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My only issue is that I couldn't really tell any difference between the different bot difficulties.
In my all games I never really saw much of a score variation either regardless of the bot difficulty. All games seemed to go 50-15 or there abouts.
I was hoping that the spartan bots would kick ass, but I couldn't really tell much of a difference between them and the marines.
I liked that the bots prioritised power weapons, but I'm not sure if they know how to use them yet. Only saw them pick them up but never use them.
Grappleshot is fantastic.
It was great! Bot Slayer is a brilliant addition. Takeaways and feedback:
Bots:
- I noticed a very noticeable bump in difficulty from Marine to ODST, not so much ODST to Spartan. Spartans seemingly have better movement in a one on one firefight with strafing and crouching to the point they're actually pretty tough to keep a bead on, but other than that they seem pretty eh. Their positioning seems to be a sore point, I never really see them stick to high ground with precision weapons, and they (along with all the other bots) don't really seem to retreat...ever. The aggression is really well done but I think a bit more focus on them protecting themselves or holding ground would do wonders. They also always spend first spawn doing the same thing (flank left on live fire, heading toward overshield on recharge).
- I don't really recall them using weapon pickups all too often. I saw the Needler and Plasma rifle a few times, maybe a Commando or BR, but not the Sniper, Rocket, Hammer, or Skewer.
- Bots did use equipment, but I don't recall them ever saving it. They may have for the Drop Cover, but I never saw a bot grab Overshield and save it for later. I never saw them make use of the Grapple, either.
Weapons:
- Sidekick is great, though I can see it maybe needing some dialing back, if only slightly. This is probably the best the AR has been, and yet I feel it can still be outclassed by its secondary.
- The Commando feels great. I like its sound, presentation, and kick, but I feel like maybe its outclassed by both the BR and AR as a sloppy middle ground. I may just be using it wrong, but it feels like its not dealing enough damage for the effort required to keep its recoil under control. It doesn't have seem to have as much sustained fire as the AR, but it doesn't have the range and precision of the BR. Landing most shots toward the head I think took around 8 to 12 shots of the 20 shot magazine most the time, which made it a very high-risk, somewhat low-reward weapon.
- The Plasma Pistol can seemingly headshot with a charged burst? A few times the killfeed told me I landed a Plasma Pistol headshot. I'm pretty sure it was a one hit kill, or if not, pretty close to one. Not sure if a bug or a design choice.
General:
-Outlines, personally, I feel are a good idea, but the ability to tune them in thickness (or maybe outright remove them from enemies, outlines on teammates is enough for me) would work wonders. I really appreciate the ability to freely change the color of them though.
-It's easy to tell when a shield breaks in the moment when you're looking at an enemy with the bright flash, but it's hard to tell after the fact. A more pronounced static effect may help that.
Or instead of highlighting the entire spartan just put a colored ring around them that sits on the ground kinda like how the old NHL games used to be.
It would be quite a large ask for me to say that you should revert to old radar mechanics for the sake of the accessibility of a minority of players, but.. yeah. You effectively have zero spatial awareness with a radar that doesn't track movement, which is what radar is supposed to do.
I didn't find this to be a huge problem vs bots, because bots are very predictable with where they will be on a map. But in PVP it's a complete disaster of a system that makes playing by yourself really miserable because you're constantly getting ambushed or running into multiple enemies you had no way of knowing were there.
Also, for the bots specifically, they're way too stupid to be interesting to play against. They just run to the middle or run to the power weapons and let you pick them off like fish in a barrel. More complex/unpredictable decision making and pathfinding would make them far more interesting, because right now the only thing they're good at is firing their magnums and tossing grenades.
2. Bot matches should count towards the battle pass, I know they did here in the Tech preview but I want to just play PvE rather than PvP, I find bots more enjoyable especially since I came from the toxic Halo 3 era of PvP in 2008. Bots cannot trash talk, and thats great.
3. Bots cannot understand the concept of clamber, they stand around at the base of the powerup location in Livefire, and just stare into space while trying to work out how to get up there. They also drop power weapons constantly, they reload them and just drop them like they're useless. They are also kinda predictable and unpredictable, Predictable: at the beginning of the match they rush into mid and leave themselves open to grenades, unpredictable: Trying to find them in the match when walking around, maybe its because of the radar idk.
4. TTK is a bit too fast, shields barely last at all anymore, I pop my head out in PvP or in PvE bots and my shields are already down and I have to wait a long time, plus they can just throw a grenade with a HUGE radius and get the kill lazily. Bots use the sidekick like the Halo 1 pistol where regardless of bloom they can hit you dead on.
5. Needler animations and the Needler in general is really good! I'd say its the best performing one in the series, maybe less needles to super combine would be good in PvP/Bots.
6. Battle Rifle is really good! Best in the series, the only thing thats holding it back making people thing its weak is the sound. That's literally it, there's nothing about it that makes it less skillful to use than the Halo 3 BR. IN FACT, I'd dare to say its more accurate and more harder to use than the Halo 3 BR because you need to at least hit 2 out of the 3 bullets to get a full shot of the BR but you can easily miss if you're out strafed. Where as the Halo 3 BR counts all three bullets but the movement in that game is way slower than Infinite. If you want to please everyone though, you can buff its damage but give it less accuracy at longer ranges, especially since this Halo Infinite BR has a shorter barrel than the Halo 3 one, closer to Halo 2's design.
7. Pulse Carbine is really really good, design is great, sound could add a bit more punch. As others have said, the travel time for the "bullets(?)" is a bit slow, but its really effective if you know how to use it, more of a flanking weapon, but it could be a good foil to the BR being a 2 shot kill if all bursts hit on the head.
8. Assault Rifle is the best its been in the entire series, can kill really fast but thats because of the TTK. Headshot damage on it is great, fire rate is perfect. Sound is really good too, no real complaints about it.
9. Sidekick is good to use when you're in a "Oh Sh*t" moment and have no ammo, but outside of that it kinda lacks in power, unless you spam it and then it loses its accuracy, could be intentionally done, hope a Halo Magnum makes a return as a replacement because I miss the old Magnum compared to this gun. Tweak the accuracy on the sidekick and maybe it'll be a bit better.
10. Commando is really op if you feather the shots and hit every one of them, the recoil is super predictable but also makes it a risk vs reward type weapon, because of its small ammo pool you have to choose your moment otherwise the long reload and the way the gun operates means you have to retreat before you can retaliate in an advantageous way. You can of course rush with it and just swap to your AR when your ammo runs out, and in that effect the command is a great secondary weapon, I'd say its better to have one in your pocket than the Sidekick.
11. Plasma Pistol. I hate to say this because the Plasma Pistol is my favorite in all of Halo, but its the weakest its ever been in the series, I'm sure its great against vehicles, but its placement around the map makes me miss the Spiker and Plasma rifles (Brute and Elite) from Reach and 3. I miss covenant weapons in general because this pistol sucks. Like the single bolts barely do anything to players, you have to charge it up but the way the overcharged burst travels is worse than Halo 1's where it archs away from the player instead of into them. it'd be a great side weapon when paired with any other weapon, if only it hit its target, because it really doesn't do anything, no amount of aim compensation is going to save this poor sucker :(.
12. Heatwave is super deadly in a players hands who knows what they're doing, but I have no idea what I'm doing so it turns into a scuffed precision scattershot. Idk what needs to be tweaked about it, but the majority of players who passed it by to pick up the shotgun.
13. Sniper is really cool, but I don't really use it that much, hardest to use in the series, but probably the most rewarding when you get a kill. Sensitivity settings for it are super low and make it useless unless you change those. Sound is godlike, but I miss the old sound of the trail off. Maybe with weapon kits we can change stuff about it.
14. Skewer is the one shot bolt weapon of the brutes, I didn't realize it was a sniper until last day of the beta lmao. Its a cool weapon but if you miss you're kinda F**ked. Reload animation takes a bit, so you really have to post up and have a backup BR to compensate for your aim, (IE ME with terrible aim). Maybe to make the weapon feel more alive, give it a secondary effect where after hitting a wall it explodes into spikes like a spike grenade, or if it hits a player into a wall their body stays stuck to the wall like he just got impaled by a piece of metal.
15. Rocket Launcher is really good, rockets are pretty slow compared to other Halos, but that's fine, if its balanced I don't really care. Blast radius is huge when up close, but at certain angles they don't seem to do much to players that it should have killed. Hard to describe.
16. Ravager is a burst weapon that does splash damage to players. Unfortunately this splash damage only worked once during the entire Beta and it got bugged, splash damage no longer hurts me or the other bots/players. This goes for its secondary fire too, pls fix :).
17. Bulldog shotgun, not a replacement for old bessy from Halo 1-2-3-ODST-Reach but does the job, really satisfying when able to rapid fire. Feels like the spread is a really refined, not really wide like old shotguns but I enjoyed the extra range it has. Really short ammo pool, especially if you waste a few shots.
18. Grapple hook, works really well, do not change it!
19. Radar Equipment thing, needs a slightly bigger radius, thats about it though.
20. Drop wall, pretty weak shield strength but effective against bots because Bots have no idea they can shoot into the wall and damage it. VS players though they just shoot through it and that's it, sure they're at a disadvantage ammo wise but not all the time with backup weapons.
21. Active camo, SO GOOD, I actually cannot see the players if they're moving slowly, thats perfect.
22. Overshield, no more i-frames when picking it up like in Older titles but thats perfectly fine, makes it more like a powerup than a "god pickup" where you can rush in that tiny window of time when you pick it up.
- It could be interesting to introduce them in the game in case of a human leaving the team, as happens in Rocket League.