Being one of the lucky few blessed by RNGesus I was able to participate in the flight.
Here are my thoughts and feedback on what I’ve experienced.
GAMEPLAY & UI:
Infinite feels like a great blend of Reach and Halo 3 that being said I found somethings to be great and others not so much.
Sprinting:
Sprinting felt more of a slight jog rather than actually running, in 4v4 maps I didn’t mind it as much as the maps felt more intimate and sprinting became a tool to be used to get to a vantage point or to get out of a not so cash money situation.
Feedback: Keep the current speed for sprint in smaller game modes but consider increasing it for larger ones.
Sliding:
Sliding in Halo 5 felt a bit wonky but in infinite it’s a commitment. Once the animation starts you’re stuck until it finishes( at least from my experience), on a positive note it can be used to gain a slight speed boost.
Feedback: Consider allowing players to cancel out of it.
Gunplay:
I adore the gunplay in infinite, weapons feel great, there is rarely a situation where I found myself thinking I’m better off finding a different loadout. However, I did find that certain weapon combinations have the possibility of becoming a new type of noob combo but I’ll get to that later.
Aim Assist and Bullet Magnetism:
I’ve noticed that AA is basically nonexistent, it’s there but has been cranked WAY down. Personally, I’m okay with this, it makes it so precision weapons require more skill to use but doesn’t make it impossible to master. To compensate the bullet magnetism seems very generous but not over the top.
Feedback: Consider adding more to certain weapons (sidekick, commando, skewer)
Shields:
First off, I am so thankful shields charge even when sprinting. Seriously, it has been so annoying to just sit there and wait, I’ve died so many times because of it. I digress. Shields feel kinda weak in my opinion, the TTK seems to be very very high but on the flip side they restore VERY quick which I found allowed me to jump right back into the fray.
Feedback: Kinda on the fence on this one, on the one side I like the speedyness but on the other I hate dying in like 2 seconds.
ADS:
I’m really glad it’s made a return although I rarely found myself using it outside of weapons that already have a scope. Primarily because the recoil you experience is is nuts! Its like putting your face against an over loaded washing machine on the spin cycle.
Feedback: Tone it down a bit if not then add a cup holder to every weapon. I like my drinks shaken not stirred.
MELEE:
My absolute favorite part of this game by FAR. Almost every single game I get the boxer medal and am damn proud to be a punchy crayon eater. Decking fellow spartains is second only to assassinations.
Feedback: Add more melee medals
UI:
HUD:
HUD feels good, I like how it’s very clean and feels like it belongs there rather than it feeling like there’s a bunch of stuff in my way. I could easily tell what equipment I had and how much.
Feedback: Please add a indicator for timed items such as invis, I had no idea when I was going to de-cloak or if there is one I didn’t see it.
Radar:
Personally, as a person who watches their radar religiously I found it to be almost useless. Other than to tell weather or not enemies where above or below me it didn’t offer me much of anything else. Maybe that was the goal? I’m not sure. But as someone who likes to wait in ambush for his opponents it forced me to plan further ahead or just sit and hope some poor loaf of stupid runs past me.
Feedback: Pls give back 25m
Personal AI:
I adore these weird little things, but they’re so quiet half the time I barely ever notice they’re even there until I do something praise worthy.
Feedback: Add more, more personalities. I’d honestly sacrifice a goat to you guys if you could add in Gordon Ramsay or Sam L Jackson.
BOTS:
Oh boy, here we go. First off I’d like to give a big hi-five to the team behind these things. Seriously, good job, if it weren’t for the names I’d assume most of these were actual players based off of how stupid and skillful they are. Honestly, I’d rather have one of these guys on my team than some of the absolute dumpster fire players I’ve been stuck with. These guys are some of the most grenade happy things I’ve ever seen. Not once have I had a single engagement that they did not already throw one at me or stopped mid fight to throw one. The only thing they didn’t do was run up to my face and slap a plasma grenade on my nose while they died. Furthermore, their aim at times can be pretty sus, like I’ll just have finished a fight with one then ill run down a hall and it just to happens that one of them threw a nade across the map. I get that actual players do it too but this is way to consistent. That being said they do have a plethora of weaknesses. Running and jumping at them like a raptor on bath salts tends to be the best strategy I’ve found ( shouting to assert dominance), crouching after running through a hallway while they follow you will always leave them standing there like John Travolta and if you’ve got invis, forget about it, you could do the holky polky on their toe and they’d never even notice.
Feedback: Less nades, more jumping.
WEAPONS:
MA40 AR:
This thing feels like putting on socks right of the dryer. Never in a halo game have I opted to keep my AR over any other gun. The spread feels tight, its great for long and close range engagements but that being said it’s also kinda OP at times. Okay, OP might be kind of a strong term but I know you’ve all experienced it getting sprayed down from half the map away only feels good when you’re the one pulling the trigger.
Feedback: Keep it the way it is but maybe increase the spread at longer ranges.
Pulse Carbine:
Now I mentioned earlier that there were weapon combinations that could be a new noob combo. This, this is that weapon. Pair this bad boi with and weapon capable of 1 tapping someone without a shield and you got yourself a BEAST of a combo. The projectile travel time is slow enough that once you’ve switched your weapon it’s just hitting who ever your shot at then POP. The tracking on this is bananers at times, I say at times because i’ve seen like 2 of the 4 bolts jump 90 degress at someone. This is a very forgiving weapon that BTW can 2 tap.
Feedback: Consider lowering the tracking possibly increasing the time between each projectile.
Ravager:
I adore this thing, the charged shots are going to be amazing in CTF and KotH modes.
VK78 Commando:
This thing is a mixed bag of trail nuts with an extra nut in it if you know what I’m sayin. Can’t say I’ve particularly enjoyed this weapon, at all. being both full-auto and a precision weapon is a tricky thing to do, I found that its high recoil and low magazine left it to be desired. Good at cleaning up kills at a distance, if you can control it.
Feedback: Lower the recoil and increase the mag size to 30
CQS48 Bulldog:
Much like a baby at a family reunion, everyone wants to hold it. Got some real potential, didn’t expect it to have that much range.
Feedback: Slightly lower the recoil
Heatwave:
Did not enjoy this at all, spread was too unpredictable. Found my shots bouncing off to god knows where, tried to do what I saw in the trailer and it did not go well.
Feedback: Tighten up the spread and increase tracking on the projectiles.
And there you have it almost all my thoughts on the flight. All and all I think the game is headed in an amazing direction and I cannot wait to see more. Let me know your thoughts!