Halo Infinite Hud

Reducing sweatiness… The HUD has always been this way for a reason. Because it works.
Changing it for the sake of change and then saying bull to cover the fact that you guys wanted to change it is utterly dumb.

I jave never heard or felt fatigue while playing Halo “because of the HUD”

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.

> 2533274979963735;2:
> 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.

My biggest gripe with the HUD is I often have no -Yoinking!- clue what grenades or equipment I have. I can keep track of weapons easily cause I have to pick those up. But for items like grenades that I pick up simply by walking over, I need to be able to quickly identify and switch between what I have. Grenades fulfill very different roles and in both flights I found myself just spamming what I had hoping it worked.

Makes no sense. They doubled down on it when talking about the feedback too.

> 2533274792737987;4:
> Makes no sense. They doubled down on it when talking about the feedback too.

Exactly. They literally changed it for the sake of changing it. And they they said to reduce eye fatigue and cognitive engagement or something. Like I have to look harder and focus trying to figure out what grenades I have or what is what on my HUD now. You literally went backwards in the changes they made.

> 2533274979963735;2:
> 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.

The grenade menu is actually more of a bug from the settings menu. Notice how it didn’t happen all of the time? Only some of the time.

You’re only supposed to press left D Pad to switch over. The sub menu that opened up was from the Campaign settings which allowed you to assign grenades to different D Pad buttons within that sub menu.
In campaign you’re seemingly able to hold all 4 grenade types which why this menu exists.
In MP you can only hold 2, essentially negating the need for the sub menu.

You could see all of this in the game settings.

> 2533274836669416;5:
> > 2533274792737987;4:
> > Makes no sense. They doubled down on it when talking about the feedback too.
>
> Exactly. They literally changed it for the sake of changing it. And they they said to reduce eye fatigue and cognitive engagement or something. Like I have to look harder and focus trying to figure out what grenades I have or what is what on my HUD now. You literally went backwards in the changes they made.

I have to double or triple take to get the information I used to get in a glance. It is just unacceptable. The fact that they stated people liked it seems like they are just saying it to try to create the perception.

The H3 HUD and the interactions since are in no way “obtrusive.” They displayed info cleanly with simple uncluttered design.

The infinite HUD doesn’t “declutter.” Clutter is when you pile stuff in the corner because nothing has a defined space. Infinite essential uses the Spartans right armpit as a closet and shoves everything in like a student whose parents are coming to visit their dorm. That IS clutter.

The classic HUDs weren’t strewn about. They gave elements a defined space.

Infinite’s HUD is a regression.

If you want to talk clutter we should talk about all the information that floods the left center of the screen wen you get a kill. Little medals clogging my vision with a “+100” next to it.

Make the medals larger but move them to the kill feed. Keep points for the post-game lobby. Give weapons, grenades, and equipment their own defined spaces on the screen.

This isn’t hard because it’s already been done before. Reinventing the wheel isn’t progress, especially when we already had a better wheel.

I totally agree with you. The new HUD is way less readable than classic HUD, and feels like it was just designed to be like CoD or BF’s HUD. ANd I had trouble reading information when I played Infinite.

Halo Infinite needs classic HUD and lowered crosshair options.

The hud has been almost completely unchanged until Infinite. If isn’t broke don’t fix it concept must be something that 343 has never heard of. I feel like 343 missed the mark on many staples of Halo for the sake of change, enough that old school players are going to notice. The developers are trying hard to appeal to the new Battle Royale style gamers. I mean look at the HUD, you can’t tell me it isn’t reminiscent of fortnight or Warzone.

I have to say, it’s the one of the only things I dislike about Infinite so far.

Too much info crammed into the corner, and the cycling through grenades you can’t see is tedious.

The old menus were fine, but maybe they could have the grenades above the health bar, if the issue is with space. And the equipment slot could go down by the radar as you’ll be glancing down there anyway.

> 2533274803598488;10:
> The hud has been almost completely unchanged until Infinite.

Incorrect. The HUD has been almost unchanged in the 343 era.*

Including Infinite, half of the installments in the series have unique layouts (CE, 2, ODST, and Infinite). It is only in the most recent installments that the HUD has been mostly the same layout (aesthetic notwithstanding). And tbf, elements of the Infinite HUD are not without precedent; ODST had a similar layout where grenades and weapons are at the bottom of the screen. (I call these two unique simply because ODST didn’t have a radar, thus grenades filled that space. Otherwise, they’d basically be the same.)

Compared to what has came before, the Halo: Infinite HUD is not a very drastic change at all. And personally, I like the sleek look and have had no problem adapting to it. Then again, I frequently play all installments of this series so switching between HUDs, controls and sandboxes doesn’t phase me. Maybe y’all need to play more Halo.

  • EDIT: I’m going to add “HUD changing between games” to my growing mental list of things that are okay when Bungie did it but are heresy when 343 does it.

I found myself just not looking at the bottom right when I was playing because it took too long to gather the information I needed. I never knew which two types of grenades I had or what equipment. It’s a mess. Ammo should be in the top right. Grenades in the top left. Armor ability can be next to the radar and give me the enemy score bottom right.

I like a lot of things about infinite so far, but the HUD is one of the few I strongly dislike. I have never had an issue with the classic hud and I hope they give us the option for it at least.

> 2533274805469694;12:
> > 2533274803598488;10:
> > The hud has been almost completely unchanged until Infinite.
>
> Incorrect. The HUD has been almost unchanged in the 343 era.*
>
> Including Infinite, half of the installments in the series have unique layouts (CE, 2, ODST, and Infinite). It is only in the most recent installments that the HUD has been mostly the same layout (aesthetic notwithstanding). And tbf, elements of the Infinite HUD are not without precedent; ODST had a similar layout where grenades and weapons are at the bottom of the screen. (I call these two unique simply because ODST didn’t have a radar, thus grenades filled that space. Otherwise, they’d basically be the same.)
>
> Compared to what has came before, the Halo: Infinite HUD is not a very drastic change at all. And personally, I like the sleek look and have had no problem adapting to it. Then again, I frequently play all installments of this series so switching between HUDs, controls and sandboxes doesn’t phase me. Maybe y’all need to play more Halo.
>
> * EDIT: I’m going to add “HUD changing between games” to my growing mental list of things that are okay when Bungie did it but are heresy when 343 does it.

Pretty sure I said almost unchanged. Also if you google the different huds from every halo, Infinite is the most significant change from all game. It’s not just how it looks but how it functions, like switching grenades. Also i’ve played plenty of Halo in my life, I may not be top tier player, but I’ve played long enough to have an opinion.

> 2533274805469694;12:
> I’m going to add “HUD changing between games” to my growing mental list of things that are okay when Bungie did it but are heresy when 343 does it.

And i’m going to add you to my list of people who comb actual arguments for someone to mention bungie, disregard all other arguments, and claim its just 343 hate.

> 2533274803598488;14:
> Pretty sure I said almost unchanged. Infinite is the most significant change from all game. It’s not just how it looks but how it functions, like switching grenades.

I know. I’m pointing out that it has changed almost constantly, with half of the iterations being totally unique. And it is difficult to claim significance since half of them are unique. Regardless, the only thing unprecedented about the Infinite HUD is that the ammo counters are numerical instead of visual, and for the first time all weapons, equipment and grenades take up the same on-screen real-estate (which imo is a plus).

We have always had to switch grenades. Maybe you’re concerned you can only see one type at a time? Which is like… a problem… I guess? Idk, didn’t phase me. CE does the same thing. You’re just going to cycle as you’ve always done.

> 2533274964189700;15:
> And i’m going to add you to my list of people who comb actual arguments for someone to mention bungie, disregard all other arguments, and claim its just 343 hate.

I skimmed a thread of opinions as one does, and just as I was about to move on I found a bold declarative. Then corrected it. And because Bungie has indeed changed the HUD for each of their installments I’m confused as to why it is suddenly a problem when 343 does it. (Especially since Infinite borrows A LOT from things that have already been done before.)

It wasn’t as intuitive playing a halo game, no. Bit to je honest ive played play of games were all of the into was in the lower corners so i adjusted decently quick. I still prefer halo to he a bit spaced out personally.

I would looove for them to bring back to og HUD. They said it would reduce clutter on screen, but it introduces clutter into the bottom corner if you do that. You can easily look at any corner you need to get only the information you need. This corner for that info, the other corner for this info, and it’s only the visual feedback and info you need. Looking down into the bottom right corner to get all the information at once is…mind boggling. It’s just uncomfortable. Game looks amazing so far, don’t want to sound like a nit picker, but this is something I would love to see them implement. Will just make the game that much better!

If this were the case, we would’ve seen complaints about the HUD in Halo 4 and 5, but we didn’t, at least not this much. It’s not because 343 did it. It’s cause it’s an eye sore

> 2533274805469694;16:
> I skimmed a thread of opinions as one does, and just as I was about to move on I found a bold declarative. Then corrected it. And because Bungie has indeed changed the HUD for each of their installments I’m confused as to why it is suddenly a problem when 343 does it. (Especially since Infinite borrows A LOT from things that have already been done before.)

> 2533274805469694;12:
> > 2533274803598488;10:
> > The hud has been almost completely unchanged until Infinite.
>
> Incorrect. The HUD has been almost unchanged in the 343 era.*
>
> Including Infinite, half of the installments in the series have unique layouts (CE, 2, ODST, and Infinite). It is only in the most recent installments that the HUD has been mostly the same layout (aesthetic notwithstanding). And tbf, elements of the Infinite HUD are not without precedent; ODST had a similar layout where grenades and weapons are at the bottom of the screen. (I call these two unique simply because ODST didn’t have a radar, thus grenades filled that space. Otherwise, they’d basically be the same.)
>
> Compared to what has came before, the Halo: Infinite HUD is not a very drastic change at all. And personally, I like the sleek look and have had no problem adapting to it. Then again, I frequently play all installments of this series so switching between HUDs, controls and sandboxes doesn’t phase me. Maybe y’all need to play more Halo.
>
> * EDIT: I’m going to add “HUD changing between games” to my growing mental list of things that are okay when Bungie did it but are heresy when 343 does it.

That is true. There were many HUD changes earlier in the series. CE’s health was in the right corner, H2 moved it to the bottom left over the radar, then H3 more or less standardized the hud (Top left is grenades, Top middle is Health, Top right is weapons, Bottom Left is Radar. Scoreboard is usually bottom right or mid). No one is saying Bungie’s HUDs were perfect. We’ve never seen CEs HUD repeated. H2 HUD was actual garbage (I never look at my health because it’s in such a weird spot). ODST has no motion tracker, so everything get placed on the bottom. But like you said, since 3 the HUD has mostly been untouched with ODST (a side game) being the only outlier. So clearly 343 like that H3 design for the HUD. Why change it? And then say some noise about players getting headaches? C’mon.