The HUD is simply ineffective. You have to enter entire menus just to swap grenades. None of the info is there at a glance. Ammo counters aren’t analog, so you have to read how many shots you have left. Absolutely convoluted. Which is insane considering, 3, Reach, 4, and 5, all handled these things smoothly. IDK what they were thinking.
Edit: Here’s the details of each HUD so we know what we’re talking about.
Bold words are HUD element that are consistent with H3, since that’s the standard that has been mostly untouched over the last decade.
Halo CE: Weapons (top left, oddly not above your weapon model, secondary weapon not visible, analog ammo), Health (Top Right), Grenades (top left), not all are visible, can be switched with a button press, Radar (bottom left).
H2: Weapons (top right, fixed from CE, & top left for dual-wield, gun model on both sides, secondary weapon visible, analog ammo), Grenades (top left, all are visible, can be switched with a button press, Health (Bottom left…), Radar (also bottom left), Active Camo (Top Left, next to grenades).
H3, the standard: Weapons (top right & top left for dual-wield, gun model on both sides, secondary weapon visible, analog ammo), Grenades (top left, all are visible, can be switched with a button press), Health (Top Mid, prominent part of screen, very close to reticle and weapons), Radar (bottom left), Equipment (Top left, under grenades, both are consumables that the player tosses which is why it’s ok for them to be close together).
ODST: Weapons (bottom Right, close to weapon model, secondary weapon not visible, analog ammo), Health (top mid), Grenades (bottom left, all are visible, can be switched with a button press, no radar so space is free real estate). Most halo games have modes that remove the radar (slayer pro, fog skull, some infection modes, etc), making the radar the least important element.
Reach: Weapons (top right, secondary weapon visible, secondary weapon ammo number visible, analog ammo), Grenades (top left, all are visible, can be switched with a button press), Health (Top Mid, prominent part of screen, very close to reticle and weapons), Radar (bottom left), Armor Abilities (Bottom left, over radar, replaces radar in radar-less modes).
H4: Weapons (top right, secondary weapon visible, analog ammo), Grenades (top left, all are visible, can be switched with a button press), Health (Top Mid, prominent part of screen, very close to reticle and weapons), Radar (bottom left), Armor Abilities (Bottom left, over radar, replaces radar in radar-less modes), Ordinance (Bottom left, over Radar, not in most modes).
H5: Weapons (top right, secondary weapon visible, secondary weapon ammo number visible, analog ammo), Grenades (top left, all are visible, can be switched with a button press), Health (Top Mid, prominent part of screen, very close to reticle and weapons), Radar (bottom left), Thrust recharge icon is located near health, but it recharges every like 3 seconds, so you almost always have it.
Infinite: Weapons (Bottom Right, secondary weapon visible, secondary weapon ammo not visible, no analog ammo), Grenades (bottom right, not all are visible, can’t be switched with one button press), Health**(Top Mid, prominent part of screen, close to reticle,** far from weapons), Radar (Bottom Left), Equipment (bottom right, next to grenades, both are consumables that the player tosses which is why it’s ok for them to be close together).
Wouldn’t mind if someone fact checked me on this.