expecting them to, based on how I threw them. On top of this, the time to throw and reset to start shooting was very quick, decreasing the risk/cost of throwing them compared to previous games. Even worse, the detonation delay was very short making the frag even more overpowering and reducing cost/risk of using them. I also want to add that the frags are huge (so that you can shoot them for detonation?) and sometimes bounce/ricochet randomly which I assume is due to their tops/pin area (which is more realistic physics I guess). This however makes it harder to use the environment to get that well bounced/placed grenade that relatively easier to do in H2/H3. The light emitted by them is also a bit distracting (even in H5 and previous titles). I also noticed that if I tried throwing frags far, they would detonate even without hitting a surface. I think that this set time delay for detonation is more detrimental than beneficial and the bounce requirement should be for any distance the frag is thrown. A final overall thing about grenades was that it was hard to gauge blast radius (at least visually), but I’m sure this will come second nature as players get a feel for this once they play more.

Lastly I think it would be great if there was the option of game-specific presets for ALL controls and sensitivities (inner/outer dead-zone, FOV, etc) much like there are game-specific presets for button/movement controls. This way people like me who are not entirely sure about advanced sensitivity options can select from a previous game we are used to, and work on customizing from there. Another option for customizing that would be cool would be for the medals and and voice announcer. Having the ability to choose a specific announcer voice from previous games and specific style of medals would be pretty awesome and add to the customizability. On a side note, I know a lot of hard work was out into designing and creating the medals in the game, but they reached a point where most have lost meaning/value and those that do, are brought down by the other seemingly pointless ones. I personally see no value for getting a medal for getting 5 kills with a sidekick or BR and it dilutes the value of getting a sniper spree for example or an overkill. Similarly getting a sniper kill vs a sniper headshot.

Again, thank you for giving me the opportunity to participate! I hope you guys take this as constructive criticism.