Gameplay mechanics that should return to Infinite

Many people compare Halo Infinite to a mix of Halo Reach and Halo 5. I’ve also seen many people say it feels not Halo enough and isn’t faithful to the older games. I’ve listed in a poll some of the classic gameplay mechanics well known and very loved in the Halo series, and I will give a brief description of what they did and should do in Infinite.

Reach hammer melee:
The Infinite hammer melee is the same animation as the normal swing, but unpowered. It is slow and clunky, and very ineffective as a melee, unlike the older hammer side swing melee. You are very likely to miss with a hammer melee in Infinite.

Reach sword counter melee:
A fun piece of tech in Halo Reach was being able to block a sword lunge with a well timed melee, giving skilled players a chance to defend themselves against swords, and making Reach Infection extremely intense and satisfying, at least until MCC patched it, and angered the part of the community that loved that feature. You could also block a lunge with a sword melee and immediately lunge the stunned player to win a sword fight. I believe this combat tech would be a powerful fitting feature in the Halo Infinite sandbox experience, especially knowing how fast paced and aggressive Infection will be in Infinite.

Grenade jumping:
This classic mechanic needs no introduction. Since Halo CE, you throw a frag, jump above it before it explodes, and get boosted higher than a normal jump. Very loved classic Halo gameplay feature.

Hammer physics/melee:
Many players showed disappointment in the Infinite version of the hammer, in the fact that it does not launch ragdolled players, vehicles, and objects across the map, and you cannot boost your jump with it. That gravity function was what defined the gravity hammer, and the nerf in Infinite is blatant disrespect to the traditional hammer gameplay, especially when we get Grifball someday.

Player collision:
Last but absolutely not least, probably the biggest issue of them all, a lack of player collision has caused nearly all players a ton of anguish, whether it be from clipping melees, annoying melee fights, people ruining your grenade/coil throw by walking through you, or just not being able to stand on someone’s head, like probably every Halo player has done at least once in their life. Halo is barely Halo without player collision, and the community has voiced their dissatisfaction with the removal of it.

Vote below to the features you agree should return to Infinite.
It is not single choice, and you can vote for all 5.

  • Reach hammer melee
  • Reach sword counter melee
  • Grenade jumping
  • Hammer physics/jumping
  • Player collision

0 voters

Dual wielding.

It’s not Halo without it.

2 Likes

I wish, but it had extremely poor weapon balancing in Halo 3, and I have zero faith in 343 to be able to effectively pull it off, after them stating many times they will never add it back to Halo again.

But isn’t grappling hook and repulsor good enough to handle jumping? Combine this with Gravity Hammer slam is already quite nice. And having more weight for the hammer swing is not too bad. You have to time it more better. And once the forge update gets added (+ node graph scripting) then I believe these swing speed values can be modified quite easily so Grifball should not be hard to implement.

Reach sword counter is a must, every single time someone has a sword and I reflex punch, this results in no damage to the enemy and me being dead.

And I didn’t even realize player collision is missing. But it might be annoying to have in tight corridors in BTB with random people.

2 Likes

Grappling and Repulsor are nice for getting around, sure, but in the same way that Plasma Pistol cannot stun vehicles because we have new electric weapons is absurd. I believe Halo mechanics should stay consistent in Halo, and have new features added, not removed. There’s no reason to ruin classic features to replace them with new ones, when you can have both, making the multiplayer sandbox that much more complex and interesting

2 Likes

i didn’t even check to see if grenade jumping was in :(. also, no team collision leads to deaths like when you rocket as a team mate phases thru you and end up killing yourself. or enemies can phase through their team mates and body block your shots to prevent kills.
some other relatively small things:
chopper doesn’t destroy vehicles when boosting into them
needler needles don’t bounce off surfaces when fired at like a 45-degree angle

4 Likes

Totally agree, but we should also have rocket jumps, Firefight, and maybe night vision.

1 Like

That reminds me. The sniper rifle also doesn’t ricochet off of surfaces anymore, so you can’t shoot a wall or ceiling at an angle to snipe someone around a corner or behind a wall. It just stops at the first wall it hits. They really scuffed the classic gameplay mechanics.

3 Likes

I’ve died several times meleeing with the hammer thinking it was gonna be a quick bop to be honest so yeah.

Player collision also gets a huge yes from me. All of this does really but that especially. It’s getting me killed, a lot.

1 Like

dang, RIP to sick noscope ricochet sniper kills

1 Like