Diagnosis: Skill issue
I’m very interested to see how the competitive games play out
This is one of the reasons I’m not a fan of all ranked playlists using the same settings as HCS. I don’t understand what was wrong with having playlists separated into three tiers: social, ranked, hardcore/competitive. For infinite, I think it should be:
Social: friendly fire off, radar on, all equipment and weapons.
Ranked: friendly fire on, radar on, all equipment and weapons
Hardcore/competitive: friendly fire on, radar off, curated selection of weapons and equipment.
Maybe I missed something, but did anyone ever have a problem with having ranked and competitive separated in past games? Always seemed to work fine.
Very much so, and I’d go so far to say that HCS/MLG/Whatever should not have had such a big influence on the Multiplayer as they did. I don’t care about the intricacies or their knowledge of “how the game should work” based on whatever metric, from this vantage it just looks like they’re trying to tailor a game that they can win. Rather than adapting to what is.
Doesn’t really affect me, not a HCS player and never will be. Let them have their cake.
Well, I mean that’s half the problem. I’m not an HCS player either, but I was a Ranked player. Now I’ll be an HSC player by default, when I really don’t want to be, and I’ll probably lose interest in Ranked Matchmaking as a whole.
We don’t know the full extent of ranked. There will be multiple playlists I’m sure.
Yeh pretty much. I still remember them focusing on that crowd with Halo 5 and I hated it since hated how the game was designed while Infinite flight was refreshing. I just want a fun Halo game that doesn’t feel like a stressful sweat-fest and improve at my own pace. If people want HCS settings then they should stick to different playlists. I miss having choices. 
Not the full extent, but the video " Halo Infinite Competitive Settings Reveal" (I can’t include a link yet) gave a lot of insight that gives non-professional players reason for concern.
I mean, if the issue of too much power from lack of radar is a problem with equipment, then surely it’s already been a problem in every past game with weapons like the rocket launcher. Is it not unbalanced when someone can approach you with a one-hit-kill weapon without warning? In competitive I’d say that’s just a matter of communication.
I think you might be right, but I’d rather them try to experiment first. They shouldn’t be safe with the first few events. I want to see how equipment can be left in, so that infinite isn’t just another Halo 5 but with a different sprint speed.
It could become unbalanced, but at the beginning of the games launch is the best time to experiment with this stuff. I’d rather see HCS trying to embrace the new sandbox elements instead of instantly rejecting them. A sniper is inherantly “unbalanced” as well, it gives one player an insane power advantage, but fighting for control of power weapon spawns and then using them to their max benefit is a key part of competitive Halo, and it allows for dramatic counterplay opportunities that are great from a spectating standpoint.
If down the line its viewed as too powerful they can always change the settings, have less charges on pickup, move the equipment to more contested spots, increase the respawn timer, and yes potentially remove some. But for now, let’s just see how it plays.
There’s a video revealing it
This topic took off, idk where to start but I’m saying it’s fine to have equipment if we have radar. It’s hard to feel what it’s gonna be like with equipment and no radar off of visuals. Time will twll
Again, how can you say it’s unbalanced? Did you play with the pros and discuss it with them?
Exactly. Just because it’s ranked doesn’t mean it shouldn’t be Halo anymore. I haven’t watched the video on it, but I swear, if they’ve removed the motion tracker…
I clearly said based off of visualizing
You saw the video right?
My guess is that players at a higher level are in general less reliant on the radar to detect enemies and are instead building predictions on enemy and teammate locations based on a more diverse set of factors like visual, sound based indicators, experience and communication.
A removal of the motion tracker in competitive gametypes will probably not have that significant impact in the competitive landscape other than that it will increase the the reliance on other factors to determine the player location.
When it comes to game design and especially in terms of equipment in Halo Infinite. My main wish is that the equipments has clear sound based indicators when used in order to allow for the equipment to be counteracted by a trained ear.
Yeah you’re first part is correct. Equipment will ruin that. But I guess it’ll be more opportunities to predict wider experiences