Halo Infinite feels outdated. A review.

Halo Infinite feels outdated. 1 step forward, 2 steps back.
DISCLAIMER: I know this is a FLIGHT which means I expect there to be balance issues and performance issues. The purpose of this post is not to be mean or spread negativity but to point out the flaws I believe the game has in it’s CURRENT state (Which is the purpose of having a flight).

Lag/stutter:
PC specs: NVIDIA GeForce RTX 2080 SUPER, AMD Ryzen 7 3700X 8-Core Processor 3.60 GHz, RAM 16gb 3600 MHz C16.
I’m not sure if it’s due to lag or if it’s a frame drop/stutter. What happens is, I have these moments where the game freezes for me for a half second. It does this repetitively so I would describe it as a stutter. Not sure what’s happening but it needs to be addressed.

Lag/hit detection:
I cannot seem to shoot people in this game and the aiming feels really weird. There are times when I shoot people and nothing seems to happen. Not sure if that’s due to lag or due to poor hit detection. I play a lot of Halo 4 and I can aim very well in that game. If someone bet me $100 that I would land all of my shots on the next enemy, I would take that bet every time because 90% of the time I’m landing all of my shots. However, in this game I can’t seem to hit anyone, the aiming feels REALLY weird and I’m not sure why. Even when I have my reticle on people, sometimes it seems like I’m just doing no damage. Can anyone explain this to me? Is this a me problem? (I use mouse and keyboard BTW) I’ve some other people complain about this.

Radar range:
The range of the radar in this game is way too short. I didn’t realize how important the radar was for a halo game till now. It’s so close range that by time anyone shows up in it they are already shooting you. It is completely useless as is with the map designs. In a game like halo, where the first person to start shooting wins, you need to be able to track your opponents in a way that isn’t akin to sheer randomness. I seriously hope they buff the radar or at least make a game mode where it is buffed. Radar made it so you could figure out where the enemy was and be tactical about your positioning to win. If you had a larger radar radius, it wouldn’t come down to who shot first.

Spawns:
The spawns right now are very bad. I can spawn somewhere, walk down 1 hallway and have someone spawn where I spawned and kill me from behind (because I don’t have a radar telling me someone just spawned right behind me). This makes you die a lot because you weren’t constantly spinning around 360 degrees.
On the map Behemoth, me and my team were all where the sniper rifles spawn and the enemy team kept spawning right next to one of the grav lifts and one at a time, they kept flying over to us over and over again.
Also, the respawn timer should be 5 seconds not 10.

Frag Grenade damage:
The high damage radius of the frag grenades is WAY too big. If you are within 18m of a frag grenade, you are losing your entire shield and if you aren’t at full shield, you’re dead. They are just VERY powerful and outshine every other grenade currently.

Vehicles are too strong:
4 players can shoot a ghost at the same time with assault rifles and if the ghost lands its shots, the ghost will win. The Warthog is unstoppable unless you have a designated anti-vehicle weapon. The warthog’s chain gun is like a laser that can kill across the map. I don’t think vehicles need a HUGE nerf, just tone down their armor a bit and maybe slightly nerf their damage output.
Personal opinion: I think halo 4 did vehicles the best in that if a team worked together you could take down a vehicle without an anti-vehicle weapon.

Sprint needs a buff:
Sprint is useless right now and the speed needs to be buffed big time. It actually does nothing as is. They need to increase it by at least 10%.

No, you don’t need to change the maps at all. You can increase the movement speed of sprint by 10% and change nothing about the maps, weapons, or vehicles. This is a non-argument. It’ll speed up the game.

Yes, sprint adds depth to the game. Compare it to the energy sword. The energy sword has up sides and down sides. You get an instant kill at close range but you have no long range. You have to swap weapons (Play an animation) in order to have long range. Same principal applies to sprint. The up side is you get to have increased movement speed and the downside is you can’t freely aim around. It’s a modern mechanic.

Not everyone wants sprint so they should just make a playlist with increased sprint speed. They can call it the “modern playlist.”
Also, the slide takes a long time to activate and is also basically useless.

Loadouts:
In Halo Infinite, 60% of your gun fights are 2 people walking up to each other shooting with assault rifles, the first person to shoot wins. This, combined with a short radar, makes for some incredibly dull interactions. Simple is not always good. If you had a larger radar radius, it wouldn’t come down to who shot first.

I know not everyone wants loadouts so they should just make a playlist that features loadouts. I see no reason to not do this. The weapons now, more than ever, lend themselves to having loadouts. It can be a part of the “modern playlist” with buffed sprint speed.

Map design:
Personal opinion: I think the map design is atrocious. There is not enough cover in most of the maps and at any point you can be shot from across the map from at least 3 different places. Bazaar is a good example of what I mean. This is just one example; most of the maps seem to follow this trend. This mixed with poor spawns made me hate most of the maps.

Sniper rifle + grappling hook gamemode:
Please make this a thing. It would greatly please me to swing around like spiderman, sniping fools from across the map.

Summary: The game is inconsistent and boring
Halo Infinite in its current state is very inconsistent. Spawns will either put an enemy right next to you or spawn you across the map. If they spawn right where you just spawned than you will die due to not having a good radar. If you spawn across the map it makes the game very slow because there is effectively no sprint.
Aiming/hit detection seems to not function right (It’s possible this is a me problem but I’ve seen others complain about it too). 60% of your engagements will be assault rifle duels where the first person to start shooting wins. Without an effective radar, you’re just going to get shot in the back by someone with an assault rifle and lose every time because that’s how halo games work without a radar. Radar made it so you could figure out where the enemy was and be tactical about your positioning. Without loadouts and sprint, the game is very slow and boring.

Overall, it feels like they took a step forward in graphics and gun balance but it also feels like they regressed back to a very basic shooter. It was a very lack luster and boring experience. I’m left wanting to play halo 4 again. Halo 4 feels like it just came out when compared to this game. That’s mostly a result of players demanding we remove new and innovative game mechanics.

I’ll, of course, reserve my final judgment for the full release of the game in hopes that they have good playlists that have better game mechanics. However, I don’t see them changing anything significantly (like sprint speed) which is what the game really needs. I’m hoping the game is better than I expect but I’m likely just going to go play Halo 4 because halo 4 feels like a newer experience than halo infinite.

Please, by all means, give me your feedback.

Did we play the same game?

Vehicles are way too easy to take down with dynamo grenades, shock weapons, grapples, and team fire.

Grenade blast radius isn’t that large - especially not the exaggerated 18m you are stating.

Loadouts have been discussed to death. They do not work well with the halo formula - they are the antithesis of core halo multiplayer.

Halo 4 was and is almost universally recognized as the worst HALO multiplayer version - for good reason. Mostly forgettable maps, loadouts, almost no weapon pickups, forgettable weapon sandbox (with the exception of one or 2 interesting additions), a broken sprint - the historically fast player population drop off proved it.

As for maps/cover - I think this is the strongest set of maps we’ve had in a long time. There are nice distinct zones in every map, theming is varied, and pacing is good IMO. I also found there to be lots of interesting navigation and cover features throughout the maps that didn’t stand out at initial glance - for example LiveFire seemed too basic to me but I’m finding it deeper after more play time. I’ve never found there to be a lack of cover.

To me (and the majority if social media is any indication), halo infinite is fresh, modern, and most importantly: FUN!

Edit: also since you think the game is slow, I’d recommend checking out some of Shyway’ s YouTube videos. He does a great job of explaining the depth and complexity of halo combat and movement. You might not fly around the map at 100kph but your brain is still in overdrive, dealing with the high speed input/actions you as a player need to provide.

Yeah I was going to say something but I think Gamer1991 did a very solid job of explaining it.

> Frag Grenade damage:
> The high damage radius of the frag grenades is WAY too big. If you are within 18m of a frag grenade, you are losing your entire shield and if you aren’t at full shield, you’re dead. They are just VERY powerful and outshine every other grenade currently.

I’m not gonna comment on everything but this particular point seemed odd, cause it’s the opposite for me. They seemed pretty weak and inconsistent unless the Frag was right ontop of someone, then they were super-strong.

Bungie had similar thing with weak Frag grenades at the launch of Halo 2. Their first patch was to increase Frags to help against Vehicles, and it worked well in the Halo core gameplay.

I’ll just comment your summary.

Summary: The game is inconsistent and boring
Halo Infinite in its current state is very inconsistent. Spawns will either put an enemy right next to you or spawn you across the map. If they spawn right where you just spawned than you will die due to not having a good radar.
=> In a 4vs4 you need to learn and recognize the spawn, it may not be that easy for a beginner but it is possible. From the kill feed + your teammates placement on the map + you map knowledge you can deduct where an enemy is spawning. This is basic Halo, so you probably had the same problem on the previous ones.

If you spawn across the map it makes the game very slow because there is effectively no sprint.
=> For 4vs4 maps not really it’s action packed, For BTB you have a lot of elements in the map design and vehicles to help you get back into the action quickly.

Aiming/hit detection seems to not function right (It’s possible this is a me problem but I’ve seen others complain about it too). 60% of your engagements will be assault rifle duels where the first person to start shooting wins.
=> That may be a hardware issue. You can strafe or hide behind design elements, launch a grenade etc… Spartans move really fast in infinite and strafing is crazy.

Without an effective radar, you’re just going to get shot in the back by someone with an assault rifle and lose every time because that’s how halo games work without a radar.
Radar made it so you could figure out where the enemy was and be tactical about your positioning. Without loadouts and sprint, the game is very slow and boring.
=> You kind of summarize your problem, you’re missing map awareness. You don’t really understand what’s going on in a game, where the action is and where enemies are. It makes the game slow for you then you think that you’re missing out because sprint is not as fast. Which means that if sprint was faster you’d be sprinting faster across the map into the action, when enemies are actually in your back but you don’t see it. That’s quite funny when you think about it.

it’s just about to have a good weapon to counter vehicles and having a very good sense of placement on the map.
I did have the problem of respawning but that’s fixable.

Radar range - I agree it is too small (especially in btb) but Halo isnt a game where the 1st person shooting wins. Its puts the fight in their favor but thats it.

Spawns - I havent had that happen to me but that doesnt mean its not true. As for the behemoth example, its not a great one. At the end of the day you were mid map and the game spawned them at a base that was free of your team. The players then used the map traversal options to get to you. The spawn system worked fine there, especially given Behemoth is a big map

Frags - I havent measured the damage radious but I dont think its that big. Honestly I find the dynamo grenade way more useful then frags given their damage over time, slow and area denial effects. Could the range of frags be toned down? Maybe. I would have to actually test the damage ranges to be sure though.

Vehicles - this view seems to vary on person. Vehicles SHOULD be strong. They are a vehicle. The ghost, while armored in the front, keeps the drive pretty open to fire and drop. YOu can also easily counter ANY vehicle with 1 dynamo grenade, or the grapple. Heck, the repulsor does a great job at it. I personally think the health is fine on vehicles given how many tools and weapons directly counter them. Even if you dont have a power weapon, dynamo grenades spawn all over the map. Plus, we know the disruptor pistol will also be able to disable vehicles. This stuns them for 3 secs which is massive and makes the passangers easy targets.

Sprint - hard disagree. Once you start buffing sprints speed you start making it a requirement when it comes to movement given how steep the buff it gives you is. That would not be productive for Halos combat loop or infinites map design. Live fire, Bazaar and recharge are ALL extremely small maps. A buffed sprint only makes those maps flow poorly and would prob exaserbate the spawn issues you ran into prior.

Loadouts - just no. Halo is all about even starts. That ends that conversation there. H4 experimented with this and it made games play terribly in the context of the Halo combat flow. I get the compaint about it being an AR heavy game (and to an extent, social is) but making loadouts is not the way to address is. You adjust the AR. Again though, even in this scenario Infinite still isnt a who shot first game.

Maps - we can disagree here but Halo isnt a cover based shooter. Its engagements are mid range in most scenarios and the combat flow is meant to be that when you engage, you have to engage. Not fire and pop back behind cover. You need to commit. That being said, I do think you have a point with Bazaar. The middle needs something to break up the open space on the second floor. Even if it was just a billar going stright up the middle.

Sniper + grapple - yep, that be a fun goofy mode for sure.

I dont agree with the statement “regressed back to a basic shooter” given Halo in its current state is a Shooter that doesnt exist on the market. Shooters have become a homogynous and generally play very similar to one another with a couple differences. BF and cod only really differ in the scale of the maps (yes I know thats a very watered down statement, there are more significant differences but in the foundations they are the same). Games with loadouts and amazing sprint are a dime a dozen, you can throw rock in any direction and hit one. However, there isnt a shooter that is physics based and an arena fair starts shooter on the market (closest thing is splitgate but that lacks anything outside of the player).

Halo has never been a basic shooter given all the systems running in conjuction with the player. BF has some of this (well before BF1 and BF 5 though 2042 is shifting back into it) but still feels like a twitch shooter at its core (and imo feels worse now that classes lost their flavor given they can now all weild any weapon). Anyway, thats kind of a tangent and doesnt mean anything here.

I think you do have some get criticisms and or at least coincidently bring up some goods ones but the overall conclusion of the criticisms doesnt make much sense to me.

You can always go back and play Halo 4, it’s not going anywhere.
A lot of the things you described would turn Halo infinites balance, game design and identity on its head. It’s just not the game you wanted it to be.

> 2533274856169067;1:
> Summary: The game is inconsistent and boringHalo Infinite in its current state is very inconsistent. Spawns will either put an enemy right next to you or spawn you across the map. If they spawn right where you just spawned than you will die due to not having a good radar. If you spawn across the map it makes the game very slow because there is effectively no sprint.
> Aiming/hit detection seems to not function right (It’s possible this is a me problem but I’ve seen others complain about it too). 60% of your engagements will be assault rifle duels where the first person to start shooting wins. Without an effective radar, you’re just going to get shot in the back by someone with an assault rifle and lose every time because that’s how halo games work without a radar. Radar made it so you could figure out where the enemy was and be tactical about your positioning. Without loadouts and sprint, the game is very slow and boring.
>
> Overall, it feels like they took a step forward in graphics and gun balance but it also feels like they regressed back to a very basic shooter. It was a very lack luster and boring experience. I’m left wanting to play halo 4 again. Halo 4 feels like it just came out when compared to this game. That’s mostly a result of players demanding we remove new and innovative game mechanics.
>
> I’ll, of course, reserve my final judgment for the full release of the game in hopes that they have good playlists that have better game mechanics. However, I don’t see them changing anything significantly (like sprint speed) which is what the game really needs. I’m hoping the game is better than I expect but I’m likely just going to go play Halo 4 because halo 4 feels like a newer experience than halo infinite.
>
> Please, by all means, give me your feedback.

“The game is inconsistent and boring.”

^This is the most succinct summary of Infinite’s multiplayer I’ve seen so far.

All i can say is that you would represent a very small minority in the community with your judgement on everything… Gamer1991 definitely explained it better than I could have.

I think people that will be playing this on PC are probably not well represented on these forums. I could be wrong, but I have a feeling that most aren’t using these forums.

> 2631120853748872;2:
> Did we play the same game?
>
> Vehicles are way too easy to take down with dynamo grenades, shock weapons, grapples, and team fire.
>
> Grenade blast radius isn’t that large - especially not the exaggerated 18m you are stating.
>
> Loadouts have been discussed to death. They do not work well with the halo formula - they are the antithesis of core halo multiplayer.
>
> Halo 4 was and is almost universally recognized as the worst HALO multiplayer version - for good reason. Mostly forgettable maps, loadouts, almost no weapon pickups, forgettable weapon sandbox (with the exception of one or 2 interesting additions), a broken sprint - the historically fast player population drop off proved it.
>
> As for maps/cover - I think this is the strongest set of maps we’ve had in a long time. There are nice distinct zones in every map, theming is varied, and pacing is good IMO. I also found there to be lots of interesting navigation and cover features throughout the maps that didn’t stand out at initial glance - for example LiveFire seemed too basic to me but I’m finding it deeper after more play time. I’ve never found there to be a lack of cover.
>
> To me (and the majority if social media is any indication), halo infinite is fresh, modern, and most importantly: FUN!

Who cares about social media and what people are saying? They tend to not be very critical and go with the flow. They’re trying to sell whatever and get clicks. I could care less about what someone else thinks. Fresh and Modern? Out of the newer games I play, Halo still feels like it’s trying to figure out a way to incorporate these modern mechanics into the game that pleases everyone.

Halo is slow and deliberate, but that’s why it worked on console while not having a big following on PC. Maybe they should ditch the Halo title for PC and just make a cool modern Arena shooter that isn’t a Quake clone.

I agree with OP on:
-Radar is too small
-Grenade damage, IDK if it’s that, but I feel like there’s just too many. I’m constantly either having to dodge them or getting hit almost immediately after spawning.
-Sprint does need a buff. The purist on here will argue otherwise, but they’re only okay with the current sprint because it’s basically useless. Mediocracy trying to please everyone.
-I also experienced weird hit reg. The game isn’t optimized and we don’t even have a fullscreen mode yet. I wonder if performance plays into it.

> 2533274801036271;3:
> Yeah I was going to say something but I think Gamer1991 did a very solid job of explaining it.

Same lol

> 2533274997773205;11:
> I think people that will be playing this on PC are probably not well represented on these forums. I could be wrong, but I have a feeling that most aren’t using these forums.
>
>
> > 2631120853748872;2:
> > Did we play the same game?
> >
> > Vehicles are way too easy to take down with dynamo grenades, shock weapons, grapples, and team fire.
> >
> > Grenade blast radius isn’t that large - especially not the exaggerated 18m you are stating.
> >
> > Loadouts have been discussed to death. They do not work well with the halo formula - they are the antithesis of core halo multiplayer.
> >
> > Halo 4 was and is almost universally recognized as the worst HALO multiplayer version - for good reason. Mostly forgettable maps, loadouts, almost no weapon pickups, forgettable weapon sandbox (with the exception of one or 2 interesting additions), a broken sprint - the historically fast player population drop off proved it.
> >
> > As for maps/cover - I think this is the strongest set of maps we’ve had in a long time. There are nice distinct zones in every map, theming is varied, and pacing is good IMO. I also found there to be lots of interesting navigation and cover features throughout the maps that didn’t stand out at initial glance - for example LiveFire seemed too basic to me but I’m finding it deeper after more play time. I’ve never found there to be a lack of cover.
> >
> > To me (and the majority if social media is any indication), halo infinite is fresh, modern, and most importantly: FUN!
>
> Who cares about social media and what people are saying? They tend to not be very critical and go with the flow. They’re trying to sell whatever and get clicks. I could care less about what someone else thinks. Fresh and Modern? Out of the newer games I play, Halo still feels like it’s trying to figure out a way to incorporate these modern mechanics into the game that pleases everyone.
>
> Halo is slow and deliberate, but that’s why it worked on console while not having a big following on PC. Maybe they should ditch the Halo title for PC and just make a cool modern Arena shooter that isn’t a Quake clone.
>
> I agree with OP on:
> -Radar is too small
> -Grenade damage, IDK if it’s that, but I feel like there’s just too many. I’m constantly either having to dodge them or getting hit almost immediately after spawning.
> -Sprint does need a buff. The purist on here will argue otherwise, but they’re only okay with the current sprint because it’s basically useless. Mediocracy trying to please everyone.
> -I also experienced weird hit reg. The game isn’t optimized and we don’t even have a fullscreen mode yet. I wonder if performance plays into it.

I’m a PC player (and on Xbox years ago). I don’t think there is anything in halo that is incongruent with pc play. You used a good word - deliberate. Halo feels deliberate and it SHOULD! Your choices and inputs shouldn’t be arbitrary. In halo the point is you are supposed to think about your choices and movement and be deliberate.

I never said social media was the be all end all, but if 99% of what you see from the general public about HI is praise and good vibes, then it’s a very strong signal that the average person playing the game likes it.

Halo (a physics heavy, sandbox arena shooter) is what I’ve been waiting for for a long time in a new game. Does it feel like I’m flying around like I’m playing no clip scouts/knives? No - and thank goodness it doesn’t. I don’t want halo to feel like Cod or apex. I’ll play those if I want I want a “movement” shooter - personally I don’t find movement shooters to be that engaging but that’s just me.

I want halo to feel like a deliberate, somewhat tactical, but mostly sandbox heavy arena shooter. I’m 1000% sure I’m not the only one, by a long shot.

You’ve got some decent points, but I had to stop at loadouts. It is pretty well established that loadouts just do not work with this game. They are just not compatible with Halo’s balanced, arena style gameplay. They already tried going that direction with Halo 4 and it was received disastrously.

The one thing I have to say about Loadouts is “Why not for PvE/Customs?” If they have Firefight or another SpOps then it’d fit right in there. Custom games could benefit as well - all the while not intruding on the Arena half of the game where it very, very, absolutely does not belong.

With that out of the way, in Big Team you had weapons all over the place. Starting zone would have several Commandos/BR’s stationed around the base and then several more weapons and equipment parked away inside it. Then there’s the weapons scattered around and the caches… Except for seeing someone right as they spawn, it was fairly uncommon to see someone just using an AR the entire time. I had a somewhat different experience in the 4v4, but in Big Team there was more than enough variety to go around.

“Halo Infinite feels outdated”

“mentions minor nuisances that have nothing to do with direction”

Like, you do realize what the word outdated means right?

> 2533274997773205;11:
> I think people that will be playing this on PC are probably not well represented on these forums. I could be wrong, but I have a feeling that most aren’t using these forums.
>
>
> > 2631120853748872;2:
> >
>
> -Sprint does need a buff. The purist on here will argue otherwise, but they’re only okay with the current sprint because it’s basically useless. Mediocracy trying to please everyone.

You know what was actually mediocre? Every Halo after halo 3. A big part of why this franchise is in the bin right now is enhanced mobility. Finally, 343 are scaling it back and bringing classic halo principles into the fore. We’ve had a decade of failure with sprint (among other mobility mechanics) being too strong, I think tuning it down is well overdue.

Disagree

> 2533274926527272;14:
> You’ve got some decent points, but I had to stop at loadouts. It is pretty well established that loadouts just do not work with this game. They are just not compatible with Halo’s balanced, arena style gameplay. They already tried going that direction with Halo 4 and it was received disastrously.

You didn’t mention anything about my playlist idea. Why not allow us to have a playlist with loadouts? They worked great in halo reach, 4, and 5. So you’re just wrong about them not meshing with halo’s combat. But even if you were right about that, there are still hundreds of thousands of players who love fast sprint and loadouts. So I ask, why are you so against us having a playlist of our own?

> 2631120853748872;2:
> Did we play the same game?
>
> Vehicles are way too easy to take down with dynamo grenades, shock weapons, grapples, and team fire.
>
> Grenade blast radius isn’t that large - especially not the exaggerated 18m you are stating.
>
> Loadouts have been discussed to death. They do not work well with the halo formula - they are the antithesis of core halo multiplayer.
>
> Halo 4 was and is almost universally recognized as the worst HALO multiplayer version - for good reason. Mostly forgettable maps, loadouts, almost no weapon pickups, forgettable weapon sandbox (with the exception of one or 2 interesting additions), a broken sprint - the historically fast player population drop off proved it.
>
> As for maps/cover - I think this is the strongest set of maps we’ve had in a long time. There are nice distinct zones in every map, theming is varied, and pacing is good IMO. I also found there to be lots of interesting navigation and cover features throughout the maps that didn’t stand out at initial glance - for example LiveFire seemed too basic to me but I’m finding it deeper after more play time. I’ve never found there to be a lack of cover.
>
> To me (and the majority if social media is any indication), halo infinite is fresh, modern, and most importantly: FUN!
>
> Edit: also since you think the game is slow, I’d recommend checking out some of Shyway’ s YouTube videos. He does a great job of explaining the depth and complexity of halo combat and movement. You might not fly around the map at 100kph but your brain is still in overdrive, dealing with the high speed input/actions you as a player need to provide.

Yes, vehicles are easy to take down with Dynamo grenades, an anti-vehicle weapon, just like I said. The problem is they are not easy enough to take down with anything other than an anti-vehicle weapon. 80% of the time you will not have anti-vehicle weapons which means 80% of the time vehicles are almost unstoppable.

I may have exaggerated a little but not much. If I had to guess the large damage radius is likely about 8-10m which is WAY bigger than any other halo.

“Loadouts have been discussed to death. They do not work well with the halo formula - they are the antithesis of core halo multiplayer.”
This just isn’t true, they worked in reach, 4, and 5. They compliment halo gameplay very well. hundreds of thousands of players like loadouts so why not make a playlist for them? Can you answer that? Why not just let those players have a playlist?

Halo 4 is not universally recognized as the worst halo. hundreds of thousands of players love halo 4 and played it to death. It’s only the halo purists who think halo 4 sucked. Considering halo 4 came out when consoles were falling off and right after bungie quit making halo, I would say it did VERY well for it’s circumstances. You may not like it but halo 4 did very well and lots of people like it.

Maps are always going to be opinion based. I’ll just say, it’s not so much about cover, it’s about having to watch 3 different locations all at once at any given moment because the maps are too open.

Halo Infinite feels like a worse version of halo 3 and halo 3 does not hold up which is why I say it feels out dated.

“You might not fly around the map at 100kph but your brain is still in overdrive”
Maybe during gun fights but the slowness comes from all the waiting around you have to do to get to the gun fights. Without sprint, the game is slow. There’s a 10 second respawn timer. You end up spending almost as much time waiting as you do playing.