Halo Infinite - Multiplayer - Campaign Wishlist

Hi. This time I would like to see your favourite multiplayer and campaign wishlist for Halo Infinite. If you could add, change or return something to it, what would it be and why? This topic can be helpful to create a product for the majority of people, or at least I hope so. I would like to ask another question, what do you prefer, hitscan guns or bullet-based weapons?

My wishlist would be:

  • The return of Dual-Wielding: it has been one of the pillars that defined the Classic Halo. It not only expanded the sandbox, but made you able to create your own type of weapon to fight. I’ll list some of them: dual needlers, dual plasma rifles, brute plasma rifle and magnum, plasma pistol and smg, dual smgs… By increasing the recoil and removing the ability to throw grenades or melee without dropping one of them, it is in a balanced way. It is a fun feature for lots of people, and I would like it to return.

  • The remove of Ground Pound and all mechanics related to Sprint, only leaving the rocket-propelled bag. Why? Because it makes the game a bit faster and modern while keeping the old movement speed. I don’t think it would affect the old gameplay so much. Also remove the jumping assistances. In my opinion, practising, learning and progressing in jumping was a really fun experience. With that help, you only have to press the A button twice…

  • The return of abilities such as the bubble shield (the Reach’s one that could be destroyed with the appropiated power), the regenerator (from Halo 3) or the light grenade, but placed in the maps: this would be a cool addition and will replace the last mentioned abilities, with the exception of the propelled bag. It returns that old feel and let us explore the scenaries more.

  • Old scenaries art style. It would be good if we could have three types of maps: close, medium and open for BTB types.

  • The return of the old radar with its standard range; I don’t remember if it was 25 meters more or less. Currently the Halo 5 fights and encounters are usually instant, not giving time to react or to counter the enemy.

  • Reduce the aim assist like Halo 5 and remove the magnetism (it doesn’t make sense that if you aim out of the user’s head or body it counts as if it were a headshot or a normal shot, maybe just a little bit for connection problems).

  • The ability to choose between BR/Magnum starts (in one playlist) and AR/SMG starts (in another playlist). I would like to discuss this one.

  • The return of some vehicles, such as the Spectre, the Hornet, the brute vehicles and some new vehicles. But they need an acceptable health, not like Halo 2 Anniversary, but not as much as Halo 3 either. It can be balanced with some weak points, like the Halo 2 Classic Ghost’s motor. I also prefer the old mechanics of the vehicles, the controls were better for me, and the explosion when it was destroyed was more realistic in my opinion. In my opinion, we don’t need lots of variants of the same vehicle, we want different vehicles.

  • The return of some forgotten old weapons, such as the brute weaponry (Halo 2 brute cannon, mauler, spiker…) and the blue plasma rifle. Remember the sentinel beam.

  • Having the Halo 2 Anniversary overshield, active camo and speed boost with its cool design that made it easy to determine which effect gave them.

And the campaign list:

  • A new ring (it is the symbol of the old games). This seems to be confirmed due to the trailer.
  • A good story: I would like to see different points of view, like the Halo 2 Covenant point of view and the humans one, and two playable characters with a bit more of Master Chief maybe could be a possibility.
  • Nice places and variety, with the ability to explore them. It would be good if they keep the skull system and maybe some terminals to explain the story better.
  • Some non-linear levels.
  • The return of the Flood: all rings have flood species in it. They could have been released from the forerunner hails.
  • The return of Brutes: why were them removed? At least told us the reason that the Covenant used to kick them. If we want classic enemies, these are necessary.

I prefer hitscan guns, because it prevents from lag issues, but with good dedicated servers bullet-based weapons would be a lot better due to the need of leading shots and not having two groups of weapons: the bullet-based ones, which are more difficult because those bullets are slow and the hitscan ones that shot instantly, which is unfair.

And of course, split-screen is a must. Let’s see your opinions.

Projectile weopons
Classic gameplay
No abilities or sprint
Elites
More customizable armour
(Just a few main ones)

> 2533274830420921;2:
> Projectile weopons
> Classic gameplay
> No abilities or sprint
> Elites
> More customizable armour
> (Just a few main ones)

True. Players should be able to choose between elites and spartans, and I would like to see a return of the Reach armour customization.

I have to disagree with most of the OPs arguments for what is “needed” in HI.

First, players really need to realize the fact that Halo has to evolve. Everyone wants HI to go backwards in abilities and gameplay to the “Glory days” of Halo 2 and Halo 3. Let go of that mentality. It’s not healthy to backtrack and never has been for advancement in a video game series.

One such instance is people wanting the removal of Sprint and Abilities. No. I’m sorry, but with a name such as Halo: INFINITE, and possibly alluding to massive open world type gameplay, I can tell you I’m not gonna be happy having to WALK everywhere I go. Abilities aren’t just combat-specific, because even a dedicated and forward-thinking player used these abilities in Halo 5 as map traversal tools as well. In bigger worlds and better gameplay aspects, these are a must for making this game worthwhile. Let go of Halo 2 and Halo 3. Go play them on BC/MCC if you want them that badly, otherwise you’re going to be disappointed with the fact that 343i is advancing and not pushing the series backwards.

Another backwards way of thinking is all of you fighting against hitscan weapons in favor of projectile based ones. I cannot disagree more with this. Even with dedicated servers, you’re talking about an immense amount more of information needing transferred over compared to what it’s at now just because you’re making the servers track every single amount of bullet data. Not only that, but people who lag due to dropped packets or just higher pings in general won’t be helped by this whatsoever. Hitscan weapons being introduced was one of the most defining and most positive aspects of the Halo series in all of it’s existence. It’s by far the most accurate and most fair style of gunplay there is. Certain weapons are still projectile for obvious reasons, but bullet based ones need to stay as hitscan to make a world-wide playing field viable. Everything you all want is ok for LAN, but not internet usage for the entire planet. Too many unknowns can occur such as hiccups in networking and serverside issues that could be exacerbated by excess, unneeded data. Keep it simple. Keep it hitscan.

Dual-wielding I can live with. I feel if you’re in that state, grenades are out of the question, UNSC weapons (or anything projectile-based) would take longer to reload, and you should be able to still melee while holding both.

> 2533274795739611;4:
> I have to disagree with most of the OPs arguments for what is “needed” in HI.
>
> First, players really need to realize the fact that Halo has to evolve. Everyone wants HI to go backwards in abilities and gameplay to the “Glory days” of Halo 2 and Halo 3. Let go of that mentality. It’s not healthy to backtrack and never has been for advancement in a video game series.
>
> One such instance is people wanting the removal of Sprint and Abilities. No. I’m sorry, but with a name such as Halo: INFINITE, and possibly alluding to massive open world type gameplay, I can tell you I’m not gonna be happy having to WALK everywhere I go. Abilities aren’t just combat-specific, because even a dedicated and forward-thinking player used these abilities in Halo 5 as map traversal tools as well. In bigger worlds and better gameplay aspects, these are a must for making this game worthwhile. Let go of Halo 2 and Halo 3. Go play them on BC/MCC if you want them that badly, otherwise you’re going to be disappointed with the fact that 343i is advancing and not pushing the series backwards.
>
> Another backwards way of thinking is all of you fighting against hitscan weapons in favor of projectile based ones. I cannot disagree more with this. Even with dedicated servers, you’re talking about an immense amount more of information needing transferred over compared to what it’s at now just because you’re making the servers track every single amount of bullet data. Not only that, but people who lag due to dropped packets or just higher pings in general won’t be helped by this whatsoever. Hitscan weapons being introduced was one of the most defining and most positive aspects of the Halo series in all of it’s existence. It’s by far the most accurate and most fair style of gunplay there is. Certain weapons are still projectile for obvious reasons, but bullet based ones need to stay as hitscan to make a world-wide playing field viable. Everything you all want is ok for LAN, but not internet usage for the entire planet. Too many unknowns can occur such as hiccups in networking and serverside issues that could be exacerbated by excess, unneeded data. Keep it simple. Keep it hitscan.
>
> Dual-wielding I can live with. I feel if you’re in that state, grenades are out of the question, UNSC weapons (or anything projectile-based) would take longer to reload, and you should be able to still melee while holding both.

While I have to agree with you about hitscan because of lag issues (as I typed before), I disagree with the way you see the advancement. Yes, games need to evolve, but there are different ways of evolving. I’m talking about mixing things; if you read my post, you’ll see that I want to replace the Halo 5 abilities with some of the Halo 3/Reach pick-up abilitues, but keeping one of Halo 5 (the propelled bag), and they should add some new abilities of the bubble shield, radar locker… kind. By that way, you are taking things of each game and putting them together. Sometimes some features can dissapear and be replaced with another, older or new. You said Halo 5 abilities were a must and players used them to travel along big maps. Well, all is relative: without that abilities (always keeping one, the propelled bag that makes you move faster), but with a movement speed buff (like CE/2), you can have big maps that are made for that style of gameplay. And you’re the tool, or can’t you jump properly? Learning how to jump and being able to do it is good and makes you feel the progress.

You’re talking about what is healthy or not for videoganes. You have to realize that going backwards can be healthy too. Why? Because by that way you make happy the old community, that will make good critics of the game, which can encourage new people too to buy the game and join it.

I didn’t talk about going backwards at all, just replace those things while keeping one (the other ones might be kept for custom games or a modern gamemode), and then return some good points of the older Halos to complete the experience, such as forgotten features (like dual wielding), forgotten vehicles, weapons… What if you think about these things as if they were improvements instead of going backwards? Sometimes you need to go back to then think about going forward.

I also said that I prefer hitscan guns, but projectile ones could be a possibility too as I detailed why. Although then lag issues come into scene, so I agree with you in this point.

<mark>This post has been edited by a moderator. Please refrain from making non-constructive posts.</mark>
*Original post. Click at your own discretion.

> 2533274795739611;4:
>

Your wrong in each paragraph ."We have to let go of the past " you say this.
Halo has to evolve nobody bought h3 because it was a copy and paste of h2.

Your wrong .This argument has been done.so many times how a 343 fan likes sprint because its too slow for his 7 year old brain.

If you want to go fast THAT’S WHY there’s VEHICLES!!! Grab lifts,teleporters, ect…
Sprint is not neaded halo was already fast paced
Extremely fast paced.

I’m not going to argue with you because it has been proven a hundred times in a hundred videos that sprint and abilities slow down halo make it idiotic.

Please just go online and watch those videos then come back and we’ll talk.
Start with"fayvn" he’s the best at explaining why all the abilities and sprint negatively hurt halo.

> 2533274830420921;6:
> > 2533274795739611;4:
> >

That’s the point, Halo is already fast paced. To include Sprint and the other abilities they had to reduce the normal movement speed. The maps are big enough for each style of gameplay. If you want to travel faster, you have vehicles and teleporters, as you said, and don’t forget that your normal speed will be faster without those abilities (I still think the propelled bag could be kept, it doesn’t affect the old gameplay so much and adds a skill and funny thing too) . I don’t think anyone complained about the movement back in the day, and the maps were big enough for that style.

> 2533274795739611;4:
> I have to disagree with most of the OPs arguments for what is “needed” in HI.
>
> First, players really need to realize the fact that Halo has to evolve. Everyone wants HI to go backwards in abilities and gameplay to the “Glory days” of Halo 2 and Halo 3. Let go of that mentality. It’s not healthy to backtrack and never has been for advancement in a video game series.
>
> One such instance is people wanting the removal of Sprint and Abilities. No. I’m sorry, but with a name such as Halo: INFINITE, and possibly alluding to massive open world type gameplay, I can tell you I’m not gonna be happy having to WALK everywhere I go. Abilities aren’t just combat-specific, because even a dedicated and forward-thinking player used these abilities in Halo 5 as map traversal tools as well. In bigger worlds and better gameplay aspects, these are a must for making this game worthwhile. Let go of Halo 2 and Halo 3. Go play them on BC/MCC if you want them that badly, otherwise you’re going to be disappointed with the fact that 343i is advancing and not pushing the series backwards.
>
> Another backwards way of thinking is all of you fighting against hitscan weapons in favor of projectile based ones. I cannot disagree more with this. Even with dedicated servers, you’re talking about an immense amount more of information needing transferred over compared to what it’s at now just because you’re making the servers track every single amount of bullet data. Not only that, but people who lag due to dropped packets or just higher pings in general won’t be helped by this whatsoever. Hitscan weapons being introduced was one of the most defining and most positive aspects of the Halo series in all of it’s existence. It’s by far the most accurate and most fair style of gunplay there is. Certain weapons are still projectile for obvious reasons, but bullet based ones need to stay as hitscan to make a world-wide playing field viable. Everything you all want is ok for LAN, but not internet usage for the entire planet. Too many unknowns can occur such as hiccups in networking and serverside issues that could be exacerbated by excess, unneeded data. Keep it simple. Keep it hitscan.
>
> Dual-wielding I can live with. I feel if you’re in that state, grenades are out of the question, UNSC weapons (or anything projectile-based) would take longer to reload, and you should be able to still melee while holding both.

I agree with you on hit scan vs projectile. Sprint I disagree with you on that front. Sprint stretches maps and it’s really not a boost in speed. Like someone else alluded to above, you can speed up the game with things in your sandbox rather than base abilities. Those changes in base abilities change how you design maps. It’s the reason no map in 5 felt unique because they all played the same. Huge open spaces for you to sprint through, increased verticality in the maps due to clamber and ground pound, and so on. Let’s take Narrows from 3 for example. While it’s a long map, the man cannons on each side make up for the slow base speed. The teleporters on maps like Warlock. The lifts on Sword Base or Spire. You can make fast paced gameplay without sprint. Midship, Warlock, Guardian, Lockout and many more highlight that. Sprint also breaks the flow of combat. You go from speeding into a firefight and then slow down for the actual fight. Plus if you’re sprinting and get shot, you have to stop to recharge shields or keep going to run the risk of dying. These abilities break map control because instead of me working my way up to top mid on Truth, I can sprint then go into a slide, thrust toward the middle into a stabilizer and then clamber my way up, if I’m starting in one if the bases. If I’m bottom mid, just clamber up the platform and go through the hole in top mid’s platform.

The way for Halo to evolve is to add new elements to the sandbox, not to the base player traits. This makes maps play the same because they were play tested to make sure they for good with the mechanics before being sent off to art to design the map. It’s why most maps are grey blocks and cylinders. The only two maps the standout in 5 are Truth and Regret because they feel like they could be in an old Halo, whereas none of the others (except Haven’s remake) feel like they could fit in an old Halo.

To the point of saying going backwards isn’t the way, I argue that’s what people have been wanting in the game industry. They want games to go back to their roots. DOOM blew people away and the biggest response to a COD in recent years was WWII, even though that game wasn’t executed right.

If you want to see how to evolve a game, look at Bloodborne compared to Dark Souls. Bloodborne took away shields, gave you a quickstep, put an emphasis on getting in the face of your enemy and fighting, and put more emphasis on parrying. That game is considered one of the best ever made because it took an already existing formula and made it better by adding a few things and y taking away one key thing in previous games. That’s how you evolve a game.

Campaign:

  • A story that is emotional and character-driven, rather than relying on drama. - Members of Blue Team and Osiris should have their own agency and actually impact the story rather than seem like they were penciled in for the sake of co-op. - Return of the Didact. - Important plot points be revealed in cutscenes rather than gameplay. The plot points can be reflected upon in dialogue during gameplay, but I shouldn’t have first learned that Cortana was taking the Mantle while I was focusing on fighting Prometheans. It really diminished the impact of that twist. I wanted to see Chief’s reaction to learning that.Multiplayer

  • I‘m torn on the REQ system. I don’t want it to go because I liked that feeling of anticipation when opening a REQ pack. I also think it did a good job at avoiding the “pay to win” effect. On the other hand, I think certain cosmetic items should be tied solely to challenges/achievements for the sake of bragging rights. Most items can be unlocked through REQs, but some (like campaign armors) would need to be unlocked via achievements. Definitely don’t drop the system entirely though. - A completed Forge at launch. Also an undo/redo button would be nice, along with the ability to manually enter numeric values rather than having to scroll to them.

> 2535420025135189;1:
>

You literally described my perfect halo game. Also I believe that’s the perfect way to balance dual wielding.

We already have a number of wishlist topics now, feel free to use one of the existing ones thanks