Halo Infinite

Halo Infinite

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misplacedyank  [developer] Jul 28, 2021 @ 11:15am
INFINITE TECH PREVIEW – BOT SLAYER
Welcome to the eagerly awaited Halo Infinite technical preview! We are looking for feedback on specific areas and have threads dedicated to each one right here on Steam.

This thread is focused on collecting feedback on Bot Slayer. To provide feedback on other aspects of the flight, please use the dedicated threads for each key feedback area:
For bugs or technical issues, please utilize the Halo Insider Support site’s knowledge base and submit tickets as necessary. To reiterate, if you encounter a bug, please submit a ticket via the Halo Insider Support page[aka.ms].

Thank you for participating in this Halo Infinite technical preview, we hope you have fun and please share your thoughts with us below!
Last edited by misplacedyank; Jul 28, 2021 @ 11:23am
Originally posted by Postums:
Hey Friends,

Thank you everyone for stopping in and providing feedback. We are currently navigating through the threads to gather it and at this time are going to lock the threads.

Thank you for taking the time to let us know your thoughts on Halo Infinite's Technical Preview!

Cheers,
Postums
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Showing 76-90 of 94 comments
Mothking Aug 1, 2021 @ 8:15pm 
Bot Slayer was fun. I think this is a great addition.
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.
Arcy Aug 1, 2021 @ 9:26pm 
With the end of the 4v4 PvP this is where I'll call it for the flight.
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.
TheRat62 Aug 1, 2021 @ 9:26pm 
Originally posted by Electroneer:
A few initial comments after playing for a few hours:

1) Time to kill is far too short. This was one of the reasons why I disliked Halo 5 multiplayer so much, and eventually just refunded the game because of it. Halo 5 felt more like a Call of Duty game than Halo, which was incredibly disappointing for me, as I've been a long time fan of the series. I would recommend looking into adjusting the time to kill by either decreasing weapon damage or increasing player shield strength. I do admit though, the player movement is more in line with the older Halo games, which is nice. Time to kill though, please consider adjusting it to align more with the older games. I've always liked that gunfights in the older Halos took a bit of strategy to win.

2) Where's the blood? It's not like blood splatter on hit is critical to gameplay, but it definitely takes away from the feeling that this is a callback to the older Halo games. It adds to the grittiness that Halo should have.

3) In regard to another visual effect, shields are lacking that distinct "electrical" look they've had in previous games, especially when broken. This, coupled with the below point, make it difficult to tell what state a player's shields are in.

3) The outlines are...not a great idea. It greatly increases the difficulty in distinguishing between friend and foe, and also makes it harder to tell if an opponents shields are down. I understand that you are trying to allow players to maintain their color customizations in team modes, but having team colors like the older Halo games would be preferred. I'm not sure how feasible this is, but perhaps add special customization specific for team colors? For example, you could have color palettes for each of the major team colors, and allow players to come up with which arrangement of colors they want when they play as that team color.


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.
Jet Sreym Aug 1, 2021 @ 10:22pm 
I feel no difference between spartan difficulty and ODST difficulty. At the start of the match the bots always run to the same spot, making it easy to just nade there and wipe the whole team at the beginning of the match. Bots also seem to completely lose track of you when you use a drop wall.
mommy mjollnir Aug 1, 2021 @ 11:20pm 
I would love if you could customize your intro emote at the start of matches. Perhaps an unlockable?
Smootie Aug 2, 2021 @ 4:34am 
This may not be specific to bot slayer but I have to say that the new radar mechanics not being based on movement make playing Halo Infinite incredibly difficult as a deaf person.

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.
Mags Aug 2, 2021 @ 5:21am 
most of the weapons and movement feel pretty smooth. my only complaint is the frag grenades bounce like golf balls on concrete. id really appreciate if that was toned down to a minor hop like in Halo CE
tackle70 Aug 2, 2021 @ 8:47am 
I really dislike the new radar system. It should be reverted back to how it used to be - enemies show up on radar unless they are crouch walking. Maybe the current system is OK for an MLG/HCS playlist or something, but it feels really bad for regular gameplay to have no idea where enemies are around you.

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.
Last edited by tackle70; Aug 2, 2021 @ 9:00am
Test now shutdown? it failed to find server anymore and reset a gain says im not invited so i guess they shut down it?
Pyrocitor Aug 2, 2021 @ 11:45am 
It ended over an hour ago, yes.
tastyjerk Aug 2, 2021 @ 12:13pm 
Also chiming in again to say the radar system didn't sit well with me. There was many points where I was surprised by enemies and was like "wth why didn't they show up on radar??" before remembering the new way it works. Maybe it'll feel better if I get used to it but it doesn't feel good right now particularly for social playlists, it feels like something that belongs in ranked.
IRISDINA Aug 2, 2021 @ 1:30pm 
Over all i really enjoyed the preview but i felt the ODST and Spartan bots can be more difficult, also i don't know if it was me getting used to them or what, but the Spartan bots felt less challenging than the ODST ones.
Last edited by IRISDINA; Aug 2, 2021 @ 1:32pm
Lunch Aug 2, 2021 @ 2:33pm 
1. Bot difficulty felt kinda off, ODSTs felt like they were a bit more aggressive than Spartans, Spartans kinda wandered off more and left themselves open to flanks which is kinda the opposite imo. Spartans stay like a squad, where as ODSTs kinda do but they're more lone wolves. That being said, (besides the beginning of the match where the bots go striaght to the middle of the map together), Spartans felt like real people where as ODSTs were definitely bots. Their insane accuracy makes it more challenging and feels like you really need to plan attacks out.

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.

hood.ini Aug 3, 2021 @ 1:33am 
In general Infinite plays really good, it's like the combination of older and newer gameplay, and i like that. Bots AI is really evolving by the time: they're throwing grenades when their shield is broken, they're picking up better weapons from the players, movement and accuracy is improving too. But sometimes they look kinda strange, like standing 5 seconds near the player corpse or running to the middle with whole team, being the cheapest triple or overkill for the player. Weapon balance is good, literally all guns is pretty useful and did their job (except plasma pistol and pulse carbine, they're little weaker than others). The only thing i can't understand is zoom. I don't know the drill of Halo 5 mechanics, but in Infinite it's just useless, especially on Commando and BR, like the Spartan didn't know how to properly hold a weapon when he starts zooming, visual impact is too high for these two guns. Maps is good too, my favorite one is the Live Fire. And probably that's all what i want to say, thanks to 343 for launching this Technical Preview
Paradosso Aug 3, 2021 @ 9:43am 
- Spartan bots are a decent opponent but still too easy. It would be nice if they were a little more dangerous, so that they become a real workout.

- It could be interesting to introduce them in the game in case of a human leaving the team, as happens in Rocket League.
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Date Posted: Jul 28, 2021 @ 11:15am
Posts: 94