Halo: Infinite (Dec. 8th, 2021) - Xbox Series X

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I literally feeling like deleting this game right now.

Just ran into a serious glitch where the campaign did not save any of my progress. I did so many side activites like collect spartan cores, kill targets, collect armor and what not.

Then i died and i find out none of was saved and i got placed so far back where i lost everything i just collected.

I wish every game had manuel saves in addition to auto saves.

That sucks, I noticed a few times during a campaign mission it moved me further back in the mission than I expected. Anything I collected, finished or opened up was always good though. Maybe do a reset.
 
How are people feeling about the controller aim? I can’t seem to find a set up that works in this game. It feels off. Starting to think my controller might just be broken at this point.
 
Ranked is the most miserable experience i had in a video game in a long time.

I played 20 games to finish my other challenges and 17 of them had leavers on one, or both teams. Why am i being forced to play a mode that doesn't even work properly?

The entire ranked system needs to be torn down and rebuilt. Full stop. Games are woefully imbalanced, favoring individual performance over wins/team play is letting people who might pop off every few games pile up a ridiculous amount of rank and then not dropping because of the stupid algorithm saying "oh you suck but you weren't expected to win this game anyway so no penalty" resulting in a bottleneck of EVERYONE being in platinum. And then that doesn't even account for leavers being able to bail on games with basically no penalty. Once again i ask, why are my quick play/casual matches more competitive/enjoyable than the mode where i'm supposed to go to play people that are my skill level

The skill disparity in platinum makes no sense. I played against people where i had to question if they had thumbs and then absolute aimbots who, for some reason are high diamond and being allowed to queue into my games.

There's 6 ranks in your game, why is everyone being funneled into what's considered the higher part of the ladder when gold, silver and bronze exist? I don't even know where i belong rank wise. I'm plat two and i'm getting slaughtered what feels like every 2 out of 3 games but yet for some reason, the algorithm won't let me drop.

Between the whack aim controls (i've fiddled with it since launch and still can't get it to feel right. either my aim is too stiff or trying to adjust at shorter ranges is too wild for me to control), ranked being a dumpster fire and all the other shit, it's gonna be the same situation as Halo 5 where it's an enjoyable product a year after launch, long after people have stopped caring.
 
How are people feeling about the controller aim? I can’t seem to find a set up that works in this game. It feels off. Starting to think my controller might just be broken at this point.

If you’ve had it longer than 2-3 months you may be right. Controllers across the board are so cheaply built these days.
 
Gonna play this again when the winter event happens.

It starts tomorrow,

upload_2021-12-20_6-12-14.png
 
Winter event is more of an advent calendar than a real event. Just log in, do a daily challenge, and you get something. The events in the coming months seem bigger and with game modes.
 
Re: The controls, Halo Infinite is a poster-child for why many, many gamers would just prefer the developer design the controls and force players to get used to them, rather than giving players a cornucopia of choice and saying 'make the game control however you like'. Most gamers don't have the 'vocabulary' necessary to understand what facets of control input they like and how they like them, they just know when the end product 'feels good' or 'feels wrong'.

Also, the 'auto-aim' in Halo Infinite (a combination of reticule friction and bullet magnetism) is somewhat odd. At the default state, it's very sticky. It even pulls a little bit toward the target.(seriously, there are videos of people testing the game, and one player has his hands off the controller, another player walks past the reticule and the reticule nudges ever so slightly). However, as soon as you begin firing, that falls off a cliff, and the player is almost entirely responsible for the minute adjustments without a ton of help from the 'auto-aim'. Basically, as soon as you start shooting, Halo Infinite has some of the lowest 'auto-aim' of any Halo.

This (as well as trying to break habits from playing Destiny 2) is why I spent so much time in quick play before jumping into ranked. I wanted to see how I naturally compensated. I was never aiming to hit Onyx or play in tournaments, so I figured I would save time and stress by just leaning into how I play than trying to find the "Best" controls to potentially maximize my ceiling after thousands of hours or whatever.

So, how I play Halo:

4k @60fps on Series X with input boost on my LG OLED. Basically, there is little to no input lag to account for. Your sensitivity settings DO need to account for input lag. I recommend researching your TV to see where lands on the general spectrum.

120 degrees FOV. There's a lot of distance across my screen, so I'll rarely if ever need to move my reticule from one side to the other in the midst of a gunfight to combat multiple enemies.

Lots of left-stick movement and crouching. When I get into battles, I'm that asshole strafing back and forth rapidly, using my Elite controller paddle to spam crouches, etc. That's a lot of small changes to reticule placement that I have to account for with the right stick. I quite simply do not have the thumb dexterity to make those adjustments at a high right stick sensitivity.

After playing a ton of Halo Infinite, I decided that I needed a much lower sensitivity setting for the right stick than I've had in any Halo before. In previous Halos at 90 degrees FOV, I had to be able to move the reticule across the screen to move between two targets that, in actuality, were relatively close together. I was playing at 5 or 6. In Halo Infinite, I'm playing at 1.5(V) and 3(H). I also dropped the ADS multiplier down to 0.7 from 0.9 (and if I'm having a rough day in BTB, I sometimes drop that down to 0.6).

To compensate for this, I turn the acceleration ALLLLLLLL THE WAY UP and turn the max input threshold at 0 (basically, the stick has to hit the edge of the well to reach the maximum). If and when I need to back off a fight and retreat, I can't be stuck slow-turning like a character in the original Resident Evil. And rare am I in an 'oh shit oh shit oh shit' situation and not pushing all the way on the stick. So max threshold just spreads out that acceleration a bit and gives me a bit more room to operate before my camera starts cranking.

Deadzones. This is where shit got weird for me. On the left (movement) stick, I set deadzones to 0. On the right stick though, I set it to 2.0. To be clear, the sticks on my controller do not respond differently, and neither have drift. This is purely psychological. I am so comfortable, after so many years of input lag, with just the slightest touch of delay, that having 0 deadzone, while more responsive, completely f***ed up my aim, I was overshooting almost every adjustment. I, personally, needed just the slightest touch of delay for the aiming to feel 'natural'. This is COMPLETELY personal, and is not only dependent on my controller, but my TV as well.
 
Re: The controls, Halo Infinite is a poster-child for why many, many gamers would just prefer the developer design the controls and force players to get used to them, rather than giving players a cornucopia of choice and saying 'make the game control however you like'. Most gamers don't have the 'vocabulary' necessary to understand what facets of control input they like and how they like them, they just know when the end product 'feels good' or 'feels wrong'.

Also, the 'auto-aim' in Halo Infinite (a combination of reticule friction and bullet magnetism) is somewhat odd. At the default state, it's very sticky. It even pulls a little bit toward the target.(seriously, there are videos of people testing the game, and one player has his hands off the controller, another player walks past the reticule and the reticule nudges ever so slightly). However, as soon as you begin firing, that falls off a cliff, and the player is almost entirely responsible for the minute adjustments without a ton of help from the 'auto-aim'. Basically, as soon as you start shooting, Halo Infinite has some of the lowest 'auto-aim' of any Halo.

This (as well as trying to break habits from playing Destiny 2) is why I spent so much time in quick play before jumping into ranked. I wanted to see how I naturally compensated. I was never aiming to hit Onyx or play in tournaments, so I figured I would save time and stress by just leaning into how I play than trying to find the "Best" controls to potentially maximize my ceiling after thousands of hours or whatever.

So, how I play Halo:

4k @60fps on Series X with input boost on my LG OLED. Basically, there is little to no input lag to account for. Your sensitivity settings DO need to account for input lag. I recommend researching your TV to see where lands on the general spectrum.

120 degrees FOV. There's a lot of distance across my screen, so I'll rarely if ever need to move my reticule from one side to the other in the midst of a gunfight to combat multiple enemies.

Lots of left-stick movement and crouching. When I get into battles, I'm that asshole strafing back and forth rapidly, using my Elite controller paddle to spam crouches, etc. That's a lot of small changes to reticule placement that I have to account for with the right stick. I quite simply do not have the thumb dexterity to make those adjustments at a high right stick sensitivity.

After playing a ton of Halo Infinite, I decided that I needed a much lower sensitivity setting for the right stick than I've had in any Halo before. In previous Halos at 90 degrees FOV, I had to be able to move the reticule across the screen to move between two targets that, in actuality, were relatively close together. I was playing at 5 or 6. In Halo Infinite, I'm playing at 1.5(V) and 3(H). I also dropped the ADS multiplier down to 0.7 from 0.9 (and if I'm having a rough day in BTB, I sometimes drop that down to 0.6).


To compensate for this, I turn the acceleration ALLLLLLLL THE WAY UP and turn the max input threshold at 0 (basically, the stick has to hit the edge of the well to reach the maximum). If and when I need to back off a fight and retreat, I can't be stuck slow-turning like a character in the original Resident Evil. And rare am I in an 'oh shit oh shit oh shit' situation and not pushing all the way on the stick. So max threshold just spreads out that acceleration a bit and gives me a bit more room to operate before my camera starts cranking.

Deadzones. This is where shit got weird for me. On the left (movement) stick, I set deadzones to 0. On the right stick though, I set it to 2.0. To be clear, the sticks on my controller do not respond differently, and neither have drift. This is purely psychological. I am so comfortable, after so many years of input lag, with just the slightest touch of delay, that having 0 deadzone, while more responsive, completely f***ed up my aim, I was overshooting almost every adjustment. I, personally, needed just the slightest touch of delay for the aiming to feel 'natural'. This is COMPLETELY personal, and is not only dependent on my controller, but my TV as well.

This is all good stuff. I have to remind myself not to jump during BR battles or at least not until we are both at the last shot. I have crouch and jump on my paddles but I'm not great with the crouch sidestep, much better at just timing my shots. When I do lose a BR battle it's typically one of those squirrelly sidestep crouchers. It's also good to be aware when a BR battle is not going in your favor and do you have an option to bounce out and recharge your shields or get close enough for a melee.

I spent a ton of time adjusting my settings and also played with the stick curve as well on my Elite until I found something I can work with.
 
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I'm going to say this now and revisit this in a few months...

The Success or failure of Halo Infinite MP long term will solely depend on 343 releasing a PC SDK. That's how games last for eons. Counter-Strike and Team Fortress are Half-Life 1/2 mods from that SDK. The mods that were created from those two Half-Life games is endless. Someone made a Goldeneye re-creation with the HL2 SDK and re-did the HL1 campaign with the HL2 engine.
 
I'm going to say this now and revisit this in a few months...

The Success or failure of Halo Infinite MP long term will solely depend on 343 releasing a PC SDK. That's how games last for eons. Counter-Strike and Team Fortress are Half-Life 1/2 mods from that SDK. The mods that were created from those two Half-Life games is endless. Someone made a Goldeneye re-creation with the HL2 SDK and re-did the HL1 campaign with the HL2 engine.

Non-solution to a non-problem. Halo has never needed mods and never will. 343 just needs to respect custom games and the sociability of lobbies/friends/fire teams more than they have.
 
I'm going to say this now and revisit this in a few months...

The Success or failure of Halo Infinite MP long term will solely depend on 343 releasing a PC SDK. That's how games last for eons. Counter-Strike and Team Fortress are Half-Life 1/2 mods from that SDK. The mods that were created from those two Half-Life games is endless. Someone made a Goldeneye re-creation with the HL2 SDK and re-did the HL1 campaign with the HL2 engine.
The game is going to have a player base on console no matter what so I don't really think mods are essential to the success of the game
 
Holy shit it seems this game has a new problem every week. It has been ridiculously laggy for the past two days.

Majority of the guns are useless though, the AR is overpowered and the pistol is two bullets short in the magazine.
 
Holy shit it seems this game has a new problem every week. It has ridiculously laggy for the past two days.

Majority of the guns are useless though, the AR is overpowered and the pistol is two bullets short in the magazine.
Yeah what sort of made me drop the game is that the starting gun is just completely useless like it takes a magazine and a half to kill someone with it so you're scrambling for a gun as soon as you respawn.

Edit: Although looking up the tier lists, its considered a good gun so maybe I just suck.
 
A good chunk of Halo is controlling the power weapons, but the starting weapons are better than some of the ones you find on the map.

I'm going to say this now and revisit this in a few months...

The Success or failure of Halo Infinite MP long term will solely depend on 343 releasing a PC SDK. That's how games last for eons. Counter-Strike and Team Fortress are Half-Life 1/2 mods from that SDK. The mods that were created from those two Half-Life games is endless. Someone made a Goldeneye re-creation with the HL2 SDK and re-did the HL1 campaign with the HL2 engine.
You have some, uh, interesting takes.
 
I switched to arena and it was way better, like night and day difference starting with a BR. Halo is a game that really needs to start with a BR-esque weapon. If that is the hill 343 is willing to die on with AR/pistol combo, at least increase the magazine by two for the pistol or increase the strength. I am not saying to go back to the Halo 5 pistol, but I find myself just using the AR because the pistol is rubbish.
 
As for the other the guy: yeah, you do suck. I still firmly stand by my statement that the weapon sandbox in this game is trash

The AR is way too good and needs to be nerfed. I had a gunfight where I hit the guy multiple times in the head with the pistol and the AR guy gets the kill because the RNG decided most of his shots hit me in the head, and because 343 doesn't understand logic, those shots also get a headshot multiplier. Halo has always rewarded the player with better aim but it sure as hell doesn't feel like it does now. Sure, there are weapons that can beat the AR, but given how it's so easy to use,
it still favors the AR.

Sure you can say melee combo a guy with the mangler but odds are by time you can do it, he's done enough damage where best case scenario is you guys trade in a melee clash. BR beats it...assuming you land the first shot and perfect the guy otherwise the DPS output of the AR beats you.

And then there's garbage like the sword only being countered by a damn armor ability. You should not be able to eat a bunch of damage, have your shields broken and then still your target because your busted ass weapon overrides the other dude's melee. That should be a trade. Even worse because the sword tends to be a nightmare for the maps it does show up on because of the tight hallways and corners

It just doesn't feel like there's any variety. The maps all play the same, gunfights go the same way, yadda yadda yadda


At this point maybe the people clamoring for battle Royale might have a point if only to give 343 an excuse to reintroduce a bunch of the older weapons
 
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