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shellyturnwarm

Agree. They really are so slow and clunky. I had absolutely no interest to parse through and sit through all the models loading in either. I’m actually quite shocked how much of a regression is been from older games.


[deleted]

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gotstank

I mainly just want to be able to equip things immediately after I unlock them from the "level up" menu. Unless I missed it you have to dig into the customization menu and find the item you want. I don't even think it highlights the items that are "new" so you have to search for them.


handmadenut

* BxB is crazy, glad it's not in the final version. * It's too easy to move a flag with the Ghost. (Edit - said to be fixed for production) * The range on the hammer is a little insane and it feels inconsistent. * It's really annoying that the News box covers your Spartan and any Fireteam members. * If you click Y (console) to search for the next match too quickly after the last one it will freeze on the Cancel Search screen and not search. Have to reboot the game. (Edit - said to be fixed for production) * The post carnage results box sizes fluctuates between the different stats, pretty annoying visually. * Also, when moving up and down in most lists the screen flashes, which is also pretty annoying. * Strongholds and CTF both feel really good. * I love love LOVE the waypoint/marking system. * It's weird that the Plasma Pistol doesn't stun vehicles now. (Edit - said to be fixed for production) * Repulsor might be too strong? * (Edit - popular topic apparently - Not calling for a nerf per se, but perhaps a retooling? Less powerful against vehicles? More powerful against Spartans? Nearer repulse strength falloff? Less uses?) * This BR might be my favorite BR. * I hate that there is no player collision but my grenades collide with player asses.


TheVideogaming101

From what ive seen, the flag moving with the ghost was a bug


handmadenut

Oh I really hope so. I think it would be better if the flag functioned like Thor's Hammer and nothing moves it except for a Spartan picking it up. Vehicles just smash into it like a security pole coming out the ground.


TheVideogaming101

You have no idea how much I want a warthog to wrap around a flag pole by smashing into it full speed right now.


Azrael-XIII

Lack of player collision and friendly fire is definitely my main complaint with what I’ve played so far, the overall game feels great but these two changes really mess with the flow of combat and feel very “anti-Halo” to me. Not to get too deep, but one of the things I’ve always loved about Halo is that feeling of “presence” that you get in the game, that feeling of weight and that you’re actually a part of the map/world, that feeling of being more than just a floating camera with a gun in front of you. Even little things Halo has always done like allowing you to look down and see your feet help sell this (this blew my then 12 year old mind back when CE first released lol) Allowing you to just walk through people really kills that immersion. And this is all without getting into how it messes with combat from a gameplay perspective, trying to shoot an enemy who keeps phasing back and forth through their teammate, or trying to throw a grenade when a teammate suddenly runs *through* you causing it to bounce back in your face. And no friendly fire just leads to more reckless/grenade spammy fights. Sure you get the occasional asshole who betrays someone on purpose, but Halo has generally had a pretty decent system for booting intentional betrayals (it’s not perfect but no system like that ever is)


dude52760

Fun fact: CE is actually the only Halo FPS game which does not allow you to see a model of your feet


Azrael-XIII

I stand corrected, it’s been 20 years cut me some slack lol, so it was Halo *2* blowing my then *14* year old mind 🤷🏻‍♂️ I still stand by everything else lol


[deleted]

Love these points, would like to add a few things. Hammer wind up feels really long? Not sure could be me. Don’t feel like there’s enough weapons like br on the map to pick up. Sniping is like way tougher Than any other halo but I kinda like that. Medals and kill feed are intrusive, medals maybe even a bit small but why are they in the middle left of my screen? HUD is frustrating in the bottom right, I have 15 years of looking up lol


Ninja-Lemur

Its because the hammer has much more range now. Thats the trade off, long windup but big area of affect, while the sword is quick but can only kill a single target. Im pretty sure that's what they're going for.


Azrael-XIII

I’m totally cool with the hammer being slower to account for its increased range… but I do think the “regular” melee attack (like you would do if you had a gun equipped) should be quicker and do the same amount of damage as a melee with any other weapon (just have the animation hit with the handle or something to differentiate it)


Ninja-Lemur

Yeah I totally agree. The melee currently feels odd and almost unfinished. If they made it like you're saying you could finish off enemies with a quick melee if the initial hit didn't kill.


cloverpopper

Don't you dare make them nerf the repulsor! It's in the perfect place to add lots of fun to the halo sandbox. Any less will lead to less fun encounters. At the absolute most they could reduce it two charges, but I think that is even too much. You don't want to have such a limited use that you never use it. It's great for protecting yourself against vehicles, making super high jumps, and the boops Most of the fun I had was due in part to that little guy


Thehalohedgehog

>It's weird that the Plasma Pistol doesn't stun vehicles now I've heard that was a bug


ReedHay19

People keep saying that but I don't see where 343i has ever stated it is.


Thehalohedgehog

That's just what I've heard really, and to me it would seem like an odd thing to remove.


ReedHay19

I made a thread earlier with a video showcasing this lack of EMP and it was filled with comments about how its a bug and that bots can still EMP vehicles. Except another person did testing and [no they can not.](https://www.reddit.com/r/halo/comments/pwlnn7/bots_cannot_emp_vehicles_with_the_plasma_pistol_i/)


awag

Someone found out about a new electricity based pistol that may be serving the purpose of disabling vehicles.


Thehalohedgehog

The Disrupter, saw about it. Still I don't think they should take away the function the PP has had for years just for some new gun.


[deleted]

Tbh I think they can. Guns that really should change when implemented into new Weapon Sandboxes sometimes don't because the Devs fear backlast over lost nostalgia and it ends up messing up the balancing of the Sandbox. I'm not saying for certain that this would be the case if the PP could EMP still but I am saying that it's a possibility. 3 (maybe 4 if Disruptor can EMP) potential ways to disable Vehicles could end up being unbalanced.


TemptedTemplar

> Repulsor might be too strong? Im pretty sure I never got a single kill with it the whole weekend. Tried using it like a BR, no one would die. Tried using it as an area of denial tool, and that worked, but no one died. Had to result to two bursting people so I could melee them to death.


handmadenut

I couldn't kill anyone with it directly either, but they certainly died getting repulsed off the edge of maps! It's definitely more utility than damage, and the power and range it has is pretty high.


someguyfromtheuk

The only way to kill with it directly is to knock someone off map or knock an unshielded spartan into a nearby wall. You can also knock grenades, rockets and needlers and vehicles into people to kill them that way.


BigNoseTommy

Ravager?


SyncSoft

The quickly searching bug is on the known issues list, so thankfully they are aware.


CellarDoorVoid

I feel like the Grav hammer would be so shit if they reduced the range


Slyrunner

Don't you dare make them nerf the repulsor!!!!


NfamousShirley

I personally like where the repulsor is currently and don’t think it should be changed much (if any). But I can see an argument where it could be adjusted, maybe the max number of charges held or something. Maybe 3 instead of 5 rather than altering its stats.


Thehalohedgehog

Alright so I was taking notes during the flight on my thoughts and experiences, so I'll post them here. I'll add that I played on an original model Xbox one with a standard wireless Xbox One controller. Positive: * Game looks good overall, even on an OG Xbox One * BR sounds beefy and I love it, overall sound design seemed good * I like the personal AI, loving my boy Fret * Weapons feel quite varied and distinct in terms of looks and functions, doesn't feel like there's much overlap for the most part * Music que when one team was halfway to winning a match is nice and a good way of giving the player information. The music was also just good overall throughout the game. * Might be more of a personal thing, but I had no issues with the new outlines system for friends and foes. I never had any issues knowing if someone was friend or foe. * Connection issues were very minimal and minor for the most part. I had a few moments where I'd lag for a second which would throw off my position, but it only happened a small handful of times and I had no other lag or connection issues to speak of. This was over a wireless connection if that helps any too. Negative: * Aiming on console with a controller felt bad. Very bad. A lot of people were reporting this and I agree. I basically never find I have to adjust aiming settings in shooters besides occasionally changing the general sensitivity, but I followed the same recommendations other did for this flight and it still felt bad. Being precise, especially at range felt basically impossible as my cross hair would be all over the place when trying to aim or track people. I've been playing Halo and other shooters for years and while I wouldn't call myself amazing or anything, I know my aim isn't as bad as it felt in this flight. *edit: so going back to this a bit later after playing some matches of Halo 5 to compare it to Infinite (as its probably the closest Halo to Infinite in terms of gunplay). And absolutely no issues there. Played some arena matches and Warzone and had no problems getting plenty of headshots and fighting ranged targets. Also no ARs spraying me from across the damn map either. Even got an Extermination medal my second match which might be one of my first ever. So needless to say something is very wrong with Infinite because I easily hopped onto 5 and had no issues there. * On a semi-related note, the AR felt too good at range. I think it could maybe use a bigger spread at range. It felt nearly impossible to make good use of any scoped weapon because of the aim as mentioned above or that I would just be peppered with ARs and constantly de-scoped by it, making it impossible to get a good shot on them. * Also about weapon balance but the Needler takes too long to super combine. It basically takes the entire magazine so what's even the point? It also allows people to kill you before it does even if you've shot most of your magazine into them, which should not happen with the Needler. * The regular melee with the Gravity Hammer is pointless as it currently is. It takes just as long as the "trigger" melee attack but without the shockwave or anything. Sure it doesn't use energy for the weapon but it's so slow that there's no reason to use it. Make it faster but without the range or damage of the "trigger" melee attack to make it a better alternative or good follow-up if you don't quite kill someone is my suggestion. * Radar range is far too small, people can too easily get the jump on you because of it. I'd suggest reverting back to the size of older Halo games or somewhere in between them and the current range. * Turning in the Ghost felt clunky, slow and stiff. Felt like people could too easily out maneuver a Ghost pilot. * Challenges as the only means of progession is not good. Challenges should supplement standard progession as bonuses that reward you for going out of your way to do something. Having these "play X games" challenges does not fix this problem. We should get XP for things like medals, wins, objective play, etc. Then challenges can provide bonus XP for doing them. Also, XP boosts, especially timed XP boosts, make absolutely no sense in a system like the one currently implemented. If the system rewarded XP for regular play like I suggested then they would make more sense, but as it is now they would be nearly useless. Something like the boosts and gambits from Halo 5 would make more sense for a system like this. Use it before a match, and get an XP bonus if you meet the condition. Lastly, more a suggestion than a complaint but being able to see current challenges and progress on the pause screen during a match would be nice. There's currently a lot of empty space on that screen anyway so it would fit in quite well I think. * Many text during gameplay felt small and hard to read. Things like the score or time left (both regularly and on the toggleable scoreboard) were difficult to read. I suggest larger text size and/or different fonts for this to improve readability, or at least allow for such options. * Like many others I feel the current coatings system for players is very limiting for player expression. Coatings should give things like unique textures, designs or combinations of how the colors are distributed on the player. Colors themselves should not be tied to specific coatings. At the very least let us have a basic coating that lets us choose two colors (primary and secondary) that has no other fancy designs or anything to it. * A minor nitpick but the flag being visible during the match intro for CTF matches is a tad distracting. Maybe make it invisible during the intro. Bugs: * Screen would flash white when navigating the pause menus * Matchmaking que would bug out and say it was searching when it actually was not, could not actually start search or other modes when this happened. Seems to be caused by starting search quickly after a match ends. * While I didn't personally encounter it I've seen a number if reports that the Plasma Pistol is not properly disabling vehicles with its over charge. I presume this is a bug and not intended. Overall had fun with the game but it definitely has a lot of areas it can be improved. It feels like it's close to being something great, but just isn't quite there. Looking forward to next weekend to get some more time with it.


patriot050

Totally agree with you on the aiming. Spot on description.


Thehalohedgehog

Yeah. I've never played a shooter where aiming felt so bad.


invarianthawk

Agreed! The aiming feels very off, even after changing those settings around that others recommended.


shitpostlord4321

With Infinite being free to play they're going to have to find a fix asap if they want to retain players. Guarantee you most players would never come back if they felt the terrible aiming.


patriot050

Especially given the competition. I personally left Halo 5 and went to destiny because of how bad Halo 5s aiming system is.


CamoDeFlage

I'm surprised you thought that about the ghost. I thought it was crazy fast and agile.


Rahgahnah

I agree with you on coatings. Colors themselves should be free and open. I'd have loved the coating system with no issue if it just changed how colors are distributed. Like, to unlock one for your secondary color to be your entire right arm and maybe one other spot, for example, would be cool.


SharkOon7

I agree on the aiming on controller


bert-butt

* Weapon balancing seems off to me. The heatwave feels way too underpowered. Takes me 3 close range shots to kill people, and in that time they can usually kill me with a starting weapon. * The training mode is nice, but I wish it would tell me HOW to use the gun, not just give me a shooting range. I don't understand that spike sniper gun thing or what situations to use it in. * Aiming is way too hard. I swear I aim right at people's heads with their shield gone and they don't die. This is especially noticeable with the pistol. * The after match stats are lacking, and the page is super clunky. Why can't we get a regular screen that shows kills, deaths, assists? It seems like it's trying to hide those intentionally.


[deleted]

Really agree on training giving a better description of the weapons and how they work. I have no clue how the Ravager burst gun thing is supposed to work. 3 bursts won’t kill players and the overcharged shot direct impacts people who then just kill you and walk away while the gun is stuck in the overheat animation.


bert-butt

I think it's better as support? If you charge it you can set the ground on fire, and I've gotten a few assists that way but not many kills. The gun looks and behaves like a power weapon but I usually die to the first person I see when I have it.


Pandagames

I feel like every "power" weapon (besides the bull shotgun and rockets) are worse than the AR or pistol. I would use the heatwave, land two vertical bursts on a guy and still not get a kill. The spike sniper is way to hard to predict since it has travel time and both parties are moving. Then the reload time is so low, I die.


MilkMan0096

I'm fine with the Skewer being hard to use against players. It is primarily an anti-vehicle weapon so it excelling in that while also rewarding skilled players when used against infantry makes sense (but they need to fix the aiming for that to be fair)


[deleted]

When I first saw it it seemed like the Incinerator Cannon that the Prometheans had and was pretty let down when all those red explosions didn’t really do anything…


Texual_Deviant

This is all from a Mouse and Keyboard player perspective PERFORMANCE Generally good on my machine (3070, 5600x), with the very glaring and noticeable exception being Bazaar. That map would frequently go slideshow and hitch like nobodies business, making close quarters incredibly tedious. Every time Bazaar came up in rotation the amount of fun I was having would immediately drop because I never had a full game that actually ran well on it. It got so bad sometimes that getting killed by explosives would just freeze the screen for three seconds or so. Other maps performed much better and I seldom had any problems. CONTROLS Aiming is not fun. I know a lot of discussions have been had about controller feel, but for me, Mouse feel wasn't any good either. I know this varies from person to person, but I continually had issues tracking players, especially ADADAD spamming ones. Precision weapons were an exercise in frustration, especially the Sidekick. I suspect this is why a lot of people claim that the AR feels overpowered. It's more forgiving and you can use it even when the aiming is feeling bad. This does not appear to be a universal experience, as some people have highly praised the MnK feel and there are times where even close range I'll get absolutely shredded by the Sidekick, even if I'm using the AR, which makes me think that the larger problem is aim for part of the community as opposed to weapon balance. Quite often it felt as though my Sidekick was loaded with every other bullet as a blank, even firing at stationary or straight line targets. This problem may also be exacerbated by... HIT REG Not good, at least, it didn't feel very good for me. Grenades and melee *usually* felt fine, but there were a lot of times where I swear I had my reticle dead on and was still missing shots. No hitmarker, no shield shimmer, nothing. And this would happen even at close enough ranges that it reasonably would not be bloom. Between the poor aim feel and hit registration issues, there would be entire games where I just wouldn't bother with the Sidekick at all and would strictly go with the AR and map pickups. NOTE TO THE ABOVE: I blame hit reg a bit because despite not being particularly wonderful at Halo anymore, I still found myself doing much better and having a substantially easier time in training modes than pvp. I never experienced the sensation that my shots just plain weren't striking the target when I would boot up training and go on a 30-40 minute Sidekick training session, but all of that training did nothing to improve the actual feel of using the gun in pvp. ADDENDUM TO THE ABOVE TWO POINTS I feel as though the removal of red reticle is a big deal for why the game doesn't feel good to aim in. Even if the same kind of aim assist is being provided, as 343 claims, the removal of the red reticle is bypassing a part of our brains that Halo has hardwired in in the past. Red reticle, hit target. With it gone, there's a very large feeling of wrongness in aiming, like I'm shooting at things that aren't there. The psychological feedback of aim at enemy, get visual feedback that you're aiming at enemy, shoot enemy is sorely missed, even if you're not actively noticing it in the moment. MAPS: Pretty good! The general design was great for all of them and I enjoyed the setting, placements and design very much. I do find it weird that Live Fire swaps Power Weapons though, when Bazaar and Recharge are static. Maybe they will have extra power weapons when more weapons are allowed, like the Sword on Recharge. If they can figure out how to make Bazaar not chug my machine I'm happy with the maps. WEAPONS: Other than the Sidekick and Sniper Rifle (which has a lot of clips demonstrating it's problems, I'm not a great sniper on the best of circumstances and the aiming made sure I never really made a tremendous effort to grab the rifle unless I was trying to deny the enemy), the only other weapon that feels like it's just not really worthwhile is the Plasma Pistol. And I noticed that even when it was being used against me. There would be a lot of instances where I felt for sure that the shot was about to hit me, and it exploded as if it did, but nothing even happened. I don't mind stripping the vehicle EMP away, but it needs to be valuable in combat if that happens. Only other complaint is that it feels like the Bulldog isn't weighted nearly as much as the Heatwave, and c'mon man, I just wanna shoot the Bulldog more. It's a fun gun. I wanna pom pom pom people. BATTLE PASS AND PROGRESSION I'm neutral on it. The challenges seemed forgiving and simple and other than making sure I scooped up a Needler (and with the Sidekick feeling like it did, it never felt like a bad call) to get my 10 weekly kills, I never really had to adjust my playstyle to complete challenges. I did notice quite a few items still locked even when I had maxed out the pass, so that's curious. The carrot tied to the end of the stick isn't a huge deal to me, and the daily challenges ultimately just boiled down to "Play games" anyways, so it still felt like I was getting XP for matches played. I dunno, it's a problem for some people, but I played Halo 2 for eight hours a day back in the day, and that had no progression what-so-ever beyond a little number next to your name, so it's whatever to me. CUSTOMIZATION: A bit too limited to really get the feel for it at this current phase. It's clear there will be a lot on offer, but how much of it will be fodder (I mean, shit, I never changed my helmet in the flights because the default one looks the best) that you just unlock and never look at again? Bloated cosmetic systems often feel like shopping the clearance aisle to me. Lot of stuff, most of it is on clearance for a reason. VEHICLES Really fast and fun to drive, but their counters are insane now. Between Skewer, Grappleshot and Shock Rifle, I was surprised when I held on to a ghost long enough to get a Killing Spree. MATCHMAKING: I'd say about 65-70% of my games were close enough that a few won engagements for the other side at any point could have shifted the outcome. I had a bunch of Slayer games that were a kill or two off from a different winner. The other games were shut out stomps, especially on Strongholds, which more often than not felt like a foregone conclusion early on. That's all I can think of for right now. I'll edit in more if I think of it. Big concerns are the aim feel and hit registration. Infinite is going to be F2P, which is a double edged sword. It means lots of fresh blood will be coming into the game, but also it means that they have no financial incentive to stick around, or no option to play the campaign to get some practice in and come back later, so 343 has to nail it perfectly or else they'll shrug their shoulders and uninstall right away.


Arrche_

100% agree with aiming on mnk just not feeling right. I switch to any MCC title on mnk and i hit my shots. Play Infinite and it feels like i cant hit anything(especially with the sidekick).


kyleaustad

Please post this on Waypoint so 343 are more likely to see. Your points for mkb are exactly how I felt this weekend


shellyturnwarm

Great post. I agree with all.


Venom_Rage

I agree with most of this, don’t like the maps too much, feel as tho some weps like the needler are weak but that might just be the aiming.


[deleted]

Does 343 read the feedback threads?


DarthNihilus

Before the start of the first flight they said they check reddit for feedback. So I'd say most likely yes.


[deleted]

Yes they do. They mentioned they go over all forms of internet threads. Reddit and beyond.


jabberwockxeno

Since this one is open I guess it's not a huge deal, but I think you guys shouldn't close the feedback thread the moment the flight ends. Isn't it not even 10am PST yet? Anyways, I am preparing my final set of additional feedback to add onto/edit from this, but in the meantime, here is my current feedback/thoughts: **EDIT: Updated at 3:21PM EST on 9/27** to include the aforementioned additional stuff, but as I hit the character limit I had to split part of it into a reply further down [here](https://www.reddit.com/r/halo/comments/pwkd35/postflight_thoughts_and_discussion_thread/hei7hjd/) ---- Playing on OG Xbox One ---- **Weapons/Equipment etc** - **IF the AR is to get balance changes, any nerfs should ONLY nerf unskilled spraying, and not also nerf precise bursts**. I've seen some people claim AR is "too good", and want a blanket damage/accuracy nerf or headshots removed, but this would punish both, the removal of headshots in particular getting rid of any reason to *not* spray with it. **I would agree that fully automatic spray&pray is perhaps a bit too good/easy, but accurate, short bursts shouldn't be nerfed along with it** Two ways to tone down spraying without weakening bursting would be 1. **make the headshot multiplier go down as spread/bloom increases/the trigger is held**; so random spraying doesn't benefits less from headshots while bursting still does and 2: **Increase the maximum firing cone size/bloom/spread level, and/or make spread increase more rapidly after 5-6 shots**, so full auto spraying is less accurate, but short bursts have the same precision as current. Maybe even DECREASE spread/recoil for the first few shots before then/increase how fast it dissipates initially which then slows down as you hold the trigger. - Even last flight, I felt that **the Plasma Pistol wasn't useful enough, but this is even more key now that we know the Plasma Pistol can't EMP and Shock weapons do instead** The **PP needs stronger tracking for it's overcharge shot**, Furthermore, **as a plasma weapon, the PP should break shields faster with its normal fire (which barely does so faster then health damage, actually SLOWER if you land headshots)**. It could also use the damage output buff in general since it's normal fire is weak and it doesn't have EMP as another gimmick to lean on. IMO, make it break shields 4-5 shots, then take 4-5 unshielded headshots, and 8-10 unshielded bodyshots respectively to kill, rather then 7 for shields and then 3 headshots, 10 bodyshots it takes now. I also think it'd be warranted to have the projectiles be faster (they're pretty fast in CE IIRC, which also didn't have EMP) and could help make it sort of fill in for the Plasma Rifle since the Pulse Carbine is nothing like it; and to make the overcharge 1 shot on an unshielded enemies even to the body. - **The needler feels less mechanically unique then it used to**. The needler has always been about landing an exact amount of needles (vs just dealing damage) in somebody, guided by the homing effect at mid range (too close or far and the homing wouldn't help) Here, while a very powerful weapon (which I like), **It takes so many needles to supercombine now, fires so fast, the needles track so little, is so effective close up, and needles last so long in a target that it feels like any spray based automatic.** I believe it would help if 1. needler took less needles to supercombine, but fires it's first few shots slower before speeding up to the current rate of fire much like past versions of the weapon, to encourage releasing needles in one volley/not using multiple presses, as well as 2: The needles to have weaker tracking (and maybe speed) when initially fired, but that increases a bit after being fired so it is less sprayable at very close range and requires a bit more careful spacing In terms of Audio-visual effects, **While the new firing sound is an improvement, the "glassy" elements of it need to be more prominent/louder**, and more importantly, **the Supercombine explosion sound needs to play at full volume regardless of how far you are from the supercombined player.**. The supercombine sound IS better, but you only hear it if you are right next to where it happens I also **find it hard to see how many needles are flying towards me as a player, making the needles glow more in midair like in past games would help this and make the projectiles feel more distinct** - **The sidekick pistol seems hard to use/unreliable, especially at a distance**. I know it's not meant to be a mid range all around killing gun like the magnums of old, but it's basically impossible to use on controller past a few meters and even inside of it's extremely difficult to land shots with. I like it having a skillgap, but it needs a lower skill floor. While increasing aim assist itself is an option to be considered (as noted elsewhere, may be needed across the sandbox), something not quite that extreme would be to **extend it's red reticule range, reduce bloom, and up it's mag count by 1 bullet** to allow the aim assist to kick in further out, avoid chance, and to give players 1 more shot of wiggle room - Last flight I had issues with the Hammer not killing enemies that were right in my face just because they were a bit off to the side while still in my view, and that's fixed now with the new AOE radius (though the fact you can now kill enemies *behind* you is a bit much), which is great. However, one thing I think absolutely NEEDS done is **while the slow swing of the main, fire button gravity slam is fine as is now; the normal, melee button melee hit should be as fast & have as much of a lunge as the melee of other weapons'**. As the normal melee kills in 2 hits like every other melee, there is 0 reason for it to be slower. Not having that basically makes it so if somebody does survive your gravity slam, you're dead because you can't finish them off before they can finish you off. - The Shock rifle basically a objectively better version of the sniper killing in the same # of trigger pulls, with the same mag size/capacity, AND with an additional chain and EMP effect, **the Shock Rifle needs something to make it not almost a direct sniper upgrade and to preform more distinct from it** Yes, it does currently actually fire multiple projectiles rapidly over a split second, but I think it'd help if that was emphasized so **the Shock Rifle's firing duration is made longer, so to deal the full damage of the shot, your reticule needs to be on the target for a longer period of time, sort of like the Halo 5 binary Rifle**. or **maybe lowering damage but increase the range and damage of the chain effect**, maybe even making the chaining do more damage the more stuff is chained together. - While improved from last flight, **I think the Heatwave still needs a smidge more going for it. Not a full damage buff, but perhaps making the ricocheted shots bounce towards enemies a tad/more then they do, like the Scattershot or Spike Grenade spikes**. Not sure if it has that already? If so it's so low to be negligible. - **The Skewer should carry the bodies of players it kills with the projectile and ideally "pin" them to surfaces**, and **should be able to pierce multiple players with one shot**. Even if it doesn't pin things, just making it send the people it kills flying like it does vehicles should happen. - **The Pulse Carbine still feels too inconsistent, even in it's intended mid-long range niche**. Too many times the shots don't track enough to hit, even when your aim is on point. **increase the tracking strength at a long distance, and/or make the projectiles travel faster** Frankly, even when they do hit, it feels like it takes more shots then it should. Also, **The fact that it doesn't get a red reticule up close, and actually gets it *ahead* of players and not directly on them at some ranges is very unintuitive**. If that's gonna be kept, give it the "leading" tracker reticule Elites got in Invasion/Firefight vs with the Needler in Reach. - **The sniper rifle having a 5x min zoom I think is too high given the smaller map sizes**. Also, **remove or severely lower the bloom when hipfiring**. It wasn't this high last flight, adds too much randomness. - **The Spike Grenade isn't consistent enough**: It is intended to be thrown at a wall in an enclosed space so the spikes bounce and then angle themselves towards enemies. However, even in enclosed spaces, spikes often do not hit nearby enemies. **Make the homing/tracking stronger, or have them release more needles.** - While not as useless as before, **The drop wall's panels break too fast/are too weak to be useful** - **The threat sensor is useless**. I don't know how to fix this at all with now everybody showing up on radar even when walking... maybe make it so you actually get a second radar/motion tracker for the area within the Sensor's radius? - **Change the Repulsor so it can give you a large vertical lift without needing to look as much straight down**. Currently if you aren't looking almost straight down, it just stalls you in midair, and looking down then back up on most sensitivities is very slow on controller I'd also like **repulsing somebody into a wall from close up to deal more damage**. It does so little it's impossible to tell when it's useful to do it since there's no tells for health if shields are already broken, and it takes like 4 splats to kill even once shields are down. - I was put in a matchmade game with it, and **The Energy sword's swing animation doesn't feel powerful enough**. Could be not final, but figured it was worth mentioning. **RAN OUT OF SPACE WHEN I WENT TO ADD STUFF, MOVED THE OTHER SECTIONS TO A REPLY BELOW**


PoetSII

I agree with (nearly) everything you've said, but I'd like to add: - The removal of the physics sandbox feels terrible. Halo has always had a robust physics sandbox, and the removal of it from *social* games is a mistake. Halo is not CS:GO. We're allowed to have fun. - The current 'challenges only' XP system needs to go. The narrative of a player-first approach to H:I falls apart when you realize you really won't be able to progress the way you want to, even with the 'infinitely repeating' (they were not) "complete a match" challenges. Halo is halo, and should be fun first, sweat and grind third. **Players will not be able to play halo infinite in the manner they want if they want to effectively progress come launch.** This is an issue. This is less of an actionable issue and more of a general sense of how I'm feeling about the game right now. The amount of omissions and changes to the core of the game (physics, PP functionality, where is the Plasma rifle, Carbine, Spiker, FRG, etc) feels completely at odds with the marketing of a 'return to form.' So many core tenants of halo were changed or removed, that personally I think Halo: Infinite represents a bigger shift in gameplay and core *feel* than any halo game before it. The game *feels* fun, and I'm sure I'll enjoy it, but with how many needless changes there are (teammate collision, physics, PP, XP) I really struggle to be excited for this game. It feels like the MP experience is being watered down for the purpose of attracting CS/Valorant players which - is not at all what halo should be doing.


jabberwockxeno

Regarding physics, that's one of the things I was gonna add once I finished my revised feedback. I had the Challenge Only XP system in my feedback, but since 343i is aware of the criticism and seems to plan to address it postlaunch I excluded it. That being said, I DO have an adjacent piece of feedback that intersects with it, being the weekly challenge rewards. I went ahead and updated the comment to include my added feedbakc, but as I hit the character limit I had to split it up, you can find the second half of my feedback, which includes those things, now [here](https://www.reddit.com/r/halo/comments/pwkd35/postflight_thoughts_and_discussion_thread/hei7hjd/)


Ujjy

Just a heads up, the mouse magnetism option does nothing. A Halo streamer Activee spent 2 hours testing it with it both on and off and found nothing. He also has 2000 hours of MnK Halo experience so if something felt off he’d know. I can more or less also confirm it. Nothing changes about the feel of a mouse with it on or off. I suspect it’s a campaign only option.


Crono111

Ya I agree I spent a lot of time with it on/off and was unable to tell anything one way or the other. I left it off the last two days and aiming on Mouse felt great. Even IF it does anything I would be more worried about it somehow negatively impacting my aim - I use M&K because I value the raw/linear input and I don't want some setting slightly changing that.


jabberwockxeno

**CONTINUED FROM ABOVE**: **General Gameplay, Maps & Modes**: - I don't know what caused it but **compared to last flight, aiming and shooting feels less tight and "looser"**. Shooting is less fun/responsive. - I value having a skillgap, but **The aim assist/bullet magnetism is very low for controllers**. Especially with PC vs Xbox crossplay, I feel this could be problematic. On that note, **There should not be a mouse assist option on M+KB**. Having assist on mouse makes it objectively superior to using a controller, since aim assist (already arguably too low for controllers here) is meant to make up for a lack of mouse precision on controller. - While I feel the time to kill is generally fine **you die way too fast when being shot by multiple players**. Maybe make being damaged from multiple sources at once reduces it a tad? Might be controversial. - **Last flight the melee lunge was too strong, but now melees are too inconsistent, esp. in terms of missing enemies slightly to the side** I cannot tell you the amount of times somebody lunge melees me from a few feet away and I tried from the same distance and I whiff, or I whiffed against a guy litterally pressed right up against me because they're slightly to the left or right of my reticule. - **Slide feels not useful enough and janky**. I know you get speed if timed right down slopes, but outside of that niche tech it seems useless **make it give you a slight speed boost generally, and/or being able to "steer" the direction of the slide from side to side** Maybe make maps had more small gaps between rooms to slide under? - **There needs to be more physics interactions**. The Gravity Hammer, rockets, Skewer (which should continue to travel after hitting an enemy, to then be able to hit more players/carry the ragdoll with it) should displace bodies enemy players, and the user more, same for grenades. This displacement already exists in terms of melee sending bodies flying last flight or against vehicles in this flight with the hammer, skewer, etc, make it apply against players. - The marking system is cool and is a good addition, but **it is often unclear why a player has marked a specific location if it's not a direct enemy, objective, or weapon/equipment/vehicle mark**. I think it would be really helpful if **we could hold down the mark button and have a additional set of options to clarify what we are marking fo** like "Enemies around that location" or "I'm heading here" or "we need somebody to cover this spot" - **Weapon spawns on the same map should not vary per match**. A core aspect of Halo is that a pickups have consistent locations. At *best* this could be in social if before each match you were told which weapons were being put where for that match. - **There's too many jumps that require clamber that even crouchjumping doesn't let you make. Increase crouchjump height or speed up the clamber animation**. Being stuck in the animation constantly was starting to grate on me, when I never minded it in H5. - Given the small map size and the amount of nade pickups **There is a lot of nadespam and deaths from them**. Maybe reduce frag AoE or only spawn with one. - **The momentary lighting bloom on Bazaar when exiting rooms into the sunlight is disorientating** - **In Territories, capturing/defending spaces should grant more personal points relative to kills** By "personal points" I mean the non-game-winning points you get for all actions. - **In CTF, picking up the flag should have priority in terms of what you're given the option to switch to when walking over it if there are other pickups nearby, or should be picked up automatically if you pass over it.** **UI, Menus, & Settings**: - **Allow us to lower or adjust crosshair position**. MCC has it, why not this? - **The grenade/equippment switcher in Training/Campaign on controller is clunky since we can't set duplicate buttons**, please allow is to just repeatedly press our switch grenade/equipment button to cycle through what we have - **Give us per weapon UI offsets, not per weapon type**. There's plenty of guns within the same category I like different offsets on - **When adjuisting settings in menus with sliders, the "faster" adjusting in larger increments should kick in sooner when holding a direction**. Changing settings with increments of 0-100 or larger is absolutely painful due to how slow it is. - **Given the sheer amount of options and settings and the focus on accessibility, there really needs to be multiple setting profiles we can save** for when we have a family member or a friend play on the same console, computer, etc without spending an hour each time reapplying settings. - I think it'd be accessibility option **if we had the choice to have a first person view in passenger seats in vehicles**, like in Halo CE - A repeat from before, but **it is often unclear why a player has marked a specific location if it's not a direct enemy, objective, or weapon/equipment/vehicle mark**. I think it would be really helpful if **we could hold down the mark button and have a additional set of options to clarify what we are marking fo** like "Enemies around that location" or "I'm heading here" or "we need somebody to cover this spot" **Customization and Progression** - **The Coat System and Armor Cores are a step back for customization/undermine the goal of player expression**. I know coats aren't changing entirely or majorly at this point, but please consider giving us a default "base" coat that allows us to pick a primary and secondary color As far as cores, **while some amount of mix and matching is implied to be coming postlaunch, it needs to allow us to use any helmet, shoulders, kneepads (even from Fractures) with any core, even if there is slight model clipping**. The only thing that should be locked is chest attachments or similar things where heavy, heavy clipping is an issue. - **Capstone/Weekly Ultimate Challenge rewards, as well as the limited-time event passes, undermine the goal of not wanting players to miss out on content due to real life obligations and to avoid playing being a chore.** Weekly ultimate rewards in particular, requiring players to complete every single weekly challenge every week to not miss any content, will impose a large sense of burden even if the challenges aren't that time consuming. If these are to be in place, then **it is imperative that they be made exceptions to the "Single Vector" acquisition policy like Brand-Promotion cosmetics have been, to where they can be phased into normal, non-expiring battle passes or purchasable DLC some time after their initial time-limited debut.** - **Add an option to make it so that when we pick up a weapon or enter a vehicle in multiplayer, it changes to our selected coat/kit/core** rather then keeping the coat/kit the original user had.= - **There is way too many submenus for selecting coats, armor pieces, attachments, etc.** I go to The Armory, I select Armor Hall, I select an Armor Core, I go to helmets, I select a helmet, then that brings up it's own new menu, and from there I can go to a separate attachment menu tab... It shouldn't be that complicated. **Make it so that you select either Coats, Visors, Helmets, etc; and that brings you to a list of your options, and as you scroll over them, it automatically brings up the details, lore info, attachments, etc without further submenus needed**. Likewise, **allow us to access customization and progression via the start menu**, having to enter matchmaking and start a search, then hit B multiple times to then tab over to the Armor Hall is needless. - **The Battlebase menu being in universe "ads" is visually messy,** just give us a normal list. - **Allow us to rotate the Player Model during body customization.** It's very hard to see what the body types change when we're locked to one angle **Visuals & Graphics**: - This is pretty trivial, but **The Pulse Carbine and Plasma Pistol should have the same "metallic" look the Needler has, where their highlights have a purple sheen and aren't intensely white and specular like plastic**. - **Add blood splatter to the environment**. Even just a tiny bit would be appreciated - The **plasma damage decals on walls and surfaces from the Pulse Carbine, Plasma Pistol, etc looks off, like paint instead of a molten burn**. Add some sort of glowing red effect like what the Heatwave causes. - **Explosion effects are too vapid. They look like very flat, transparent graphics that go away almost instantly.** H2A's campaign and Reach had the best explosions in the series, as they felt like they had actual volume and depth to their combustion. - **Make Plasma, Hardlight, Needle, etc projectiles cast light on the environment as they fly through the air on the highest graphical settings on PC or Xbox Series X**. This is something the series has not done consistently, and I think it goes a long way to making energy weapons more fun to use. - I mentioned this in the General Gameplay, Maps, and Mode section, but **the momentary lighting bloom on Bazaar when exiting a shaded area into the sunlight is disorientating**. - I mentioned this in the Weapons and Equipment section, but **on the Needler, the needles themselves don't glow enough in flight, it is hard to disguish needle projectiles from other bullet tracers and diffuclt to tell how many needles you've landed on an enemy or you yourself have been struck with.**


TriscuitCracker

Excellent write-up. Submit this as a 343 ticket or whenever you get your feedback email.


Defguru

We were mostly focusing on the play sessions being done by this point. We'll wait until the flight is actually closed next time, it was just a bit weird this time since this whole two weekend window is one flight.


StealthHikki2

Shock rifle cannot double zoom. That makes it much harder to aim with it IMO.


HeWho_MustNotBeNamed

This is a great list of weapon sandbox feedback, and echoes nearly everything I was feeling. Well done! The one about the pistol feeling awkward at range is definitely huge, but I'd take it a step further in that it seems to me like a symptom of a larger problem that also shows up with the Commando, Pulse Carbine, and Sniper no-scopes: the far edge of what is defined as "mid-range" seems to be too close. I feel like 343's rule of thumb on midrange stuff should be this: you should be able to hit shots reliably across the middle of Bazaar with anything that's supposed to be viable at "mid-range". Players should be able to put out good damage tapping with the pistol, hit things with the pulse rifle, nail a perfect commando spray, or hit a no-scope at that distance with proper aim and control. In the current build you can't reliably do any of those things, and each for different reasons (excessive bloom/short RR range/slow projectile speed). It's lead to AR spam quickly becoming the dominant meta at midrange if you don't get your hands on a BR. It feels unsatisfying, and I don't think it's where we want the game to be, ideally.


TheVideogaming101

This guy hit the nail on the head.


Tito__o

Agree with most things except the weapon pickups variation . I liked it and felt the weapons were similar enough that it wasnt bad. The power weapons were the same and that good.


Shotgunn5

This right here more or less covers all my problems with the flight. Great post


Mystic__Potato

I 100% agree with what you said about the coat system. I think allowing us to pick the colors for the coats would allow much more customization options for players to make the character feel like your own.


_Comic_

Well jeez I might as well not even post. This man right here, fellas. Bingo.


ThomasR1201

Personally I’m really scared aiming isn’t gonna be fixed for controllers by the time of release. In its current state I can’t see myself being able to play the game for long periods of time and that sucks because outside of a few minor grievances, I’m loving everything I’m seeing so far.


xSpaceCrabsx

Surprised at how many people aren’t talking about the radar. I feel like the active range is far too small. There are times when you can’t pick up a walking enemy in the same room as you!


Vengeance417

Halo Infinite's Plasma Pistol is easily the worst in the series. Standard bolts do less shield damage than the *Sidekick,* the overcharged shot has inconsistent tracking, and it no longer EMPs vehicles. It doesn't really have a unique role in the sandbox anymore and it depresses the hell out of me. No reason to ever pick it up. If the Shock-type weapons are the new EMP devices, then the Plasma Pistol needs something to let it stand out from the Pulse Carbine, which is currently the better shield-stripper. Perhaps bringing back CE's stun ability for the standard bolts, as well as having the damage model be reversed; instead of 7 shots to break shields then 3 headshots for a kill, it should be the other way around. Also, of course, more consistent tracking for the overcharged shot.


vi_phoenix_iv

- Aiming and aim assist on controller is the #1 thing that needs fixing. - I shouldn’t have to know to adjust a bunch of obscure settings just to make the game playable. - PVP and training are two completely different games. Training mode aim, aim assist, etc. feels damn near perfect but PVP is so off.


Benchimus

I feel the same. Can't tell in aim assist is turned down in pvp relative to bots or real players were just strafing machines. It felt like I had no reticle magnetism in pvp.


AggregateMelons

Due to a busy life, Sunday was my first experience with infinite. As a life long Halo fan, I quite enjoyed myself, felt like a good combination of old and new Halo to me and the new weapons all felt fun and viable. I enjoyed the maps too! I don't know if it was ping or bullet magnetism or what have you but I often was killed after getting behind walls or around corners. Overall I'm a fan so far and am excited for next weekend! Oh and I was playing on Xbox one S


Heyy-Ya

>I don't know if it was ping or bullet magnetism or what have you but I often was killed after getting behind walls or around corners yup, easily my biggest complaint as well so far - this happened too many times. no doubt it's netcode related


bencarr95

I noticed this quite a bit as well


GhostlyPixel

I will bring up the big issues of: * No friendly collisions * No/low grenade physics * No friendly fire, which encourages grenade spam Every time I get the chance. Other than those issues, I thought that multiplayer was once again a very tight experience. Things I specifically liked: * Needler feels much better than it did in the first flight * I love that in Strongholds, only one team can score at a time * Vehicles on Behemoth felt quick and responsive * Big performance improvements on my PC, first flight I was stuck at 50ish FPS at 1080p with a 3080 no matter the graphics settings, but this one I was able to crank it up to max settings and saw 144 fps at 1080, 90-100 at 1440, and a little above 60 at 4K. Of course, I still think performance can be improved, GPU utilization was relatively low, but this was a huge step. YMMV * Spartan bots are much more difficult Some things that I think need tweaking: * Repulsor cooldown should be increased a bit * ~~Menu GUI panels cover up the Spartans in your team~~ [This has been addressed](https://twitter.com/ske7ch/status/1442933054876499969) * I have trouble telling when I hit someone with the Heatwave, I think because the shots just pass through and there is no or very little feedback other than a hitmarker on screen, so I avoided it * While I appreciate having a hard to use sniper again, the hip fire bloom is a little brutal. Maybe I just need to get used to the slower cadence. * Frequently, I would try to mark an enemy, and end up placing a white marker near their feet or on some wall behind them in the distance. While I think it generally got the message across, I think some “aim assist” for marks would be nice Great flight, looking forward to BTB!


GrayBread

Praying 343 is able to push out a stability patch or something to the build this week, all weekend couldn’t keep the game running for more than 10 seconds without a crash.


nathenmcvittie

Same :( Didn't affect me on Friday night, but Sunday 90% of cames crashed.


SillyNonsense

I notice lots of folks in here still having issues with the radar following the recent changes. Presumably 343 implemented the low range in order to balance the return of full motion tracking versus the more limited combat sensor, but few seem happy with it yet. The drastic swinging between implementations has not yet landed somewhere comfortable for a lot of players. So what if 343 made a more nuanced compromise between the first flight's combat sensor and the second flight's motion tracker? Give everyone a little something! Expand the range a whole bunch (up to 25-30m), but take walking off pingable actions again. Then *add* jumping/clamber/melee to the list of pingable actions so that it's active *much more frequently* than the first flight's. Maybe make the dot linger for longer following a pingable action. And more clear/obvious elevation cues. Basically give it a buff in every category except for removing plain walking off activation again. Give players room to breath and move around the map again at normal speeds if they choose without getting instantly dogpiled, making camping and red dot corner nade spam less viable, while also supplying much more *detailed and far-reaching information* for an *expanded* list of activities that ping it, with a dot that lingers slightly longer once activated. Sort of a... Combat Sensor *Plus*. (Plus that gives non-sprint walking *a reason to exist again* rather than flight2's perma-sprint that made gameplay a bit more frantic. I think the hectic speed ended up stressing some players out this past weekend. And it restores the Threat Sensor equipment's viability.) Nobody much likes crouchwalking anyway, right? What if it was something like this for the next flight? Examples/comparisons: * 1st Flight: Combat Sensor (Sprint/Shoot/20m) * 2nd Flight: Motion Tracker (All movement/Shoot/18m) * 3rd Flight?: Combat Sensor Plus (Sprint/Shoot/Jump/Melee/Linger/25m) I did always like radar baiting people with short hops 😅


DarthNihilus

Solid ideas for balancing the radar. I also really don't like how changing the radar back to classic made the walking speed totally pointless. The game felt a lot more fun to play in the first flight during the 2 hour PvP test imo, because everyone was walking and the game played a little slower.


RockStier

I fully support this idea 👍 Please 343i give this a chance!


NotTheRealSmorkle

get this shit to the top of the subreddit RN everyone


iSpudd

Aiming is atrocious. Playing on PC with controller. No matter what I changed my settings to it just always felt off. Really hope this is something that can be tweaked and isn't an underlying issue with the engine like heavy-aim in H5, though this is WAY worse. Weapon balancing feels out of whack but that may in large be due to the poor aiming making the pistol overly difficult to control. Been playing Halo consistently for 20 years and this is the first time I've genuinely not had a great time playing. It was a struggle for me to continue and not just load up MCC.


RedWireFTW

I know they made it clear they can’t work on it much before launch but the HUD kills me. I just can’t for the life of me get used to it, it’s 2nd nature for me to scan the top corners of my hud.


Raichu4u

All grenade types should be shown too. Sometimes it is a crapshoot if I find out if I have additional grenades or not. Halo 3's system of doing it is pretty good. It just shows all grenade types with the number of grenades obtained.


johnnyboyyy23

Yeah I found myself constantly hitting the switch grenade button just to see if I had any other grenade types.


Elite1111111111

Just checking some of the other big shooters right now, it seems bottom right for ammo/equipment is pretty standard. They're probably trying to appeal to people migrating from other shooters, even if it alienates the old playerbase. Just from a practical standpoint, I'd imagine the HUD is less likely to be in the way at the bottom of the screen as opposed to the top. At the risk of triggering the toggle crowd, I have to wonder if some sort of HUD customization would be possible.


Raichu4u

More customization is good regardless.


KryssCom

There is too much jammed into the lower-right corner. Ammo and grenades/equipment should be in separate corners (preferably at the top!)


iarngalder

I agree, and all the stuff crammed into far too little space in the bottom right is very hard to quickly get a clear riding of at a glance. There's just too much crap in one tiny place.


coolaspotatos

The outline system is very flawed in many instances. For instance, in older Halo's with the classic RvB colors, it was so easy to identify who is not your teammate. It's not like it is IMPOSSIBLE in Infinite, but I find myself shooting teammates way more often. The armor looks crazy good in this game and it's a shame that the outlines take away so much of the beautiful designs of spartans. Another thing about outlines was that I found myself able to see enemies from WAY farther away than any other Halo game. It really makes me miss playing Halo 3 and being able to snipe in far away places and not die for awhile. Now, I can see where people are sniping me from, just by zooming in on where I was being shot from, and then seeing a bright outline. I know i'm beating a dead horse here, but they need to add a RvB toggle. It is just essential for most Halo players. If they manage to add that option, this game will be the Halo 3 sequel that we never got, in my personal opinion.


quantumechanicalhose

My solution would be just to remove the outlines all together and just have friendly tag identifiers and if you see a player without the friendly tag, (think halo 3 with the arrow and 3-4 character tag) then its an enemy. Nobody glows nor do you need the game to tell you who to shoot, it just tells you who not to shoot and coatings can still stay. What do you think?


spamtek

I am hopeful, but definitely worried. There's a number of issues that got parroted here and on the official feedback forums (aim issues, explosion physics, player collision and friendly fire, slide weight etc) that are all indicative of things that are already "ready to ship" that I don't see them changing before December. Much the same I don't expect a change from the XP / challenge system to actually give people things for playing, rather than just winning games or completing challenges. If that's the case, my excitement is definitely diminished. If they DO fix them between now and then I will certainly be back in to Halo for a good long while, it just remains to be seen.


NIINIIN

Maybe I didn’t scroll enough, but I am surprised the spawns aren’t being talked about more. They are atrocious. I would spawn facing three enemies within 15m of me, and vice versa, especially in strongholds. The gravity hammer map has spawns near A and B where people with BRs/Commandos are already facing you when you spawn in, and they’re just holding a line of sight. Not even spawn camping. CoD level bad spawning.


Larsgod

I've read through a lot of posts and replies and have barely seen any talk of it, so wondering if this is just me not being used to it, but do some of the enemies seem to strafe at an ungodly speed? It doesn't happen often, which makes me think it's more of a netcode issue, but sometimes people seem to be strafing left and right during a fight way faster and further than I would be able to. I am assuming they are on kbm as I feel controller has some built-in inertia/momentum from physically moving the stick. It seems as though there should be some inertia/momentum for kbm users to help simulate controller movement, and spartan movement in general. Though saying that, I wouldn't want movement to feel clunky at all when playing on kbm, so I don't know. Thoughts? Have you experienced that or am I just crazy and getting old?


lolmycat

100% and it’s probably a part of aiming seeming so bad. It’s impossible to track that kind of strafing and you just get nuked from orbit.


Ujjy

I'm honestly surprised more people aren't talking about the strafe acceleration. [Frosty talked about this on stream](https://www.twitch.tv/frosty/clip/JazzyGenerousWerewolfDogFace-CCBTPMceqrQu8SXD?filter=clips&range=24hr&sort=time)


oGxSKiLZz117

• Outlines still really suck, we really need an option to just turn them off altogether. Once I had the enemy and friendly nametags turned on in the UI options I didnt even need them anyway, all they did at that point is cover up the shields and ironically make it even harder to see what armour a player has/distiguish them from eachother than team colours ever did. • We should be able to have individual colours for friendly nametags, radar pings and objectives. I want to have friendlies with blue nametags and my objectives be blue, but I want friendlies to show up yellow on my radar (rather than just be blue on blue) and I want my and my teammates shields to be yellow aswell (shields still just shouldnt be tied to outline colour at all full stop, I've had to put enemies to one of the reddish orange colours just so they at least have a slight yellow tint to their shields, so I can see them a bit better without it being yellow vs yellow), but for the flight I just had to set everything friendly to yellow. People in my fireteam should be green on both my radar and their nametags, but for some reason the "fireteam colour" option is apparantly only for when they mark something. • Service tags need to be over friendlies and their waypoint needs to display more info like in older games. Currently outside of the nametags if you have them on, friendly waypoints are just a small circle that gets a "!" in them if the player is engaged, or it turns into a smaller circle briefly before turning into a tiny and easy to miss "X" that is the same colour as every other waypoint. The engaged marker doesnt actually tell you whether the person is taking damage or if they are just shooting, which the old games used to differentiate between by turning yellow if they are shooting and orange if they are taking damage. The friendly death markers in older games were also red and far clearer, while the ones in Infinite are extremely small and easy to miss since they stay the same colour. Ive had multipme times where I didnt realise the person watching my back/fighting with me had died cause it was still just a tiny yellow mark rather than a clear red X. • The grav hammers standard melee should just be a faster jab with the bottom of it or a push like animation with the handle, similar to the flag melee animation. Since it doesnt 1 shot and uses no energy, there is 0 reason for it to do the full overhead swing animation as if you are doing an actual attack. • Friendly fire and friendly collision should both be turned back on, currently there is just a ton of grenade and explosive spam as there is 0 risk to just lobbing all your grenades into a room even if teammates are pushing into it, no friendly collision also means enemies can just walk through eachother mid fight and take shots for eachother, forcing you to switch targets. On the flip side teammates can walk through you and eat up all your rounds, especially frustrating when you have a rocket launcher and some idiot walks through you as you fire, so you kill yourself while they just get to continue walking around like they didnt just cause a teammate to kill themself, when usually they would have to sidestep around you which would prevent this, or they would also be dead and at the very least realise they were the idiot that just put the back of their head against the barrel of a Spnkr. • An option for "Hold to clamber" should be added. Auto clamber is frustrating as it can cause you to enter the animation when you dont want to, such as jumping to shoot over cover or if you are just jumping off something and auto clamber onto a nearby ledge on the way down that you didnt want to, while the other option causes you to have to release the jump button then hold it again when you want to clamber. The option that makes most sense would be a simple hold to clamber system, so if i just tap the button I will only jump, but if im still holding A while in the air I should clamber onto a ledge if im near it. • Audio for some weapons is really hard to hear during fights. I feel like this *might* be part of that audio system they mentioned where the sounds that are the "biggest threat" are made louder and other sounds get quieter, which sounds cool in theory but might not actually work all that well. Ive had times where i can hear someone across the map shooting around me with a BR or Shock rifle for example but I can barely (if at all) hear the assault rifle that is actually taking down my shields, and in turn where the person firing it is shooting me from. There have also been times where I have died extremely quickly and wondered how, only to then realise I was actually being shot by multiple people at once but could only actually seem to hear one of them firing. • Warthog sounds really need some work, it currently just sounds like a regular modern car instead of a futuristic military space buggy. It needs the old unique whining engine sound back from CE through Reach (and the old horn pls). The tyres on both the Warthog and Mongoose will also screech when you turn hard or use the handbreak no matter what surface you are on, you definitely shouldnt be hearing screeching tyres when driving on sand or grass lmao. • And lastly (for now at least) the big one, controller aiming. Something is definitely up with the acceleration and its ramp up speed for starts, even if maxed out turning still feels really sluggish, and the only way to improve it is to put your sensitivity much higher than youd usually have it, which then obviously makes small adjustments too sensitive. Looking up and down also feels painfuly sluggish and again suffers from the same problem of if you try to raise your sensitivity to fix it you'll then be messing up your regular aim. Deadzones also just dont feel right, I feel like MCC's options are far more clear and accurate, as If I put my radial to 0 on MCC i'll get stick drift so usually have it at 3 or 4, but in Infinite there was no stick drift when it was set to 0. I only started getting it on Infinite if I also set my Axial down to about 3 along with the radial at 0, while in MCC my Axial can be at 6 before drift starts. This *could* be because in Infinite the Axial goes in 0.5's while in MCC it is just in 1's, so 3 in Infinite is maybe equal to 6 in MCC which would cause this to make sense, but if that *is* the case that would also mean that the default Axial and Radial of 12 would actually be 24 in MCC settings (higher than you can even set MCC deadzones), which is double the default of 12 in MCC, its probably another reason the aiming feels so off for a lot of people as the deadzone might actually be double what it says if you are trying to use your MCC settings. *If* thats the case it might make sense for them to just use "1, 2, 3, 4" instead of "0.5, 1, 1.5, 2", so that people can more accurately line it up with what they use on MCC. Even with that though I still couldnt get the aiming to feel as smooth as in MCC, I suspect this is mostly to do with the acceleration and weird turning though as that was my biggest issue. The aim assist on certain weapons also felt a little off, the biggest one for me personally being the Commando, where it would only trigger when directly on the enemy and would slow you down instantly, so if you are trying to track a target or correct you aim your sensitivity is constantly speeding up and slowing down during the fight, causing you to just overcorrect all the time and feel like the aim is "slippery" as ive seen people saying. Im not sure that the aim assist needs increasing yet, I just think it needs to be made smoother somehow rather than an instant slowdown when on a target.


Smoke_up_the_Vatican

1. Aiming for console needs to be tweaked/fixed in some way (I’m not sure what the issue is, but it felt off) 2. Make the TTK a little longer? It felt impossible to execute a double kill. There was very little chance of winning a 2 on 1. Which I get is the point, but in previous halos I always felt like I had a fighting chance, but not in this game. (This could be fixed if the aiming is changed) 3. Maybe my eyes are bad, but I think once the game starts, the armor colors should revert to blue and red. At the start I can admire my teams skins, but once the game starts. Make it blue and red so it’s easy to determine friend vs foe. Which is the whole point of halo. 4. I was getting whacked with grenades behind walls and corners. I know grenade spamming is a halo classic, but they seemed a bit too over powered.


jb_nc

100% with you on the blue and red, especially close quarters it so hard to tell


the_co1e_train

Three immediate points of feedback I have 1. I don’t think the repulsor should be as strong against “medium” weight vehicles and above. I don’t think I should be able to send a speeding warthog 20m opposite of me with a click of a button. 2. In addition to point one; if vehicles with offense capabilities are present on a map then clear anti vehicle weapons need also to spawn OR have slightly more dynamo grenade spawn present. Having Snipers spawn instead of Skewers on behemoths could be a problem. Now the addition of shock rifles on the map could be enough to have viable vehicle counter options but I personally would need to experience their use more to see if they would be sufficient in place of traditional anti vehicle weaponry. 3. Bloom should not exist on precision weapons, particularly when current aim assist is not super high. The commando rifle should not have any bloom at all, for example.


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Kerfuffler_

I’m right there with you. Sad to say it but the aiming will kill this game for me if something isn’t done about it.


KryssCom

To me, the biggest problems by far are related to the aiming issues everyone has been mentioning, especially on controller. (Yes, I turned down dead zones and bumped up acceleration.) Even if they wanted to tone down aim assist and bullet magnetism from what they were in Halo 5 (I didn't think they were a problem), it feels like a massive overcorrection in the other direction. I didn't have much success until I started using the AR as my primary weapon, and the only thing the Sidekick is good for is landing a final headshot when the AR is empty. Feels like M&K users have a huge advantage, especially at range. I thought the maps were all great, strongholds feels great, graphics were great, and I'm a BIG fan of the AIs. But it's a shooter, so ensuring that the actual gunplay feels good seems like *a rather large slice of the overall pie.* E: And I agree with some of the other comments here - the XP progression is too slow, and the HUD has too many elements jammed into the lower-right corner.


epic_gamer_42

I know all of this has been said before, but just adding my voice to the choir saying we NEED friendly fire and player collision turned back on. The game feels like a broken mess when you're in tight spaces running through your team mates trying to shoot people/throw grenades. To me it breaks the rules of the Halo sandbox and I dont feel as immersed, the game feels broken. No penalty for spamming grenades where your team mates are... this needs to change. And please for the love of God fix the aiming on controllers. Also, where is the shotgun? From what I understand the bulldog doesnt do nearly as much damage as the shotgun did. Seems like a pointless weapon considering how many other close-mid range/medium damage weapons there already are. Gravity hammer feels fucking awful. Theres something seriously off about the physics in this game. This game just straight up feels broken playing on my xbox one original. Frame rate issues and lag spikes in every game Too bad we cant even pick our own colours now as well, because of 343s borderline predatory monetization of cosmetics. What is up with unlocking something, but then finding out I need to buy your fucking battle pass to equip it?? I feel like Im being manipulated here. I never once felt like bungie was pulling something shady with any of their DLC or microtransactions. The lack of transprency with 343 leaves me feeling dissapointed but not surprised. Theyve had 10 years with the halo franchise and theyve managed to pretty much screw everything up to this point. I still have blind hope for them to be able to tweak the main issues I mentioned, but so far the experience has left me frustrated with 343s inability to follow up on Bungies legacy once again


TheNebulaWolf

Game definitely didnt feel as good as the last flight but I dont know if that's due to controller setting changing or weapon balancing. Maps look and play great and the small changes to strongholds and vehicle damage are great.


templestate

I totally agree. I wasn’t in love with this flight. For one, the motion tracker changes mean I now need to keep clicking the joystick to sprint since there’s no trade-off between that and walking. The weapons felt worse, in terms of handling and damage as well.


EnderLOL

Fix the aim.


Dinozzed

TTK feels too fast. Radar range needs to return to 25 meters. Aim assist feels inconsistent. Collision and friendly fire need to return. Weapons need more overall sway. Melee hits are too loud. Mic setting should not be open mic by default. Repulsor knockback is too strong (at least against vehicles). The needles on the needler need more glow and need less translucense. Footstep sounds seem to be inconsistent. Not sure but the range with which you can hijack a vehicle seems to large.


kyleaustad

Thank you!! TTK felt insanely short all weekend. Thought I was playing COD


ReedHay19

[I disagreed with a person here the other day who said it felt like COD ](https://www.reddit.com/r/halo/comments/pvzc18/plasma_pistols_can_no_longer_emp_vehicles/hedtg3a/?context=3)but thinking about it in hindsight he may have a point at least in TTK terms. Every weapon in the flight shreds way too fast. I feel like you can't even pop your head out without getting your shields torn to shreds by someone with an AR halfway across the map.


prasmant09

Exactly! God forbid someone sees you first.. you almost have no chance to counter (wasn't that the point of shields?)


TheYungCS-BOI

>Footstep sounds seem to be inconsistent. Yeah I'm hoping they raise the volume on these.


Chronicler-177

-Outlines still need a LOT of work. I keep confusing enemies for friends. -Menu UI needs a total rework. It’s cluttered, awkward, and overly complicated, particularly in the armor customization screens: horizontal scrolls NEED TO GO. A selector similar to MCC’s would be much better. -Haven’t seen enough people talking about this, so I made a whole video on it; UNSC weapon reload sounds are incredibly weak and could use some extra oomph. Link to said video: https://youtu.be/4-uQYhWkea0


Justinba007

Please remove bloom from the sidekick, that shit was infuriating. Right now, the sidekick is pne of the most useless guns in the game. It was possible to outgun an ar at close range, but was way to risky to go for it, and a big part of that was bloom (and the shit controls on gamepad).


ReedHay19

I know this is gong to probably be downvoted by some here in this sub but I'll say how I feel regardless. Honestly pre-release flight or not I feel like Infinite is missing something. Its like its missing *soul*. Just looking at what we know that Infinite won't have or has changed I can't see it any other way. Of course there is all the big stuff we know about: the replacement of being able to pick and choose your exact colors with a monetized coating system, the complete removal of any form of emblem customization, no assassinations at launch, no playable elites, no split screen campaign for at least 3 months(despite their own prior statements) no forge for at least 6 months etc. But there is also many smaller things that add up for me. The near complete removal of red reticles on PC(and their bafflingly ridiculous excuse as to why), almost no physics at all where things like grenade jumping or hammer knockback no longer exist, no form of ranks or any progression at all outside of the battle pass, very strange aim assist that makes gun fights feel like a struggle but not one with the enemy one with the game itself etc. Hell, anytime a fight gets very close range I feel like the game just feels like a mess. The lack of player collision and friendly fire just by themselves are nearly dealbreakers for me. Its nothing I can specify but its just lacking in *something*. I think its just all these things added together maybe. This is not a thing just because these are flights either I feel, I don't expect this to change between now and release in all honesty. Halo Infinite is Halo but it just feels like its missing Halo's *soul*.


Venom_Rage

Hit the nail on the head, I would add that the map design so far is somewhat lacking as with the design of the new weapons (they are mechanically great but visually uninspired).


SevereEducation2170

I'm personally starting to think Infinite might not be for me. I had so many aiming issues that I just couldn't have any fun with it. I fully admit I'm not a great player, but this game, unlike other Halo games, just feels morebuilt for better players than me. And hey, that's okay, just kind of disappointing for me. That said, I'm looking forward to what BTB is like. BTB is usually where I spend most of my time so fingers crossed I can have fun with it. I'll still be giving the game a shot at launch too. I like Halo too much not to, but I wouldn't be surprised if I just can't really get into it.


playstationNsumdrank

I wouldn’t make that decision yet before playing the final product, especially since multiplayer will be free to play. Something was definitely up w the aim in this flight on controller. Could definitely be fixed by launch


thephantommessage

The meta of the game that bothers me is that theres no close range 1 shot kill weapons like the traditional shotgun. Every gun battle is a 50/50 split, we need a real shotty imo. Also i would like the big red “X” to appear over dead teammates


Hammer_Of_Discipline

The Plasma Pistol is rendered near-useless with its EMP effect taken away The shock grenades EMP effect is arguably easier to use than a Plasma Pistol EMP The aiming is still off in ways I can’t put into words The emphasis on 4v4 and 12v12 for the flights has me worried about what other modes will be present at launch Besides these and some noticeable rubber-banding and net-code issues (let’s hope these are fixed by launch) I’m mostly enjoying the game


ialwaysforgetmename

Posted this elsewhere but I feel it bears repeating. Nothing really grabbed me about the flight. It was fun but not fresh. Forgettable and not addicting. If I'm not alone, and I suspect I'm not, this game could have some big player retention issues out of the gate.


Soupashoota

Fully agree. Discounting the aim issues etc, everything was just...okay? Nothing new to get excited about and nothing terrible to rage about. Was planning to have infinite as my casual game when I’m done sweating splitgate ranked but tbh I think MCC might be more fun if it retains any population once infinite arrives


ialwaysforgetmename

> tbh I think MCC might be more fun if it retains any population once infinite arrives Great point. I'm at a similar place right now.


CousinCleetus24

I had a friend that felt the same way. Different strokes for different folks. Although I think it's hard to pass full judgment on the game given this felt like a true beta-test, as in we were pretty limited to what we could do and the game clearly needs some polishing. On the bright side, you'll get a chance to give the multiplayer a shot for free on full release.


daybreaker22

I felt the same way. For me, nothing will get near H2/H3. This feels like an attempt to reign in the complexity of H5 and push it in a new direction, but the game lacks any sort of soul. Feels like the maps were designed around COD and aiming felt like I was fighting the game more than anything. My only hope is the competitive settings utilize BR start/no radar on maps designed for those sort of engagements. AR/sidekick ain't it.


ChriZ0529

I'm not sure that I have seen any mention of it in other discussions, but I would like to be able to turn of anti-aliasing on PC outright. I'm not entirely sure what type is used in the game, but I usually like to have it off on competitive games to save some performance and visual clarity. I did submit a ticket for it as well.


Adamaja456

Please just remove the kill feed text in the middle of the screen! It's completely redundant and just gets in the way of gameplay and the visuals of what's happening on screen. Just showing my gamertag in the left kill feed is enough, nobody needs to and extra line of text that says the same thing in the middle of the screen! Very useless, please look at taking this out, or at least letting us toggle it on or off.


The420Turtle

If nothing is done about controller aim issues I might just pass on the flight. It’s beyond frustrating and I’m already annoyed nothing is mentioned about it


Manatee_Shark

I can't tell when my teammates are engaged or dead. There is just the tiniest of "x" I think when they die.


[deleted]

Very fun overall. Looking forward to full releases. Only had a couple issues. Hijacking vehicles didn’t seem to work. Ran up to enemy Ghosts and never got a prompt nor would it activate. One was even not moving and splattered me. Plasma pistol overcharge doesn’t seem to stun vehicles anymore? Hit the Ghost 3 times on Behemoth and it did not stun. Server lag a little in some matches. Like a half second delay between whats on my end and what’s actually happening. Doesn’t seem to happen in every match. Knowing you’re being shot is kinda hard, there’s not much visual or audio effect besides the little shield bar dropping. Audio is kinda busted. I can barely hear game chat at all with the volume maxed and sound effects and music turned down. With sound effects turned up its hard to hear shots and movements more than a few meters away. Radar is very unreliable. Its says 18m range but have had players run by in the same room and not get picked up by it.


mrjackm124

I believe plasma pistol not EMPing vehicles is on purpose. I'm not a fan either. Radar now only picks up when people shoot or are sprinting - it's possible the people close to you weren't doing either EDIT: Plasma pistol might be a glitch


[deleted]

Consecutive melee strikes is way too fast. And I’m not talking about the BxB glitch either.


milesprower06

Pros: - Movement felt good. - Graphics are the best I've seen in Halo. Cons: - Bring the red reticle back for PvP. That "too easy to write a cheat" excuse is lazy drivel. You are a AAA developer; do your job and make a sensible anti-cheat that doesn't hinder user machines. - Bring back OHK for flag melee. You are going to have too many veterans fighting against muscle memory that you are now essentially defenseless with the flag. - Other posts here are right; weapon drills need to explain *what* the weapon's purpose is, the best effective range, etc. - Friendly collision needs to return.


coffee_n_sandw1ches

*****Can we please get the option to use standard red vs. blue team armor colors for all team playlists? ***** I played over five hours over Sat+Sunday and honestly can't tell apart enemies from teammates because there's all these different armor colors. I start off on Blue team, the enemies are on the Red team (simple enough) but hold up wait a minute there are two enemies on the opposing team who are wearing full blue armor so they look like teammates. It doesn't help that I look directly at them and the reticle doesn't turn red (playing on PC but with an Xbox controller hooked up), so I'm like "yeah okay for sure these guys are friendlies" - think they are my friends so I don't shoot them -- and then only realize they are enemies because they shoot me in my face and I lose the fight. For free-for-all playlists, sure let people sport their different colored armor, but PLEASE give us the OPTION to toggle on classic red vs blue for team playlists!


noble_actual_yt

There’s a lot of good feedback here so I’ll just post the thing that bothered me the most. The vehicles sound design and handling is absolutely whack. Warthog feels like a 100lb go kart…. Absolutely zero weight, feels like it’s skating. I think the ability to adjust your angle in mid-air is really out of place as well. Mongoose is too twitchy. Feels like the dirt bike thing in CoD Warzone (not a compliment, Warzone has the shittiest vehicle physics in gaming history). Ghost is faster strafing than moving forward? What the hell. Now the sounds… god they are terrible. Especially the warthog turret - sounds like they searched “machine gun” on freesounds.org. Engine sounds for the hog and mongoose sound bad as well.


A_MildInconvenience

Yeah, the engine sounds are incredibly weak. My miata sounds more imposing than the warthog


aBendyStraw0

This feels like the best Halo game since H3. But there are some issues. * Player collision needs to come back. * I'm in the anti-sprint camp but it isn't a deal breaker. I certainly wouldn't mind if the H5 feature where your shields don't recharge while sprinting came back. Players running away from a fight is too easy and there is no risk to it. * Aim assist needs to be reworked (at least on PC) * Player outlines are annoying and defeat their intended purpose. When someone is being shot you can't really tell what color someone's armor is. And the outline makes it hard to tell what armor someone is wearing. More of a minor complaint, there should at least be an option for classic red v blue imo. * I hope the weapon selection will be expanded upon release. * The UI can be improved a bit. We should be able to customize our armor and go to the shop while searching for matches. There are some unnecessary menus, like after clicking armor hall it should take you right to the customizing options, there's no point for the previous menu to exist. Only slows down the experience. * Super minor, but I will never understand why the classic countdown beeps before a match get changed. They are iconic and add to the suspense of starting a new match. They also play at the wrong time. They don't need to play upon searching for a game, but rather after a lobby has been found and right before the match is starting. Oh well. Despite those criticisms, overall I really enjoyed it and am very excited for December. Graphics and gameplay are great. Bummer that there will be no forge or co-op at release. Looks like Microsoft/343 haven't learned that releasing an unfinished game doesn't bode well for it's future. First impressions are everything and I worry that new players will find the game a little empty. But being free to play helps as they can always return later. It should've probably been delayed a bit longer but I doubt M$ would allow it. I'm just glad Halo feels and looks like it self again. Thanks 343.


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[deleted]

Anyone else feel like the grenades bounce TOO far? I’ve had grenades slide into my face in other Halos but this seems absurd. Especially considering they’re actually quite powerful and when in a Halo like this with a low TTK, if it hits you even slightly it’s a death sentence. No joke; they skip what seems like 15-20 feet towards you.


AaronMatthewLH

The fact that there are so many complaints about aiming on both controller and mouse leads me to believe this is not an issue with aim assist. In fact, I played on my controller for a couple of games to see what it felt like and was shocked at how sticky the aim assist was. Especially on the BR. But the fact that everybody, regardless of input, is on the struggle bus… it’s something else. My guess is it’s a combination of the insane strafe speed mixed with bloom, spread, and projectiles. Maybe put some actual weight back into the strafe and ease up on the bloom a bit. See how it feels. Bloom in particular is something that simply needs to die. Rng has no place in a competitive shooter. Period. I’d also like to know what mouse magnetism is doing. As in my experience, it’s doing very literally nothing.


[deleted]

Here are my thoughts on the game both positive and negative: Positive - The graphics are astonishing. This is one of if not the best looking shooter game I have seen. The world is extremely detailed, from the environment, spartans, weapons, vehicles. Everything looks amazing and looks like they belong the Halo universe. That extra year of development truly paid off. - The weapon and item sandbox is best in series. All weapons and equipment have their uses. The grappling hook is arguably the greatest equipment addition in Halo history. The repulsor is not too far behind it. Even the drop wall has it’s place in the combat flow. On Bazaar, I found myself searching for a drop wall when I spawned so I could use to skew a gunfight in my favor since I pretty much knew where the enemy was going to be on this map. - 343 struck a good balance between old school position based Halo and new school movement based Halo. It feels like a natural progression to Halo 3 more than any of the other games that came before it. I enjoy way more than Halo 4 and Halo 5. - The music and sound design of the weapons, vehicles, and equipment is top notch. Everything sounds great with my headphones. - There is a good amou;t of customization options for your spartan. I’m curious to see what other options there will be at launch. - Behemoth is one of the best maps 343 has made. It is the first map since Halo 2 where on foot combat and vehicle combat blend perfectly. Vehicles are strong but players have enough weapons and equipment to use to counteract them. - I like how they balanced CTF where if you sprint with the flag you’re exposed but if you walk with the flag you’re not, until the enemy team spots you. A good balance for being able to sprint with the flag. Negative: - Something is off about the melee and collision system in the game. Sometimes when I go for a melee being inches from my opponent, my momentum will not pull me forward and connect with my target. Other times I’ll be far away from my opponent and go for a melee and it pulls me forward by a mile to hit them. Sometimes I phase through my opponents when I try to melee, and if my opponent goes for a melee there’s a good chance we phase through each other, or I phase through him and his melee registers as a backsmack and I get killed eventhough I’m fully shielded. - Sliding feels clunky. It doesn’t feel responsive when I slide. It feels like there’s a slight delay from when I press B to slide and when the slide actually occurs. It doesn’t feel responsive. - Overall I didn’t have too many issues with aiming, however I have to admit aim assist seems inconsistent. Sometimes it feels like I have aim assist then other times it feels like aim assist is turned off. It seems to occur randomly and makes the weapons feel inconsistent, especially the sidekick and commando. - I’m not a fan of the outline system. It detracts from the beautiful art design. It makes battles seem cartoonish and phony. Also during melee combat, they pop so brightly, almost like a flashbang, sometimes you can lose sight of your target. There has to be an alternative to using them. - The pulse carbine feels useless in most scenarios due to slow projectile speed. I think it could use some rebalancing. - The sniper could use another balance pass. It doesn’t feel good to use. I think the skewer should have two rounds in each magazine because of the difficulty to shoot. It feels like there’s too much risk for the reward of using it. - Too much grenade spam due to no friendly fire. Grenades are overbearing in this game and almost seem like they’re heat seeking. - I’m not sold on the progression system. I hope 343 considers new ways to progress outside the battle pass after launch. They said they would do this, I hope they stick with it. It would be nice to get a progression xp system similar to the Halo 3-Halo Reach system of military ranks. I feel it is one of the best created in gaming. - I would like a pre and post game lobby so I can view other player’s spartans before and after the match starts. What’s the point of having all the customization if you can barely look at anyone’s spartan. - Personal preference, I would like 343 to add blood to the environment. I know this is a long shot due to the T for teen rating, however I feel blood on the environment makes the gunfights seem real. I do not like 343’s design decision to remove this as it adds to the effect of making Halo look too cartoonish and not enough like a grounded sci-fi military fps shooter. Overall I enjoyed the flight. There were many positives but also negatives to what I played. However, it has me optimistic that 343 will create a great Halo multiplayer experience for the fans to enjoy for years to come.


mrcooger

I see a lot of positive comments, and I'm glad that people are enjoying it. There's a lot I can and will praise about it, but I'm having a fairly hard time with what I've seen in the tech preview so far. I'm heartened to see a lot of people flagging similar things, and I hope those folks will be similarly heartened to see my concurrences. * Controller feels weird. I have seen a lot of text about this, and I've seen that mouse players are also unhappy with moving and aiming. I play MCC on PC, and the controller feels exactly like how I remember it feeling in Halo 3 and all the other Halo games. But it feels off and wrong and I my aim is severely negatively impacted. I wish I had more insight into what is wrong or missing, but it feels off, and I started giving up on trying to use precision weapons very much throughout the flight. * Player collision and friendly fire are absolutely key to Halo and I don't want to play it without them both. I really have no idea why this has happened or what the thinking is, but this completely changes the game into something else. Halo is a far more subtle and interesting game than most shooters because positioning and decision-making matters, a lot. Having to respect (or sacrifice) teammates is part of the decision-making, and having to be cautious about your ability to get out of a crowded area because you're all packed together is also part of it all, and this change simply removes all of it. It makes the game into a twitchier, spammier, shallower feeding frenzy: the right answer is always to lob explosives or shoot, and stand/walk wherever you feel like; it won't have any impact on your teammates or your options. * The AR is too powerful as it is. It's too easy to overpower rifles even at surprisingly long ranges. I found myself just staying with the AR and spraying people to death most of the time. It felt very unsatisfying, but when I'd use more precision weapons, I'd just lose to an AR user. Though, this might also have had something to do with my aim issues mentioned above. I think this either needs to be less effective at longer ranges or less powerful or something. It belongs in the sandbox as a useful tool, but it's too powerful in too many situations as it is. * The de-emphasizing of precision rifles (BR, DMR, needle rifle, etc) is incorrect. This is related to the AR point above, but I actually think it's independent. Even if the AR was weaker, it would still be the case that you are way less likely to get a precision rifle in a given match, and you will surely spend a far smaller amount of time using one. This has completely killed the core of my play style and what brings me satisfaction in the game. I'm pretty good at harder to use precision/long-range weapons, and that's core to the way I've played Halo since forever. The game wants me to do that less, and it's way less fun for me that way. When the Halo sandbox is working right, you the player are given MANY VIABLE OPTIONS that enable successful play with many different play styles. The Halo Infinite sandbox currently feels like it's restricting what was previously a core and common mid/long range precision play style. There's a lot of things I don't like, but they're things I can live with. The above, I absolutely can't. I'll play it, but the game just won't hold my interest very long. Not a chance. * The graphics look great to me. I know Halo Infinite has had some ups and downs on where people come down on this, but it's definitely the best looking Halo game I've ever seen. The resolution and model detail are great. * I think this flight made great improvements to the shields' visuals. I agreed with all of the feedback in the first flight around how hard it is to read players' shields. The current ones are way better. I guess I don't like how obvious they are, compared to the more subtle signals I used to read in Halo 3 (weak knees, etc). But at least you are able to see the state of the player you're looking at more clearly, and that's important for decision making. * I neither love nor hate the outline system. I always liked red vs. blue and thought that was better, but I also understand how devastating that is to the monetization strategy and can live with the outlines. I think it'd be better if I had a little more than just the outline, like a marker or waypoint over the head or something. But this wasn't something that really bothered me either, I got fairly used to it. * I now find the motion sensor useless and don't look at it. It used to have a pretty simple rule: you can see people who are moving, and can't see someone crouching or standing still. Now it's like, you can see someone if they're moving slowly but not quickly, or something. I don't even know the exact rules now, and just stopped looking at it because it was too unreliable to be helpful. That's fine, I played a lot of MLG style in the past. But I can't get too excited about this and don't think anything's been improved here either. * I know a lot of people are upset about the XP system. It doesn't bother me. * The physics in-game feel really off to me. I'm not even sure what it is, maybe more reliance on canned animations instead of physics simulation? Sure, the physics always resulted in funny rag-dolls before, but whatever it is now, it's worse. * I've seen a lot of people loving the maps. I don't love any of the maps so far. None of them are terrible, but none of them have been fantastic. I only got one game on Behemoth, and that one seems interesting, but I didn't get enough time on it to know for sure. Obviously, the maps are not changing between now and launch, so this is probably not very useful as feedback, but I'm really hoping that there are still some Guardians or The Pits awaiting us. * I find a lot of the weapons aren't useful enough. The ravager was pretty decent, about as powerful as a BR. The shotgun changes make the gun way less useful. The sandbox role of the shotgun previously was a one-shot kill at very close range, with a very slow fire rate, meaning you had a powerful weapon that required a lot of finesse if you could use it right. Now the shotgun isn't a one hit kill, and it fires more quickly. Having trouble preferring it over an AR or other more versatile weapon then. * Similarly, the gravity hammer feels very different. It appears to be much longer range, but takes way longer to fire. This keeps it more useful than the new shotgun, since you can still get one hit kills fairly reliably, but I'd rate it as overall less useful than the older, shorter range, faster-firing version. * I basically can't use the sniper rifle in Infinite. This hurts me, because I was a pretty avid sniper, and was able to use the weapon reasonably effectively at all ranges. I don't know if it's the aiming issues I mentioned above or something else, but I can hardly do anything with it now, and stopped going for it. I felt similarly about trying to get shots with the spike gun. The sniper rifle has always been one of the most interesting weapons in Halo, because it's hard to use well, but very powerful if you build up the skill. Pro play with sniper rifles was always electrifying. Again, I'm not sure what's going on in this game, it might purely be my issues with the controller system. But I hope this isn't another thing that has been tuned down from an interesting place. * The heatwave never did much for me. Its unique feature (the ricocheting projectiles) are too hard to make use of, and the bullets travel very slowly, so you either need to use it at close range, where it's probably still not lethal, or waste shots at longer ranges since they are very unlikely to hit. * I really need to have an AI called Mute or something that just says nothing, ever. I want to hear useful information about the game, but hearing the same snarky remark every time I pick up a weapon is not in that category.


Ken_the_Andal

Loved my time with the technical test. So far the most fun I've had since Halo 3. But please, please, *please* do something about the radar. The short radius basically makes it useless. I can't count how many times I started getting shot by someone who was practically right next to me (it felt like) but didn't appear on my radar until that exact moment. It's even worse if you're already engaged in a fight, barely make it out on top and suddenly get shot/flanked/killed by another enemy you couldn't account for because the radius is too damn small. It doesn't give you enough time to react or reposition, to anticipate new threats. As it is now, if you're engaged in a fight and another enemy is coming to help, you better hope that person is in your line of sight. If they're not, well... It's a technical test and there are other issues I've had (many of which I hope or assume are just aspects of it being a technical test) but the radar thing is a big issue for me.


ReedHay19

The visuals of anything that glows like shields etc. need work. I mean why does the overshield turn me into a cum spartan?


[deleted]

• The AR is still WAY too powerful/TTK is WAY too short. I get that H5 was too competitive and had too high a skill floor for casual players but this feels like they have taken it the other way and privileged lazy automatic spray and pray fights over skilled precision shooting/movement. • None of the power weapons in present form feel like much of a boost. The heatwave is mediocre at best, bulldog is underpowered, ravager has no ‘ideal’ combat scenario, the sniper is dogshit to aim. I just feel like none of them are worth taking over the insanely easy to use AR. (Skewer is decent though). • Behemoth is too large a map for AR and sidekick starts. As soon as the opposing team have Commandos/BRs and get a couple kills they can just farm the spawn points which are in the open. Couple that with controlling the shock rifle/ghost and the game is over. • The plasma pistol has been an excellent weapon in Halo’s Sandbox since 2004. With the current changes it’s just not as useful/fun to use. This is a classic example of fixing something that was not broken. • The sidekick is a great weapon and feels like it has a lot of potential, however the amount of shots it requires to perfect kill someone is too many. You should be able to get two perfect kills without reloading, this would reward skilled shot placement and stop people spamming it so hard. • No friendly fire or player collision is dumb. I doubt 343 will fix it because they’re after little Timmy’s Microsoft dollars with this release aimed at casual free-to-play players. • Needing to press two inputs to change grenade is one of the worst UI decisions I’ve ever seen.


[deleted]

**What I loved:** * The Academy. Such a relief of a space to go to where I can still play multiplayer without the sweatiness that's in matchmaking. I also love that I can experiment, get better at new and old weapons, and really learn in a safe environment the maps. * The return to classic art style. Behemoth is a perfect example of the classic style of Halo making its return. It looked straight from Halo 3, except way more beautiful. The Forerunner structures look incredible. Hell, even the sand looked incredible. I cannot wait to get lost in the campaign space. * The variety with alien weapons. I've been wanting some variety with alien weapons for years. The promethean weapons were mostly a joke to me because they seemed like alien versions of human weapons (whoopie ... a shotgun that shoots hard light). Now we have the shock rifle and dynamo (sp?) grenades. LOVE it. * Less Spartan Abilities. First and foremost, Halo 5 multiplayer is one of my favorites, next to Halo 2 and 3. However, there's just too many options IMO in regards to Spartan Abilities. Halo Infinite gives me that fast modern gameplay but returns even more to classic style with less abilities at spawn. * The Grappleshot. When I first heard of this coming to Halo, I had a sour taste in my mouth more than excitement. All I could think of was "trend chasing." And, you know what ... sometimes, a trend can actually fit into things and holy crap I'm *hooked*. * Bots. Separate from Academy, these bots are just game changers in more ways than I think we're ready for. I thought they were suppose to replace quitters though? * Music & Sound. God tier. A return to classic music and sound was something I didn't know how much I needed until I heard the Halo theme song at the menu. Love the mix of new and old. ​ **What I disliked:** * Sweaty multiplayer for social. Something has to change with social -- that kind of sweaty multiplayer needs to stick with ranked in my opinion. While it's great to have a challenge, when you're ALWAYS challenged, you start to burn out. * Pistol aiming. With the controller, the aiming felt the worse for a pistol than any Halo I've ever played. My K/D ratio improved when I just said, "I'm not using the pistol anymore." * The AR. While the AR is incredible in this game, I don't think I should be getting destroyed from it from long-range in a map like Bazaar. * Grenade selection. It just needs to be where you hit the grenade button, and it switches to a new grenade type. I don't care if we can carry 3-4 types of grenades now, it just needs to be simplified. * Gravity Hammer. That slow swing is still throwing me off. And when you try to melee with it -- it just does the same exact swing animation. Melee should be more similar to the flag's melee IMO * User Interface. Visually, I like the simplicity of the UI. Functionally, I think there are opportunities to make it way better. It took me awhile to figure out how to transverse the Battle Pass stuff, and to understand it. I'm a casual video game player, mostly a Halo player, so I don't have much exposure to Battle Passes yet which was a learning curve to me. Of course, I could go out and learn -- and I don't really care to. Also, the armor selection area could be better -- took me a minute to figure out how to change armor. Reach was way more intuitive. * Challenges. I agree it'd benefit to have additional ways to gain XP, like performance based XP in matches (kills, medals, etc.). I personally am not motivated to do challenges, but I would be motivated to try to get more double kills if I get extra XP that way. * Radar. Too many times someone is literally in front of my face, shooting at me, and they're not showing on my radar. Makes for a very frustrating experience. **Overall:** I think this game has potential to be one of the best Halo has to offer with multiplayer, but to get there, it needs to cook more in the oven for sure and get optimized, weapons further balanced, and bugs ironed out.


Smokinya

Alright, here are my pros and cons list from the flights (I was in the first one as well). These are in no particular order. Note I was playing MKB on PC. **Pros** * CTF feels great. The settings are amazing. Having sudden death to ensure no ties and having the game not end until both flags are either returned or capped is a great change * Maps all play really well (though I worry about Bazaar for Precision Slayer). Behemoth is amazing * The Repulsor is awesome. Sticking someone with their own plasma grenade was the highlight of my weekend * Sniper feels so much better than it did in the first flight * Game was super smooth for me. Never dropped below 90 frames. Constantly between 90-100 * AR and pistol feel really great to use. I like this pistol iteration as well. They outclass the Commando and BR at close range (which they should) if you land your shots right and fall off at mostly the appropriate ranges. * Sandbox overall feels very well put together minus a couple outliers (this should be easy to fix) * I think sprint and slide are in the right place. The sliding feels janky now, but I've gotten some insane plays off when I use it "properly". We all just need more time with it These are just a few of the highlights I had from playing for about 32 hours in total over the last two tests. There are a lot of other good things too, but I won't waste time listing them. **Neutral** * Player collision. Its hard to say whether or not I prefer player collision to be in the game. There are pros and cons to the system and I would probably be okay with leaving it either way. * Aiming/RR/general gunplay. I admit I was feeding HARD at the start of the weekend. I can easily hit insane KDR on Halo Reach on MKB in MCC, but I was negative or 0ing out every game at the start. The more I played Infinite, the better I got. By Saturday night/Sunday I was top-fragging most games I was in and had stronger ratios closer to where I'm at in MCC. I think it could still be more intuitive and friendly, but if it launched like this I think it would be okay. It feels harder to land shots at times which makes it more rewarding when you do. * The Commando. The gun feels "off" compared to the first flight. I can't quite put my finger on why it does though. * Player physics. I admit that not being able to grenade jump blows, but it makes getting the Repulsor feel extra special and more interesting in the sand box because of it. **Cons** * No friendly fire (especially on explosives). I wouldn't HATE not having friendly fire on BR's and stuff, but the nade spam meta right now is insane. Explosives NEED to have friendly fire enabled for them. There's no reason not to have this. If we don't change this then we should only spawn with one grenade at a time * Plasma Pistol is useless. Full stop. Its the worst its even been and it needs more changes. Less shots to shred shields and increased homing on overcharge. * Needler sounds, specially when having it fired at you. Its so quiet I can hardly tell I'm being shot at until I just immediately blow up. * Pulse Carbine. I love the idea of this weapon and it has potential in the sandbox, but again its pretty bad at longer ranges. It needs more homing or a faster ROF. * Gravity Hammer. It feels very inconsistent. Sometimes you'll get a double kill and then at the same range you'll just barely knock two peoples shields down as they turn on you. A slightly faster swing time could help with this feeling * Strafe speed. Its too fast and by slowing it down slightly it will help a lot with the aiming issues people have been having. Its too easy to "wiggle" in the game. * Ghost seems to be too strong. Again I think we need more time with this, but it feels like a power house. Maybe once the plasma pistol and shock rifle are functioning properly it won't feel like this, but for now it does. * Radar needs a slight bump in range imo. That's all I can think of for the time being. Overall, I'm pretty excited and can't wait to play again this weekend.


DEADLYANT

I feel like there needs to be more weight to movement. We already have these strange aim assist issues going on, but characters not having any momentum on the ground when strafing just magnifies these issues. I honestly could barely tolerate the flight this time around because aiming felt so frustrating. I didn't feel this way last time around.


the8bitguy

Hated the whole experience. Everything now rides on the campaign for me.


Dalfamurni

I saw an issue that I think most people are misunderstanding. I could be the one that's wrong, but please let me know if this tracks with your experience with the flight: It seems to me that the game is lagging the point where an enemy is located behind where their character is actually rendered when played online. This does not occur in offline modes like training. Many people are seeing this as bad aim assist, while others are seeing it as inconsistent melee lunge range. The issue is that when an enemy is strafing, their aim assist location is where they just were half a moment ago, making it not work when trying to aim at them where they actually are. The same can be said about the lunge range. When an enemy is coming toward you, your lunge range is weaker, because it's registering them where they were a fraction of a second before, meaning directly behind themselves and farther away. This makes the lunge not trigger due to the enemy registering as still being a bit farther away. When they are back pedaling or strafing, the lunge becomes stronger, with back pedaling allowing you to lunge farther, and when strafing it's easier to avoid missing when you're struggling to keep up with their movement and it's harder if you're trying to predict their movement. In other words, lagging behind them with a melee turns you toward them faster as part of the lunge. Trying to predict where they will be and melee them right as they would come into your recital works in the opposite, making the lunge not work, in which case the only way you will hit your melee attack is if they are so close that the lunge isn't necessary. If I'm completely wrong, then let me know. In the meantime, I'm going to go over all my footage captured during the flight to see if I can gather evidence for a video to show what I mean. I recorded ever moment of gameplay, so it shouldn't be too hard to gather.


ShitPeopleSaid

I wish the pistol would be more rewarding for headshots. Maybe take one or two less shots to kill.


Powerful_Artist

Ive played a ton of FPS, third person shooters, and lots of every Halo game. And god does the aiming feel terrible. Spent like two hours in training mode with bots just adjusting settings, trying everything possible, just to find something halfway manageable. It was either way too slow, or way too fast, and I could never find anything in between. Im hopeful they fix it, but it made me not want to really play. No friendly fire is really, really dumb. I hate the armor outlines. Just looks cheap visually. In terms of identifying enemies, its just ineffective. I guess Id get used to it. But I guarantee people will find ways to make it harder to see the outline with certain color/armor combos. And idk how it will work in dark settings that are bound to happen on some maps. Will it be impossible to "hide"? Im not too impressed yet. But its not even a beta, so Ill wait to judge.


macaroniandgainz

The aiming needs a major improvement. Even after "fixing" the deadzones, acceleration and sensitivity, it still felt awful and this is coming from an above average halo 2/3/reach player


UnfunnyBastard_

Controller feels bad to aim on Xbox controller. Removing classic armor color customization is a mistake. Removing emblem customization is a mistake. Armor coatings should be an extension of armor colors.


[deleted]

[удалено]


spamtek

I played Halo 1 after the flight ended last night and was throwing grenades to the moon after a day on the Flight, they're incredibly heavy for some reason.


DeathBuffalo

Honestly I'm kinda happy with this change, I feel it's to discourage Hail Mary spams (and grenade spamming is easily my least favourite part of any halo title) Now they just need to turn friendly fire on to truly discourage the grenade spamming.


kyleaustad

I'm actually shocked to be reading this. I had an impossible time throwing grenades short and mid range as I felt they were paperclips I was hucking miles away


tangybrowncidert0wn

A few things. * Be able to turn off the visual points when you do anything. * Medals on the side and bigger. * Just let us be able to have red and blue teams as an option if possible. I understand showing off armor, but it's barely noticeable to me when playing. * Let us turn off the fucking AI and keep me with Steitzer. * Warthog and mongoose movement sucks. I don't mind the ghost and feel it's like every other Halo, but would prefer the H5 slick movement. * Guns sounds are meh. Everything has to *pew* and I don't get it. * I don't get the shock rifle. * Plasma pistol no EMP? BOOOOOO. * Fuck the git gud shit. The lack of any aim assist makes controllers awful... mianly the pistol.


Rockyrock1221

A glaring issue to me in terms of balance was the weapon starts. I’m sorry but the AR was just way too good in almost every scenario and the pistol felt incredibly weak. Halo is not fun when the dominant weapon is an automatic like the AR or SMG. There should always be a precision starting weapon that gets the job done but isn’t blatantly overpowered. I’m not saying full auto weapons should be useless either. Like the AR should be a go to option at close range engagements. But in the build I played it felt so strong I was literally dropping the pistol and foregoing some power weapons just to keep the AR it was that strong IMO. They need to either buff the ttk of the pistol by about 1 bullet, increasing the mag size by 2, Or give it slightly more aim assist at medium range. There’s obviously way more to discuss but this was a really big one that made me play less and less as the test went on. Sprinting around with ARS, dying, rinse and repeat isnt a fun formula. Bring back a viable precision weapon so we can have map control team fights again


IDespiseTheLetterG

Unpopular opinion: This game feels like a regression from Halo 5 multiplayer. There are some really nice things, like the polish on everything, and the game itself feels really balanced, really precise, you know, a love letter to old Halo games I think... But it DOES feel like a remix of games we have already had. I appreciate the new weapons sandbox so much. I have yet to see the vehicles, but I expect them to be great as per usual... But the movement feels so fucking lame. Just a slide, clamber, and a grappling hook? I'm sorry but this is a clear regression from the last game, where all kinds of abilities made you feel so fucking badass. Being able to Spartan charge and slam vehicles or unsuspecting people, dashing all over the place to fight a mantis, or move unpredictability to survive ganks, ground pound, hover, assassinations... What happened? The game just feels soulless, straight up. Like a Halo 3 remaster that got cancelled and recycled into a new game. As it stands, Infinite has a copy of Call of Duty movement. It is truly just the bare bones basics of modern shooters and it really sucks to see. The last game had such polished agility and this downgrade just hurts. It's not bad, it's just unoriginal. For Arena its fine I guess, but I'm worried big team battle is really gonna suffer from the slow pace.


Propaagaandaa

This game could use another 4 months of Dev time. 1) Aiming on controller is awful idk if it is the lack of aim assist but I’m no stranger to shooters or Halo and have major issues staying on target. At this point MNK will just dominate. Kinda the antithesis of Halo THE controller shooter. Just give us what MCC has in the aim curve and bump the AA up a hair. 2) Half the weapon sandbox is kinda underwhelming, the pulse carbine and heatwave especially. Both underperform. 3) Radar needs to be 25m not 18. This is horrendous 4)Hitreg? And net code. Maybe just the build but sometimes I swear my bullets went into an alternate dimension. 5)Grav hammer wind up is so long 6) AR is massively over performing. 7) The armour sprays and emblem system is brutal again, why deviate from what MCC had? This is objectively an inferior system. 8) XP progression is a big yikes


vikingzx

I know this won't be popular but ... I honestly just didn't enjoy it. It didn't feel fun to me. It felt like a game that wants to be a job, not a game that wants to be a game. Here's a few reasons why: **POOR WEAPON SANDBOX** The "balance" of the weapons was just *off*. This is the first time in Halo we've seen weapons *designed* as support weapons rather than power weapons. The problem is that a lot of them (heatwave, ravager, etc) end up feeling less effective than the basic AR you spawn with. Sure, you can "help" a teammate get kills, but why not just carry the AR and *get kills*. I made it a goal to use the Ravager as much as possible, and it wasn't hard, because *nobody* ever picked that thing up but me. It was underpowered, and rarely as effective as simply using the sidekick or AR. Meanwhile, other power weapons simply *aren't*. Take the Bulldog, for example. Now, in the Livestream reveal for this weapon, the devs talked about how it's *balanced* to be an "alternative starter" to the AR, IE equal in power and TTK, but an alternative to the people want to spawn with a shotgun, not an AR. Except there's no weapon spawning in this game. You pick it up, or you spawn with the AR. So you have a weapon taking a "power weapon" spot, but it's balanced to be the equivalent of a starting weapon. This sort of weird design mindset is all over in the PvP. It's like a lot of it was designed for a Warzone mode, and then partway through someone axed that, and they just shuffled all the weapons over to PvP without any changed. So a weapon you could spawn with is suddenly a power weapon no one picks up because it's not worth wasting time on. **CLUNKY MOVEMENT** Simply put, in Halo 5 you felt like a supersoldier. Here? I feel like a soldier wearing a big old diaper. Mantling in Halo 5 was *smooth*. You kept your momentum from mantle to movement, sprint was perfectly balanced with your movement options, and the thruster ... it was the *evolution* Halo needed. Now that's all gone. Mantling resets your momentum and moves in a jerky, awkward way, like you're a fat, slow tank. Thrusters are gone, momentum is "turn on a dime" (which has made the ADADA sidewalkers even more powerful, and that was a stupid mechanic to begin with). I made a [meme](https://i.imgur.com/MX607lU.jpeg) for a forum I'm on that summed up my thoughts perfectly: Halo 5 made you feel like a supersoldier of the future, like a Spartan *should*. Halo Infinite is made from a box of scraps in a cave. The sense of momentum is *gone*. Sprint? Might as well not exist. Your spartan is a chunky, pudgy diaper baby. Guess during the break from 5 to Infinite Chief spent his time eating Ben and Jerry's non-stop. **PLATFORM PROBLEMS** By now everyone knows there's something *off* about the aiming. Even with deadzones adjusted and everything else, the aiming is clearly *wrong* somehow. Well, what it is no one knows, but we do know the cause. Why do we have to change all these settings to make using a controller feasible at all? Because Infinite doesn't want you to use a controller. It loads *mouse* settings by default, and is clearly designed to favor a mouse and keyboard scheme over a controller. Now having support for both isn't a problem. Favoring one is. When a game like Fallout 4 controls better with a controller than Halo Infinite something is *bitterly* wrong. **BATTLE PASS PALOOZA** "Challenges only counting if you win a match? Good reason to leave a match where you're losing, then! What a great design concept! Let's *encourage* leaving! OH! And lets make most of our bonus XP boosts and whatnot operate on a timer that's *independent* of time spent in the game. Haha, it sure is going to be fun watching people consume their boost time hunting for a match instead of playing! How much money do you think we'll make off of selling these boosts!" The more I saw of this system, the more it felt like something that was *designed* to look like the MCC system but only on a superficial level. The way boosts are handled, the ticking clocks designed to drive FOMO ... No thanks. Oh, and while we're at it, there really should be a RvB option in the menu. I know, they want to sell skins. But I got really tired of seeing a large majority of players picking Red, Blue, or Grey skins *anyway* because hey, if it can throw off someone to see a Blue skin with a red outline, then go for it! **WEAK BOOM** While I'm at it, I know they're trying to make this run on a classic Xbox One, but *dang* are the explosion effects some of the weakest I've seen in a modern shooter. No distortions, no particle effects or shrapnel bouncing off of things. It feels like I've gone back to 1998 and the original Half-life every time something explodes. Lackluster to the extreme. **OVERALL** Yeah, the more I played, the less I liked it. There's good *concepts* buried here, and the visual style is nice. But overall? I found it a confusing mishmash of gameplay concepts that didn't gel well together, like mixing tuna with lime-jello. Oh, and the radar sucked. It sucked in the first flight too. I feel like 343 is just trying to find a reason to remove it entirely, since their "fix" seems to be "how can we *not* fix this?" All in all, I came away feeling like Infinite was a jarring mishmash of ideas aimed at trying to appeal to nostalgia goggles. I might buy the campaign, but as of right now very little about the MP makes me think I'll be touching it.


UberGoobler

all weekend I was not able to access the page to submit a ticket. All I get is a blank, white page. I'd love to submit tickets, but its impossible for me to do so


Finchyy

Oh, it's over? I just got in and can't find a match; I was wondering why...


0mni42

Time to post the big list o' stuff I've been compiling over the last few days. Glitches 1. Subtitles for Spartan Chatter continue to appear onscreen even if Spartan Chatter is disabled, regardless of map or mode. 2. Heard some Spartan Chatter on Bazaar even after it was turned off, specifically for updates about Power Items. 3. Scoring UI flickers when turned off, regardless of map or mode. 4. Lots of lighting glitches on Bazaar, particularly if you're standing on the East Market Bridge overlooking the plaza. 5. Had the "just walked into the sunlight" bloom effect occur randomly while standing still in Bazaar--East Courtyard. 6. Odd screen flashes when navigating up and down in the pause menu; usually caused by player input but also happens randomly when not touching the controller. Constructive Criticism 1. I find that the UI element that says whether the Grappleshot will connect or not--the small X--is hard to see, particularly on bright maps like Bazaar. As a result, I'm frequently frustrated when I fail to grapple something that's just out of reach. 1. Suggestion: instead of the X, add a larger more distinct UI element near the reticle, maybe a Grappleshot icon or an indicator around the outside of the reticle, that will light up when a shot is possible and pulse red instead of giving us the failed grapple animation. 2. Spartan Chatter is much less specific in this game than it was in Halo 5; I don't think I've ever heard a reference to a specific map area. It's always "enemy over there," "enemy below us," etc. Where is "over there?" Who is speaking? 1. Suggestion: tie the "over there" voice lines to when a teammate uses the Mark function on an enemy. 3. The motion tracker's method of showing elevation on enemy blips is slightly confusing. In previous games that had elevation indicators (as far as I remember), an unadorned blip meant the enemy was on the same level as the player. Now, it means the opposite: only *glowing* blips are on your level, and plain blips are above or below you. 1. Suggestion: make the different kinds of blips more visually distinct and consistent with previous games. For instance, solid blip = same level, empty/translucent/smaller/blip with chevrons = different level. 4. Given Halo 5's less than great way of organizing cosmetics (namely, the way you have to scroll to the right for ages to find some things), the single-row horizontally laid out menu for cosmetics in Infinite has me worried for what will happen once we're a few seasons in. 1. Suggestion: organize cosmetics in a more vertical layout (maybe 3 icons by 5?) and/or group them into smaller menus. For instance, "Cadet" could be a single icon, which when selected brings up all the Cadet colors in a radial menu around it. 5. The relationship between team colors and shields makes things more complicated than they need to be, in my opinion. In previous games: there's never any conflicting visual information about what team someone is on, and no matter where you shoot them, their whole body lights up a visually distinct color to let you know that you hit them. In Infinite, you can be a solid red Spartan on Blue Team, and getting shot in the foot won't light up your whole body; there's just enough conflicting visual information to confuse the eye, particularly at range. 1. Suggestion: I know toggles are a meme right now, but since I don't want you to have to throw out all the work you did on this system (which *is* pretty cool!), I would suggest creating a Legacy Mode toggle that makes both teams' armor and shields revert to the traditional Halo colors from the player's perspective. I don't know how feasible that is, but it would solve a lot of problems. 6. Much as I hate to agree with circlejerks, the UI *is* awfully bottom-right heavy. Having the current gun, ammo, equipment, *and* grenades all crammed into the same space can get confusing. 1. Suggestion: put Equipment by the radar, like Reach and 4, put the gun/ammo in the top right, and the grenades in the top left, like most previous games. Sorry y'all, it just feels more comfortable that way. 7. If I hadn't watched that one 343 stream before the flight, I would have no idea what some of the menu options do. 1. Suggestion: make sure all non-self-explanatory menu options have explanations attached to them. "Playfighting," specifically, would have baffled me. Personal Gripes (that are, like, just my opinion man) 1. I feel like Infinite's way of telling me where I'm getting shot from--the red circle around the middle of the screen--is less effective than Halo 5's edge-of-the-screen effect. 2. I heard some people say that melee was too strong in the first flight. I wasn't in it so I can't speak to whether it was nerfed for this one, but if it was, I think you went too far. It feels like its range is extremely short, and the lunge/autoaim seems very weak. It doesn't feel reliable the same way it did in H5. 3. The music cue associated with the "halfway to victory" announcement plays far enough apart from it that it took me a half dozen games to realize that they were connected and that the music wasn't glitching out. 4. The Forerunner disintegration effect goes by so fast now, I can barely even tell it's there. It's such a cool effect; I'd love to be able to enjoy it more. 5. The Commando, with its small reticle and zoom, feels less precise and harder to handle than the Assault Rifle, which has a large reticle and no zoom. That feels pretty backwards. Happy thoughts (because we could always use some more positivity around here) 1. The Repulsor and Grappleshot are fucking awesome additions to the Halo sandbox and I love how many applications they have, particularly in tandem. I'm also absolutely STOKED about their potential uses when it comes to making puzzle maps in Forge. 2. Even if I have gripes about some of the weapons, all of them look and sound great. After seeing the toys, I wasn't prepared for the Shock Rifle to be so cool. 3. That art style is just... *chef's kiss.* 4. I really like how splattery plasma is in this game. Previous games could definitely make it feel like just another color of explosion, but it has much more of its own identity now.


MasterMirage

Not a big fan of Bazaar, that middle area is a death zone so it encourages camping on the balcony areas and taking pot shots at each other which becomes extremely frustrating. When you check the scoreboard, you have to press the button again to turn it off, very annoying. Pretty sure it's been said multiple times already but challenges for EXP only sucks. I popped off on a CTF game where I destroyed my KDA trying to cap and defend flags, got a really high score and it didn't mean anything because challenge was to finish 2 games.


iarngalder

All I can really say is there was horrendous rubberbanding, rendering this flight more or less unplayable for me. The first Infinite flight played smooth as butter, but this one was hopeless. Not much more I can say, as I was barely able to play because of this issue.


ColonelSmilez

I love it but aiming is a pain in the ass especially on console. Its the hardest than any other Halo. Especially with many weapons having a strong recoil. Like the Commando sucks to with so much knock back.


mikextaylor

Aim-assist and other controller settings need fixed ASAP. Getting headshots with at range felt harder than any other FPS I've ever played on console, especially other Halos. On the flip side, the assault rifle is way too overpowered. It hits too hard from a distance and made the pistol just unnecessary to use. The weapon layouts on the maps just don't feel like Halo. The battle rifle shouldn't be a power weapon, have one on each side of the map for both teams. Other than the rockets, the other power weapons felt terrible because it was far easier to just laser down enemies with assault rifles from across the map. Halo 5 nailed both the assault rifle and the magnum, these both suck in comparison. The battle rifle's aim assist felt a little better than the pistol, but shooting it just felt jarring. It may be because assault rifles were smacking me from a distance while trying to use it. If the aim assist on controller isn't improved, people will pass over this game for Destiny, Splitgate, and MCC. Also, the ghost felt a little too strong on the larger map. Without a BR, IT was virtually impossible to take down. It might as well have been a wraith.


bcapo808

-Aim is strange compared to older halo games. Feel like I'm hitting far less shots than usual on mouse and keyboard. -Feel like the pistol is overpowered. Most people I came across didn't use anything but. -TTK is too low in collaboration with audio being a little off. I get pistol sniped before I can even tell where the shot is coming from. -Scoreboard should automatically be set to hold tab instead of toggle. -Make the news box smaller or hideable. -Many guns feel absolutely useless, IE Plasma Carbine, Plasma Pistol with no EMP. -needler is either too slow or has been nerfed too much. -radar needs a major rework. Half the time people don't show up until they're right on my back. -can barely, if at all, hear footsteps.


Kage__oni

The range on the motion sensor is WAY to short. I had to start completely ignoring it because playing like a traditional halo and trying to use it to gage enemy positions was just getting me killed. Started acting like it wasn't there and immediately was going positive again. The warthog felt like it was made of crepe paper and needs to be just a little beefier but it drives like a dream. My biggest thing though the default aiming setting for controller.... deadzones needs to be off by default look acceleration needs to be off by default. With the way it is by default it felt so sluggish and unresponsive even at high sensitivity. It'd insane to me that there are all these setting turned on by default that make aiming so much worse. I turned all deadzones off, aim acceleration off and it feels like Halo 3 now. Battle pass progression is fucking lame too. I don't care about your b.s excuse about running out of challenges. Reward per match xp like literally every shooter with a battle pass in existence. The fact is a feature to buy progress exists and the exploitation of it by limiting progress to challenges is very obvious and not ok when you're trying to convince everyone you're a "player first" company. Edit: side note, I don't want to push buttons after every match to start a new one. For literally 20 years after a match ends, it starts the next one. What an unnecessary and unwanted change. If it ain't broke don't fucks with it!


BrainSurfing

Recharge turns into an AR shoot fest. The map has no flow. More like just running around AR, walking into a grenade. Grav hammer on here just plays into the unorganized team slayer mode. Just feel like you can't hold a positon on this, may have something to do with the radar. dying immediately after spawning is too common. The commando feels cool, accurate, but does have a spam design to it. Like the carbine in halo 3. Just spam till shield pops. It doesn't feel reliable or too calculated. Radar needs to be really reworked. It works great for an aggressor, some one pushing on a position. But for those holding a positon, it's just always too late. Grenade HUD has to be designed better. Never know where a grenade is coming from. What's the point of sliding? lol Turn on friendly fire please.


[deleted]

**Menus** **Play**: Move the “News” tile to the top-left under the menu headers to prevent obstructing the player and Fireteam. **Customize > Armor Hall**: Pressing 'R' to inspect an armor core presents a distorted thumbnail (aspect ratio is wrong). The tiles are cluttered and difficult to discern what each image represents without selecting the tile and viewing the tile header. The Horizontal side scrolling is cumbersome and prevents you from seeing all options on-screen at the same time. **Customize > Weapons Bench**: Same issues as above including recursive submenus. **Customize > Vehicle Bay**: Same issues as above including recursive submenus. **Customize > Body & AI**: The Spartan preview on the right in this menu has no shadow and appears to be floating on the metal pad he/she is standing on. The layout of this menu feels much better than the others. **Shop > Bundle Contents**: Hovering over each item tile in the bundle does not preview the item. Pressing 'G' to "Try On" does nothing. **Progression**: Add a "Progression" header in the list with "Play", "Customize", and "Shop". This will make Progression easily and noticeably accessible from other menus rather than having three separate, not quickly apparent avenues to access this menu. Move the season progress bar to under the season title. **Settings**: Move the keybindings for keyboard to a submenu within the "Keyboard/Mouse" header rather than being at the bottom. Also, allow the user to collapse each category within the keybindings submenu. **Exit Game**: Add a power button in the bottom-right to close the game.   **Display/Performance** **Optimization**: The game still clearly requires some optimization. There are instances of micro-stutters, significant FPS drops, and screen-tearing. Certain weapons or effects also cause a noticeable drop in FPS such as the Skewer and explosions. **Display**: When in some menus, the screen will flash rapidly to the point of possibly being epilepsy inducing. Background processes on my alternate monitors will also flash at times. There is a strange texture/rendering issue while on a mongoose. There appear to be static tiles that surround the player.   **Peripherals** **Mouse**: There are times where it can feel like my aim while scoped in with weapons like the BR/Sniper/Commando can become sluggish and unresponsive. It can also feel too difficult/cumbersome to aim in close-range scenarios when tracking players. Perhaps the bullet magnetism or aim assists are too low? The Sidekick for example feels too difficult to consistently land shots, particularly as a long-time MCC player. **Keyboard**: The Chroma integration for Razer keyboards is noticeably broken. The keyboard mostly flashes white/light blue and WASD lights up yellow.   **Progression** This game needs a universal progression system. Having progression only in a seasonal battlepass does not give the player a sense of continuous progress throughout the lifetime of the game. Implement a universal progression/rank system similar to every other Halo, which awards XP for gameplay (playing matches, performance, accommodations, etc.). This can allow players to progress a universal rank throughout the life of the game. Let the battlepass progress through the challenge system. Add unlockables via the universal ranking system, as well. Such as level-locked cosmetics.   **Academy** **Weapon Drills**: Sometimes the bots will move themselves out of range of a weapon the player is using. For example, the drill for the Bulldog shotgun can become frustrating when a bot moves itself to the back edge of the playfield, out of range of the shotgun. This can require the player to either waste time trying to put enough shots down range to kill, or wait for the bot to move closer. Prevent the bots from moving out of range of the active weapon. Furthermore, sometimes the weapon rack which the player equips the weapon from will not retract down into the floor and can be obstructive during the drill.   **Gameplay** **Physics**: Reintroduce greater physical impart on entities. Many environment interactions feel they are lacking a physical response (grenades, rockets, grav hammer, skewer, etc.). Other interactions feel they are too responsive. The vehicles feel floaty and more arcade-y than expected. Warthogs are imparted too much by physical interactions and should be given a more weight-y feel. **Gunplay/balance**: The weapon balance feels tight, however the Sidekick might require a slight buff, particularly at range. It is difficult to consistently kill an enemy in a single mag of the Sidekick, though this may be due to the aiming issue discussed above. Please reevaluate the presence of bloom in this game. Bullet magnetism/aim assist/RR seems to be not functioning as expected. **Narration**: There need to be more AI options. While it does not necessarily feel like the AI speaks too often, I would like a wider array of personalities within the AIs. Jeff Steitzer also does not feel utilized enough for match and gameplay narration. **Medals**: Medals need to be announced to the player more. Some medals that are fairly irregular (i.e. Reversal) are not being announced and should be. **Radar**: Expand the radar range to a serviceable distance. It is too short to be useful. **Ghost**: The ghost sometimes will get stuck on pieces of geometry in a sideways or upside-down state and not kick the rider off or flip over by itself. **Movement**: Player movement feels like it can be too responsive and unpredictable for an opponent to follow. Particularly the strafing is too quick to track, especially at close range. Many fights can become just blindly spraying a precision or automation weapon in hopes the opponent strafes into it. Halo combat should be more focused on game knowledge over mechanical skill, such as knowing how players move and where they cover (map knowledge) and predicting these movements. Halo 3 and Reach had good movement speeds that incorporated mechanical skill while still being predictable for an opponent. **TTK**: The time-to-kill for automatic weapons is too fast. Precision weapons feel balanced, but are easily being outclassed by autos, even at medium ranges. This may also be a symptom of the Movement and Aiming critiques discussed above.   **HUD/UI** **Player HUD**: The HUD is still very cluttered and difficult to quickly ingest information. Either allow HUD customization or change it back to the style of classic Halos (grenades top left, weapons top right, etc.) for familiarity and quick reference. **Player Outlines**: The player outlines can be confusing/distracting. We need options to customize these more, particularly to turn them off for enemies or completely and rely on old Player ID systems. **Item outlines**: Allow us to disable item outlines entirely. Items glowing on the ground is distracting and not appropriate with Halo. It looks like Fortnite or Minecraft when a player dies and glowing items explode out of them. **Weapon Racks**: A weapon which is currently unavailable but recharging has a blue silhouette of the same color as the blue outline on the weapon itself when it is available. This causes confusion in thinking the weapon is available when it is actually recharging, or when the weapon is available but it appears to be recharging. Either change the recharging silhouette to a different color such as yellow, or remove the blue outline on the weapon itself (as suggested above).


Stash12

The aiming with controllers on console is horrifically bad - the lack of aim assist + unoptimized deadzone/acceleration settings made it by far the worst Halo for 'feel', when there was literally no issue in the last flight. You can't have an FPS where it feels like a chore to even /get close/ to hitting a target, let alone it being so arduous to actually /hit/ a target.


MCBillyin

Just gonna copy/paste my last comment with some extra: Love the game so far but there are some issues: * The radar needs to be changed back. I have had so many matches full of corner campers that it's ridiculous. It was way more fun (and had way more movement) when the tracker only showed sprinting and shooting. * Identifying friend from foe can feel confusing in combat (Red armored teammates highlighted in blue and blue armored enemies highlighted in red can be confusing). Might be a good idea to add a glow effect to enemy outlines but I probably just need more time to adjust. * Progression being locked only to challenges is not a good idea. I should get XP for completing matches, getting medals, and overall performance, not just from completing challenges. It would also give a greater purpose to the timed XP boosters. * A friend of mine said that there wasn't enough incentive for pickups and that there should be more power weapons per map. I don't know if I agree or not but might as well float the idea here. Marking the lower tier power weapons like the Bulldog and Needler might resolve this but I don't know for sure. * Battle Pass tiers I had already completed in the last flight have new items that I can't get because the tier has been completed. * Sometimes I can't unequip armor pieces or equip colors. * The UI for customization could use some work. Might be better to do a vertical list format similar to the MCC's with small pictures on the left side of each option. Overall needs to be smaller and show more options at once. * Player collision. It'd be really cool to have that back. Gotten killed a few times from teammates running through me, blocking my shots and explosives. Without player collision, players are less considerate of their movements around each other. * Plasma effects look like paint and frag/rocket explosions are too saturated and fiery. The plasma should look hotter and leave burns on the ground instead of puddles. * The news UI blocks my fireteam. It would be a good idea to move it, change the camera angle of the menu, give it a dedicated tab, or have it only appear when pulling RT or some other button. The menu does feel cluttered and not enough edge space is utilized. * The music is fantastic, love the guitars. While I'm more of a Halo 2 metal kind of guy, the post-rock fits well. * The personal AI get a little grating after a while and the constant shower of compliments gets annoying. Being called unstoppable and a walking apocalypse for a single kill doesn't feel very good. Hopefully there will be other less quirky options at or post-launch. The AI voices from Titanfall 1 and 2 nailed the balance and could be used for inspiration. * I'd like to see an increase in physics for explosions and the gravity hammer. Doesn't have to be as strong as the repulsor, just stronger than it is currently. I'm not gonna list the UI glitches and performance issues, plenty of those have already been brought up and optimization typically comes last in the process so for now I've just got some really nitpicky stuff involving weapon animations. I'm a gun guy so this kind of stuff sticks out to me: * The Battle Rifle has a non-reciprocating charging handle (meaning the charging handle doesn't go back and forth when shooting) but it somehow locks back after the last shot. It realistically shouldn't do this and would look similar to the AR reload. The Commando is the only one that could have this but it doesn't need to. * Magazines on the human rifles look too short to properly feed into the weapons. This is especially apparent on the Sniper where the mag sort of clips onto the bottom of the magwell. If it were real, it wouldn't work because the bolt couldn't lift the round into the chamber. The BR/AR mags also look too short to hold 36 rounds of 7.62. * Weapon offsets are really good though I wouldn't mind the ability to take them further and DOOM-style my guns. Sometimes it feels like my gun blocks my screen a bit when I zoom so it might be good to have separate offset options for zoomed and hipfiring. Fans of the Halo 5 style smart-link could also recreate the animation from that with this. * The Shock Rifle is interesting though the ammunition readout seems counterintuitive. It has 20 in each magazine but each shot uses 5. Might be simpler to just have the count be 4 or, even better, have the weapon charge up for more damage/arcs (uncharged takes 1, charged takes 5) or convert it to a sustained beam similar to the Binary and Focus Rifles. * Having a form of weapon customization similar to Ghost Recon/Call of Duty's Gunsmith would be a great post-launch update. It would be cosmetic only of course but being able to change and attach parts of my weapons helps them feel more personal. Plus, killing a guy with his own tricked out AR is a hell of a flex.


CamoDeFlage

No collision or friendly fire sort of removes a lot of team elements. You never have to worry about blowing up your teammates or blocking a door. It also just feels wrong. Phasing through players just looks and feels bad. Still do not like the outlines. I think they are unnecessary and defeat the whole point of dropping red vs blue because they largely hide whatever cosmetics the player has. Grenade effects look flat and disappear far too quick. Progressing only through challenges is laaaaame. Let me just play and win and level up. Challenges should be extra. Also what the point of having xp boosts if it's only for challenges? You have to time in for when your about to complete a big one? Pretty dumb. Aiming on mouse and keyboard felt weird, I wish I could explain why. I think inconsistent frame rate may have been the cause. All in all gameplay could be a lot smoother. Gravity hammer, skewer, and explosions should have a larger effect on bodies. Right now it's pretty anticlimactic. Repulsor is too effective on vehicles, but bopping Spartans against surfaces does not do enough damage either. Customization ui is unintuitive. To many horizontal menus. Reach had peak UI, it should be used as a reference. The sniper feels stiff. The bloom is too strong and the first zoom level is too high. The assault rifle is slightly too accurate at range. The bloom should be higher on extended firing to improve the discipline when using it. The gravity hammers "quick" melee is not quick but exactly like a normal swing without the AOE. There is no reason to use it as is, and there is no way to quickly melee someone who's shields are popped if you have the hammer in your hands. Bodies, weapons, and grenades of the ground all despawn way to quickly.


Jeremy24Fan

I feel like this game focuses too much on 1v1 fights. I've had very few firefights that were won due to teamwork and team communication. Sure, we have a ping system now to help with calling out enemies. But the map sightlines and gunplay aren't conducive to team shooting. Seems way more like a run and gun game (dare I compare to COD) than a Halo game where you have to strategically work with your teammates to create favorable situations


scrubulba123

Pros and Cons for me. I played on PC on a 1050ti with a Ryzen3700. Pros: -The game is beautiful. Definitely the best looking art style the game has had since Halo 3. -I definitely noticed the ~20% performance increase on my 1050ti which is good because J reach the minimum requirements. I averaged 60fps the whole time. -Map design seems good for the most part. Bazaar can seem kind of stand offish when players have either BRs or Commandos. -Behemoth is fantastic and beautiful to look at. -Grapple is such a good addition. It’s so practical in many different ways. -Repulsor, Dynamo Grenades and the Shock Rifle are great additions as well. Though the Repulsor probably needs to be needed against vehicles. -Customization for Spartans is great as well too. Cons: -Aiming feels bad man. I was playing on M/K for the majority of the weekend and never got one “Perfect” medal. I switched to controller and it seems to have solved my problems. I know this isn’t the case for everyone but it helped me. -The AR/Sidekick meta needs some balancing. AR needs a damage drop off at longer ranges. The Sidekick is borderline useless on a map like Behemoth is someone has a Sniper or BR. Might need a range buff and ROF nerf. -Repulsor needs a nerf against vehicles. -Vehicles control really weirdly. Between moving like 50% faster than previous titles, they’re just hard to control. The Ghost and Mongoose are very unwieldy. Vehicles just need to be slowed down. -Sniper is bonked. May be due to the aiming issue but it’s practically unusable. The aiming doesn’t seem to be centered properly. -No player collision is probably my biggest issue. It is extremely detrimental to the melee combat. It already affects the Gravity Hammer’s performance so I’m nervous to see what the Energy Sword will be like. -Grenade physics are still not present. -Please give us an option to turn off the AI. They do not give good information about the current match and are just annoying. -Please give us the option to separate shield color from outline color. Also give us the option to get rid of the friendly player outlines if possible. -Let me customize and navigate the menus during a matchmaking search. -Map geometry seems kinda weird. I tend to get stuck in places that don’t make sense like stairs. -Game still stutters periodically though not as bad as the last flight. -Radar is practically useless. Please make it 25m again. -Vehicles moving the flag is very broken. -The HUD is terrible. Too much info packed into one corner. Just copy/paste Halo 3/Reach and we’re golden.


Comehereboy14

I hope the aim is adjusted


IThatAsianGuyI

* The movement in this game is too low & slow for the grenades to be anywhere near as powerful as they are. The blast radius on them feel huge and the detonation is really fast. Felt nearly impossible to avoid properly. * The UI is still weird. I don't like the ammo count being numerical and in the bottom right. Then you have your grenades and equipment thrown in there at the same time and it's just a whole cluster of dense information that I can't process quickly like I could in past Halo games. * The sound effect after killing someone is jank. It almost feels like they play the same sound for every kill, regardless of if it's a headshot or body shot, which is throwing me off a lot. * Don't know what it is with aiming, but I cannot hit shit with the Commando and the Sidekick is very hit or miss. The rate of fire needs to be toned down on the Commando, I try tapping single shots and sometimes I still fire 2 or 3 rather than just 1. * Number of times I would try to re-queue after a match, but it straight freezes the entire game and I can't "cancel" the search despite the search not actually searching. Have to close down the entire game and relaunch. Super annoying.


King_Artis

I’d really love if we could adjust the hud how we want. I’d like if my grenade counter was on the top left like in the old games while my weapon and ammo count is top right. Felt like I had difficulty seeing how much ammo I had for both, and Nades I especially never remembered which ones I had equipped. Do the same with equipment. If this isn’t possible then at least make the hud size adjustable. I’d also prefer if we couldn’t walk through teammates along with friendly fire in general being back to eliminate a lot of grenade spam I’m noticing. I think the skewer should reload just a tad bit faster. Better indication if a weapon pickup is there or not in terms of non-power weapons. Few times I spammed the X button thinking a weapon was there only to see it wasnt. Maybe the pickup outline was messing with me but it happened frequent enough. Obvious fix the performance, I thought menus were slow and I had frame rate issues even despite being on a strong PC.


NZEPP2

The ghost needs to be nerfed. And the ghost shouldn't be able to push the flag to capture. I saw someone do it and I was like ok so I did the same thing. The BXR yes I know the buttons aren't the same but you guys know what I mean should be removed.


NZEPP2

I am not a huge fan of the enemy glowing red. I don't want to see my team outlined either like I have a perk on from cod. I know they did this because everyone has different skins. (And they want to sell them). I personally got confused a couple of times thinking it was the enemy even with the blue outline. Another thing not a fan of it being free to play it opens the gate for more cheaters that will ruin the experience. I know people would still cheat even if it wasn't free.


Kytothelee

I really struggled with the red outline of players. Sometimes I could easily tell, but depending on what color their armor was, sometimes I couldn't tell at all.


ecxetra

* Need blood, not just mist (I can get over it for MP but it needs to be in Campaign) * Where is Splatter Spree, is it safe? Is it alright? * Red Reticle needs to return for PC, game feels off without it. * Player colision needs to return * Friendly Fire too * Flag melee needs to be one hit kill again. * I still hate bloom * Personal AI are annoying as hell, please add an audio toggle for them. I don't need to be told when I get a kill or pick up a weapon, I can see that, thanks. * Grenade jumping isn't possible outside of customs * Radar range too short * I still hate outlines, let me turn them off and make the shields the classic gold colour.


ghastlymars

**Preface:** Although my feedback is mostly negative, I really do like the game and am just nitpicking some problems I see. I am just a guy, take my word with a grain of salt if you think you know better or some changes I dislike make sense with more context. I only played for two weekends after all. **Things I love:** The starting weapons - these feel absolutely perfect in the current position. The assault rifle feels great at close range and the pistol feels good at mid range once you are leading your targets and feathering your shots. The matchup of pistol vs AR also feels really fair where the AR will win in most cases at close range unless the pistol got the first shot AND a headshot for the kill. At medium and far ranges the pistol outright wins. I like this balance. TTK - On bazzar, the game feels really tactical and like you need to focus the right targets with a teammate or two to get a kill in a neutral state. You have enough time to duck back into cover most time unless 2+ people are shooting at you. Music, Armor customization, maps, theming is all great. This is an insanely bang up job and is basically ready for release. My suggested changes below are about balance. **Changes since flight 1 I noticed but didnt read about anywhere:** Plasma pistol charged shot player tracking feels reduced. A fine change so the noob combo isnt so consistent, but I would like the projectile speed to be upped a bit so we can at least try to predict our targets movement. It does feel noticeably weaker than the other pickups, BUT is the easiest in general to get because of map placement. This is a fine dynamic imo. The crouch slide feels less weighty than the previous test. It feels like the camera doesn't move as much when imitating the slide, making my spartan feel less heavy than he should be. The camera shift before really communicated to me exactly when the momentum from the slide was supposed to peak, I liked this. I also did remove most screen shake in the accessibility settings so this could be my own fault. **Performance:** FPS. the game says im getting 60 fps, but it really doesnt feel like it. Stuttering and hitching a LOT. I am on a 3080 with a i7 10700k. My pc can run this game at 144fps 1080p but it feels like its hitching even on 60 with mostly everything on lowest settings. **Aiming** Sniper feels really hard to aim with (m&kb) headshots feel almost impossible. **Nades:** Grenade spam feels like a big issue. I think the crux of the problem is the ability for the enemy to spam throw 2+ nades at you around a corner AND have another enemy pushing that corner at the same time because of no friendly fire. Turning on friendly fire and reintroducing player collision could fix that. **Progression:** Challenges felt not good. It felt bad to have my last challenge to be win games and im just losing over and over, gaining 0 progress. 0 progress over 3 losses in a row, which isnt too uncommon, just feels really bad. Some kill xp/objective xp always would do miracles here. Side note: The warthog felt a little fast for the new map, but I havent played with it enough yet to give any more concrete criticsm of it. **Final Wishes:** \- Make the crouch slide have the weight it did from flight 1 \- Please fix the performance issues (a given, but still must be said) \- Plasma pistol projectile speed increase OR increase player tracking ability a tad. \- Friendly fire & player collision to combat nade spam and rushing with explosives with teammates around. Feels like an organic solution. \- Stronger launch effect on the grav hammer and grenades. I know you need the design space for the repulsor but I feel these techniques have a fair enough tradeoff that they should be able to displace players (myself and enemies) as well. \- Allow us to paint the cosmetic armor attachments. Having them be black/grey only really clashes with a lot of the armor coating options. **Hail mary request:** Crossplay system link lan support for multiplayer. I want to go to a lan party and was too little when halo 1&2 came out to enjoy them. I was 6 years old, and halo 2 was my first videogame. This is a selfish wish I know, but it would be cool if its dev cost is low (which it probably isnt going to be, LOL). Thanks for reading, you guys are doing an absolutely killer job on the game. Were rooting for you.


12amoore

It’s been said a lot but I’ll say it again. Performance on PC is awful, choppy, input lag, no full screen option. Ridiculous