Just wondering what the community’s thoughts are on this:
I'm hoping the aim-assist in Halo Infinite will be decreased over what it is in Halo 5, at least for the Hardcore / Competitive Playlists - in Social & Casual play it's fine I guessI hope Infunite is less competative focused, Halo 5 drove away a good portion of its casual players during launch.
I agree that it should certainly be decreased for competitive playlists but also think it should be decreased for social and casual playlists too, from Halo 5. If only by a small amount.
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> I hope Infunite is less competative focused, Halo 5 drove away a good portion of its casual players during launch.
I get what you’re saying.
I don’t think it should be less competitive, there just needs to be balance.
Halo 3 had the perfect balance between competitive and casual play.
In my opinion they should make social playlists more casual (vehicles, spartan abilities and what not) and ranked / Hardcore more minimal (no radar, vehicles, AR’s, spartan abilites etc.)
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> I hope Infunite is less competative focused, Halo 5 drove away a good portion of its casual players during launch.
Having less bullet magnetism isn’t going to hurt casual players. If you need an example, just look at the original CE which has a couple of the hardest weapons in any Halo game to use effectively and it also has some of the most depth required to be good at it. In that game though, you can play it using the same settings at the most casual and competitive levels and still have fun. As long as the matchmaker does its job correctly, much higher and lower skill levels shouldn’t intermingle where appropriate and those skill gaps with the weapons and game won’t be an issue.
Rip the aim assist and magnetism from Halo CE, wholesale.
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> > 2533274964430348;2:
> > I hope Infunite is less competative focused, Halo 5 drove away a good portion of its casual players during launch.
>
> Having less bullet magnetism isn’t going to hurt casual players. If you need an example, just look at the original CE which has a couple of the hardest weapons in any Halo game to use effectively and it also has some of the most depth required to be good at it. In that game though, you can play it using the same settings at the most casual and competitive levels and still have fun. As long as the matchmaker does its job correctly, much higher and lower skill levels shouldn’t intermingle where appropriate and those skill gaps with the weapons and game won’t be an issue.
Well said
Definitely want it lower, a long with aim assist.
This also brings me to the related subject of TTK.
Anyone else think its too fast in H5?
What happened to those good old long extended br strafe battles 
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> This also brings me to the related subject of TTK.
>
> Anyone else think its too fast in H5?
>
> What happened to those good old long extended br strafe battles 
The optimal kill times are not, but the average kill times are, which comes back down to the weapons being too easy to use. Ideally, you’d want the optimal kill time to be fast so that you have a chance against multiple opponents if you nail your shots, but you obviously also want it to be rare and difficult for players to get near that optimal kill time. It’s a failure at the latter part that causes players to think “the kill times are too fast” when the actual problem isn’t how fast the weapons are, but how easy they are to aim.
Just do Halo 3 but make the BR hitscan.
I hope it’s lower too, preferably none at all. Aim assist yes, but if you’re off target then you’re off target.
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> This also brings me to the related subject of TTK.
>
> Anyone else think its too fast in H5?
>
> What happened to those good old long extended br strafe battles 
It’s the shields. Ever since Halo 2 Mjolnir shields have seemed to have the consistency of a wet paper bag, and it’s only gotten worse.
Back in CE, you could take more than a few hits…now you just fold in half.
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> Just do Halo 3 but make the BR hitscan.
Agreed