Question for anyone interested:
Hypothetically speaking; let’s say that Halo 5 received a remaster/optimization for the Series X/PC. Which means: better lighting, increased frame rate, FOV sliders, etc for the sake of this argument.
What does infinite provide that makes it a better multiplayer experience than 5 on a technical standpoint?
*if you do say things like “it’s more halo-y”, I’m going to need a clear definition on what more halo-y” means.
Infinite has a more classic halo style of play. It has better art design. It has less twitchy gameplay. I can get shot from behind and actually shoot back and maybe win a fight instead of being shot once and then try to turn around to fight just to die as I see who was shooting me.
Most of the things seem to be under the hood stuff. I let the tech wizs answer that.
From an aesthetic design standpoint, everything seems more vibrant and less dull. Armor looks more true to the original Bungie designs for Halo.
Sandbox? Well let’s just say H5’s wasn’t exactly perfect. Low aim assist coupled with the crappy aim controls? A lot more more people struggled except the super sweats who flourish in crappy conditions like that. A lot of the time, perfects were the only way to emwin a gun fight and that’s super punishing and discouraging.
From a true multiplayer standpoint, the Infinite’s sandbox is better than Halo 5’s. However, the battle pass nonsense pretty much ruined the rest. We should’ve had a proper rank up progression system to start with but oh well. It’s coming at least.
I would disagree that H5 is twitchier than Infinite. Infinite’s vastly quicker strafe speed / minimal strafe inertia pretty much puts it on par with H5’s thrusters in my opinion.
I also don’t know what you mean about being shot from being in H5 vs. HI. The TTKs between the magnum and the BR, the starting weapons in both games, are not very different. If anything, the thrusters would make that scenario easier in H5 than HI.
H5 also has actual free customization which was nice. Infinite has virtually no customization unless you have your wallet out.
I also don’t think that the HI sandbox is superior. H5 had a more diverse sandbox in my opinion, at least in Ranked. HI struggles with several weapons that are either totally unviable (disruptor, commando, ravager), don’t exist in ranked (cindershot, hammer), or have needed to be rebalanced (mangler), while H5 had dozens of weapons that all coexisted and were usable in a ranked rotation.
Take midrange–HI basically has just the BR, except a stalker that spawns in one point on one map and so is barely in the game. H5 had the DMR for longer midrange, BR for closer midrange, the magnum as an all-arounder, carbine for those that like the fast pace, and light rifle with more limited ammo but 3-shot capability.
I thought the same thing. Thruster gave you an opportunity to fight back when someone got the jump on you. Twitchy is not a word I’d use to describe Guardians. The pace was very well balanced.
The design in infinite is definitely more dull than 5 if we are talking from a creative standpoint. A lot of the same palette and hues actually make it less interesting compared to 5’s usage of colours in its different environments. 343i is not bungie; by continuing to try to mimic bungie’s vision has shot them in the foot. Let creatives make their own mark on this IP.
Infinite is a lot more inconsistent with the aiming in this game. Hit registration to serve as an example. Movement also inconsistent with how stiff strafing is compared to previous titles where it was more floaty. 5’s movement is more fluid and consistent.
The sand box is makes up for limited poor gameplay due to the limitations the stiff gameplay it has, so I have to disagree with that. The possibilities were endless in 5 because of the options you had as a spartan. If you struggled to hit shots in 5, then it speaks more on your aiming skills than the game itself. I’m a consistent 55%-65% player in 5 and infinite.
to be fair, “free” customization behind a super grindy RNG loot box system wasn’t that great, but at least you could get customizable content with out paying money every week. but also to be fair the items in h5 weren’t that desirable for me. most of it looked very bad.
Infinite has a more clean and intended sandbox. a lot of people complained about the overlap of weapons. also don’t forget that they kept adding weapons throughout the seasons. Infinite is in need of some rebalance and fixes to the current sandbox. i believe that it also needs some of the older weapons for other roles not being properly cover right now.
as for the mid range stuff lets cover that. Commando for close/mid, BR for mid/long and Stalker for slightly longer range. that’s covered pretty well.
Super grindy? If Infinite had the same system as H5, I would have hundreds of free armor pieces to choose from based on the number of games I’ve played. Instead, I currently have like five total armor pieces in Infinite since I don’t pay for BP or buy aesthetics. Hilariously, I can’t even cross colors between armor types in HI. A game or two of Warzone FF was enough to get a Gold pack in H5, so I’m not sure what’s grindy about that compared to HI where you have challenges shoehorning you not only into certain gametypes but even certain weapons or kill types.
In ranked, commando is not viable at any range at least once you hit platinum or diamond, and Stalker is only in one spawn in one map and is thus barely in the game.
Also, of course, H5 had more or less impeccable netcode while we’re six months into Infinite and still phasing through one another while trying to melee and getting shot around corners. So, that’s a big piece for me.
The creatives can do what they want. Just make a good game that works. They already have the armor down and the colors. They just need to make some content.
That’s desync. I’m talking about the deadzones.
H5 has a hardlocked axial deadzone of 12. So really, setting both to 0 doesn’t do much. Infinite’-Yoink!- reg is trash but more so because of the connections and not the game itself.
I have zero problems in training mode. Now, compared to MCC, both iterations of the deadzones are given a run for their money. Modern aiming has got to be the best blessing halo has ever gotten. Props to 343 for that.
Like I said, some people were born to play in crappy conditions. I’m more or so speaking for my experiences. If you’re going to make a fps, how are you going to have crappy aim controls?
Listen, I’m not here to argue why you think 5 is better. I was asked why I would choose Infinite over 5 and I did that. I refuse to participate in unhelpful arguments that will never end because you think your opinion is right, but that’s just it, it’s an opinion. It’s not fact, law, rule or anything else, just how you feel. And I have stated how I feel.
Your experience with the aiming controls doesn’t dictate whether the controls are poor in general. It just means that you specifically are not able to aim effectively.
Haha, fair enough. I don’t think anything in my last post was an opinion–you get a lot more free gear in H5, objectively, and the stalker is barely in the game and the Commando is really not used in ranked above a certain level because it’s not a good gun.
But hey, to each their own. Both games are a lot of fun.
i agree with ravager but the commando and disruptor has a learning curve(although commando needs its bloom decreased.
the h5 sandbox is redundant, something that the series has have issue for a very long time