Great job 343, Ranked is checking all the boxes!

Phenomenal job on these settings, can’t wait to take them for a spin.

Halo is best when it makes sense and everything can be accounted for. The beauty of the Battle Rifle is knowing how many shots you’re down and being able to make a big brain play to counter those exact number of shots. The TTK of 1.40 (or somewhere in that range, saw a few floating around) allows for someone to be outplayed and make decisions on a whim. The AR and Sidekick are fast and to a degree fun, but there’s no knowing “I’m up or down two shots, let me try this.” Having no secondary also deletes this potential faster TTK from existence. If you want it, go pick it up on the map and EARN it.

No radar, being able to actually make plays faster. Double back and mix up the opponent without having to trick the radar crouching back the other way. No reason to slow down the engagements, speed them up. No RNG weapon spawns, static is perfect. Imagine $250K on the line and you have two great BR users, but one gets a BR and the other a commando per team. Too much RNG, happy to see it in social to keep things fresh, but not in ranked.

Everything I’ve wanted from the game and future of Halo. Nailed it on the first try, good time to be a Halo fan. There will always be a vocal minority, but that’s why we have different playlists. Social will still be a fun space to play with the sandbox more and as a F2P game, we know everything will be populated. Play what you like. For us excited for Halo to be Halo in a ranked environment, this is it. Kudos.

Agree with everything but the radar, I think the first flight motion tracker was perfect for ranked, in fact that was the same motion tracker used in HSC 5 and Team Arena Ranked on Halo 5, 18 meters, and only shows when you are sprinting, sliding or shooting.

That way you still have something to guide you but you don’t need to crouch to flank, you can simply normally walk.

The rest is spot on.

I agree. They said it best. The best team should win. BR starts results in that majority of the time. AR starts simply does not

Yeah I am going to live in Ranked mode because it has no radar. Looks great.

Eh, sounds awful. May as well not be Halo. Stick all that -Yoink- in a HCS playlist. I want to play Halo not HCS.

Agreed. I think 343 nailed these settings. So happy they have BR starts. Can’t wait to play ranked.

I like the BR starts, really feels like we’re going back to our roots here

I think there is about 10% too much damage required per kill. There is an awful lot of melee kills happening to finish off spartans.

I don’t like how the BR is only a 2-burst kill to the body, H3 and Reach penalized you harder for missing headshots. though it shouldn’t make a huge difference in competitive anyways.

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> Eh, sounds awful. May as well not be Halo. Stick all that -Yoink- in a HCS playlist. I want to play Halo not HCS.

Did you never play CE, H2, or H3? The competitive scene is what made these games so popular and all of the competitive playlists had no radar. Feel free to play the million other FPS with radar.

No radar promotes people wanting to group up and communicate instead of just playing solo and not talking. This is a great step forward and I’m now actually very excited for Infinite.

Sounds awful. Halo needs radar regardless of social/ranked because it’s part of what makes Halo…Halo.

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> The TTK of 1.40

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> I don’t like how the BR is only a 2-burst kill to the body, H3 and Reach penalized you harder for missing headshots. though it shouldn’t make a huge difference in competitive anyways.

I think these settings are a great starting point but I think the BR itself still needs some work. from what I understand the TTK is actually just a hair faster than 1.6 seconds which is far to slow compared to the rest of the sandbox. And I agree that its simultaneously a pretty easy gun. I think it should take 19 instead of 18 bullets to kill to the body. I also wouldn’t mind either less assist or a slower projectile. I think the optimal kill time should be a lot closer to the other weapons. Somewhere in the 1-1.2 second range. But it should still be slower to kill on average due to more body shots and more difficulty at range.

I just want individual players to feel empowered off spawn. I realize 343 is really into the #scavange language right now, but I think you can still empower a spawner to defend themselves AND encourage them to move around the map and find more useful tools.

I’m not much of a competitive player, but I agree that these settings seem to be the best path forward. I might step into the competitive arena a bit more than I used to, especially after I get tired of all the AR spam.

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> > I don’t like how the BR is only a 2-burst kill to the body, H3 and Reach penalized you harder for missing headshots. though it shouldn’t make a huge difference in competitive anyways.
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> I think these settings are a great starting point but I think the BR itself still needs some work. from what I understand the TTK is actually just a hair faster than 1.6 seconds which is far to slow compared to the rest of the sandbox. And I agree that its simultaneously a pretty easy gun. I think it should take 19 instead of 18 bullets to kill to the body. I also wouldn’t mind either less assist or a slower projectile. I think the optimal kill time should be a lot closer to the other weapons. Somewhere in the 1-1.2 second range. But it should still be slower to kill on average due to more body shots and more difficulty at range.
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> I just want individual players to feel empowered off spawn. I realize 343 is really into the #scavange language right now, but I think you can still empower a spawner to defend themselves AND encourage them to move around the map and find more useful tools.

In response to the underlined portions:
If you start with a gun that kills just as fast as any other gun and is far more versatile, why would anyone be encouraged to find more useful tools, since there would literally not be a more useful gun in any situation (other than power weapons)? Since everyone has the BR, an effective team will be calling out enemies and popping as many shots as they can into even an exposed toe. I would say it is probably more uncommon to be going up against someone in a true 1v1 with both players at full shields. The effectiveness of the BR at team shooting really brings down the TTK in most situations.

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> In response to the underlined portions:
> If you start with a gun that kills just as fast as any other gun and is far more versatile, why would anyone be encouraged to find more useful tools, since there would literally not be a more useful gun in any situation (other than power weapons)? Since everyone has the BR, an effective team will be calling out enemies and popping as many shots as they can into even an exposed toe. I would say it is probably more uncommon to be going up against someone in a true 1v1 with both players at full shields. The effectiveness of the BR at team shooting really brings down the TTK in most situations.

Average or Optimal? Kill time isn’t just one thing.

The straight answer is unless the optimal kill time isn’t as fast, you may as well spawn with your hands tied behind your back. The optimal kill time HAS to be similar. Otherwise why would you move from spawn? The only way you are going to have a chance is to have a better gun or get the jump on your enemy (wait in a corner and hold an angle). And in top level play you aren’t just going to walk into the next room and happen on a better weapon. Set up team will be controlling the stronger angles, positions, and weapons.

In order to protect against that advantage spawners need A CHANCE at winning fights with what they spawn with. This is the reason BR starts became a thing to begin with back in H2. Slowing down he TTK is actually counter the the original purpose of the BR becoming the starting weapon.

Sure. It’s capable at range. But in a pro level game where a commando can kill in two thirds the time, range alone isn’t going to be enough of a benefit.

So why would players be encouraged to find more useful tools? Because they are more useful. A faster TTK BR doesn’t prevent the usefulness of a Pulse Carbine or Plasma Pistol striping shields. It doesn’t change the AOE effects of the Ravager or electric weapons. The shotguns still have a clear CQC advantage.

And the real question is if having a fast TTK is bad for a starting loadout, why do the AR and Sidekick both kill faster?

Yes. Team shooting isn’t a great meta. But a slow TTK MAKES that meta. If the most viable way to kill people at range is team shot, it is what pro players will default too. Players who are less familiar with how halo has evolved over the years will blame the “OP BR” for it taking over the meta, but the truth is: ever since CE the Bungie Halo games starting weapons became slower and less reliable and this had a direct correlation to increase in team shot.

But that isn’t to say the starting weapon should also be slow.

Map pickups should offer niche uses and also punish poor gunplay. They do both of those well in Infinite and a faster optimal kill time on the BR wouldn’t change that. Because it can still have a slow AVERAGE kill time. Meaning, although spawners have that chance that were talking about earlier, they can still be plenty of room for error, because the weapon requires skill, whether that’s because of projectile speed or reduced aim assist.

That’s why my problem with the BR is as much about TTK as it is difficulty.

And when players spawn without a secondary, they are most certainly going to pick up this useful tools no matter if they are power weapons or not. Perhaps the the kill feed will still be flooded little Battle Rifle silhouettes but that doesn’t mean players aren’t losing their shields to plasma weapons or being deterred from locations with area of denial. Its just that power weapons are designed to be the straight upgrades on the map, not every single pickup, because that only serves to weaken the individual off spawn.

And that’s what this is ultimately about. Empowering the individual. Because what makes Halo fun to play and to watch and what makes it competitively viable is empowering the individual to make plays and upset setups. To pull off big flanks. And pull off sick 1v2s.

What I’ve been describing is what Halo started as back in Combat Evolved, and I encourage anyone interested in my points to look up some high level CE gameplay.

The fact of the matter is with Infinite’s new unique sandbox elements and weapons, we could actually have much more viable and interesting pickup situation than any previous title. And having a versatile utility weapon won’t hurt that. And a buffed BR isn’t “literally a more useful gun in any situation.” That’s just an assertion the more casual side of the community likes to repeat at nauseum because they prefer the AR. But since we have Social Arena, we don’t have to compromise the competitive integrity of the game to appease players who aren’t really interested in it in the first place.

A shotgun is still more useful at close range. Plasma weapons are still faster at stripping shields. BRs don’t do area denial. And all the non-BR weapons will likely still have faster optimal and average kill times than the BR situationally, allowing for players who pick them up to have an obvious and clear advantage.

If the AR is finally good and viable at 1.2 seconds to kill, but it doesn’t infringe too much on the rest of the sandbox, there’s no reason that can’t also be true for the BR. Especially because–even though it has longer effective range–a more difficult BR will easily have a longer average kill time than the AR, making it all the more competitively viable by leaving room for individual players to to outshine their opponents and not rely on their teammates.

Sorry to talk your ears off. Obviously I could go on.