100% Controversial Opinions I Support

My last post here on Waypoint was about many uncontroversial changes and additions to the MCC that should be made that would improve the game. I still reserved a few ideas that I didn’t think were at all feasible given how much programming it would take and how it would change the game mechanics, but I would like to share them now in hopes that they might make it into Halo:Infinite or change people’s ideologies on game-play mechanics.

  • Add a laser light to the Sniper Rifle; Much like the Spartan Laser’s light warns players of impending doom, a laser sight on the Sniper would warn players that a Sniper that they can’t hope to hit with even a DMR is about to wreck them. It does’t diminish the efficacy of the Sniper’s ability to 1 shot kill players (at any distance no less, 2 feet or 2 miles). In fact, it rewards better players since they’ll actually get shots off and kill some targets before the targets can escape whereas bad players wont. This idea comes from other FPS’s I’ve played over they years. Such a simple addition struck a chord with me since it helps balance what is the end all, be all of Halo weapons. If you are holding a one shot kill weapons that demolishes from all distances with the only downside being 4 rounds of ammo per magazine, the least the game can do is warn other players. Given the mayhem of busier matches, most players won’t even notice, but those who do will be rewarded with some forewarning and some time to restrategize. - Assign different point values for kills based on the weapon/vehicle used; The simple fact of the matter is that not everyone can be using the Sniper, Rocket Launcher, Energy Sword, Banshee, Scorpion or whatever power weapon/vehicle of destruction, at once. Players are gonna get stuck using the ordinary stuff. I say, why not reward them for doing so? Since the aforementioned vehicles and power weapons make killing far easier, why not reward players who don’t get the easy kills or try to be more creative or dare I say hardcore with the ordinary and weaker sandbox weapons? I propose that standard and weaker weapons get 3 points for kills; power weapons and vehicles get 2 points for kills; and assists get 1 point, because assists should earn more than just a medal but some score on the board too. It won’t stop players from using those weapons, but it allows players without the easy kill methods to keep up score-wise. - Unmoving/Camping Players should still ping on the motion detectors; Camping is a bad habit that ultimately hurts the team that player is on and annoys the crap out of the players on the other team. Players should be allowed the freedom to do it, but shouldn’t be given any advantages for doing so. Instead of proactively getting kills or helping with objectives, campers sit in one spot to rack up a couple kills until enough enemy players surround the idiot in question. I say the motion trackers should effectively be replaced with player radar that allows the camped players to find the camper easily and punish the bad behavior. This should reduce the incidence of camping and allow for a more dynamic and action-forward game.I realize that these aren’t popular ideas, but not everything is. I just felt it pertinent to share. I personally believe that these changes would make Halo: Infinite a more enjoyable game compared to its predecessors.

Feel free to share your controversial opinion for Halo: Infinite. The more, the merrier.

ADDENDUM:

I thought of a better way to balance the Sniper Rifle. Many players would resist this idea but it would make the Halo so much better for balancing reasons and for new players.

  • Change the Sniper Rifle Magazine Size to 10 Rounds and reduce the damage output. 2 headshot kills, 3 bodyshot kills; This change helps balance what is a fundamentally broken weapon. A sniper isn’t supposed to dominate a map: it’s supposed to assist teammates. For the player who ONLY specializes in getting good with it, it’s a cheap and easy way to get kills with almost no recourse, save from another sniper shooting at you. At ANY distance, both 2 feet and 2 miles, you can get 4 concurrent headshots in 4 seconds. It’s not a slow rocket or a giant lumbering vehicle. That’s from a bullet based gun with precision accuracy and the freedom to let the user hide and avoid combat. That is absurd. My changes would fix this problem is several ways. First, it rewards good players. If you can consistently get headshots, you’ll get the kills. The idiot who gets lucky on a single shot will not. Secondly, bodyshots accordingly will do less damage, resulting in a 3 shot kill, and making bad shots waste more ammo. Lastly, it allows some leeway for new players to learn to how to use the sniper by giving them more ammo to work with. It’s a win-win. Ultimately, this change means players killed by the sniper don’t feel cheated by a cheap kill and the snipers can do more for the team. With 10 Rounds per magazine, with a good team, they could theoretically get 10 kills per mag by finishing damaged players off, or 5 kills per mag opposed to 4 traditionally, by themselves.

A laser light on a sniper rifle would defeat the purpose of having a long-range scout weapon. Snipers are supposed to be hidden.

Point values assigned to different weapons sounds ok, but might cause issues in the competitive arena. Inevitably, one weapon would be used exclusively while the rest would be completely ignored.

I do agree with motion trackers noticing camping players. The motion tracker doesn’t extend too far, so it wouldn’t disrupt long range camping, but would avoid the annoying campers who hide behind doorways and such.

Why add a laser to a sniper if you can already see a lens flare if you look at them from a distance? I’m pretty open to think about controversial stuff but this just doesn’t make that much sense?

> 2533274879237791;1:
> Add a laser light to the Sniper Rifle

Completely pointless, as the Binary Rifle already does this. If the human sniper is too imba in multiplayer, just use the forerunners’ instead. Adding this to the SRS would just increase the redundancy in the weapon sandbox.

> 2533274879237791;1:
> Assign different point values for kills based on the weapon/vehicle used

I can see what you’re trying to do here, but you’re forgetting that power weapons are actually fought over. Punishing players for acquiring them would only lead to one team getting them for asset denial, but then not using them unless they are right before death. Better players can easily wreck worse ones even with the spawn weapons, they don’t need to use the map pickups to do so. Meaning the matches would be fought to 99% only with spawn weapons.
Furthermore, this is a slippery-slope argument: If we reduce the points made with power weapons, what about while using an overshield? Active camo?

> Unmoving/Camping Players should still ping on the motion detectors

Again, I can see the reasoning behind this, but it would punish players that are crouch-moving in order to sneak up on unsuspecting targets.

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> > 2533274879237791;1:
> > Add a laser light to the Sniper Rifle
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> Completely pointless, as the Binary Rifle already does this. If the human sniper is too imba in multiplayer, just use the forerunners’ instead. Adding this to the SRS would just increase the redundancy in the weapon sandbox.
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> > 2533274879237791;1:
> > Assign different point values for kills based on the weapon/vehicle used
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> I can see what you’re trying to do here, but you’re forgetting that power weapons are actually fought over. Punishing players for acquiring them would only lead to one team getting them for asset denial, but then not using them unless they are right before death. Better players can easily wreck worse ones even with the spawn weapons, they don’t need to use the map pickups to do so. Meaning the matches would be fought to 99% only with spawn weapons.
> Furthermore, this is a slippery-slope argument: If we reduce the points made with power weapons, what about while using an overshield? Active camo?
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> > Unmoving/Camping Players should still ping on the motion detectors
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> Again, I can see the reasoning behind this, but it would punish players that are crouch-moving in order to sneak up on unsuspecting targets.

I agree with Celestis here on all points. Sorry OP, but I don’t want any of your suggestions.

Wouldn’t mind loadouts from Halo 4 to return. Wrote a forum about this in the past.

I find it should be relatively simple to add these options into the sandbox… especially for custom games. Not so sure about adding these into matchmaking thou.

  1. we had this with binary rifle zoom… i believe… and it helped prevent the halo 2 jackle sniper incident from reoccuring in halo infinite… still despite this… plenty of times i was facing the other way or fighting other enemies and was sniped regardless. In multiplayer there would be ways to get around this anyways… Just keeping aime low enough to keep target insight, at the same time not alert target of present… and then scope adjust boom…
    The target wouldnt see it coming. So that kind of defeats the purpose even if it was implemented.

  2. why not include this as an option. custom games

  3. this should also be an option . Custom games