> 2533274810177460;130:
> > 2533274945522793;129:
> > > 2533274810177460;122:
> > > I’m disappointed in the community, particularly community creators, for propogating and spreading hype with the false claim that Halo Infinite will be a “truly next gen experience” often touting claims like “hundreds of AI on-screen” because that’s what the Xbox Series is capable of. But this is completely untrue. Halo Infinite will not contain any non-graphical features on Xbox Series that a vanilla Xbox One can’t handle. The Series version will look prettier, and run at a higher frame rate. Thats about it. It is NOT a next gen game.
> > >
> > > As for my disappointments with the game itself, I didn’t like the shield flare or anything whatsoever about the phantoms (the latter can and likely will be improved though, things like flight path and overall model design)
> > >
> > > And I’m not to pleased to see Sprint, Slide, and Clamber, but those aren’t necessarily the end of the world.
> >
> > Halo Infinite will always be a next-generation game since it will be released on the xbox X series. However, it will also be available on xbox one but with certainly lower performance than the xbox X series.
> > This may be the last Halo game to release on Xbox One, we’ll see.
> >
> > I agree with your disappointments.
> >
> > Except on sprinting because this feature will allow you to go a little faster in the game. If you don’t want to run, you won’t run.
>
> Honestly, sprint has always come at the cost of base movement speed. In all three Halo games with sprint, your walking speed is lower than it was in Halo 1 and 2, where you walked at a nearly running pace to begin with. That is a huge detriment to gun-play, where your movement speed is an important factor in your ability to strafe and outplay opponents. Compounded by how maps have to be stretched out to accommodate sprint, meaning longer stretches of open space between cover, and large, pointlessly wide walkways. So when you’re in combat cover is farther apart and much less likely to dynamically affect a gunfight.
>
> In short, I would rather move a little faster by default, and have a more fun, dynamic, skillful combat dance, over being able to move really fast when I’m not in combat, but walk too slow to effectively dodge shots and have maps stretched out and bloated with negative space.
I don’t think that in the three halo games where there is sprinting, the base movement speed is lower than it was in halo 1 and 2.
I don’t know what makes you say that.
It’s not a disadvantage to walk faster for shooting games, on the contrary, as it makes it easier to dodge enemy fire (it also allows infiltration and stealth) in certain circumstances and nothing prevents you to take shelter from your enemies when necessary. In fact, it all depends on your combat strategy.
I agree that if sprinting is added for a halo game the maps should be bigger, but it’s fine if there are obstacles to protect against enemy fire and vehicles go faster.
In halo 1,2,3 and in range you have a lot of huge cards and yet this does not affect the hits at all because you have vehicles and sometimes thrusters to better defeat your opponents.
Finally, for me, base speed and sprint are two important factors to outperform your opponents.
This is because base speed allows you to better target your opponents while sprinting allows you to dodge enemy fire and take cover much faster.