Personally, I enjoyed Halo 5’s ADS mechanics and movement system much more than previous Halo games. Now I know what your classic Halo brain is thinking: “but the old ADS and movement system is so much more balanced or is just plain better because it gives the feel of Halo rather than just another FPS game like CoD.” And yes, from a “play the game how you want” perspective, that is true. Having the old ADS (or lack there of) mechanics in the game would satisfy many older players. But what about those of us who liked the ADS mechanics of Halo 5? Personally, my perfect/ideal head cannon of what the Halo Infinite ADS and movement system should be is basically Halo 5’s movement system with thruster boost and ground pounding being optional. Thruster boosting, as well as the ground pounding thing (I don’t remember what it was called), in Halo 5 was in interesting addition, but for me it’s not entirely necessary. The ADS system should be optional. I think it would be cool to allow players to go into the settings and have the option to switch the ADS mechanics of the game to presets that mirror the mechanics of older Halo games as well as Halo 5. We already know that in Halo infinite ADS’ing doesn’t change the way the weapons handle, just the distance you can see at (although I would assume for shotguns it reduces bullet spread like in other games but I don’t know if you can actually ADS with the shotgun). So let’s say I wanted to have the Halo 5 ADS system as my preset for my game settings. All it would do is allow me to look down the iron sights or scope of my weapon and have different reticles for different guns. It wouldn’t affect the recoil or accuracy, just give a more immersive feel to the gameplay. Now let’s say I wanted the ADS system of Halo 3. If I had my preset set to the Halo 3 option, it would make the ADS system perform the same way that it did in the original game (with exceptions to newer weapons as those weren’t in Halo 3).
This suggestion is not to get rid of the old ways and only have the new (although for newer players as well as kids and teenagers that might be new to the game would feel more comfortable having the gameplay mechanics of other games they’ve played as an option in the game), but to include both as an option and not penalize one because of the other. I hope one of the devs reads this comment as it is a topic that is very important to me and will affect how I enjoy and play the game. Please leave any comments or suggestions below, thanks.
Some weapons in H5 emulated original Halo aiming like the Halo 2 Battle Rifle. Maybe some weapons could emulate the original Halo while others emulate H5.
If you have an option to toggle ADS on or off, why would you ever turn it off? That would artificially drive down your competitive edge if you’re playing against someone who has ADS turned on.
Beyond that, there are other aspects of game design that surround ADS. One you pointed out was bullet spread. Another big one that relates to the more broad topic of enhanced movement mechanics is level design. If you have ADS as an option, then the levels have to be designed with that mechanic in mind. It’s why H5 maps are spread out and have tall ledges. You can used enhanced movement to move around the map quickly, so the map has to be built to accommodate that.
I think this is a noble effort to try to satisfy both sides of the argument. But rather than toggling on and off, I think both sides need to accept that they are each going to get stuff they want and stuff they don’t. I want things to go back to how they were in H3, but it’s unrealistic of me to think that will happen and childish of me to get mad when it doesn’t. So instead I’m willing to compromise. And so far Infinite seems to be doing that. We have stuff like equipment from H3, but we also have some more enhanced mechanics like ADS. And without designers needing to worry about toggling on and off features, they can focus on designing maps made for stable features.
I see ADS in Halo as an unnecessary mechanic that only serves to mud the weapon sandbox by allowing weapons to extend their range past what they should. How do you balance a mechanic that can extend the SMG’s RRR to AR range without making the sandbox feel redundant? simply don’t include zoom for automatics.
I think that the ADS mechanics of Halo 5 were pretty well done, although I do prefer if the gun didn’t take up much of my screen like it does in Halo 5. I’m also not sure if ADS with automatics in Halo 5 improved their recoil/spread any but I don’t think that it should. I feel like scoping in Halo should always be something that is to simply gain a better view/closer view of a target rather than a way to gain accuracy or minimize spread. That’s one of the things that makes Halo different in my opinion. I’m impartial on whether every single gun should have scoping like they do in Halo 5, but it looks like not all of them will.
Just don’t include ADS at all. Leave it as it was in Halo 4 and before: scope-in/scope-out and no accuracy changes while doing so. This isn’t Call of Duty or Battlefield or even Fortnight: this is Halo.
I like the idea of being able to toggle ADS or classic zoom, I think that would satisfy everyone from a visual standpoint without affecting gameplay. But honestly, I hope automatics and close range weapons like the shotgun and sword don’t even have ADS/zoom. Just hipfire.
As a visual, sure, why not. Having options is always good.
As long as it doesn’t affect gameplay… i.e., no spread/damage buffs; ADS on precision weapons should work exactly as zoom, only with a different animation; ADS on automatics should do absolutely nothing, not extending RRR, not change the FoV, nothing, just put the weapon center in the player’s HUD if they so choose.
You’re making an awful fuss out of a 0.25 second superficial animation. Though I will say, I hope to god we can’t scope in with the Needler, Energy Sword, Shotgun, or Assault Rifle, because -Yoink!- did that look stupid in Halo 5.