Updated: May 25, 2022
May 25 Patch
The following changes were made in the May 25, 2022 patch. Many of these changes were based on community feedback and Halo Support tickets. For more information on the development of this patch, view the Season 2 May Update on the Halo Waypoint Forums.
- Various skill jumps that relied on small props or thin ledges have been restored to the following maps:
- Live Fire
- Semi-automatic weapons, like the Battle Rifle, should no longer “jam” or fail to fire after continuous firing.
- Wasps on the map Highpower will now only respawn two minutes after being destroyed.
- The Overshield will now be available at the start of matches on the map Bazaar.
- Zones in Total Control, Land Grab, and King of the Hill should no longer enter a state in which neither team is able to capture it.
- Fireteam members in Big Team Battle (BTB) matches will have the selected Fireteam Marker color.
- Scorpion Tanks and Wraiths will be dropped off by Pelicans more frequently in BTB matches.
- Join in progress rules have been improved so players are less likely to enter matchmaking sessions that are nearly complete.
- The Rakshasa armor core no longer appears incorrectly in the Customize menus after setting the Body Type option to 1 or 2.
- The "tank gun" glitch in the Outpost Tremonius mission has been restored.
- Collecting Spartan Cores now consistently increases the amount of available Equipment Points in the TacMap.
- Prior to the Season 2 update on May 3rd, Campaign had a bug in which Equipment upgrades deducted less Spartan Cores than required. For example, an upgrade that was supposed to cost 3 Spartan Cores would only deduct 1. This bug never deducted more Spartan Cores than needed so players sometimes ended up with "extra" Spartan Cores. The Season 2 update was unintentionally removing “extra” Spartan Cores from players upon picking up new ones. This fix will allow players to keep “extra” Spartan Cores rather than correcting them.
- Changes to the Speed Lines option in the Video tab of the Settings menu are now reflected in-game.
- A recent Gaming Services update improved the stability of the Microsoft Store and Xbox app versions of Halo Infinite on PC. This update was released on May 11th, and may have been automatically installed. Follow the steps below to manually install or check your version number.
- Open the Microsoft Store app.
- Select the Library button in the bottom left corner of the app.
- Updates will be listed at the top of the Library and additional updates may be found when using the Get Updates button.
- When the update is installed or if Gaming Services is already listed in the list of recently modified applications, click on Gaming Services to open its page.
- Scroll down to the bottom of the Gaming Services page to check the installed version number. This number should be 3.65.8001.0 or higher.
- Update only (all platforms): approximately 2 GB or less.
May 24 Playlist Update
The following changes were made in the May 24, 2022 Playlist Update. No download is needed to receive these changes.
Quick Play & Bot Bootcamp
- Attrition on Bazaar has been removed from both playlists.
- Attrition on Catalyst has been added to Quick Play.
Developer Notes: We removed Attrition from Bazaar due an edge-case bug where reviving players in the vents would push them out of the world and stalemate the match. We've removed this map and mode combination from both playlists and added Attrition on Catalyst in Quick Play to keep the same amount of map variety with the mode. Once we can get a more permanent solution in place to solve the bug we'll look to Attrition returning on more maps.
- Rocket Oddball has been removed.
- FFA Slayer will appear less often and on fewer maps.
Developer Notes: We'd received some feedback that players wanted a little more social variety in there and that Rocket Oddball wasn't playing well and generally ending on time. We've removed Rocket Oddball from the playlist and removed a couple maps from FFA Slayer to increase chances of playing the other modes in the playlist.
- King of the Hill and Catalyst will both appear more often.
Developer Notes: The ranked playlist weighting is tuned around trying to get a more balanced distribution of the five modes, but we received feedback this was having a negative impact on players getting to play the new S2 content (King of the Hill & Catalyst). We've adjusted the weighting a bit so players should see the newer content a little bit more frequently while still a bit more balanced.
Table of Contents
- Overview and New Features
- New Battle Pass and Narrative Sequence
- Upcoming Events
- New Multiplayer Game Modes
- New Multiplayer Maps
- Big Team Battle Announcer Changes
- Motion Tracker Changes in Multiplayer
- Endless Weapon Drills
- Improved Bot Behavior
- New Player Outline Options
- New Target Frame Rate Options for Xbox Series X|S Consoles
- More Information About This Update
- Balance Changes
- Resolved Issues and Bug Fixes
- Known Issues
- Further Resources
Season 2 Overview and New Features
This update brings new content, numerous bug fixes, and several new features to Halo Infinite. For a full list of this update’s bug fixes, see the Resolved Issues section below. New features and content included in this update are:
New Battle Pass and Narrative Sequence
Season 2 introduces a new 100-tier Battle Pass with up to 180 rewards. Purchasing the Premium Battle Pass is required to earn all rewards and 1,000 Halo Credits, but all players will be able to unlock free tiers that include rewards like Challenge Swaps, armor pieces, and the all new Lone Wolves armor core: RAKSHASA.
In addition to this new Battle Pass, Season 2 introduces a new story experience for Halo Infinite. When first accessing the Season 2 menu, players will be able to watch an all new cinematic.
This cinematic can be viewed again later by using the shortcut button listed in the helpbar near the bottom on the Season 2 menu.
Spartans wearing customization items from Season 2: Lone Wolves.
Battle Pass Switching
Players who have purchased the Premium Battle Pass for Season 1, Heroes of Reach, and have not yet completed it will be able to re-equip it and unlock any previously locked tiers during Season 2.
To change which Battle Pass is equipped, follow the steps below:
- Navigate to the Season 2 menu. This can be done from the main menu by selecting or using the shortcut listed within the Season 2 tile in the top right corner.
- Select the Switch Battle Pass button below the Battle Pass tile on the left side of the menu.
- On the Battle Pass Switcher menu, use the checkbox below the Battle Pass tiles to equip the preferred Battle Pass.
For players who did not complete the Season 1 Battle Pass previously and do not currently own Season 1's Premium Battle Pass, it can be purchased from the Battle Pass Switcher menu or the Shop menu.
Visit the Battle Pass and Free-to-Play FAQ article for more information on how Halo Infinite's Battle Pass works.
Event dates listed here are subject to change. Please stay tuned to the News section of Halo Waypoint for the latest updates on in-game events.
Lone Wolves Narrative Events - Interference & Alpha Pack
Season 2 will feature two separate Lone Wolves events. These narrative events will each last two weeks and feature different 10-item Event Passes.
- Interference will be active May 3-16, 2022.
- Alpha Pack will be active July 19 - August 1, 2022.
To earn items in either Event Pass, players must complete Event Challenges while the event is active. Event Challenges can be identified by the orange banner icon visible by the Challenge's name. These challenges will often require players to complete matches or perform certain actions in the event playlist. Event Challenges cannot be completed in Custom Games or non-Event playlists.
When these events are not active, both Last Spartan Standing and Breaker will be available in matchmaking and Custom Games.
Season 2's Fracture event will provide players with multiple weeklong opportunities to complete Event Challenges in the new Land Grab mode and earn up to 30 free customization items. More details on the Land Grab mode variant can be found below or in the "Season 2: Modes Preview" blog.
Like the Lone Wolves event above, these customization items can only be earned by completing Event Challenges while the event is active.
At the core of this event's free customization items is the new armor core: EAGLESTRIKE. This armor core can be unlocked for free by completing Event Challenges, and all other armor pieces earned via the Entrenched Event Pass are exclusive to this armor core.
This event will run six times throughout Season 2, with the first window being May 24-30, 2022. Stay tuned to the News section of Halo Waypoint for the latest updates on in-game events.
New Multiplayer Game Modes
Last Spartan Standing
In this free-for-all (FFA) experience, 12 players spawn with a confined loadout and 5 respawns. Once a player runs out of respawns and can no longer participate, they can either spectate or leave the match without penalty.
During the Interference and Alpha Pack events, Last Spartan Standing will only be available on the new BTB map, Breaker. When these events are not active, Last Spartan Standing will have a standalone playlist that features all BTB maps.
Please note that when leaving a Last Spartan Standing session before it ends, some Challenges will not update until that match ends. If you left a match early due to being eliminated, it may take several minutes for that match to end and your Challenge progress to update.
Similar to other FFA playlists, Last Spartan Standing has a max Fireteam limit of 1 player. Players will not be able to matchmake in this playlist with friends in their lobby. Last Spartan Standing is available in Custom Games for groups of players who would like to play together.
Key image for Last Spartan Standing.
Game mode rules:
- This new free-for-all (FFA) mode pits 12 players against one another on Big Team Battle maps. Each player has five respawns per match, and can level up to new weapon loadouts by gaining Personal Score.
- Personal Score is earned by killing enemies, earning assists, and collecting eliminated players' AI. When an enemy's AI is available for collection, a "Bonus XP" waypoint is visible for all players in the match. Capturing an AI awards more Personal Score than any other action in the mode.
- Once enough Personal Score has been gained, a prompt will appear on-screen to Level Up the equipped weapon loadout. These weapon loadouts unlock in the following order:
- Level 1: Disruptor and Sidekick pistol
- Level 2: Mangler and Disruptor
- Level 3: Assault Rifle and Mangler
- Level 4: Commando Rifle and Assault Rifle
- Level 5: Bulldog Shotgun and Commando Rifle
- Level 6: Battle Rifle and Bulldog Shotgun
- In addition, a Danger Zone will begin closing in on the map once five minutes have passed or when all players are out of respawns. Staying in this Danger Zone will damage players, so it's important to keep moving towards the center of the Zone.
- The match will end when all enemies are out of respawns and one Spartan is left standing. Players who have used all five of their respawns before the match ends are able to leave the session without penalty or continue spectating the match.
King of the Hill (KOTH)
KOTH is available in Ranked Arena, Quick Play, Bot Bootcamp, a dedicated King of the Hill playlist, and Custom Games.
In Ranked Arena matches, Hill locations follow a strict sequence on each map. In non-Ranked matches, however, the first Hill will always appear in the same spot on each map while later Hill locations are randomized.
Key image for King of the Hill.
Game mode rules:
- In King of the Hill, two teams of four players race to gain control of a neutral zone on the map. This neutral zone is known as the Hill. When the Hill is captured, the capturing team receives a point and a new Hill will appear somewhere else on the map.
- Capturing a Hill requires a team to fill its Capture Meter. Each team has its own Capture Meter which will begin to fill when a player enters the Hill's zone. If an enemy enters the Hill while it is being captured, it will become "contested" and neither team's capture bar will fill. All enemies in the Hill must be eliminated before capturing can resume. If all team members leave the Hill before their Capture Meter is filled, the Hill will remain "owned" by that team but quickly decay back to a neutral zone.
- In Custom Games, "classic" scoring can be enabled for KOTH. This option will reward points over time rather than rewarding points when the Capture Meter is filled.
Land Grab's debut is tied to Season 2's Fracture event, Entrenched, and will first be available in matchmaking when this recurring event launches on May 24th, 2022. After its debut, it will appear in matchmaking again as a rotational playlist, in Custom Games and be available during the Fracture event, Entrenched.
Key image for Land Grab.
Game mode rules:
- Similar to the King of the Hill mode, Land Grab pits two teams of four players to capture neutral zones. The key differences in Land Grab are that there are 3 neutral zones active at a time and the goal is a quick capture of each, rather than maintaining control over time.
- To capture a neutral zone in Land Grab, players will need to have uncontested control of the zone for just a few seconds. Once that zone has been captured, it is no longer available for capture and the capturing team scores a point. Once all three active zones are captured, a new set of three neutral zones will appear on the map and teams must race to capture them before the other team can.
- When one or both teams are one point away from winning the match, the number of active zones will reduce to drive more players towards the same zone(s).
New Rotating Playlists
In addition to the new modes listed above, several new playlists will begin to rotate in and out of Halo Infinite's matchmaking. The first rotational playlist of the season is Rumble Pit. Replacing Free-For-All (FFA) Slayer, Rumble Pit is an FFA playlist with more mode variants to create more FFA gameplay variety.
For example, the following variants will be included in Rumble Pit:
- Ninja Slayer: Infinite ammo Energy Swords and Grappleshot loadouts, with only Grappleshots and Power Equipment on-map.
- Vampireball: In this Oddball mode, the Skull carrier is no longer nerfed—instead, the Skull is a one hit kill and has 50% Shield Vampirism.
- Rocket Repulsors: Infinite ammo Rocket Launchers and Repulsor loadouts, with only Repulsors and Power Equipment on-map.
Attrition, which debuted in Season 1's Cyber Showdown event, is also now available in the Quick Play and Bot Bootcamp playlists as well as Custom Games.
Game mode rules:
- Two teams of four players face-off in classic Slayer fashion, however, the teams have a shared pool of respawns. Once that pool of respawns has been depleted, downed players will drop their Personal AI. Teammates can use the dropped AI to revive downed players while enemies can use the dropped AI to eliminate players entirely.
- Players must work together across multiple rounds to ensure they can eliminate the enemy team first.
- If the round continues long enough, a Danger Zone will begin to close in on the map. Players caught outside of the Danger Zone will begin taking damage.
Elimination, a variant of Attrition in which the shared pool of respawns is disabled, will be available later in Season 2 as a rotating playlist.
The "Medic!" Achievement, which is unlocked by reviving three allies in Elimination or Attrition, can now be unlocked in both Custom Games and matchmaking.
Read more about the design process for Season 2's new modes and playlists in the "Season 2: Modes Preview" blog on Waypoint, or view the trailer below to see them in action:
New Multiplayer Maps
Big Team Battle: Breaker
Featuring two bases at either end of a long center lane, this Banished ship breaking yard offers great sightlines for snipers and high-intensity getaways for Warthog drivers. Breaker's central lane is also home to a large laser that moves across a central pit.
Breaker is available in the Big Team Battle (BTB) matchmaking playlist, the Last Spartan Standing matchmaking playlist, and Custom Games.
Screenshot of a Warthog approaching Breaker's dynamic laser.
This overgrown Forerunner structure, with its multiple waterfalls and expansive vistas, is perfect for fast-paced Arena action. A light bridge connecting the two sides is also home to a Power Equipment spawn, but be careful not to fall off and disrupt the passing Sentinels.
Catalyst is available in most Arena matchmaking playlists, including Ranked Arena, and Custom Games.
Screenshot of Spartans battling on Catalyst.
For more information on the design of Breaker and Catalyst, visit the "Season 2: Map Previews" blog on Waypoint or view the video below for a flythrough of both new maps:
Big Team Battle (BTB) Announcer Changes
The Arena multiplayer announcer, voiced by Jeff Steitzer, will now call out medals earned during BTB matches. Commander Agryna will continue to provide strategic game mode oversight.
This change to Halo Infinite was inspired by player feedback. Visit the Halo Waypoint forums to provide feedback and meet other Halo players. Feedback shared on the Halo Waypoint forums may be shared with Halo Infinite developers.
Motion Tracker Changes in Multiplayer
The Motion Tracker has a new "edge" functionality in non-Ranked matchmaking playlists. The edge reveals the general direction of players who are sprinting, shooting, or operating vehicles just outside of the Motion Tracker's range. The inside of the Motion Tracker will continue to detect walking, sprinting, shooting, and operating vehicles as precise blips.
In Arena modes, the Motion Tracker's will show precise blips for enemies up to 18m away, and the edge functionality will reveal players who are up to 30m away. In Big Team Battle, the Motion Tracker's max distance is 24m, with the edge functionality reaching out to 40m.
Let us know what you think of this change by sharing feedback in the Halo Waypoint forums.
Endless Weapon Drills
All Weapon Drills in the Academy now have an endless variant, meaning they do not have a timer or scoreboard. These Drills can be used to improve your mastery of the weapon sandbox or to fine-tune your aiming controls.
Like the addition of the multiplayer announcer to BTB, this tier of Weapon Drills was inspired by player feedback. Thank you to all players who provided feedback in the Halo Waypoint forums and elsewhere!
First-person perspective of a player in the VK78 Commando Weapon Drill.
Improved Bot Behavior
Various improvements have been made to bot behavior:
- Bots will now jump into allies' vehicles as either passengers or gunners.
- Bots are now more capable of completing objectives in game modes such as Capture the Flag (CTF) and Strongholds.
- In Academy's Training Mode, multiple new toggles and options have been added to finetune bot behavior on a per-skill basis. Adjustable skills include movement, aiming, equipment usage, grenade usage, and more.
New Player Outline Options
The opacity and thickness of player outlines can now be adjusted. This includes the ability to disable outlines entirely. Changing these options will apply to enemies and allies in both multiplayer and Academy modes.
These settings can be adjusted in the User Interface (UI) tab of the Settings menu in-game.
New Target Frame Rate Options for Xbox Series X|S Consoles
Xbox Series S consoles now support a 120hz refresh option. Xbox Series X now support a 30Hz refresh option.
These options can be adjusted in the Video tab of the Settings menu. More details about enabling the 120Hz refresh option in Halo Infinite can be found in the "How to Enable Graphics Quality Mode" for Halo Infinite.
- Known Issue: Selecting a Target Frame Rate of 30Hz will work as expected on Xbox Series X|S consoles, however, gameplay will revert to 60Hz after the next relaunch of Halo Infinite.
- Workaround: To maintain the 30Hz cap, the Target Frame Rate option will need to be set to 60Hz and then back to 30Hz every time the game is launched.
More information about this update
For additional insight on these new features, see the Season 2 Launch blog on Halo Waypoint.
For an overview of upcoming Halo Infinite updates, see the "Halo Infinite Update – April 2022" blog on Halo Waypoint.
As mentioned in the "Closer Look: Halo Infinite's Ranked Experience" blog, player ranks in Halo Infinite have been reset for Season 2. This reset comes alongside a new batch of emblem rewards that players can earn as they work their way up the ranks.
Alongside the launch of Season 2, the Halo Waypoint app will also be updated with some minor improvements. This update will also disable the Customization feature for Halo Infinite in the app, and it will be disabled in web browsers as well. The Halo Waypoint team is planning to bring this feature back as soon as possible. Stay tuned to @HaloSupport on Twitter for the latest news on updates and review our Halo Waypoint web and mobile experiences article for more information.
Some of the improvements in this update required us to invalidate past Theater films created during Season 1. If you have moments you would like to save, please record them using a digital recording tool.
Many platforms automatically update games. To manually update or verify your game is up-to-date, follow the steps included in our How to Update Halo Infinite article.
To learn more Halo Infinite and its development process, check out the following resources on Halo Support or Halo Waypoint:
- @HaloSupport on Twitter
- Halo Infinite Player Guide
- Halo Infinite Support Glossary
- Frequently Asked Questions for Halo Infinite
- PC hardware specs and drivers for Halo Infinite
- Season 1 Outcomes Report
- Season 1 Outcomes Report – Live
- Closer Look: Halo Infinite’s Anti-Cheat Strategy
- Closer Look: Halo Infinite’s Ranked Experience
- Closer Look: Halo Infinite’s Online Experience
- Halo Spartan Code
Join the Halo Insider program for the chance to see new features before they’re released publicly and, if you’ve encountered a bug in-game, submit a Halo Support ticket so that the development team can investigate the issue. Thank you to all Halo Insiders and ticket submitters for their bug reports and feedback!
Download Size by Platform
- Xbox consoles: approximately 17 GB or less
- Microsoft Store app or Xbox app on PC: approximately 12 GB or more
- Steam: approximately 17.5 GB or less
- Melee damage has been reduced by 10% in both multiplayer and campaign.
- In multiplayer, this change to melee damage makes the Mangler a 2-shot beatdown rather than a 1-shot beatdown.
- In Ranked multiplayer only, the Battle Rifle has increased melee damage.
- This change was made to preserve the Battle Rifle's two-burst beatdown after the global melee reduction.
- Other changes to melee will also result in the following improvements for multiplayer:
- "Traded" melee kills will occur more often now than in Season 1.
- Improved snapping to enemies during melee lunges.
- Improved enemy collision immediately after meleeing.
Global melee damage has been reduced by 10%. This overall brings down melee lethality, including making the Mangler 1-shot beatdown a 2-shot beatdown.
There was a system in place with melee clangs that would award a victory to the player with higher HP if they were both below a specific threshold. This system caused a lot of confusion and frustration when players felt there should have been a traded melee kill. We have removed these rules and now apply the damage to both players and don't allow one of them to survive.
Since launch we've seen awkward melee encounters being a pain point across the game, specifically occurrences where two players melee and then "phase" through each other, ignoring enemy collision and creating inconsistent and unpredictable resolution to combat.
When players melee, there is a brief "rebound" window where they go airborne and bounce backwards, however players also have air control during this window. Since you generally hold forward while melee'ing, you end up moving forward during this window, and then combine that with two players both holding forward and you get overlapping positions causing a "phase" through to occur. To help reduce these occurrences, we're ignoring player input in the counter direction of the rebound, which should lower the possibility of overlapping positions while still allowing positional adjustments in the non-overlapping directions.
- Updated "clang" simultaneous death vitality threshold so it will not be triggered.
- Forward input ignored after a successful lunge for 0.2 seconds.
Notable Bug Fix
Fixed a bug where aim bending was not working as intended. Aim should better snap towards your target on a successful melee lunge, helping keep your target in view for successive melees (reducing the need to spin around) and hopefully reduce instances of "whiffing", which typically occurs when the target is towards the edge of your screen.
- In addition to the melee damage change noted above, the following changes were also made to the Mangler in multiplayer:
- Reduced starting reserve ammo from 24 to 16.
- Reduced max ammo capacity from 56 to 40.
We like the way the Mangler is playing however it does have more spare ammo than other pistols. We reduced the amount of starting ammo from 4 full cylinders to 3 full cylinders.
- The Ravager's base shot is now stronger than before and is therefore capable of a two-burst kill.
The Ravager has been one of the worst performing weapons looking at our telemetry. It has also had a lot of feedback that it was much more fun in the Tech Preview where it was a 2 burst kill. So we have increased the damage of the base shot explosion. This moves the weapon back to being capable of delivering a 2 burst kill.
- Increased core splash damage from 10 to 25
A Spartan vents an overheated Ravager on Behemoth.
- The Drop Wall is now stronger than before and deploys faster once it hits the ground.
The Drop Wall has been struggling more than we'd like across the game, with successes requiring a fair bit of nuanced understanding of how to play around the equipment. We are seeing the wall playing closer to where we want it in high level play, so we are making adjustments that should help lower the floor for success without pushing its 1v1 power too far.
- Warmup time decreased from 0.125 → 0.05
- Duration increased from 9 → 12
- Shield durability vs kinetic explosions (Frag Grenade, Hydra, SPNKR) increased by 40%
- The Overshield now grants an additional half bar of shielding.
Overshield has been slightly underperforming in its impact on the match, with players securing usually just a single kill before being depleted and being unable to transition it into any meaningful progress in the overall game. We are increasing the Overshield strength to reward players who utilize it correctly.
- Overshield increased from 3x → 3.5x shield amount
- Decay time unchanged
A Spartan drives the Chopper up an incline on Deadlock.
- The Warthog's tire positions and suspension have been adjusted to better improve its handling on uneven terrain.
General sentiment was that the Warthog was taking the bumps in the road rougher than it should. Instead of absorbing these bumps, the vehicle would either twist or roll a frustrating amount. Bounciness is an important part of the Warthogs fun but not if it makes the vehicle out of control.
Pushing out the position of the tires while reducing the angles they consider valid ground will widen its footprint, give the suspension more room to absorb force, and treat the ground more flat than it actually is.
- Increase mass from 3130lbs → 3300 lbs
- Increase inertia tensor scale, a value which controls resistance to change, from 30% → 80%
- Reduced ground penetration depth on tires from 0.145wu (world unit) → 0.13wu
- Reduced ground slope to start traction from 40 → 35 degrees
- Reduced ground slope to have no traction from 55 → 40 degrees
- Reduced angle to stop hit checks from tires from 70 → 50 degrees
- Moved driver camera position, the position the vehicle attempts to drive itself from, back from -0.013wu → -0.028wu
- Pushed rear tires back from -0.56wu → -0.66wu
- Pushed rear tires out from 0.35wu → 0.39wu
- Pushed rear tires down from -0.11wu → -0.18wu
- Pushed front tires out form 0.35wu → 0.39wu
- Pushed front tires down from -0.11wu → -0.18wu
- When boosting, the Chopper will now one hit kill all vehicles except for the Scorpion and Wraith.
We had hoped chopping a vehicle to death post collision would enhance the melee fantasy of a vehicle named the Chopper. However players were feeling frustrated that we had changed something that wasn't broken! Players wanted a one hit kill while boosting on the Chopper and it is a tuning we are happy to deliver on.
- The Banshee's mobility and weapons have received multiple buffs:
- The Banshee can now move slower and faster than before, including when turning.
- Weapons cooldown faster and deal more damage.
The Banshee being called the "Badshee" was a huge red flag for us. Being found overwhelmingly weak for it's fragility we set out tuning it towards where fans expected. Our goals were to buff it's mobility and fire power before buffing it's durability. The reason we want to avoid buffing its durability is due to early builds of Infinite where the Banshee was a medium armor class vehicle. In these iterations the Banshee was such a persistent part of BTB matches that it was perceived as annoying by many studio members.
343's internal perspective of the Banshee has been much different than fan perspective. We ask that you keep sharing feedback openly and honestly so we can get the Banshee where it should be.
- Reduced minimum speed by 1.2 wu/s
- Increased maximum boost speed from 11 wu/s → 12.5 wu/s
- Increased maximum left/right speed from 4.8 wu/s → 4.9 wu/s
- Increased left/right acceleration from 20 wu/s/s → 22 wu/s/s/
- Increased turning torque (turn rate) from 8,000N → 12,000N
- Reduced dive speed bonus from 20% → 10%
- Decreased weapon cooldown from 3.75s → 3.25s
- Increased Banshee bomb explosion max damage from 160 → 190
- Increased Banshee bomb impact damage from 90 → 110
- Increased Banshee plasma duel cannons damage from 24 → 29
- Velocity gained from landing into a slide on a ramp has proportional reduction based on fall height.
While slide has been a ton of fun and created new areas of skill depth in how players utilize the environment to traverse, we've seen "ramp boosting" (where you jump and land into a slide on a downhill ramp) providing a bit too much extra velocity. These speed boosts can heavily impact traversal and create unpredictable timings in rotations, which can hurt the overall flow and pacing of a map/mode. There was a fair bit done under the hood, but the result is that the output speed of a slide has a scaling reduction based on your incoming vertical speed (we generally see the craziest slides being due to falling from greater heights), so smaller ramp boosts should be minimally affected whereas larger ones (like the one when spawning in long hall on Recharge that gets you right to Camo at the start of the game) will have increased reduction.
- Multiple collision fixes on all previously released multiplayer maps. Some examples of these improvements include:
- Smoothing out traversal on the ground.
- Fixing player's standing on out of bounds rock ledges.
- Removing or adjusting collision on small props and thin ledges.
We’ve made a pass through our previously released maps with several adjustments and bug fixes involving collision. Some examples of these changes are preventing players from getting out of bounds or standing on a high rock outcropping, smoothing out traversal and collision on the ground or removing collision from certain small props and preventing players from standing on thin ledges of geometry.
Some of these changes are merely quality of life improvements, while a select few remove the ability for players to traverse from point A to B using collision errors or oversights.
When making these types of changes, we consider many factors – What gameplay and power balance do we feel is best in a play space? What traversal or other cost should players have when moving from point A to B? Is the environment clearly communicating to the player their traversal options in a consistent and readable manner across the game? What does data tell us about balance and combat in these spaces?
When the answers to these questions warrant a change, we adjust the environments (as we have with these various collision changes). However, as the game continues to mature, over time data may change. The changes we feel are right for the game now, may not always be the right direction in the future. Further tuning and evolution of the maps will always be considered as the game evolves and grows.
Resolved Issues and Bug Fixes
Many improvements come from Halo Support tickets submitted by our community. Thank you for participating and please keep submitting tickets!
Halo Support tickets, once reviewed by our agents, will count towards the studio's "Hotlist." If there are any bugs, glitches, or other in-game issues that you would like to see addressed in a future Halo Infinite update, be sure to submit a ticket so we can inform the development team and track the issue internally on the Hotlist. The more tickets we have for an issue, the higher it may land on the Hotlist.
- Grappling a Fusion Coil through a Drop Wall will no longer drag the Dropwall in towards the player.
- Bullet decals now appear correctly when firing at surfaces from an odd angle.
- Various power weapons and turrets now fit better in the Razorback's rear storage area.
- Debris knocked off from a damaged or destroyed vehicles will no longer revert to its pre-damage appearance.
- Power weapons (like the Skewer or Rocket Launcher) will no longer deal extra damage when fired at a vehicle's windshield.
- Meleeing an enemy and then immediately using the Repulsor against them will now knockback the enemy the expected amount rather than a shorter knockback.
- Boarding the back of an enemy Wraith or Scorpion then planting a grenade will now kill the driver.
- Man Cannons will now alter the trajectory of rockets fired from a Rockethog's turret.
- After being picked up, the M41 SPNKR is now ready to fire faster. Swapping to the M41 SPNKR, zooming in, and firing is slightly faster as well.
- The Dynamo grenade's "ticking" sound effect no longer plays continuously if a Dynamo grenade is dealing damage to enemies during a respawn.
- The Grappleshot's cable now consistently appears to fire from the player's wrist.
- The Grappleshot will now consistently attach to equipment and grenades.
- Firing a weapon immediately after swapping between equipped weapons will now feel more responsive.
- The Heads-Up Display (HUD) element for hold actions has been improved to better show an active hold's progress.
- Improved the transition between the third-person animations for clambering and sprinting.
- Improved stability across the entire Halo Infinite experience. Players should expect to see less crashes and hangs, especially on PC.
- If you're experiencing crashes after updating, please submit a ticket to Halo Support. Key details to include in crash tickets are:
- Step-by-step instructions on what causes the crash. The more specific, the better!
- Confirmation that the console/PC's operating system (OS) is up-to-date.
- If possible, video or screenshots of the moments leading up to the crash.
- For PC crashes:
- Confirmation that the PC's graphics drivers are up-to-date.
- Attach an up-to-date DxDiag file. To create a DxDiag file, type "dxdiag" into the Start menu's search bar, press the Enter key, then click "Save All Information" when the DirectX Diagnostic Tool pops up.
- Include the Problem Report from the Control Panel app. To find this, open the Control Panel and enter "problem reports" in the search bar. Click "View all problem reports" then locate the recent Halo Infinite report. Double click on this Halo Infinite entry then use the "Copy to clipboard" button near the bottom of the window. Finally, paste this text into your ticket's comments.
- If you're experiencing crashes after updating, please submit a ticket to Halo Support. Key details to include in crash tickets are:
- Improved Video RAM (VRAM) management and various bug fixes for graphics processing unit (GPU) hangs to improve stability and performance on PC.
- PCs with AMD Integrated Graphics hardware may experience less graphical corruptions.
- AMD Integrated Graphics are below Halo Infinite’s minimum system specifications. Gameplay on this hardware may be functional but is likely not performant.
- Players with some NVIDIA graphics cards will no longer see stretched or distorted models in gameplay.
- The Field-of-View (FOV) option no longer changes by one point when backing out of the Settings menu.
- More information about changing the FOV setting can be found in the "How to change the FOV setting in Halo Infinite" article.
- The Minimum and Maximum Frame Rate options have been improved to allow for continuous adjustments to Custom values.
- Outer and Inner Trigger Deadzones options have been added in the Controller tab of the Settings menu.
- These options should be adjusted when using a controller with trigger stops. If the trigger stops are active, the default Trigger Deadzones will not allow for actions that require a full trigger press to occur. Affected actions include charging weapons like the Plasma Pistol and Ravager.
- On Xbox consoles, narrative sequences will now pause when Halo Infinite is suspended or the Xbox Guide is open.
- The crouching and clambering sound effects for players using Active Camo will no longer be audible to other players.
- The third-person Shield Recharge sound effect is now quieter than before, so it will give away player locations less often.
- Weapon racks on either side of symmetrical Big Team Battle (BTB) maps will now spawn the same weapon.
- If you spot any asymmetrical Weapon Rack spawns, please submit a ticket or update your existing ticket(s).
- Enemies will not be able to see players who are joining an in-progress multiplayer match before the loading player gains control of their Spartan.
- If you encounter this issue after installing this update, please submit a ticket or update your existing ticket(s).
- Marking the Defend Flag icon in Capture the Flag (CTF) now plays the correct sound effect.
- Improved player collision when meleeing enemies.
- Read more about Season 2's melee improvements in the Balance Changes section of this Patch Notes article.
- Multiple improvements related to vehicles and server-client synchronization.
- More info about this issue and Halo Infinite's networking can be found in the "Closer Look: Halo Infinite's Online Experience" blog on Halo Waypoint.
- Arm-mounted equipment, like the Grappleshot and Repulsor, no longer appear to float above prosthetic arms.
- The left shoulder pad in the Jorge-052 armor kit now has the correct texture.
- The Neon Screen and Neon Hawk armor effects are now correctly aligned over the player model's helmet.
- Vehicle models for the M12 Warthog can now be applied to the M15 Razorback and M12R Rockethog.
- Nameplates will no longer be cutoff during a multiplayer match's intro sequence.
- All player models in a multiplayer match's intro sequence will now face toward the camera and animate as expected.
- On ultrawide monitors, player models are no longer cutoff during a multiplayer match's intro sequence.
- Players will no longer experience a black screen while loading into online multiplayer matches.
- First person player models now load in faster when respawning in a multiplayer match.
- Players will no longer spawn underneath the map when loading into a multiplayer match.
- When a control point in Total Control is being captured, the correct team's color will now always be shown on the Heads-Up Display's (HUD) capture indicator.
- Site capture banners in Total Control now have a smoother animation.
- Vehicles will now consistently spawn at their intended size.
- A vent box in Aquarius that sometimes flickered in and out of view is now consistently visible.
- Player models should no longer appear stuck in walls, floors, or ceilings.
- If you encounter this issue after installing this update, please submit a ticket or update your existing ticket(s).
- Crosshairs for all weapons now appear the same in solo and splitscreen sessions.
- Shadows no longer appear to flicker for some players in splitscreen multiplayer.
- In 4-player splitscreen, the “Return to the Battlefield” warning overlay now appears on the correct player’s screen.
- The Post-Game Carnage Report (PGCR) is now blurred when new menus are opened on top of it.
- After completing a Ranked Arena match, the post-match CSR meter now shows the progress made from the completed match rather than the progress made since the last time the game was launched.
- For more details on how Ranked multiplayer system works, review the "Closer Look: Halo Infinite's Ranked Experience" blog on Halo Waypoint.
- If Halo Infinite is not already running, accepting a game invite on Discord will now consistently launch Halo Infinite.
- When playing splitscreen on an Xbox console, players other than player 1 can now use the Back button to navigate out of the Multiplayer menu.
- Changes to the selected multiplayer Voice in the Spartan ID menu are now consistently reflected in-game.
- The Network Status widget will now always display network connection errors, even when the full widget is disabled. These errors will appear for all players in the top right corner of the screen.
- The full widget can be enabled in the UI section of the Settings menu.
- Automated bans will now provide the ban's end date and time, as well as a brief description of the behavior that led to the ban.
- For more information about automated bans and Halo Safety's ban appeal process, visit the "How to File a Ban Appeal" article.
- LAN servers are now more stable when entering consecutive matches in a single session.
- In Custom Games, players will now consistently join the team they are assigned to in the lobby menu.
- Players who switch to the Observer team while setting up a Free-For-All (FFA) Custom Game will now appear as an Observer in the lobby menu rather than a player.
- The Mode Editor menu in the Custom Games lobby now shows all available options when Halo Infinite is launched offline.
Challenges and Medals
- The Skyjack and Grapple-Jack medals are now awarded more consistently when hijacking enemy vehicles with the Grappleshot.
- Hijacking a Banshee with the Grappleshot will now count towards the Grapple-Jack Challenge and other Challenges as expected.
- The Mind the Gap medal now consistently unlocks when its requirements are met, and it is now awarded when repulsing an occupied enemy vehicle off the edge of the map.
- Small black patches or "holes" will no longer appear on the TacMap.
- All MJOLNIR armor lockers are now visible on the TacMap.
- The TacMap now reflects the selected Brightness value.
- Brightness can be adjusted by using the Screen Calibration menu found in the Video tab of the Settings menu.
- When picking up a Skull for the first time, the tutorial pop-up will no longer say that Achievements and saves are disabled while Skulls are active.
- Since Halo Infinite's launch, both Achievements and Saves have been enabled when Skulls are active.
- When the User Interface (UI) Narration feature is enabled, each mission's collectibles count will be narrated when the mission's banner appears on-screen.
- UI Narration can be enabled or adjusted in the Accessibility tab of the Settings menu.
- Players can now unlock equipment upgrades while Linear Navigation is enabled.
- Linear Navigation can be enabled or disabled in the Accessibility tab of the Settings menu.
- The Grappleshot indicator will no longer appear when the Blind Skull is active.
- The Boom Skull, found in the mission Warship Gbraakon, will now appear when scanning the environment.
- The sound effects for the Grunt Birthday Party Skull can now be heard over greater distances.
- On the mission Excavation Site, restarting the game and dying in the Banished's laser will no longer cause the player to respawn with invincibility.
- The "tank gun" found in the Outpost Tremonious mission is no longer available.
- This change has not removed the tank gun from any existing saves where it has already been picked up.
- Standing on top of a Fusion Coil then grappling it now results in the player picking up the Fusion Coil.
- Improvements to player collision when using the Grappleshot's First Strike ability.
- A "Saving Progress" message will no longer become stuck on-screen during the campaign's final cutscene.
- Multiple progression issues with the Banished outpost Ransom Keep have been addressed.
- If you are unable to progress in Ransom Keep or your completion has reset, please submit a ticket or update your existing ticket(s).
- The bridge in the mission The Road now consistently extends after skipping related dialogue.
- Players will no longer be locked out of the boss fight in the mission The Tower after Fast Traveling away from the mission's area.
- The mission Warship Gbraakon will now progress normally after quitting during the intro video or restarting the mission during the escape sequence.
- The Thruster ability is now consistently usable after acquiring it in The Conservatory then restarting the mission.
- Expanded Training Mode Options to allow for more fine tuning of bot behaviors.
- All match options in Training Mode now have a description.
- The following Weapon Drills have been adjusted so that the third star is easier to attain:
- Needler: Tier 2
- Bulldog: Tier 3
- In Weapon Drills, repetitive "Damage Dealt" messages no longer appear on-screen when attacking bots. Although these messages no longer appear, the score for damage inflicted on bots is still being counted.
- Pausing the game during the intro sequence of a Training Mode session no longer mutes most sound effects.
- A static, inaccurate scoreboard no longer appears when loading a Weapon Drill with the Heads-Up Display (HUD) disabled.
- The HUD can be enabled or disabled in the User Interface (UI) tab of the Settings menu.
- Epic Armor Effects now appear correctly in Academy's Tutorial.
All options mentioned in this section can be found in the Accessibility tab of the Settings menu.
- When Linear Navigation is enabled, the main menu's tabs will no longer persist on-screen when in a sub-menu.
- The UI Narration feature will no longer read incoming text chat messages twice.
- The following menus will now be narrated when the User Interface (UI) Narration feature is enabled:
- The in-game menu for purchasing Halo Infinite's campaign.
- Rank placements in the Profile menu.
- The Season Pass menu.
- The descriptions for the Speech-to-Text and Text-to-Speech settings have been updated to be more clear.
- Viewing multiple Theater films in a single session will no longer result in Load Errors.
- If the Load Error message is appearing after this update, confirm that your Xbox account's Privacy Settings allow you to view content from other players. If so, please submit a ticket to Halo Support or update your existing ticket.
- Changes to the Controls and Event Timeline toggles in the User Interface (UI) tab of the Settings menu are now reflected in Theater mode.
- Changes to the Cycle Camera binding in the Settings menu are now reflected in both Theater and Observer mode.
- The "Medic!" Achievement can now be unlocked in the Attrition or Elimination game modes.
- This Achievement will unlock whether the requirements are met in Custom Games and multiplayer matchmaking.
- Further improvements have been made to Achievements that failed to unlock as expected. Players who did not receive an Achievement after completing its requirements should see it unlock after updating and launching Halo Infinite.
- For some Campaign Achievements, players may need to load into Campaign and play for a couple minutes to ensure missing Achievements are unlocked.
- If you are still missing Achievements after this update, please submit a ticket or update your existing ticket(s).
With this update, the team has added multiple new issues to our Known Issues lists:
- Speed lines are always visible, even when disabled in the Settings menu.
- When the blue loading banner is visible in near the bottom of a menu, cancelling that active load by navigating to another mode's lobby may result in the game entering an unresponsive state.
- Workaround: Wait until the active loading is complete then exit out of the gameplay via the pause menu. If you enter this unresponsive state, close and relaunch Halo Infinite.
- On Xbox One consoles and some PCs, various pieces of Sigrid Eklund's armor are black. This issue also occurs in the preview tile of Eklund's armor kit in the Armor Hall menu.
- In multiplayer matches on PC, audio may briefly cut out in areas of the map with a large amount of players or bots.
- While spectating an in-progress match or in Theater mode, switching to a player who Is using Active Camo will always play the Active Camo's activation sound effect.
- When playing Last Spartan Standing and Free-For-All (FFA) Attrition modes in Custom Games, Observers will count as "enemies" on the mini-scoreboard located in the bottom center of the Heads-Up Display (HUD). The match will also not end as expected when all players are out of lives. The host of the session will need to end the match from the pause menu.
- Setting the Danger Zone toggle to Off when setting up an Elimination Custom Game does not disable the Danger Zone in-game.
- When the Match Intro Cinematic is disabled in a Custom Game with multiple rounds, the heads-up display (HUD) will not be visible after the first round.
- Players will be removed from a Custom Game lobby after completing a match then, once back in the Custom Games lobby, loading a saved game variant and changing match options. The removed player may still see the lobby menu and players in the lobby may still see the removed player in the lobby, but the match will not start after pressing Play.
- Workaround: Recreating the Custom Game lobby may resolve this issue, and the removed player may need to close and relaunch Halo Infinite.
- Players are unable to respawn in Free-For-All (FFA) Custom Games on Breaker.
- Players who left an in-progress match will be listed as active viewpoints for the entirety of that match's Theater film. Switching to this player's perspective after they left the match will prevent further changes to the camera's viewpoint.
- Workaround: Players can use the film's timeline to view an earlier part of the film and change to another player's perspective.
- When playing Last Spartan Standing in splitscreen, the XP counter is not visible for all players. When this occurs, XP is still being counted and leveling up to the next loadout will still work as expected.
- The Equip Battle Pass button is present on completed Battle Passes but does not function. Only incomplete Battle Passes can be equipped.
- Preview tiles for Battle Pass rewards and the Event menu may take up to two minutes to load after completing an online multiplayer match or watching a cinematic.
- In some cases, the preview tiles for Battle Pass rewards may fail to load. If this occurs, the images should refresh after completing another online match or closing then relaunching Halo Infinite.
- The Challenges, Battle Pass, Customize, and Shop menus may take up to three minutes to load. If these menus do not load within three minutes, try one of the following workarounds:
- Complete an online multiplayer match.
- On PC, lower the Maximum Frame Rate option in the Video settings menu.
- Customization items awarded via Season 2's upcoming in-game Events or included in future Shop bundles appear as "currently unavailable" and "released during Season 2."
- A future update will clarify which items are tied to Events or Shop bundles.
- When viewing the Legacy of War armor effect in the Armor Hall menu, the camera does not move to better show the effect on the Spartan's legs.
- The text chat box will not scroll down to the latest message when Speech-to-Text (STT) is enabled.
- When using the User Interface (UI) Narration feature, only the first line of the multiplayer scoreboard is narrated.
- When navigating the Ranked Arena playlist menu with a mouse and keyboard, the Estimated Wait tooltip can be replaced by tooltips related to other menu options.
- Workaround: Use the arrows keys to navigate down to the Play button and the Estimated Wait tooltip will re-appear.
- In the Ranked Arena playlist menu, changing the Ranked Queue type does not update the Estimated Wait tooltip.
- Workaround: Navigate back to the Playlist menu and re-enter the Ranked Arena playlist menu to see the correct Estimated Wait.
- Xbox consoles using the Instant-on system setting or the Quick Resume feature may encounter the "Multiplayer is Unavailable" error when entering with Halo Infinite via these methods.
- Workaround: Close and relaunch Halo Infinite to reconnect to online services.
- On Xbox Series X|S consoles, the Target Frame Rate option in the Video settings menu features the ability set a cap of 30Hz.
- Selecting this option will work as expected, however, gameplay will revert to 60Hz after the next relaunch of Halo Infinite.
- Workaround: To maintain the 30Hz cap, the Target Frame Rate option will need to be set to 60Hz and then back to 30Hz every time the game is launched.
- When attempting to quickly enter gameplay, Xbox One consoles may not load into matchmaking sessions or Custom Games.
- This issue occurs less often if all main menu content is allowed to load before entering a matchmaking search or Custom Game lobby.
- Players on Xbox One S and Xbox One X consoles should not experience this issue.
- The Mouse and Zoom Sensitivity options do not scale properly between the different Zoom Level options.
- On Xbox consoles, players who have purchased Halo Infinite's campaign digitally may be erroneously prompted to purchase it again in-game.
- Workaround: Close and relaunch Halo Infinite to access the campaign.
- If you are unable to enter the campaign menu after closing and restarting Halo Infinite multiple times, please submit a ticket and include your console's OS version. To find your console's OS version, follow the steps below:
- Open the Settings menu on your Xbox console.
- Navigate to the System tab of the Settings menu.
- Select the Console Info button in the System menu.
- The console's OS version will be listed in the Console Info menu.
- Selecting Restart Mission in the pause menu may prompt players to restart active side missions (such as Banished Outposts or High Value Targets). This option will not reset side mission objectives as expected, but the player's position will revert to a recent checkpoint and enemies near the side mission will respawn.
- The Drop Wall equipment may respawn rather than despawn if it is taking damage at the same time as its cooldown timer resets. The Dropwall will correctly despawn if another Dropwall is deployed.
- Progress earned in a save file can be inadvertently overwritten or, in some cases, corrupted by forcing Halo Infinite to close during active gameplay then loading a different save file on the next launch.
- To avoid this issue, do not close the game via outside methods (such as Task Manager on PC or powering off the PC/console) while in active Campaign gameplay. Use the pause menu to return to the main menu then close Halo Infinite as preferred.
For a full list of known issues in Halo Infinite, go to our Known Issues section.
- If you experience problems with your Xbox console or Game Pass, Xbox Support can help you.
- If you have problems with your account, Microsoft or Xbox purchases, Microsoft Support can help you.
- If you have problems with other purchases, please contact the retailer you purchased your game from.
- If you experience a problem in Steam that is not an in-game issue, please contact Steam Support.
- If you want a chance to participate in future Halo flights, sign up for the Halo Insider Program.