Thoughts on the last two weekends.

Because I seemingly didn’t get a survey, I’m going to leave my overall feedback from the last 2 weekends. Just for clarifications sake, I was not able to play in the first flight a couple months back, so this is my first impressions on Infinite as well.

OVERALL:
Overall, I am very positive on what I played. It feels like a perfect mix of Halo 2, Halo 3 and Halo 5. Sprint feels useful but not overpowered. Most of the new weapons feel right. Equipment being a mix of Halo 3’s and the Armor/Spartan abilities from Reach-5 feels like a good compromise in that regard, and the Grapplehook and Repulser give this game’s movement its own character without changing the core of what makes Halo, Halo. There are obviously some issues that I had, and I know that a lot of people had a lot of the same issues, so it’s not just me, but I have a feeling that the rest of this post is going to come off pretty negative, so I just want to preface now that I like what I played for the most part, I just think that there are a handful of little things that are splintering through the entire game that cause it to just feel… off. So, let’s jump into it!

MOVEMENT
Like I said before, I think that sprint is in the best place that it has ever been. It feels useful, but not to the point that people are running away from fights. It feels like maps have been scaled back size wise as well. Not sprinting to get around is actually viable for the first time in a couple of games. I also liked that they went back on the sprinting-stops-shields approach of Halo 5. (It made it feel like you needed to stand still to get your shields back and slowed the game down a lot.) Sliding feels good, which is something that a lot of games screw-up. I do not like the reliance on clamber. All the smaller maps (Bazaar comes to mind first, though) require you to use it when doing any sort of vertical movement, and it doesn’t feel good. It slows everything down and starting a fight while clambering doesn’t feel good. I wish that they were somehow able to get crouch jumping back in, as that would allow a skill gap that just doesn’t exist right now. I’m guessing that this was done to allow the other methods of movement like the Grapple or Repulser to shine in that role but there’s only one or two of them on the smaller maps, so most of time you are going to be forced to clamber, which seems like it should be the fallback whenever possible. Grenade jumping could also be reintroduced to add some depth as well.

I also think that the strafe speed it probably a little bit too quick. It makes fights feel inconsistent with all the micro-adjustments required and the reduction of auto-aim on most weapons, but I’ll get into that later. Last thoughts on this are with some minor tweaks this could basically feel perfect. Add some acceleration to strafing so that gunfights feel better and figure out a way to scale clamber back into the game to allow for that movement skill-gap. The act of running around feels good otherwise.

WEAPONS
I’m going to only be talking about guns here. Grandes will be later. Let’s get the massive elephant in the room out of the way, I think that the AR is too much. It needs either a damage nerf, range nerf or some kind of combination, because right now it just doesn’t feel right. Too many AR vs. AR fights, and the random spread + headshot modifier makes these feel bad most of the time. I like the accuracy of bursting, and personally think that the best way to balance this is to remove the headshot modifier and add some faster bloom so that spraying isn’t as reliable. The body-shot ttk feels appropriate. Burst-fire range feels appropriate. I just think that the combo of spread and a headshot modifier is a bad idea, and I think that it comes off as inconsistent. That leads ne right into bloom on the Commando and Sidekick. I have no idea why they thought that bringing bloom on precision weapons back was a good idea. It has all of the same problems that it did in Reach, but with the faster overall ttk it is not nearly as forgiving and feels bad. This was really brought to light in the BTB tests this weekend, where so many more fights between two people using Commandos were happening. It got to the point that I just straight up stopped using the gun full auto, which seems against the point of the feature in the first place. I think that that an easy solution here it to remove bloom and decrease fire rate slightly on both weapons.

The rest of the weapon sandbox feels pretty good IMO. The three-way combo of slightly nerfing/fixing the AR, Sidekick and Commando feels like it would slow the average ttk down a little bit, which would help the game breathe, but also make those guns feel more consistent, which is the big issue to me. BR seems like it might be a little bit too easy to use, but for where they want it in the sandbox, that’s not a bad thing. Storm Rifle and Skewer feel a lot better than the Spartan Laser, which was such a hard counter on vehicles that it wasn’t fair/fun. Sniper is hard to use. I like that. Rockets feel powerful but also a little bit buggy. I don’t get the Pulse Carbine, but people were shredding me with it so clearly that’s a me thing. The Plasma Pistol does feel completely useless outside of its charged shot, which is maybe the point, but the Sidekick should never shred shields faster than it, so they should fix that. Nothing else really stands out to me. Overall I like the faster ttk across the board, but think that the inconsistencies of the AR, Commando and Sidekick stand out as the only real problems here. It’s close.

GRENADES
This section will be short. I think that there is too much Grenade spam but think that the power of frag grenades it pretty spot on. Maybe spawn us in with only 1? Plasmas feel great, and sticking feels maybe the best that it ever has. I would like it if they brought the pseudo-flash grenade qualities that it had in Halo 5 back though, because right now it feels like it’s just a worse version of the spike grenade. Speaking of the spike, I think that when it’s thrown onto a wall, that the “spread” out the back is a little bit inconsistent and that I’ve got some kills that I probably shouldn’t have and didn’t get some that I probably should have. I think that the best comparison of how I’d, personally, like this to work is like the lightning grenade from Destiny, where it can be a powerful tool for getting people out of cover, but one that requires skill and aim when using it. Dynamo grenades need some work. They do too many things too well and they need to be tuned down. I think they they probably shouldn’t do health damage, and instead just hurt shields. A grenade with that kind of utility has never really been a thing in Halo before and would allow basically everything else that they do stay in place. Getting two of them thrown at you feels really bad. I like the idea of a utility grenade that EMPs vehicles and attacks shields.

EQUIPMENT
I think the return to equipment as one of the pillars of the Infinite sandbox is genius. They are clearly a mix between OG Halo 3 equipment and the abilities of Reach-5. I think that that is great. Only real feedback I have here is that the drop wall seems a little bit weak. I hardly ever used it. Both Grapple and Repulser feel really good to use and I would seek them out most of the time. Not much else to say here. I hope that we see a decent amount of interesting stuff released as time moves on. Most of Halo 3’s equipment could fit right in with minor tweaking. I also wouldn’t mind some of the Armor Abilities from Reach and 4 brought over. These being on map pick-ups allows them to be a little bit overpowered and still not destroy the sandbox.

MAPS
The maps were a little bit of a mixed bag for me. The 3 small maps were all pretty lackluster, with Bazaar playing the worst and Live Fire the best, IMO. Art wise it was the other way around, but that doesn’t matter a ton to me. Graphicly they were all ‘fine’. All three felt too cramped, with no time to breathe. Honestly, it felt like they might play better in 3v3 even. I think that the AR issues from before were a big part of this though and think that the issues with these maps stem mostly from other parts of the sandbox. Behemoth is legitimately great, and easily the best map that 343i have ever made. The space allows the Infinite sandbox to breathe in a way that it just can’t on the other maps and feels the most “Halo” out of all of them, including Fragmentation. I could play Slayer on Behemoth every match and be happy. Fragmentation is ‘pretty good.’ I think that 12v12 makes the map feel small, when it clearly isn’t but the vehicle lanes and overall flow is pretty good. Art wise it is a little bit boring, while still beautiful. I like it. Based on what we’ve seen, the maps are an improvement from 4 and 5, which is obviously good.

I also like the weapon pads and how they can differ from match to match. I was one of the lucky ones that got into a Bazaar match with the Mangler and Sentinel beam and the game plays so differently from the Commando/BR variant. I like that. I also think that it’s a smart method to get new weapons added in. If/when they add new weapons all they need to do is create a new variant that features the gun. No needing to go in and move things out or around.

AIMING
Now this is obviously a big issue going on around the community, and I don’t think that I am nearly as worried about this. The game clearly has some scaled back auto-aim, which I don’t mind. My biggest issue is that (and just so you know I am a controller player) most fights seem to take place outside of the Red Reticle Range, and that leaving us controller players feels bad. Up close controller does get AA, but the fast strafe speed makes all of the micro-adjustments mentioned before still feel bad, and I understand and agree that it makes it even harder on M&KB. It seems pretty obvious to me that the game doesn’t need MORE AA, but they need to add some acceleration to the strafe and also extend the RRR out for most of the guns. AR also makes this issue even worse as it was one of the few guns to still have a pretty good amount of AA and the nature of it being an automatic negated a lot of the benefits of outstrafing an opponent. I think that the bloom increases I talked about earlier will also help balance this out.

PROGRESSION
I’m just going to come out and say it, but the XP system in the beta feels really, really, bad, unrewarding, and grind-y. I think that this could potentially be the biggest issue rolling into launch. I might surprise some people here, but I think that the weekly system is fine, and so are the swaps. It’s the daily system that needs to be straight up removed and replaced in my opinion. Instead of rewarding 150xp for completing 5 games, they need to just give you 30xp per game, and then if they want to, they can also add +5 or +10 for a win. This would give a constant stream of xp, taking the pressure off weeklies, while also not punishing people who don’t have time to complete 4 or 5 games when those start to pop up. I know for a fact, as someone who is a slave to the challenge, that if I get dailies that start requiring me to play 3+ games, that it’s a turn off for me. It goes 100% against their stance of, “this shouldn’t be a second job” that they took when explaining that battle passes would not be going away. Because now I literally would need to triple, quadruple or quintuple my play time to get experience for any of the matches within, and if you don’t have time then why even play? I hear the points about, “play for fun, not for rewards” But you also need to understand that a lot, if not most, people play for the rewards. That’s why they are in games to begin with. People like seeing those numbers go up, and not having that would be a huge miss.

TLDR

  • I really like what I played. Game has good bones but needs some obvious tweaking.
  • Movement feels like a good compromise between the Bungie and 343i games. Strafe acceleration needs to be slowed down a little bit to make tracking slightly easier.
  • The weapons sandbox feels pretty good. AR, Commando and Sidekick need some adjustments to improve consistency and AR specifically needs the headshot multiplier removed.
  • Dynamo grenade needs some work. Too powerful. Probably should only hit shields not health.
  • Equipment feels good. Drop shield is kind of useless.
  • Maps feel pretty good. Most of the problems with the maps are tied to other issues. Behemoth is an instant classic.
  • Aiming feels off. I think that fixing strafing will fix this issue a lot. RRR needs to be increased on most weapons. Game does not need more AA.
  • Progression system is bad. Weeklies are probably fine, but the daily system needs to be removed and replaced with traditional per-match xp gains.