Faster shield recharge Less Delay, the importance

> Game-------------Delay--------Full recharge-------TOTAL TIME
> Halo CE----------5secs--------4 secs--------------9 SECONDS
> Halo 2-----------4.25 s-------1.75 s--------------6 SECONDS
> Halo 3-----------4.25 s-------1.75 s--------------6 SECONDS
> Halo: Reach------6 s----------2.75 s--------------8.25 SECONDS
> Halo 4------------6 s----------2 s-----------------8 SECONDS
> Halo 5————-5 s ——— 3s —————— 8

I purpose Halo Infinte goes back to Halo’s best era, halo 2/3 roots. Sure Halo could use faster kill times which it got in Halo 4/5 in which my opinion was perfected in Halo 5, but the shield recharge & delay rate was drastically slow. Along with high shield recharge rates should come slightly slower movement speed. Returning to a more classic gameplay style. 343 seems to be going in the right direction with the art style so hopefully they do so in the game play.

Popularity in games like Fornite have shown players don’t mind long ememy encounters and arguably slow game play. But I strongly do not believe Halo should not focus on any battle royal style modes, which could be left to custom games. Halo has always been known to be the inavator not the imitator let’s get back to those roots.

I feel like the shield recharge rate should be at average speed for advantages and disadvantages

I agree with you. Slow shield recharge rates artificially slow the game down. With Halo: CE, Reach, and 5 I always felt like I would have to hide behind a rock forever to get my shields back. It’s just kind of frustrating.

> 2533274989469309;2:
> I feel like the shield recharge rate should be at average speed for advantages and disadvantages

Define average? Ignoring CE the average would around 7 full sec for full re charge which is still to long.

> 2533274819030629;3:
> I agree with you. Slow shield recharge rates artificially slow the game down. With Halo: CE, Reach, and 5 I always felt like I would have to hide behind a rock forever to get my shields back. It’s just kind of frustrating.

Exactly. 343 always seemed to be wanting to speed up gameplay, this is the way to do it. Not messing with the golden triangle and base movement speed which is essential to Halo gameplay.

I would definitely like the faster recharge rate given when there are multiple opponents the fast recharge just allows doing other things than sitting in a corner while in something like ctf the opponent with advanced movement systems has time to get to the other side of the map before the shields recharge on the smaller map.

Just curious how ads mechanics combined with restricted and slow shield mechanics have less freedom in some areas of the gameplay.
Like for instance the clambering slows down the flow leaving performer vulnerable and unable to shoot when compared to crouch jumping in older games where you could turn, shoot and throw grenades while performing the action to get higher.
Extended shield delay is also there to counter people just running through the maps which is curious given the game feels even slower than it was before the sprint given you need to nearly stop and hug a cover while hoping no one throws a grenade if you happened to use sprint or thrust before your shields recharged.
And im not sure as to why the basic shield recharge has become slower when movement is supposed to be faster, it just seems like donkey backwards logic. Maybe devs have tried to reduce one man army players which i have suspicions about given the head hitbox is also bigger and there is bullet magnetism and with already existing auto aim. Its like trying to reduce the gap between noobs and pros by game mechanics and not by letting new players learn by themselves.

> 2533274890014309;5:
> -snip(I agree100)-
>
> Just curious how ads mechanics combined with restricted and slow shield mechanics have less freedom in some areas of the gameplay.
> **(1)Like for instance the clambering slows down the flow leaving performer vulnerable and unable to shoot when compared to crouch jumping in older games where you could turn, shoot and throw grenades while performing the action to get higher.**Extended shield delay is also there to counter people just running through the maps which is curious given the game feels even slower than it was before the sprint given you need to nearly stop and hug a cover while hoping no one throws a grenade if you happened to use sprint or thrust before your shields recharged.
> (2)And im not sure as to why the basic shield recharge has become slower when movement is supposed to be faster, it just seems like donkey backwards logic. Maybe devs have tried to reduce one man army players which i have suspicions about given the head hitbox is also bigger and there is bullet magnetism and with already existing auto aim. **(3)**Its like trying to reduce the gap between noobs and pros by game mechanics and not by letting new players learn by themselves.

Thank you for dank feedback!!

  1. I’ll be honest as a old school halo player my unpopular opinion: I like clamber. It allows me to get to certain spots faster but at a cost of aiming down my weapon which I could be punished for in battles or a high risk reward for getting higher ground quicker. But 343 does need to increase base player jump height % like in older titles to bring back more vertical gameplay which most games do not do and halo perfects it. Along with higher jump % crouch jumping would make a nice come back. Players who rely on clamber would likely be punished by those who perfected crouch jumping.

  2. I agree it’s backward thinking, 343 probably did this so you would die faster and you would just respawn trying to give halo a fast feel similar to other shooters. This is not what Halo is about yes gun battles should be long but you shouldn’t have to take cover For more than 4s to jump into battle again. This way you naturally speed up gameplay which 343 loves to do.

  3. I agree whole heartedly. Stop the hand holding Halo has never been about that. Stop complaining and get gud noobs.

> 2533274829432487;4:
> > 2533274989469309;2:
> > I feel like the shield recharge rate should be at average speed for advantages and disadvantages
>
> Define average? Ignoring CE the average would around 7 full sec for full re charge which is still to long.
>
>
> > 2533274819030629;3:
> > I agree with you. Slow shield recharge rates artificially slow the game down. With Halo: CE, Reach, and 5 I always felt like I would have to hide behind a rock forever to get my shields back. It’s just kind of frustrating.
>
> Exactly. 343 always seemed to be wanting to speed up gameplay, this is the way to do it. Not messing with the golden triangle and base movement speed which is essential to Halo gameplay.

Average is all variables added up divided by the number of variables.

Delay: (5 + 4.25 + 4.25 + 6 + 6 + 5) / 6 = 5.08s.
Full Charge: (4 + 1.75 + 1.75 + 2.75 + 2 + 3) / 6 = 2.54s.
I think the total recharge time is less important than the time it takes for the delay. That’s what really sucks. Just sitting there with your shields not actively charging.

Not sure about faster recharge for Infinite but I’d rather they shorten down the delay a bit since I’ve been playing H5 and I’ve literally stood there within a short time, felt like my game-play was being halted till it decides it want to charge while classic Halo, Reach seemed fine but can’t remember what H4 recharge was like so barely play it.

I think the TTK in H5 was great. The weapons were more balanced than in any other game i personally have ever played.

The TTK was good in H4, but as you said, perfected in H5.

My worry is that any major adjustment to the current movement mechanics is going to require a serious overhaul of their current TTK formula. 343i has done a great job with the e-sports/uber competitive fighting style in H5. I’m really anxious to see how well they meld the older movement and fighting style og older Halos with the newer movement and fighting style of newer Halos.

> 2533274819030629;7:
> > 2533274829432487;4:
> > > 2533274989469309;2:
> > > I feel like the shield recharge rate should be at average speed for advantages and disadvantages
> >
> > Define average? Ignoring CE the average would around 7 full sec for full re charge which is still to long.
> >
> >
> > > 2533274819030629;3:
> > > I agree with you. Slow shield recharge rates artificially slow the game down. With Halo: CE, Reach, and 5 I always felt like I would have to hide behind a rock forever to get my shields back. It’s just kind of frustrating.
> >
> > Exactly. 343 always seemed to be wanting to speed up gameplay, this is the way to do it. Not messing with the golden triangle and base movement speed which is essential to Halo gameplay.
>
> Average is all variables added up divided by the number of variables.
>
> Delay: (5 + 4.25 + 4.25 + 6 + 6 + 5) / 6 = 5.08s.
> Full Charge: (4 + 1.75 + 1.75 + 2.75 + 2 + 3) / 6 = 2.54s.
> I think the total recharge time is less important than the time it takes for the delay. That’s what really sucks. Just sitting there with your shields not actively charging.

Ah I see what you mean, I agree the delay is more important. The delay needs to be dramasticaly less for the future title.

> 2533274829873463;8:
> Not sure about faster recharge for Infinite but I’d rather they shorten down the delay a bit since I’ve been playing H5 and I’ve literally stood there within a short time, felt like my game-play was being halted till it decides it want to charge while classic Halo, Reach seemed fine but can’t remember what H4 recharge was like so barely play it.

Reach and 4 still have to much delay. Reach did do Elties right though with a very minimal delay and fast shield recharging. Halo 3 IMO was spot on.

> 2533274958766554;9:
> I think the TTK in H5 was great. The weapons were more balanced than in any other game i personally have ever played.
>
> The TTK was good in H4, but as you said, perfected in H5.
>
> My worry is that any major adjustment to the current movement mechanics is going to require a serious overhaul of their current TTK formula. 343i has done a great job with the e-sports/uber competitive fighting style in H5. I’m really anxious to see how well they meld the older movement and fighting style og older Halos with the newer movement and fighting style of newer Halos.

Hmm I’m not sure if returning to classic gameplay would affect our wonderfully new TTK in the future. I agree with you that 343 did a great job with balancing weapons in Halo 5 I honestly thought though their best attempt was in the Halo 5 beta but that’s another story.

With higher TTK we need need faster base player movement speed significantly. But REMOVE sprint, all it is an illusion and creates bland spaced out maps. The best maps IMHO were Halo CE and Halo 3. This would be the best way to bring Halo to 21st century gameplay the right way. Balancing old style with new.