Halo and Call of Duty are both very successful FPS franchises and I enjoy them both. However, they are both successful for different reasons. Even though they’re both in the FPS genre, they have very different gameplay styles.
The gameplay that was established in Halo, Halo 2, and Halo 3 is that everyone starts out on equal footing at spawn: same weapons, same abilities, same health/shield regeneration. Any additional abilities, like Overshield, Active Camo, shotgun, Rocket Launcher, etc. were on the map and had to be fought over to obtain. This encouraged teamwork, communication, and strategy. Halo 4 broke that when it tried to make Halo more like Call of Duty by adding personal ordnance (killstreaks), unlockable weapons/customizable loadouts, and perks. They are fun and seem like cool ideas, but they add such an element of randomness and unplanability (yes, I know that’s not a word) to the game. Personal Ordnance adds too many power weapons to the map, and they’re freely given, not earned through teamwork and strategy. With the addition of perks, the winner and loser of a battle in a match is decided by who has the most appropriate perk in that particular engagement, not by strategy and outmaneuvering.
The strategy and teamwork of Halo has disappeared with Infinity settings. That’s why I only play in non-Infinity playlists, like Team Doubles (Doubles Pro), Team Snipers, SWAT, and Team Throwdown.
If you like Infinity settings, cool. I don’t think 343i should get rid of it necessarily, but I will tell you this: Halo 4 had the best first-day sales of any Halo game, yet its daily population after only one month is the worst. Obviously, the hype and expectation was more than there, but Halo 4 didn’t deliver.
As for “little tweaks,” what Halo needs is the Infinity settings moved to a small section of gameplay (like Flood, taking up only one playlist), or removed altogether. If 343i can do that with the next Halo, it may be able to bring back some of the ± 350k players it lost.