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> > Im not sure we played the same preview. Iv been a halo fan since CE. I remember playing halo 2 on xbox live before xbox live was a thing everyone had. You dont outline what your issue is other than its not classic halo. But i feel your forgetting that halo 3 wasnt classic halo when we started from halo 2.
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> > Halo 3 was slower, it added equipment that changed the very foundation of how gun fights worked. Yet now its considered one of the best halo games ever (even if believe 2 was better)
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> > My point is you can add to halo without it being a cod clone. They have dropped most the things i jad issues with from halo 4 and 5. As a classic halo player that still plays mcc weekly, i am happy woth the direction the game seems to be going.
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> > Im not a fan of the lack of spartan collision or friendly fire but outside of that and the slightly cluncky feel the controls have i really enjoyed my time with infinite.
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> > Your entirely entitled to your opinion, and lucky for you they have a way to play classic halo right now via the mcc. However i am excited for infinite and to see what other supprises are still in store for us.
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> I outlined my issues very clearly and distinctly of every single mechanic that has been altered in the game to be more like a “cod” type of game.
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> Mods locked the thread.
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> Here is my post explaining this in better detail
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> 1. Weapons too OP. (All of the weapons are op and have no weakness and or quirks to them.) They kill too fast and they have been normalized to fulfill more broad roles. Examples such as Shotgun has more range and is now automatic. AR has more killing range and is more lethal in general. Plasma weapons travel faster and have a “reload” function now. Making them like regular guns.
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> 2. BR has more depth than all other mid range non power weapons. The BR is magic and I cant even explain it with words. Yet the BR is barely in the game and now must compete with Commando and AR which are very simple weapons in comparison. There is a reason why every hardcore Halo player loves the BR and thats because it is an incredibly designed weapon that works so well for Halo.
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> 3. Maps have no depth in terms of Angles and Movement. This one is hard to explain, but compare maps like Guardian, Lockout and Construct to the maps in Infinite weve seen. These maps all have much more depth. many more angles, power positions and routes between them. The maps are more like COD maps now, very simple.
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> 4. Too fast movement. (Halo at its core is strategy fps. not Twitch fps.)
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> 5. Range is different. Range has been normalized at mid. Most encounters are mid range because of design (Like Cod) so Melee and cqb now take a back seat.
> You will notice there are no strict cqb weapons in infinite and the close range weapons that are in game have also some type of mid range capability. The strategy element of weapons has been significantly reduced.
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> 6. The Golden triangle, Guns/Melee/Grenades are no longer in balance. Melee and Grenades have been reduced due to the range and overall effectiveness of the guns.
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> 7. Hit markers. This is a way bigger deal than it seems. Fighting at mid to long range without hit markers is way different than with them. Hit markers give away too much information about damage and change the strategy of the players. In Halo 3 a lot of times you dont know exactly how close an enemy is to dying and exactly how many bursts it will take from a BR to kill them. So it makes decision making much more cautious. This gives combat much more depth.
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> Overall, Halo Infinite for these reasons feels like a traditional modern shooter and does not feel like Halo. All of the quirks have been rubbed out, the gameplay has been ironed down and molded into a very simple, aiming based, modern shooter. The strategical elements of the game have been reduced in favor for more speed and mechanical skill potential.
I disagree with pretty much all your points. For starters the speed is correct for halo. You say classic halo but you mean halo 3 (the slowest of the orginal 3).
Weapons being too op is just a weird complaint when you actually mean it has decreased time to kill. Again when compared the halo 2 this isnt that different.
The br is still the amazing gun its always been but i enjoyed getting to play matches where tbe br wasnt there. It give the sandbox room the breath and encourages you to try more weapons.
The close range battles are 100% still in the game as are weapons like tbe hammer and sword which pregty much mutes that argument.
As the the grandes not being a thing, its lretty much the only way people died to the bots… and again the throw was more of a lob similar to halo 2.
The maps have literally no issues, a simple map isnt a problem. Look at beaver creek, blood gulch and isolation for example. All are they simple maps. The 3 lane map design used is not only standard for most games but it found in classic halo too. It makes players able to find the map and get on with the playing part rather than wondering around lost. It makes sense those maps would be used for a short preview and im sure there will be more “classic” maps in the final release.
Hit markers is the only point you made where i can kinda see what your trying to say. That being said, a skilled classic halo player wouldnt need hitmarkers and if thats one of the few sacrifices we have to make to update a 20 year old franchise, im okay with that. It only really effects grenade throws in regards to feed back as with all other halo games you got a sheild flash that served the same purpose as hit markers.
That being said, your feedback is valid and i really when infinite launches you find that some of the things you dislike have been tweeked and fixed to point youl find enjoyment. But honestly it sounds like you want halo 3 with next gen visuals and honestly that game just wouldnt survive in 2021