I’ll be quite frank, Infinite has core gameplay issues due to very questionable balancing choices. Those balancing choices come from listening to pros instead of taking input from average Halo players, which make the game sweaty and unplayable for everyone who isn’t a turbo-sweatlord.
*The strafe acceleration is too high. Halo is not Overwatch or Apex Legends. With its high TTK, it was never meant to be. There needs to be inertia so you can actually track people. Spartans are not supposed to be KovaaK’s targets. They’re supposed to have mass. You are supposed to be able to anticipate direction changes in a BR duel. Compare the strafe acceleration in Infinite to the strafe acceleration in Reach or Halo 3. In Halo 3 and Reach, there is a brief pause before you switch directions. You can change directions instantly in Infinite. It looks almost like an animation glitch. Escape From Tarkov actually added inertia because players were abusing repetitious peeking from behind cover. It’s depressing to watch Halo go backwards in that regard. Noscopes and consistent precision weapon hits are too hard to get. Because of its lower rate of fire than the Carbine and its slow projectile, the Stalker Rifle is practically useless. Who is hitting anything with these weapons, and how?
*Because the strafe acceleration is too high, mouse and keyboard players are at a strict disadvantage next to gamepad players who have autoaim that tracks player movement.
*The weapon pickup/switch time is way too long for the pacing of the game. With movement this fast, there should be no reason why you can’t almost instantly prepare a weapon.
*The movement-centric equipment abilities make the game feel like Titanfall but with a long TTK, which is horrible and sweaty.
*Even with the FOV set to maximum, it’s too easy to lose track of someone who’s right next to you and have them waltz right off your screen. Because of the extremely fast strafe acceleration, close combat in Infinite is an exercise in meleeing empty air while seeing brief flashes of the enemy.
*Most of the weapons are projectile-based instead of hitscan, with desync and sketchy physics exacerbating the tracking issues.
*The grenade trajectory and bounce is unpredictable. It’s too easy to overshoot someone. It’s really infuriating when you watch a grenade explode right under their feet and their shields aren’t even stripped because of desync.
*Too many gimmick weapons that aren’t useful for getting consistent kills.
I’ve actually gotten to the point where I prefer playing Fiesta to anything else. Why? Because I don’t get my face instantly melted off by a Sidekick in the hands of a complete ADAD-strafing tryhard, over and over and over again, and I actually have a chance of starting with a weapon that does AOE damage and maybe, just maybe, getting a kill.