i loved playing around with the mobility in H5 esp. on plaza, but in game it kinda ruins overall gameplay moving the focus from gunplay to movement, and now Inf is all about jitter peaking because of the boosted base movement speed
I think this is due directly to the issue of equipments being too āuser advantageousā compared to H3 Equips.
In H3, Equips are more like āterrain modifiersā where the player which plays around one is advantageous over the player that simply throws it out.
But in the end, Equips in Infinite is more reminiscent of Armor Abilities in terms of deployment but with a stock so that it doesnāt instantly make the player play on a literal other level, like Jetpacks.
There are also ways to play around Equipment as well, just not in the way H3 does it.
this is the biggest issue with equip in Inf
We canāt escape things like that unfortunately. As much as I would like to have some balance, I donāt want loadouts at all. Everyone starting with Grapples will massive screw up vehicles.
Everyone starting with Sensors⦠not bad actually, considering our Radar freaking sucks.
But removing them all from play? Maybe for ranked but you canāt remove this from Social and expect people to not complain about the removal costing them some fun.
i mean they are made out of tissue paper anyway, iāve never before had a banshee blow up cause i hit 1 tree
an easy way to balance equip is to make it all single use
For me, one thing that really annoys me is games starting BR on one side and commando on the other. BR is a much more versatile weapon and to be honest much easier to get kills with. It immediately skews the start of matches.
this is one of Inf greatest sins
Then buff them >.>
This isnāt a valid excuse to just give everyone Grapples.
Commando down right sucks as a weapon to the point it loses to the PulseCarbine.
It really needs a buff or revert or rework.
they really do need to buff all the vehicles and add some weight to them esp. the warthog which in the lore is about 7,000 lbs but in INF it feels like its lighter than a go cart
I would treat them like grenades personally; a fixed spawn that everyone gets rather than something variable that will quickly turn into everyone using the strongest option available and completely wrecking the map balance in the process. Thatās usually the grapple, but you also create problems with the vertical mobility from the repulsor.
For example, spawning C on live fire with a repulsor lets you jump up and take the sniper before the enemy team can get a sightline on you, plus repel any nades you canāt dodge when you get there. Unless people spawn with grapples, in which case A spawn gets free control of the sniper, shotgun and os, in addition to getting the mangler.
Of course, they could just exclude those from loadout, but that leaves just 3 choices, which really isnāt compelling enough to justify a loadout system. Better to just give everyone the same equipment on spawn, just as we all get the same weapons and grenades, and anything else can be added to the maps. Which need more items on them either way imo.
this is what inspired my OP lol, it also allows the C team to defend B cause C and B are irrationally close
Definitely need more Equips on maps rather than how many times they can be used.
For example you know how Fragmentation has a 5 stock Repulsor? Why not remove that and give everyone a 1 stock Repulsor on spawn?
But then again, Grapple should never be a spawn equip because a warthog driving in is essentially free food.
Sensor imo is one of the most useful equip, yet least impactful in usage, especially paired with the fact our Radar is -Yoink!-.
Okay, but I was referring to coming off the first spawn. you canāt do what Iām talking about as is because the repulsor spawns on B, and running for that off spawn is most likely going to get you teamshot from sandbag and/or garage. If you are going to run all the way to B and get away with it, you may as well just go through sand rather than loop back to C. Iām pretty sure thatās faster, and if theyāre ignoring B theyāre probably looking to C, so why not get the flank if youāre already there?
Pretty much the only movement tricks it has off the B spawn are the shortcut past nest and up tower. Thereās also the tunnel jump up to mid if you canāt just go through sand, and the jump up from score to sand. Itās definitely useful, but none of these jumps really break the map if there are already players at brutes/score/C to spawn you on B.
Really, B is the best spot for it to be useful, both for jumps and to play the cliffs behind B and C, but without giving C start the first sniper free. I notice the repulsor on recharge way more than the one on live fire, and even that one feels like the saving grace for elevator start to deny the sword if the enemy rushes it.
I donāt really pay much attention to btb in infinite because the weapon spawns are laughable and the vehicles are terrible. They break too fast, are too easy to emp, spawns are unreliable/random and the maps pidgeonhole you into a very limited set of lanes that everyone is already looking at because those are the sightlines. They also do stupid things like giving one spawn the shock rifle, aka the new sniper that is better than the actual sniper and also stuns vehicles, while the mirror spawn is the slower to kill harder to use stalker rifle.
Next to that, I donāt really notice the equipment spawns, though I have no doubt they need to add more. The maps feel drier than the Sahara when it comes to anything nonrandom.
I feel like for BTBās case, it feels like the mapās still being balanced for 8v8 even tho itās now 12v12
As for the other small scale maps, like cmon⦠thereās barely enough anything to go around when it comes to actually usable weapons, and we even have the RNG factor deciding some maps all you get are Commandos and PP, or some maps you get Manglers and BRs up the butt.
Random racks need to change, and mirrored weapon racks need to be a thing.