Can we just talk about how awful the core gunplay in this game is?

But that’s why i said the voiceless majority. If a game is fun to play, regardless of the bugs, a person will play it until they find something more worth their time.
Right now, you can play infinite and have good games regardless of the desync or other issues.

If we listen to content creators or forum users we get a picture, but the question is is it the right picture of the problem.

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couldn’t agree more… Legend of zelda OOT is the goat imo, but… and there is a but… but compare what infinite has vs other halos… no skill based progression, bam right there, 1 thing and i can tell you a better halo game that has that… thats the problem because its not just one issue, its multiple and mcc has fixed most of them… would you see spiderman the idie film or spiderman the sony film… even if sony’s was older… if it has the content that is expected it will last and mario kart is a perfect example of gameplay as the motivator, but also realize there was nothing like Mario kart back then… it is unique… so is it as good as now a days Mario kart… no not close… but that nostalgic feeling cannot be underestimated… id say Mario kart is a marvel because it has… like halo in many ways stuck to its core gameplay but each mario kart gets bigger… not smaller… and since infinite is much smaller… people went back to mcc… hell ill play halo ce any day… not because the gameplay is better but because when i enter the menus all my favorite game modes are there and a ton of maps, weapons, and as you move to later games forge theater custom games and browser, firefight and spartan ops

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I’ll agree with alot of your points but remember, the OP is talking about the gameplay of infinite as not up to snuff (in his opinion) and that’s why I used OG Mario Kart as an example.
You’re right, they have gotten bigger and bigger, but that core game idea is still there for the player, in every iteration. That why you can go back to OG MK and still have fun or play whatever the latest version is.
So yes, infinite may be missing alot of the content of MCC or the support that other games like it has, but at its core, is it fun to play? Does it have continued replayability at its most basic fundamentals?
Halo multiplayer is nothing but variability and unpredictability in its gameplay by the very nature of the humans playing in it, so every match is different. And yet, people are bored?

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That analysis is wrong on so many levels.

Grenades and melee are designed to supplement gunplay, which rests at the top of the triangle. There is no particular “counterplay” between them. Utilizing gunplay combined with either grenades or melee to enhance it, is the recipe for success.

In Infinite, grenades are unreasonably dominant, because of a few factors. Mainly they have strong bouncing aim assist combined with an oversized blast radius, and they are nowhere near as heavy after a bounce as they were in past games. Awkwardly, Plasma Grenades behave more like Frags are expected to after hitting a wall.

Power weapons in general aren’t all that powerful in this game because of the ease of lethality the AR and Sidekick have at ranges they have no reason to be effective at. Almost noone picks up Snipers or Skewers outside of extremely high-level play or massive maps like Behemoth because you’ll never get the scope up, and the gap will close in seconds.

Aiming anything with a reticle smaller than an AR’s in general is notably jankier than before, thanks to a combination of desync, 343’s obsession in this game with making the radius of aim assist as small as possible, and the strafe acceleration speed being just about on-a-dime fast, so it’s not truly reachable. That’s why so many people are opting to play with stick drift. Because aim assist is stronger while there is a small input on your controller than it is without any input. So once the reticle is on it practically acts like a lock-on mechanic for you. But purposefully micro-adjusting your aim will often just throw it off.

It’s just scuffed. There are a bunch of basic mechanics in this game that need either polish or complete reworks.

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maybe and that could be a reason,… id say that its all about what the product has to offer and there already is a halo that has that gameplay and content… not just the gameplay… and naturaly you go for the better product. thats all…

my dude you need to go watch the bungie halo 2 dev documentary and try again before you go saying something like that

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The idea here is that each primary weapon is powerful in its own way. I understand that previous Halo games, there were stronger primary weapons than others, like the magnum beating AR. Now, the AR can rival every other primary weapon. I tend to also get annoyed when the fights are close when I got a precision against an AR. But when I got used to it, I tended to beat the AR every time with the sidekick, even switching the AR instead for another weapon. Overall, the AR isn’t like a power weapon, its just a weapon you can’t get used to being powerful.

Secondly, I say power weapons because in Infinite, secondary weapons now have better purposes than just killing. Plasma deplete shields better than killing, hardlight weapons destroy vehicles better. Some other secondary weapons vary depending on what it is and what firing mode such as the Ravager being both area-denial and vehicle killer or the hydra being a vehicle killer on free-fire but spartan seeker on lock-on. Some even work on just poking around corners.

The thing that Infinite does differently than previous games is they gave each secondary gun an actual purpose without one being “weaker” than the other. For primary, each one can kill. It just depends if you are a shot first, a good shot, or just a good player. Also, if you are in melee range and die melee with a ranged weapon, that’s on you.

your named after a mode that is no longer even fun due to how easy the BR is in this game, ironic.

its impossible to say one thing or another was the culprit, even if people consciously thought one thing it could still be something else subconsciously…

I was optimistic like you once, I thought just lack of content and some bug fixes would right the ship, but over time it has became clear to me that Infinite needs a bit of a rework to be engaging long term. Halo 4 received a massive sandbox overhaul about 1 year after launch, Infinite should get the same love.

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Aight, now I know this is a troll post.

I think you’re gaslighting bluejay. The AR IS the most powerful it’s been. The grenades are very powerful with a great explanation as to why by Fos Kuvol. Bloom is a horrible mechanic, BR spread in H3 was bad, Reach bloom was bad, H4 recoil and bloom was bad too. In Infinite the sidekick and commando are a mess.

The issue isn’t that the BR is OP, it’s that it’s easy as said by Bluejay, it’s so easy that it’s hard to differentiate skill, H2 BR had a lot of aim assist and still had a great skill differential than this one. I can’t vouch for melee, i just know because of lack of collision and desync that they feel awful to do.

Going back to the thread statement, I agree, the core gunplay of Halo Infinite is not good and feels worse than better Halo games. A cocktail mix of jank aim assist mechanics, desync, a linear response curve that makes aiming feel bad no matter how you configure settings, no player collision, outlines, glare, bloom and recoil, high grenade bounce and explosion radius, aim assist turning off when jumping and other issues. Mix that with clunky weapons like the mangler, skewer, disruptor, ravager, pulse rifle, sniper rifle and stalker rifle AND shock weaponry that invalidates the traditional use of plasma weapons and you’re left with a core gunplay that feels like a mess.

[quote=“Thee_Bluejay, post:1, topic:541031, full:true”].
Pistol is just a freaking lottery cannon, because of the high amount of bloom and seemingly no cap to how fast you can spam it.

Assault Rifle is basically a power weapon, can’t tell you how many times I use a Cammando or BR for an AR user to kill me across the map, its bsted beyond any other Halo game.
[/quote]

In previous halo games the assault rifle was so bad, I do think it is still a little too powerful at range, but I like that they actually made it decent enough to use.

What I don’t like is the pistol. In the old games it would be a simple matter of “switch to your pistol at start of game and ignore the AR”. In this one the pistol can kill really fast - one person. Then you’re back to the AR, which has had a mega buff since old games. Thing is - the AR range is a bit too long; so switching to the pistol is less “required”. I’m not sure the combo works as well as intended.

In the grand scheme of things though, I’d rather they were like this than they were in halo 5. It just frustrates me a little. The pistol could probably do with 2 or 3 more bullets in the mag IMO

The BR does seem easier to use, probably due to the rotational aim assist focus. I presume this is something to do with crossplay being a core feature. I also like the two shot melee in ranked - though I feel if a feature that makes this weapon better is in ranked then it should also be in social, which currently has a 3 shot melee. If anything this should be the other way around.

They feel like halo 2 grenades. With sprint this should be the case. I could bear a nerf, but I don’t think they need one. If anything spike grenades need a buff and dynamos a range nerf,

Hmmm. Not in agreement here. The melee should be powerful. Trading sucks, but that’s part of the baiting process. The main issue here is delay and being hit one on screen and not another.

Desync, or melee phasing or being hit around corners is a delay artifact. They can literally do NOTHING about it whilst the playerbase is so small, hopefully forge will breathe some new life into the game and the population will increase. This should result in more local matches and therefore less delay related issues

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It really isn’t.

Stop doing this. Its not a good weapon.

I think this mainly has to do with the fact that the AR does not zoom out when you’re shot at while the BR does. I’m sure there is also some sort of network issue that screws you here.

They’re not.

The inconsistent damage on grenades and other weapons is largely due to desync.

That’s just Halo.

Those two are two major reason for why a lot of people loose battles they should have won. From player eating more damage than they should to getting killed behind a wall, the majority of the issues stem from those. These are probably the reasons why you lose to an AR cross map too.

We left because the game is buggy, not the gameplay loop. When the game loads without desync or lag, it’s great. But those are rare.

If you play infinite off-line splitscreen it runs great. Just like the offline game you brought up. The major issue with most player for infinite is online/network related. While the weapons balance isn’t perfect, it’s not the reason people ditched this game.

Depends on how common a bug is, what effect it has on gameplay, and how quickly they are fixed.

And that’s what happened here.

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The main thing I agree with is the skill gap between 2 BR users is the smallest its ever been

Correct, but which game are you referring to that is somehow different than what you listed?

Sure, the Sidekick and AR are more viable than their 1-3 counterparts, but isn’t that good? They were borderline useless in those titles in matchmaking (aside from the CE pistol, of course).

The BR in Infinite is either just as if not more difficult to use than previous iterations.

Grenades aren’t “heat seeking.” They go where they are told to go.

Melee has some wonky interactions due to desync, and I can agree desync needs to be fixed ASAP.

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Honestly… despite Halo Infinite being nowhere near the games that Halo CE, Halo 2, Halo 3 and Halo Reach were… Halo Infinite has my favorite core gameplay sandbox since Halo 1 easily.

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From that perspective we can agree.

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Ok but you need to put up proof to a statement like that.

All I said was the voiceless majority left despite the gameplay. If we listen to the content creators and forums users, it’s easy to be skewed one way or the other, but We can’t prove either way why people left en mass. Only when the networking and desync is solved and the sandbox isn’t changed will we get the proof for either or. Will the 20million people come back because those issues are solved. Or will they not have fun with the games tools and just leave again? I dunno, it’s a wait and see.

With what’s coming out about SBMM and how infinite is intentionally giving you wins and losses to maximize player retention, desync might not be the bug you think, it might be the feature of the game to produce those losses and wins in a way that we haven’t really discovered yet. But that’s just speculation on my part.

So while your blaming the network, and the OP is blaming the sandbox, it might both be symptoms of the same experienced root problem…
Only time will tell.

my problem is less with how strong the AR/pistol are, but moreso how they are powerful. AR has too much range, and pistol is a toss of the die.

BR is absolutely less skillful than what it was in Halo 3… its a massive difference when put up against say the Halo 5 magnum but for the sake of argument many Halo titles have had BR’s with higher skill ceiling. it just has way too much aim assist/bullet magnetism to adequately distinguish between 2 or more players.

grenades are so strong that it is almost impossible to actually miss with them, maybe the radius should be nerfed just a tad.

OK. If that’s how you want it to be you should go interview every person who ever played the game before making any more comments. Who knows, maybe the reason so many people left is because the color yellow wasn’t yellow enough, the majority is silent so this is as good of a reason as any.

SBMM causes more close call games than one sided games. IDK how anyone translated the sweaty mm into giving you wins and losses. Even if this is true, MM is a network related issue. Which is what I said

It probably is related and I even pointed it out in my reply to the OP.

Regardless of all this, pulse carbine & the ravager are still utter trash, disruptor is only useful in the BR lite mode, the red covy sniper my mind is blanking on is great in swat but terrible anywhere with shields, and the electric one is so unreliable that unless you’re mint blitz you may as well use it exclusively anti vehicle (tbf somehow it’s easier to hip fire than ads which I really don’t understand).

Sandbox does feel super janky with these weapons, and I agree the pistol is annoyingly inconsistent. Although supposedly that might have been patched in the drop pod? Honestly haven’t tested it to find out.