Fixing Infinity

Halo 4 brought a lot of new features with it’s core Slayer mode. However, with it’s features are a couple of problems, which I will list and propose solutions.

Instant Respawn
The solution to this is quite simple: remove it. It adds nothing to the game and only makes attempting to control the map annoying. Not to mention those times when you kill a guy, become 1-shot, only for him to instant spawn, sprint, and kill you when you are weak.

Global Ordnance
There are many problems with Global Ordnance, the first of which is the actual resupply time itself.

Here’s what it is for Slayer: 120-320 seconds
And BTB: 200-320 seconds

In previous Halo games, Rockets spawned every 180 seconds, and Snipers spawned from 120-180 seconds, but in this Halo, teams will have to wait as much as 5 minutes for the game to drop 1 weapon. Even worse is the fact that the weapon AND which marker it will drop on is random.

With, on average, so much time between drops, games quickly devolve into dull camp-fests, especially in BTB. This also makes Vehicles even less effective as they are not capable of killing players in the little nooks and crannies or will have to move much closer, where they can be EMP’d, stuck, or hijacked (discussed later).

There is a fix to this though. First of all, the timers should be condensed to 200 seconds minimum and maximum. Next, the maps should only have 1 or 2 locations to drop the weapon. Third, the weapon awarded can change, as long as it’s not too extreme.

Sub-tier power weapons should be initial ordnance that resupplies.

Personal Ordnance
Personal Ordnance allows players the ability to call down any weapon they wish wherever they are on the map. Since weapons on the map hardly spawn, there is little to no incentive to push up a decent amount, promoting camping.

Additionally, the strongest weapons in the entire game can be randomly awarded to players.

Change it to this:

Left: DMR, Light Rifle, BR, Carbine, AR
Middle: Concussion Rifle, SAW, Needler, Railgun, Sticky Detonator, Scattershot, Shotgun, Gravity Hammer, Energy Sword
Right: Speed Boost, Overshield, Damage Boost

Blue is BTB only, Red is Infinity Slayer only, Default is both.

No Weapons on Map
Having weapons on the map is not only unique to Halo in today’s FPS market, but it is also a requirement, especially with the speed that weapons despawn in this game (12 seconds). Let me ask you: How many times did you run out of ammo in past games? Now how about in this one?

Loadouts
Personally, I’m mostly satisfied with loadouts, as I always hated having to start with a weapon I don’t like in past games. As primary weapons are being worked on already, I’ll discuss other things.

DMR: Here I go contradicting myself, but aside from as discussed in other threads, it should do significantly less damage to vehicles.

Plasma Pistol: Should EMP vehicles for one second less, and should also not track vehicles. This keeps vehicles viable in the game.

Plasma Grenades: These grenades are a thorn in many players sides, and with good reason. They are VERY good against vehicles and also can be panic spammed to kill a player in close range. You should only be able to spawn with 1 of them, which helps vehicles and also weakens panic spam significantly. They also should do less damage to vehicles.

Pulse Grenades: There’s practically no punishment for walking right through them and you only get 1. Fix both of these.

Camo and Jetpack: The ability to to turn invisible or fly at will is just fundamentally impossible to balance without making them worthless. Ultimately, Camo should just go back to being a classic power-up on the map in Halo 5 and should function like the Arbiter’s Camo did in Halo 2 in this game. Jetpack should only be a pick-up in Halo 5. Honestly, customs and campaign are the only reason why it should come back.

EDIT: Game Types

Add a new gametype called “Infinity Lite” to replace “Slayer Pro”. It would be the same as Infinity Slayer except for the following…

-No Personal Ordnance at all
-Secondary weapon in base player traits set to Magnum
-Grenades in base player traits set to Frags

Kudos to 343i for being creative and conceiving so many features that have so much potential… So much potential.

I just wish they kept core slayer to the basics and introduced their re-branding in a more controlled manner so they can better understand what needs fixing and how much fixing

Well organized, well thought out, straight to the point, and doesn’t contain any “343 SUX WURST GAME EVER DEY ALL BE FIRED PLOZ” garbage.

It’s a shame 343I will never see it regardless.

Anyways, can agree with pretty much everything.

Good post. hope it gets many views.

This sums up pretty much everything except for sprint which I think is also a major issue for how it effects map design and gunplay. I would love to hear your thoughts on the subject.

As for Jetpack and AC I have some suggestions:

I think Jetpack should be replaced with a super jump type ability. It would be a quick vertical thrust with a very strict distance such as jumping from the bottom floor of dispatch up into the outer ring. No flying up in the air, so maps can be designed with the set, short height in mind.

I think AC could actually be pretty easy. What if it punished you for staying still rather than moving? Then it wouldn’t be a defensive camping ability, but it would be an offensive ability. I think making the player become visible in different instances, such as when being shot, or shooting could be used to make this a much more balanced ability. The idea is worth a test anyway.

The pick up solutions obviously work too.

> No Weapons on Map
> This is not only unique to Halo in today’s FPS market, but it is also a requirement, especially with the speed that weapons despawn in this game. Let me ask you: How many times did you run out of ammo in past games? How about in this one?

Do you really mean ‘NO’ weapons on map?

Cus I run out of ammo quite frequently without the Ammo upgrade, so to me this would be a good thing to have more consistently.

> > No Weapons on Map
> > This is not only unique to Halo in today’s FPS market, but it is also a requirement, especially with the speed that weapons despawn in this game. Let me ask you: How many times did you run out of ammo in past games? How about in this one?
>
> Do you really mean ‘NO’ weapons on map?
>
> Cus I run out of ammo quite frequently without the Ammo upgrade, so to me this would be a good thing to have more consistently.

I meant that having no weapons on the map is a problem.

> Good post. hope it gets many views.
>
> This sums up pretty much everything except for sprint which I think is also a major issue for how it effects map design and gunplay. I would love to hear your thoughts on the subject.
>
> As for Jetpack and AC I have some suggestions:
>
> I think Jetpack should be replaced with a super jump type ability. It would be a quick vertical thrust with a very strict distance such as jumping from the bottom floor of dispatch up into the outer ring. No flying up in the air, so maps can be designed with the set, short height in mind.
>
> I think AC could actually be pretty easy. What if it punished you for staying still rather than moving? Then it wouldn’t be a defensive camping ability, but it would be an offensive ability. I think making the player become visible in different instances, such as when being shot, or shooting could be used to make this a much more balanced ability. The idea is worth a test anyway.
>
> The pick up solutions obviously work too.

In general, I’m not a huge fan of Sprint in small team encounters for two reasons: It allows players to escape bad positions they put themselves into, and what it does to maps.

Due to Sprint, constructing a small Arena style map without it becoming very chaotic is difficult. Maps now have to be stretched out to work. This causes many problems. First, the larger maps give an indirect buff to long range weapons (Where would the DMR and LR be better: Solace or Guardian?) and promote much more slower paced gameplay. Second, the stretched out pathways weaken grenades. Third, they make close quarters less common.

If the map isn’t stretched out, it is segmented off to prevent long range domination (Adrift), but the series of closed off rooms lets teams each turtle their bases, causing slow paced gameplay and stalemates.

However, I don’t think that many of Halo 4’s maps will play well without Sprint, and I’m on the fence about whether it helps or hurts the gameplay in Big Team.

Your idea of Camo may work as well, and either way it is much better than currently.

The “Vertical Thruster Pack” is definitely better than Jetpack in terms of loadouts, but although not a huge priority, Jetpack can stay for Campaign, Co-Op, and any crazy Action Sack modes that need it.

> However, I don’t think that many of Halo 4’s maps will play well without Sprint, and I’m on the fence about whether it helps or hurts the gameplay in Big Team.

It’s really quite simple. Remove sprint and buff base speed to exactly or around what sprint is now. 120% is a good middle ground.

> Jetpack

Is fine as an on-map pickup.

> Pulse Grenades: <mark>There’s practically no punishment for walking right through them</mark> and you only get 1. Fix both of these.

LOL. The Pulse Grenade is my main grenade. I love it. And you, and many others, think the exact same thing: Walking through it is pointless. Every time someone thinks that, they go through, and I kill them near instantly.

I do wish I got a second one, but I can live with just the one.

I agree with what you said with the 1 Plasma Grenade.

I agree with what you said with PO. However, CQB power weapons (except the Scattershot) should not appear in Infinity Slayer, only in BTB.

I do love Personal Loadouts, and I really hope 343i brings it back in Halo 5 (make it a bit more balanced, because while Halo 4 got it near perfect, it failed in a few issues).

I don’t mind Instant Respawns in 6v6/8v8/Flood, but I do mind it in 4v4/5v5/FFA.

I agree weapons should spawn on map.

Good post, OP. You made logical points, and explained them logically.

I wonder why 343 seems so uninterested in adding at least a somewhat more balanced voting option to Infinity Slayer. Obvioulsy they aren’t going to remove sprint from the playlist, but the could easily make adjustments to ordnance that would benefit the gametype significantly.

Yes please!
IThe suggested ordnance changes sound good.