Halo infinite first flight love and hate

I will go first loved how you could grapple weapons flying through the sky. Hated that sliding is faster then normal movement or sprinting. Who’s next?

Loved the change between red and blue. Hated the “sidekick” i think they should slow the fire rate and have it a 6 or 5 shot lile h5

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> Loved the change between red and blue. Hated the “sidekick” i think they should slow the fire rate and have it a 6 or 5 shot lile h5

I am on the fence about team colours as red vs blue is a classic and some people might get confused by the team colours. I think the sidekick is fine the way it is as there is a more slower shotgun in infinite but has not appeared in the flights yet

Spudds1313 needs to be recruited to MLG

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> Spudds1313 needs to be recruited to MLG

If your not going to add anything constructive to the post then please do not post

Loved Colour Outlines, Movement, Bots, Bulldog, AR, Grapple, all 3 maps.

Hated… Uh… Nothing.

Wasn’t a fan of, but know that things may yet change a lot: Heatwave (because I suck, it’s actually really cool), Bot Accuracy Vs Flinch (no scoping for you!)…

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> Loved the change between red and blue. Hated the “sidekick” i think they should slow the fire rate and have it a 6 or 5 shot lile h5

thats no longer a sidekick then, its a primary weapon which shouldnt be a thing

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> > 2535408741686745;2:
> > Loved the change between red and blue. Hated the “sidekick” i think they should slow the fire rate and have it a 6 or 5 shot lile h5
>
> thats no longer a sidekick then, its a primary weapon which shouldnt be a thing

Ah well let it be primary then cuz the h5 pistol was the most balanced gun ever. I wouldnt mind it

Loved the gameplay mechanics

Hated the shield visuals. They were difficult to understand the state a Spartan is in. Would prefer to have the option to change shield and outline cookies seperately.

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> > > Loved the change between red and blue. Hated the “sidekick” i think they should slow the fire rate and have it a 6 or 5 shot lile h5
> >
> > thats no longer a sidekick then, its a primary weapon which shouldnt be a thing
>
> Ah well let it be primary then cuz the h5 pistol was the most balanced gun ever. I wouldnt mind it

Definitely not the most balanced gun ever since it’s still a precision weapon and if it’s in infinite it should be a pickup like all the other precision weapons. The flight did a good job of making the AR actually viable which is great for lower skilled players. I still defaulted to the sidekick more often than not but it’s so much more balanced compared to the H5 pistol.

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> > > Loved the change between red and blue. Hated the “sidekick” i think they should slow the fire rate and have it a 6 or 5 shot lile h5
> >
> > thats no longer a sidekick then, its a primary weapon which shouldnt be a thing
>
> Ah well let it be primary then cuz the h5 pistol was the most balanced gun ever. I wouldnt mind it

So much evidence for this…but a big portion of the community cry over it being good at what it was designed for…and then make a ridiculous statement that they’re sick of that gun…give them the BR…when in reality there was 2 games back to back with that (BR) weapon but they weren’t sick of it somehow?

Nostalgia DOH!

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> > > > Loved the change between red and blue. Hated the “sidekick” i think they should slow the fire rate and have it a 6 or 5 shot lile h5
> > >
> > > thats no longer a sidekick then, its a primary weapon which shouldnt be a thing
> >
> > Ah well let it be primary then cuz the h5 pistol was the most balanced gun ever. I wouldnt mind it
>
> Definitely not the most balanced gun ever since it’s still a precision weapon and if it’s in infinite it should be a pickup like all the other precision weapons. The flight did a good job of making the AR actually viable which is great for lower skilled players. I still defaulted to the sidekick more often than not but it’s so much more balanced compared to the H5 pistol.

How is the h5 magnum weapon not balanced? The people who play professionally…where balance matters most…all agree it’s the most balanced weapon…are they wrong on so many levels? Fill me in.

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> > > > > Loved the change between red and blue. Hated the “sidekick” i think they should slow the fire rate and have it a 6 or 5 shot lile h5
> > > >
> > > > thats no longer a sidekick then, its a primary weapon which shouldnt be a thing
> > >
> > > Ah well let it be primary then cuz the h5 pistol was the most balanced gun ever. I wouldnt mind it
> >
> > Definitely not the most balanced gun ever since it’s still a precision weapon and if it’s in infinite it should be a pickup like all the other precision weapons. The flight did a good job of making the AR actually viable which is great for lower skilled players. I still defaulted to the sidekick more often than not but it’s so much more balanced compared to the H5 pistol.
>
> How is the h5 magnum weapon not balanced? The people who play professionally…where balance matters most…all agree it’s the most balanced weapon…are they wrong on so many levels? Fill me in.

The optimal time to kill on a sidekick is 1.1 seconds but that target has to be close to get that along with optimal bloom. It also gets less accurate very quickly as fire rate and distance become factors. The optimal time to kill on a BR is 1.55 seconds and that makes it a competitive weapon at pretty much any distance but by no means makes it dominant at close ranges since the AR has a TTK of 1.15-1.40 seconds depending on what parts of the body gets hit. The VK Commando’s TTK is 1 second flat but the recoil makes it harder to optimize. All of this represents the brilliance of Halo Infinite’s upcoming multiplayer. Everything is viable and everything has trade offs. The BR gives perfect precision but slower TTK, the Sidekick has a great TTK but has bloom and falls off at a distance, the VK Commando gives amazing TTK but has intense recoil and is harder to control at close distances, and finally the AR has a variable TTK with recoil and distance factoring in. Everything having a place in certain situations is crucial. The H5 pistol would throw off this balance since it really doesnt have any trade-offs and adding it into the game would be a mistake IMO unless you make it a precision pick up and not a primary weapon to start with.

I like that there’s an outline color for opponents and friendlies. Allowing us to fully customize our Spartan in our desired colors is pretty dope. I’m sure I’ll make mine either blacked out or black with pink trim.

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> Loved the gameplay mechanics
>
> Hated the shield visuals. They were difficult to understand the state a Spartan is in. Would prefer to have the option to change shield and outline cookies seperately.

I was thinking something very similar to this as well. The shields almost blended in and didn’t stand out enough for the user playing to fully understand what state they were in.

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> > > > > > 2535408741686745;2:
> > > > > > Loved the change between red and blue. Hated the “sidekick” i think they should slow the fire rate and have it a 6 or 5 shot lile h5
> > > > >
> > > > > thats no longer a sidekick then, its a primary weapon which shouldnt be a thing
> > > >
> > > > Ah well let it be primary then cuz the h5 pistol was the most balanced gun ever. I wouldnt mind it
> > >
> > > Definitely not the most balanced gun ever since it’s still a precision weapon and if it’s in infinite it should be a pickup like all the other precision weapons. The flight did a good job of making the AR actually viable which is great for lower skilled players. I still defaulted to the sidekick more often than not but it’s so much more balanced compared to the H5 pistol.
> >
> > How is the h5 magnum weapon not balanced? The people who play professionally…where balance matters most…all agree it’s the most balanced weapon…are they wrong on so many levels? Fill me in.
>
> The optimal time to kill on a sidekick is 1.1 seconds but that target has to be close to get that along with optimal bloom. It also gets less accurate very quickly as fire rate and distance become factors. The optimal time to kill on a BR is 1.55 seconds and that makes it a competitive weapon at pretty much any distance but by no means makes it dominant at close ranges since the AR has a TTK of 1.15-1.40 seconds depending on what parts of the body gets hit. The VK Commando’s TTK is 1 second flat but the recoil makes it harder to optimize. All of this represents the brilliance of Halo Infinite’s upcoming multiplayer. Everything is viable and everything has trade offs. The BR gives perfect precision but slower TTK, the Sidekick has a great TTK but has bloom and falls off at a distance, the VK Commando gives amazing TTK but has intense recoil and is harder to control at close distances, and finally the AR has a variable TTK with recoil and distance factoring in. Everything having a place in certain situations is crucial. The H5 pistol would throw off this balance since it really doesnt have any trade-offs and adding it into the game would be a mistake IMO unless you make it a precision pick up and not a primary weapon to start with.

Your argument revolves around bloom and recoil for most weapons…2 mechanics that create random variables and detract from skill…this is the entire reason reach got the zero bloom playlist and the entire reason halo 3 had mlg settings (increased damage) to offset the random spread of the BR…then you’re going over weapons in an unfinished game…in a social playlist…you may need to rethink things.

Not to mention have you seen how the commando performs while hip fire vs zoomed in? When crouched and when not crouched? Watch snakebites video on it…the professional player. He may have labeled the video something like broken weapon in infinite or something of that sorts.

In social, maybe its fun to have the weapons viable. For competitive though…everything needs to be balanced and most importantly your spawn weapon can’t be garbage vs a map pick up. This is why BR starts was created in old halo. For halo infinite I’m assuming competitive starts will be the BR. So the main argument brought up is BR vs h5 magnum…and it’s simply put to rest by this.

What is objectively better? A single shot 1 bullet weapon where your bullet travels to exactly where YOU aim it? Or a burst shot 3 bullet weapon where 1 or 2 of those bullets may randomly miss (spread) or a player can swipe across the screen for a headshot where 2 bullets miss but that lucky 1 bullet gets the prize?

I can’t tell you how the h5 magnum would perform in infinite because infinite is a different game with a different sandbox. I don’t advocate to have it show up in social. For competitive though? I definitely wouldn’t mind it at all. It’s such a better weapon tuned for arena than the BR. Nostalgia is to heavily swaying most people’s minds. In a mode where all players start with it and map weapons still fill their niche? Perfect . But I do get your points over newer weapons cause its a new game…however…some of these mechanics are bad and have generally never been well received for precision weapons…this artificial necessity of pacing the shots like in reach…watching some competitive play and seeing just how bad some of the 1v1s could turn out was pretty bad man. It just gives an unnecessary random variable sometimes. I hope you understand where I’m coming from. Of course some weapons are designed the way they are as trade offs as you said. So I do get those points.

I liked how the AR was actually useful for once. Also how the weapons sounded viscious. I cranked up my tv volume just to here the intensity. Also really liked the menu music.

Didn’t like the gravity hammer and sniper. Didn’t like how grenade explosions look.

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> I liked how the AR was actually useful for once. Also how the weapons sounded viscious. I cranked up my tv volume just to here the intensity. Also really liked the menu music.
>
> Didn’t like the gravity hammer and sniper. Didn’t like how grenade explosions look.

Agreed, the assault rifle was definitely useful and I saw myself using it more than the sidekick.

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> > > > > > > Loved the change between red and blue. Hated the “sidekick” i think they should slow the fire rate and have it a 6 or 5 shot lile h5
> > > > > >
> > > > > > thats no longer a sidekick then, its a primary weapon which shouldnt be a thing
> > > > >
> > > > > Ah well let it be primary then cuz the h5 pistol was the most balanced gun ever. I wouldnt mind it
> > > >
> > > > Definitely not the most balanced gun ever since it’s still a precision weapon and if it’s in infinite it should be a pickup like all the other precision weapons. The flight did a good job of making the AR actually viable which is great for lower skilled players. I still defaulted to the sidekick more often than not but it’s so much more balanced compared to the H5 pistol.
> > >
> > > How is the h5 magnum weapon not balanced? The people who play professionally…where balance matters most…all agree it’s the most balanced weapon…are they wrong on so many levels? Fill me in.
> >
> > The optimal time to kill on a sidekick is 1.1 seconds but that target has to be close to get that along with optimal bloom. It also gets less accurate very quickly as fire rate and distance become factors. The optimal time to kill on a BR is 1.55 seconds and that makes it a competitive weapon at pretty much any distance but by no means makes it dominant at close ranges since the AR has a TTK of 1.15-1.40 seconds depending on what parts of the body gets hit. The VK Commando’s TTK is 1 second flat but the recoil makes it harder to optimize. All of this represents the brilliance of Halo Infinite’s upcoming multiplayer. Everything is viable and everything has trade offs. The BR gives perfect precision but slower TTK, the Sidekick has a great TTK but has bloom and falls off at a distance, the VK Commando gives amazing TTK but has intense recoil and is harder to control at close distances, and finally the AR has a variable TTK with recoil and distance factoring in. Everything having a place in certain situations is crucial. The H5 pistol would throw off this balance since it really doesnt have any trade-offs and adding it into the game would be a mistake IMO unless you make it a precision pick up and not a primary weapon to start with.
>
> Your argument revolves around bloom and recoil for most weapons…2 mechanics that create random variables and detract from skill…this is the entire reason reach got the zero bloom playlist and the entire reason halo 3 had mlg settings (increased damage) to offset the random spread of the BR…then you’re going over weapons in an unfinished game…in a social playlist…you may need to rethink things.
>
> Not to mention have you seen how the commando performs while hip fire vs zoomed in? When crouched and when not crouched? Watch snakebites video on it…the professional player. He may have labeled the video something like broken weapon in infinite or something of that sorts.
>
> In social, maybe its fun to have the weapons viable. For competitive though…everything needs to be balanced and most importantly your spawn weapon can’t be garbage vs a map pick up. This is why BR starts was created in old halo. For halo infinite I’m assuming competitive starts will be the BR. So the main argument brought up is BR vs h5 magnum…and it’s simply put to rest by this.
>
> What is objectively better? A single shot 1 bullet weapon where your bullet travels to exactly where YOU aim it? Or a burst shot 3 bullet weapon where 1 or 2 of those bullets may randomly miss (spread) or a player can swipe across the screen for a headshot where 2 bullets miss but that lucky 1 bullet gets the prize?
>
> I can’t tell you how the h5 magnum would perform in infinite because infinite is a different game with a different sandbox. I don’t advocate to have it show up in social. For competitive though? I definitely wouldn’t mind it at all. It’s such a better weapon tuned for arena than the BR. Nostalgia is to heavily swaying most people’s minds. In a mode where all players start with it and map weapons still fill their niche? Perfect . But I do get your points over newer weapons cause its a new game…however…some of these mechanics are bad and have generally never been well received for precision weapons…this artificial necessity of pacing the shots like in reach…watching some competitive play and seeing just how bad some of the 1v1s could turn out was pretty bad man. It just gives an unnecessary random variable sometimes. I hope you understand where I’m coming from. Of course some weapons are designed the way they are as trade offs as you said. So I do get those points.

Your argument seems to be heading away from balance (more weapon viability) and focusing more on what I would call fairness (weapon precision), specifically in ranked competitive play and that argument is completely different but I still come to the same conclusion. I am in full agreeance that AR/Sidekick start for competitive play isn’t viable and BR starts should be the default but my point about the H5 magnum still remains, it takes away from the game when your primary weapon is the gun you never want to drop. If you read the most recent Inside Infinite’s pillars for Arena I think you’ll find why it’s currently not there and why I support that. The two pillars I will reference are the Mastery = Mechanical Depth + Tactical Decision-making and Power is Earned and Impermanent. Mastery = Mech Depth + Tactical Decision - making to me means you master the mechanics of depth of weapon variety this game is going to bring and apply them tactically in order to win. If I know someone is coming close to me with a BR and I can pull out a Sidekick and kill them beforehand then that’s more than what H5 had because every fight was Magnum v Magnum. Hopefully more variety is viable in competitive because it lends to more strategy with still a high amount of skill. Of course the steady force like the BR being given on spawn should remain. The second pillar, Power is Earned and Impermanent to me applies not only to power weps and power-ups but also regular weapon spawns like the Commando, Pulse Carbine, etc. Teams should be able to recognize what spawns on the map are important and create strategies around them. They can also be taken away on death which gives credence to power being impermanent when the H5 Magnum is basically permanent power. I understand why Pros and high ranking competitive players (I’ve been there before) like the single shot aspect of the H5 Magnum because it’s all about how well someone can aim but that’s not what I hope Infinite is all about. I believe tactics and strategy in regards to which guns to carry and how to use them would breathe some fresh air into competitive without taking away from how well someone can point and shoot.

Bloom and recoil in this game are nowhere near where bloom was in Reach and recoil really only is affected with the Commando. I did see Snakebites vid about crouched vs. uncrouched and I can almost guarantee 343 will adjust accordingly. These guns have extreme strengths but weaknesses too but I fully believe someone with skill and practice can mitigate the weaknesses of these guns and play to their strengths and give Infinite depth and layers it desperately needs. I 100% understand the place your coming from and honestly part of me likes the absolute certainty that comes with the H5 magnum but I think it’s time for it to be left in H5 and for something new to start and hey, if the meta sucks maybe 343i can add it into the game to see how it performs.

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> > > > > > > > Loved the change between red and blue. Hated the “sidekick” i think they should slow the fire rate and have it a 6 or 5 shot lile h5
> > > > > > >
> > > > > > > thats no longer a sidekick then, its a primary weapon which shouldnt be a thing
> > > > > >
> > > > > > Ah well let it be primary then cuz the h5 pistol was the most balanced gun ever. I wouldnt mind it
> > > > >
> > > > > Definitely not the most balanced gun ever since it’s still a precision weapon and if it’s in infinite it should be a pickup like all the other precision weapons. The flight did a good job of making the AR actually viable which is great for lower skilled players. I still defaulted to the sidekick more often than not but it’s so much more balanced compared to the H5 pistol.
> > > >
> > > > How is the h5 magnum weapon not balanced? The people who play professionally…where balance matters most…all agree it’s the most balanced weapon…are they wrong on so many levels? Fill me in.
> > >
> > > Snip
>
> Snip

You’re kinda missing the point I’ve made about the BR though. Why does the BR get a free pass? It’s everything the h5 magnum was in it’s own games, and it most likely will be the exact same in infinite. So again…why the free pass?

In ranked play you still had the other weapons. You also had your main utility weapon too though…which again…of course you know that 5 had the magnum. H2 and H3 had the br…reach had the dmr…why do all these weapons get a free pass but somehow the magnum thats argued to be the best out of them all in terms of balance/fairness gets trashed on by everyone? Not to mention that most of the people who hated the weapon hardly even played much ranked to begin with. For social I get it. Emphasis on fun for the aspect of social. For ranked the fun comes from skill vs skill and fair matches with good starting weapons.

You went over all that stuff but still the same issues remain that have plagued halo. I dont care what they’ve written…mark my words…competitive starts always ends up with you spawning in with the utility weapon, and it looks like that will be the BR for infinite. The entire thing over mastery…dude…same crap for every halo game…we end up with competitive starts because everybody…at LEAST by now everybody should know that the slayer starts of yesterday were absolute GARBAGE for ranked game play across each iteration of the halo games…so no. What we experienced in the tech preview will definitely not be the ranked settings (unless infinite does what halo 3 and 5 did where 1 playlist has tournament settings and the others are different)…and we won’t be starting with AR side kick to scavenge for the BR…it didn’t work back then and it won’t work this time either. Not unless you want to see the AR nerfed into oblivion again.

Utility starts and weapons filling their niche role. Just like h2 - h5. It still existed in h5 most definitely. People used the BR (in h2-h3) the same amount people used the h5 magnum…people still grab plasma pistol , brute, carbines, LR, etc etc. Map pick ups still matter, always do…but in settings that aren’t broken and make sense.

It isn’t permanent power to spawn in with an equal starts utility weapon. Its even footing where the entire match doesn’t instantly become dictated by 1 team holding the main utility weapon and the other isn’t. It’s no longer about skill and only about a huge unfair advantage due to terrible spawn weapons. We already learned all this from h2 and h3.

At the end of the day we know that the competitive community ends up becoming the deciding factor for the settings generally (tournament and ranked) There is just no way in hell AR side kick will become the ranked starts…if it’s BR starts then that entire thing you’ve written becomes pointless. H5 magnum and BR are 1 in the same. My whole thing was just that its objectively clear that 1 is better for ranked than the other. It just makes sense if nostalgia isn’t clouding judgment. But this whole thing over players and mastery over finding the weapons on the map…mechanical depth…thats in every halo game. You still had your main utility weapon…infinite will be no different…same exact thing.

In 5 for TA settings players don’t even spawn with a secondary weapon. There is no AR. So your choice of secondary fills the niche. Bust out red gun magnum combo, melt someone with a carbine…grab the LR for its 3SK, grab a dmr for better handling, AA, and RRR…get the smg the hose someone down and walk in for the melee…etc etc…you still picked up other weapons…but your trusty utility weapon remains there just as it did in h2 and h3…I mean we agree on this right? I feel like I’m pointing it out because you aren’t acknowledging it…but perhaps you do and just were focused on other things.

H5 has a lot of aspects to master…from proficiency with your utility weapon, the combo weapons, movement, and your bread and butter strats over spawns etc etc…all that existed but even more because of what movement is like in 5.

Sorry if I’ve overlooked anything you’ve written. I’ve been up for a long time amd I’m tired. Feel free to point out if I have though and I do appreciate the discussion even if we don’t agree on every note. I do hope social still feels somewhat balanced and fun…but have had such bad taste from the previous titles that all I play is ranked now. I’m not some mlg 360 no scope kid. I’m an old dude with bad hands playing a game I probably shouldn’t, but the balance/fair aspect of halo is what’s always been most enjoyable for me in the ranked playlists. I love the 1v1 duels and team strategy of halo so much that its the only fps I play.