Straight to the Point Feedback after a ton of hours into Season 3 so Far

Devs should appreciate this as they can do the backend testing themselves, so here we go:

  • Remove SBMM from Halo Infinite entirely. It’s completely butchering the core gameplay experience on levels I never thought imaginable

  • Remove CTF from BTB immediately. This is probably the most embarrassing game mode that’s representing Halo Infinite BtB right now.

  • Add more weighting for King of The Hill modes in BtB

  • The Hydra kills Warthogs WAY to fast.

  • Sticky Grenades should never 1 shot the driver + gunner in a Warthog if you get stuck with one nade virtually anywhere on the Warthog.

  • The Cindershot absolutely dismantles almost every vehicle in the game with total ease. Nerf the Cindershot substantially against vehicles and the people that are mounted on the vehicle.

  • The Bandit needs to have it’s recoil buffed. This gun is almost good to use but is incredibly outclassed by virtually everything within it’s range. It’s consistency is bad. Lower the recoil.

  • The Sidekick is insanely OP as is the Assault Rifle. Sidekick melts at medium range which should never happen. The AR melts at close and medium ranges. Increase the bloom on the Sidekick and the AR so they’re nowhere near as effective at medium ranges as they are now.

  • Quit Splitting Partied Up Players into Different Squads. This goes without saying. I party up with a group, I join the game with my group, I play with my group in my Squad. Never should I be split away or divided from the people I’m partied up with.

  • New 10-tier event mode is absolutely horrible. Pair this with SBMM and it literally turns my stomach. Social Modes (anything outside of the actual Ranked mode) should feel fun, free and honestly unstressful. This is not the case for any single person playing the game right now.

8 Likes

Some reasonablish points.

Except re: SBMM.

It’s needed to keep the game enjoyable for everyone.

Sure, we can always discuss better ways of implementing it.

But no SBMM is never the answer.

7 Likes

CTF is fine in BTB. The only real issue I have with it is how effective it is for Active Camo players to sneak flags out of enemies base. It’s more effective then attacking the flag with your entire team lol. It does kind of kill the fun though since finding that player is a pain in the -Yoink!- unless you’re close to them and can see the shimmer. CTF is one of the most popular game modes in BTB though.

Also no to every single nerf you requested as well. Most of the weapon sand box is fine.

SSBM ain’t going anywhere, you’re going to have to learn to deal with it or stick to custom matches. They’re never going to remove it from the game.

That’s about it…

5 Likes

Most points I agree with although I don’t think onyx and diamond players slaughtering silver and gold lobbies is a good idea. Good luck getting low level players into the game when the can’t do anything against players with thousands of matches under their belts. Pretty much ruins it for them. Can’t imagine it’s that fun for the high level players either If that’s what they want they should just go play bot boot camp.

1 Like

Totally disagree with all your points other than about squads in BTB.

2 Likes

BTB CTF in Infinite is boring because games often come to a standstill where neither team can make a move. One competent dude with a Hydra at base is enough to shut down any attempt to steal a flag or any approaching vehicle.

The matchmaking based on your CSR has been better since they’ve switched over. Although I wish they’d reset the MMR for us as well when they do the resets.

Counter points on some of yours

  • CTF is not embarrassing at all? Its always been a thing in BTB maps and I see no way how its “embarrassing” because, that’s Stockpile.

  • Sticky grenades should kill the driver and turret. Actually, I figure out that if the vehicle isn’t taken enough damage, it would only kill the turret first. Besides, before this, grenades one just explode the vehicle altogether when stuck. Theres like only 4 plasma spawns in each map.

  • Cindershot literally only has one consistent spawn in maps. Its also a forerunner heavy weapon, which, 343i outfitted them to do the most damage to vehicles. It should be able to do that much damage.

  • I think you and me see the Bandit differently. The recoil is fine, I thnk the range needs to be buffed more, its being bested by other precisions.

The rest is just a personal issue. Its nothing major.

1 Like

Toned down a ton, but not fully removed.

Maybe change the maps CTF is on. It does suck tbh.

No comment… other than waiting rather the weighting.

Yeah, Hydra is incredibly damaging to the sandbox currently. We have too many anti-vehicle weapons. I’d like to see the Hydra changed so that to fire a volley you have to lock on and charge the weapon. The longer you charge, the more missiles it fires when you release the trigger.

It confuses me as to why the Plasma grenades stick to vehicles but bounce off the floor slightly. Plasma’s shouldn’t stick to vehicles, whilst the brute spiker grenades should and should deal a ton of vehicle damage. Would be a meaningful buff to the vehicles and brute spike grenades.

Uhhh… Yes and no. It is powerful, but at the same time it doesn’t have too much ammo so it’s fine.

What do you mean by buffing the recoil? Do you mean less recoil or more recoil? xD
Bandit is fine though. It sounds meaty af which I love, but it does feel weak at points. Maybe more of a effect similar to the Halo 5 DMR? It’s difficult to say. At least the pro’s seem to like it.

No.

No, it doesn’t.

I disagree that it melts, but what role would you want it to play? Would you want it to be completely useless like in prior Halo games? The AR is incredibly well designed in Halo Infinite. It gets outclassed at high levels, but is still usable and feels good.

I might agree with you on the bloom increase on the sidekick honestly. It’d give the bandit more of a role, but the AR is fine.

Didn’t even know they did this. If they do, 100% agree with you.

I half agree with this. The 10-tier event is mid, but my SBMM didn’t seem too bad going into season 3. I used to match up against constant Onyx teams and often would scrap against pro players in FFA. Trouble is, I just wanted to play casually and was being forced against top players at times. I still think SBMM should be toned down, but I honestly think it might’ve been.

Summary.
Some good views, but some of them are strait up strange xD

2 Likes

The Flag carrier having Active Camo on in BTB CTF is a major problem that needs fixing big time.

2 Likes

That would just slow the system down.

You’d get some very uneven matches early… and pretty much end back in the same place after a few games.

Your MMR has increased volatility - so you have the chance to rank up if you are good enough.

Stomping a lobby of Gold players isn’t going to help you. It’s all about beating those lobbies ranked higher than you.

Why do you want to wait longer for KotH? even if you don’t like it that seems strange thing to ask for.

1 Like

All SBMM does is put above average players into unwinnable games because they’re given brain dead teammates, it purposely makes games incredibly imbalanced to try and ensure every player is close to a 50% win percentage. I’m not even an Onyx player yet I will be put against a team with multiple onyx players while my teammates are all worse than me, so tell me how the game expects me to win?
As for the AR the problem I have with it is, is it’s the only gun in the game that requires no skill to use which it never has in previous games either but was the reason it was never as powerful as other weapons, except now in Halo Infinite it was given a massive damage and range buff to the point that it has Halo 3 BR range now. There needs to be some kind of nerf on this gun because right now its too powerful for how easy it is to use and it is far too good at stripping shields, and even more game breaking when an enemies shield are gone. Even if they made it as difficult to use as other weapons in this game it would be enough of a nerf.

That’s a complete conspiracy theory and not at all what SBMM is aiming to do.

You’re also complaining about the AR being to easy to use in the same post as you complain about terrible teammates. If you make the easier to use weapons harder to use your sub-standard teammates will get even worse.

1 Like

Call it a conspiracy all you want but it’s the exact same thing in Halo MCC, the majority of games are winning team has 2 or more positive KD players while the losing team will have 1 or 0 positive KD players. The majority of matches in this game are absolute land slide wins because of the way they purposely put people into games they cannot win. Tell me how it’s SBMM when the games I lose the best player on the other team is better than me and is given better teammates than me, how could that possibly result in a win for me? Wouldn’t it make more sense to balance every game so there is the same amount of positive KD players and negative KD players on each team?

What you’re saying is an example of SBMM not working. Someone (or multiple people) did not perform to their expected skill, or the SBMM has simply failed in that case for another reason (maybe someone didn’t load in and got replaced at the last minute). While you completely ignore all the close matches that SBMM has created.

Your solution is to remove it completely and have lots of matches be completely one sided purely because of varied player skills and luck based matchmaking. At least it won’t be the fault of SBMM I suppose.

The game isn’t expecting “you” to win.

It’s expecting your team to have a 50:50 chance of winning.

Your better players have to carry (go positive). Mid-players break even. And lesser players survive (go negative).

But don’t forget that your Onyx players can let the side down by going less positive than expected. And your “useless” players can carry the team by going less negative then expected.

It’s a team effort.

2 Likes

You’re not really getting what I’m saying, what I’m trying to say is the game could balance the game out by putting an equal number of bad players and good players on each side but it consistently does the opposite and creates lopsided teams where the great players are paired with good players on one team, and the other team will have good players paired with bad players. The majority of matches are completely lopsided and I can instantly tell when I’ll win a game because I’ll actually have at least one competent teammate.

Does that happen to me at times, sure. I’ll even agree that it’s more often than it should be. It’s not the result normal though and I don’t for a second believe I would get more even matches by removing SBMM.

Which is exactly what MM tries to do.

It does what it can to balance two teams… and a 50:50 chance for each.

At times it has to team up very good players with worse players.

Purely because there are no other equal players available to match with or against.

But the teams should still be pretty even.

What sort of gaps are you seeing in team MMR?

This doesn’t match my experience.

I tried to check your game history on HaloTracker - but it looks like you’ve locked it out?