I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
> 2535429603711594;1:
> I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
Talking about the BR aim again and hate to bring it up again and again but this is all due to the aim. Without thruster - hitscan or bullet magnetism or whatever you wanna call it is OP. I am heavily against thruster and would prefer projectile aim because you cannot out maneuver bullets without it. Every straight shot is completely offense over defense when the two should be neutralized.
Well it would be nice if we didn’t have a bunch of 2 second clips to go off of. But 343’s ttk has been a bit higher than Halo 3.
But I have no idea now with the DMR possibly gone, the BR might have to take the long range role, and commando take the BR role, that has nothing to do with ttk but yeah, it’s going to be different.
Hard to really tell from a trailer that is meant to be full of action shots. We haven’t seen a actual “dance” type of battle yet to actually judge full health to death in a standard combat scenario.
I wouldn’t really take too much from the trailer for TTK, it’s more of a showcase of what the game would look like to play.
Halo Infinite Flighting will give us a better idea of actual TTK rather than a few short clips in a trailer.
> 2533274865778947;4:
> Hard to really tell from a trailer that is meant to be full of action shots. We haven’t seen a actual “dance” type of battle yet to actually judge full health to death in a standard combat scenario.
>
> I wouldn’t really take too much from the trailer for TTK, it’s more of a showcase of what the game would look like to play.
> Halo Infinite Flighting will give us a better idea of actual TTK rather than a few short clips in a trailer.
Pretty much this.
People really should stop overanalyzing a trailer which was meant to only show off the look and bits of the game.
You can’t judge anything technical for certain from those short clips.
Whatever Halo 4 had, do that.
> 2533274865778947;4:
> Hard to really tell from a trailer that is meant to be full of action shots. We haven’t seen a actual “dance” type of battle yet to actually judge full health to death in a standard combat scenario.
>
> I wouldn’t really take too much from the trailer for TTK, it’s more of a showcase of what the game would look like to play.
> Halo Infinite Flighting will give us a better idea of actual TTK rather than a few short clips in a trailer.
Exactly! I commented on a YouTube video that it would have been a nice addition to get a match of btb unedited after the sizzle reel, to get a feel for the dance and map design and oh boy did I get blasted for saying it.
Cause “the reveal was great, why would anyone expect that? All multiplayer reveals are like this look at Battlefield and stop hating on 343i.”
Literally.
But 343i set a precedent for doing this themselves with H2A and I loved how they showed us more or less exactly what the game was with that live E3 match.
I get it wasn’t ideal for an E3 showcase but for a dedicated multiplayer reveal it would be.
We really can’t tell what the ttk is like yet and if it is short, I trust all of you who get into the flight to make that known. For me part of halo’s identity and why I love it over cod and others is it grants you the ability to react and out play whoever got first shot.
> I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
How does having higher ttk show off more skill ? I would argue that the ability to lower ttk significantly by hitting headshots should be rewarded, halo isn’t a game of super crazy outplays ( unless you have a sniper ) where you can take on multiple people, even if you land all your shots you won’t kill the other person quick enough and walk away with enough health for a 2nd engagement no matter how good you are.
On top of this the game rewards bad aim, bullet magnetism and aim assist are too strong, if you really want to show off skill they should be looking into decreasing bullet magnetism and aim assist ever so slightly.
I think this a good video that explains what I’m trying to say.
Basically make weapons kill much faster but get rid of some of the assists the game gives you, a good player will have more power and dominate and bad players will miss more shots than now.
This is something that we, the players, need to have hands on in order to determine how the TTK really is. A hype trailer from 343 is great and all, but it won’t tell us some of the more intricate details of gameplay such as this.
> 2535429603711594;1:
> I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
I noticed half the people in the videos have taken damage. Seems about the same to me.
> 2535460287675315;8:
> > I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
>
> How does having higher ttk show off more skill ? I would argue that the ability to lower ttk significantly by hitting headshots should be rewarded, halo isn’t a game of super crazy outplays ( unless you have a sniper ) where you can take on multiple people, even if you land all your shots you won’t kill the other person quick enough and walk away with enough health for a 2nd engagement no matter how good you are.
>
> On top of this the game rewards bad aim, bullet magnetism and aim assist are too strong, if you really want to show off skill they should be looking into decreasing bullet magnetism and aim assist ever so slightly.
>
> The Truth Behind Halo's TTK - YouTube
>
> I think this a good video that explains what I’m trying to say.
>
> Basically make weapons kill much faster but get rid of some of the assists the game gives you, a good player will have more power and dominate and bad players will miss more shots than now.
Higher ttk can show off higher skill. It’s just that high ttk and low ttk emphasize different skillsets. Lower ttk rewards map knowledge, positioning, and reaction time. Basically a contest of who best can ambush the other. Meanwhile higher ttk rewards consistent accuracy, maneuverability and overall better gunskill. You can turn around a fight even if you aren’t the first to engage. It just depends on which skills you value most in the game.
I definitely don’t want Halo to get a faster TTK. Not more than halo 5 anyways. I say keep current ttk and reduce the bullet magnetism by just a tiny bit. Once you get too fast you make obtaining power weapons less important and you make ambush tactics more rewarding. A player should always be able to turn around a 1v1 after being ambushed if they’re good enough.
Significantly reducing ttk with headshots of course is important even in older games. I thing cutting kill times in half (about where we’re at) is more than good enough.
> 2535415525919240;2:
> > 2535429603711594;1:
> > I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
>
> Talking about the BR aim again and hate to bring it up again and again but this is all due to the aim. Without thruster - hitscan or bullet magnetism or whatever you wanna call it is OP. I am heavily against thruster and would prefer projectile aim because you cannot out maneuver bullets without it. Every straight shot is completely offense over defense when the two should be neutralized.
Projectile aim only works when you either lower movement speed, like removing sprint (h3), or lowered TTK (like in cod, battlefield, ect) but to have halos longer ttk, sprint AND projectile, gives far to much room to escape. None of the halos are tru hit scan, they just have insanely high velocity on most the games. (halo 2 had a velocity of 400 where as halo 3 had a velocity of 160). I prefer the longer ttk of halo as opposed to other twitch shooters that rely on movement over gun skill, i feel that gun battles that reward accuracy and and strafing, giving opportunity to out shoot even a player that gets the jump on you are far more skillfull than games that just give free kills to the player that spots the other first. With hit scan (or near hit scan) you can still “out maneuver bullets” its called strafing. halo 2 had no running, and near hit scan, and people out maneuvered bullets all the time, it was part of the skill to master. I really hope the ttk remains on par with older halos, im not even a big fan of sprint, but it looks like in this game you can shoot as you run with no delay so hopefully that creates more balance in old and new feel.
> 2763816199912979;12:
> > 2535415525919240;2:
> > > 2535429603711594;1:
> > > I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
> >
> > Talking about the BR aim again and hate to bring it up again and again but this is all due to the aim. Without thruster - hitscan or bullet magnetism or whatever you wanna call it is OP. I am heavily against thruster and would prefer projectile aim because you cannot out maneuver bullets without it. Every straight shot is completely offense over defense when the two should be neutralized.
>
> Projectile aim only works when you either lower movement speed, like removing sprint (h3), or lowered TTK (like in cod, battlefield, ect) but to have halos longer ttk, sprint AND projectile, gives far to much room to escape. None of the halos are tru hit scan, they just have insanely high velocity on most the games. (halo 2 had a velocity of 400 where as halo 3 had a velocity of 160). I prefer the longer ttk of halo as opposed to other twitch shooters that rely on movement over gun skill, i feel that gun battles that reward accuracy and and strafing, giving opportunity to out shoot even a player that gets the jump on you are far more skillfull than games that just give free kills to the player that spots the other first. With hit scan (or near hit scan) you can still “out maneuver bullets” its called strafing. halo 2 had no running, and near hit scan, and people out maneuvered bullets all the time, it was part of the skill to master. I really hope the ttk remains on par with older halos, im not even a big fan of sprint, but it looks like in this game you can shoot as you run with no delay so hopefully that creates more balance in old and new feel.
I agree with everything you just said except for Halo 2 near hitscan being outmaneuverable. I just played it with a buddy of mine the other day and we tested this aspect of a game and you get shot first you are in favor to lose the battle with an opposing player. I think you’re right about everything else though. Sprint and faster base movement speed may just balance it enough. Not gonna judge anything really until we get legit gameplay though.
> 2535460287675315;8:
> > I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
>
> How does having higher ttk show off more skill ? I would argue that the ability to lower ttk significantly by hitting headshots should be rewarded, halo isn’t a game of super crazy outplays ( unless you have a sniper ) where you can take on multiple people, even if you land all your shots you won’t kill the other person quick enough and walk away with enough health for a 2nd engagement no matter how good you are.
>
> On top of this the game rewards bad aim, bullet magnetism and aim assist are too strong, if you really want to show off skill they should be looking into decreasing bullet magnetism and aim assist ever so slightly.
>
> The Truth Behind Halo's TTK - YouTube
>
> I think this a good video that explains what I’m trying to say.
>
> Basically make weapons kill much faster but get rid of some of the assists the game gives you, a good player will have more power and dominate and bad players will miss more shots than now.
Have you not played the old halos or watched the old tournaments? Halo has more outplays than most shooters out there, and thats BECAUSE of higher TTK, gives time for more skilled player to react and still out shoot someone who may have shot first as opposed to, i saw you first so youre dead, twitch style shooters. And yes, a good player can often walk away and win a second and even third engagement (double kill and triple kill medals are not rare, even without “sniper” just br/melee/grenade) Halo has always had a much higher skill gap than most shooters for that reason, especially the older halos. If you want lower ttk, play COD or battlefield or apex or any number of low ttk shooters out there but that is not halo. Halo is more about the gun battles (at least more so in the older better era) and im hoping infinite leans more into that with the removal of charge. Lowering the ttk would just lower halos skill gap, and to think otherwise would be like saying swat is a good indicator for halo skill lol
Also headshots are rewarding. they do more dmg than body shots
> 2535415525919240;13:
> > 2763816199912979;12:
> > > 2535415525919240;2:
> > > > 2535429603711594;1:
> > > > I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
> > >
> > > Talking about the BR aim again and hate to bring it up again and again but this is all due to the aim. Without thruster - hitscan or bullet magnetism or whatever you wanna call it is OP. I am heavily against thruster and would prefer projectile aim because you cannot out maneuver bullets without it. Every straight shot is completely offense over defense when the two should be neutralized.
> >
> > Projectile aim only works when you either lower movement speed, like removing sprint (h3), or lowered TTK (like in cod, battlefield, ect) but to have halos longer ttk, sprint AND projectile, gives far to much room to escape. None of the halos are tru hit scan, they just have insanely high velocity on most the games. (halo 2 had a velocity of 400 where as halo 3 had a velocity of 160). I prefer the longer ttk of halo as opposed to other twitch shooters that rely on movement over gun skill, i feel that gun battles that reward accuracy and and strafing, giving opportunity to out shoot even a player that gets the jump on you are far more skillfull than games that just give free kills to the player that spots the other first. With hit scan (or near hit scan) you can still “out maneuver bullets” its called strafing. halo 2 had no running, and near hit scan, and people out maneuvered bullets all the time, it was part of the skill to master. I really hope the ttk remains on par with older halos, im not even a big fan of sprint, but it looks like in this game you can shoot as you run with no delay so hopefully that creates more balance in old and new feel.
>
> I agree with everything you just said except for Halo 2 near hitscan being outmaneuverable. I just played it with a buddy of mine the other day and we tested this aspect of a game and you get shot first you are in favor to lose the battle with an opposing player. I think you’re right about everything else though. Sprint and faster base movement speed may just balance it enough. Not gonna judge anything really until we get legit gameplay though.
Halo 2 was the game i played everyday for 5+ hours a day from 2005-2007 and it was probably the game i was best at of all games ive ever played. It has a very high skill gap, but with strafing, gandhi hopping ect, it can be out played. it was part of the skill to master. Ive won many battles even after being hit first, if you land all head shots you get a 4 shot kill, so if you out strafe and cause your opponent to miss or land a few body shots it can make that 4 shot raise to 5-6 or more making it an easy win depending on how good you are at landing yours.
> 2763816199912979;15:
> > 2535415525919240;13:
> > > 2763816199912979;12:
> > > > 2535415525919240;2:
> > > > > 2535429603711594;1:
> > > > > I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
> > > >
> > > > Talking about the BR aim again and hate to bring it up again and again but this is all due to the aim. Without thruster - hitscan or bullet magnetism or whatever you wanna call it is OP. I am heavily against thruster and would prefer projectile aim because you cannot out maneuver bullets without it. Every straight shot is completely offense over defense when the two should be neutralized.
> > >
> > > Projectile aim only works when you either lower movement speed, like removing sprint (h3), or lowered TTK (like in cod, battlefield, ect) but to have halos longer ttk, sprint AND projectile, gives far to much room to escape. None of the halos are tru hit scan, they just have insanely high velocity on most the games. (halo 2 had a velocity of 400 where as halo 3 had a velocity of 160). I prefer the longer ttk of halo as opposed to other twitch shooters that rely on movement over gun skill, i feel that gun battles that reward accuracy and and strafing, giving opportunity to out shoot even a player that gets the jump on you are far more skillfull than games that just give free kills to the player that spots the other first. With hit scan (or near hit scan) you can still “out maneuver bullets” its called strafing. halo 2 had no running, and near hit scan, and people out maneuvered bullets all the time, it was part of the skill to master. I really hope the ttk remains on par with older halos, im not even a big fan of sprint, but it looks like in this game you can shoot as you run with no delay so hopefully that creates more balance in old and new feel.
> >
> > I agree with everything you just said except for Halo 2 near hitscan being outmaneuverable. I just played it with a buddy of mine the other day and we tested this aspect of a game and you get shot first you are in favor to lose the battle with an opposing player. I think you’re right about everything else though. Sprint and faster base movement speed may just balance it enough. Not gonna judge anything really until we get legit gameplay though.
>
> Halo 2 was the game i played everyday for 5+ hours a day from 2005-2007 and it was probably the game i was best at of all games ive ever played. It has a very high skill gap, but with strafing, gandhi hopping ect, it can be out played. it was part of the skill to master. Ive won many battles even after being hit first, if you land all head shots you get a 4 shoy kill, so if you out strafe and cause your opponent to miss or land a few body shots it can make that 4 shot raise to 5-6 or more making it an easy win depending on how good you are at landing yours.
I agree and I played for about the same as well. Focused more on glitches/modding/campaign back then more so than competitive but Halo 3’s ttk was more even balanced to me with slower movement speed and strafing and projectile aim more implemented. What I’m trying to say is successfully strafing in Halo 2 was not as known as Halo 3. Infinite seems like they’re trying to blend as many Halo games as possible ttk wise so far. Fingers crossed it works.
> 2763816199912979;14:
> > 2535460287675315;8:
> > > I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
> >
> > How does having higher ttk show off more skill ? I would argue that the ability to lower ttk significantly by hitting headshots should be rewarded, halo isn’t a game of super crazy outplays ( unless you have a sniper ) where you can take on multiple people, even if you land all your shots you won’t kill the other person quick enough and walk away with enough health for a 2nd engagement no matter how good you are.
> >
> > On top of this the game rewards bad aim, bullet magnetism and aim assist are too strong, if you really want to show off skill they should be looking into decreasing bullet magnetism and aim assist ever so slightly.
> >
> > The Truth Behind Halo's TTK - YouTube
> >
> > I think this a good video that explains what I’m trying to say.
> >
> > Basically make weapons kill much faster but get rid of some of the assists the game gives you, a good player will have more power and dominate and bad players will miss more shots than now.
>
> Have you not played the old halos or watched the old tournaments? Halo has more outplays than most shooters out there, and thats BECAUSE of higher TTK, gives time for more skilled player to react and still out shoot someone who may have shot first as opposed to, i saw you first so youre dead, twitch style shooters. And yes, a good player can often walk away and win a second and even third engagement (double kill and triple kill medals are not rare, even without “sniper” just br/melee/grenade) Halo has always had a much higher skill gap than most shooters for that reason, especially the older halos. If you want lower ttk, play COD or battlefield or apex or any number of low ttk shooters out there but that is not halo. Halo is more about the gun battles (at least more so in the older better era) and im hoping infinite leans more into that with the removal of charge. Lowering the ttk would just lower halos skill gap, and to think otherwise would be like saying swat is a good indicator for halo skill lol
>
> Also headshots are rewarding. they do more dmg than body shots
More outplay potential where ? If you have 3 players of around the same skill level, all with BR the guy who is 1vs2 may kill one guy but most of the time he is going to get killed by the other one since ttk is so high, it almost becomes a teamshooting game.
Halo has a much wider skill gap than other shooters where ? Do you think it has a higher skill gap that CS for example ?
The halo community is so elitist, always talking about skill like they are gods but the game basically holds your hand, strong aim assist, strong bullets magnetism that rewards bad aim ( but I guess hitting someone without having the crosshair on them with magic curving bullets is down to skill ) and you have a radar that basically points out where enemies are when you are close to them ( I guess paying attention to your surrounding or sound is overated ).
The excuse of the “ I see you first” type of games doesn’t always work that way, every game is like that. With high ttk and vs a decent player that hits most of the shots you are still dead, you might be able to turn on him and make some dmg but you will still die. CS has extremely fast time to kill but you can still turn around and kill someone who saw you first. The difference is that shooting is harder in CS and it rewards good aim which should be the focus on a FPS game.
Now don’t get me wrong, I don’t want ttk that is similar to battlefield or cod but having been playing MCC it just feels too high and I think it would be a better game if ttk was lower. If you make the shooting mechanics harder that what it is now and you lower ttk It should balance it out.
Headshots are not rewarded enough, on top of it depending on the halo and weapon they won’t do more damage than body shots as far as I’ve seen
> 2535460287675315;17:
> > 2763816199912979;14:
> > > 2535460287675315;8:
> > > > I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
> > >
> > > How does having higher ttk show off more skill ? I would argue that the ability to lower ttk significantly by hitting headshots should be rewarded, halo isn’t a game of super crazy outplays ( unless you have a sniper ) where you can take on multiple people, even if you land all your shots you won’t kill the other person quick enough and walk away with enough health for a 2nd engagement no matter how good you are.
> > >
> > > On top of this the game rewards bad aim, bullet magnetism and aim assist are too strong, if you really want to show off skill they should be looking into decreasing bullet magnetism and aim assist ever so slightly.
> > >
> > > The Truth Behind Halo's TTK - YouTube
> > >
> > > I think this a good video that explains what I’m trying to say.
> > >
> > > Basically make weapons kill much faster but get rid of some of the assists the game gives you, a good player will have more power and dominate and bad players will miss more shots than now.
> >
> > Have you not played the old halos or watched the old tournaments? Halo has more outplays than most shooters out there, and thats BECAUSE of higher TTK, gives time for more skilled player to react and still out shoot someone who may have shot first as opposed to, i saw you first so youre dead, twitch style shooters. And yes, a good player can often walk away and win a second and even third engagement (double kill and triple kill medals are not rare, even without “sniper” just br/melee/grenade) Halo has always had a much higher skill gap than most shooters for that reason, especially the older halos. If you want lower ttk, play COD or battlefield or apex or any number of low ttk shooters out there but that is not halo. Halo is more about the gun battles (at least more so in the older better era) and im hoping infinite leans more into that with the removal of charge. Lowering the ttk would just lower halos skill gap, and to think otherwise would be like saying swat is a good indicator for halo skill lol
> >
> > Also headshots are rewarding. they do more dmg than body shots
>
> More outplay potential where ? If you have 3 players of around the same skill level, all with BR the guy who is 1vs2 may kill one guy but most of the time he is going to get killed by the other one since ttk is so high, it almost becomes a teamshooting game.
>
> Halo has a much wider skill gap than other shooters where ? Do you think it has a higher skill gap that CS for example ?
>
> The halo community is so elitist, always talking about skill like they are gods but the game basically holds your hand, strong aim assist, strong bullets magnetism that rewards bad aim ( but I guess hitting someone without having the crosshair on them with magic curving bullets is down to skill ) and you have a radar that basically points out where enemies are when you are close to them ( I guess paying attention to your surrounding or sound is overated ).
>
> The excuse of the “ I see you first” type of games doesn’t always work that way, every game is like that. With high ttk and vs a decent player that hits most of the shots you are still dead, you might be able to turn on him and make some dmg but you will still die. CS has extremely fast time to kill but you can still turn around and kill someone who saw you first. The difference is that shooting is harder in CS and it rewards good aim which should be the focus on a FPS game.
>
> Now don’t get me wrong, I don’t want ttk that is similar to battlefield or cod but having been playing MCC it just feels too high and I think it would be a better game if ttk was lower. If you make the shooting mechanics harder that what it is now and you lower ttk It should balance it out.
>
> Headshots are not rewarded enough, on top of it depending on the halo and weapon they won’t do more damage than body shots as far as I’ve seen
ok well, you take your magical curved bullets and use them against top tier halo players and see how well your hand is held lmao. you will quickly see that skill gap. Its also pretty common knowledge that halo has always had a huge skill gap, especially in earlier releases. If youre having such a hard time dodging shots or winning any 2v1 or battle the enemy shoots first, then that skill gap should be fairly obvious at your level of play. (also, if the magic curved bullets were so OP why is your headshot accuracy at 59.6% and not higher)
“More outplay potential where ? If you have 3 players of around the same skill level, all with BR the guy who is 1vs2 may kill one guy but most of the time he is going to get killed by the other one since ttk is so high, it almost becomes a team shooting game.”
as apposed to a 1v2 in a low ttk match where u have zero chance. You can still win 2v1 in high ttk, happens all the time. Just because you cant outplay doesnt mean others cant. And halo IS a team shooting game in all but free for all lmao
Halo is a game of gun battles, accuracy out strafing, map and weapon control. the longer ttk is apart of that identity when it comes to those gun fights. And that is what made h2 and h3 some of the best competitive shooters of all time.
> 2535460287675315;17:
> > 2763816199912979;14:
> > > 2535460287675315;8:
> > > > I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
> > >
> > > -snip
> >
> > -snip
>
> More outplay potential where ? If you have 3 players of around the same skill level, all with BR the guy who is 1vs2 may kill one guy but most of the time he is going to get killed by the other one since ttk is so high, it almost becomes a teamshooting game.
>
> Halo has a much wider skill gap than other shooters where ? Do you think it has a higher skill gap that CS for example ?
>
> The halo community is so elitist, always talking about skill like they are gods but the game basically holds your hand, strong aim assist, strong bullets magnetism that rewards bad aim ( but I guess hitting someone without having the crosshair on them with magic curving bullets is down to skill ) and you have a radar that basically points out where enemies are when you are close to them ( I guess paying attention to your surrounding or sound is overated ).
>
>
> -snip-
[1/2]
> More outplay potential where ? If you have 3 players of around the same skill level, all with BR the guy who is 1vs2 may kill one guy but most of the time he is going to get killed by the other one since ttk is so high, it almost becomes a teamshooting game.
Halo isn’t just a BR fest. Grenades and Melee, or power weapons, as well as positioning can easily give one player the upper hand in a 1v2 or 1v3 situation. There are very, very few situations where two or more players are on a flat plane with no cover and it comes down to straight TTK, and if you find yourself in that situation, that’s bad positioning. Hell, a good player who has good movement and positioning can overpower a gaggle of BR users with an AR and melee alone.
> Halo has a much wider skill gap than other shooters where ? Do you think it has a higher skill gap that CS for example ?
Halo and CS have some pretty substantial differences between them. I don’t think it’s fair to say which one has a higher skill gap than the other, as CS does not have equal starts, has economy, timing, and most weapons can one-tap people. CS also has shooting mechanics tied to movement, whereas Halo has full weapon effectiveness during movement. Halo also has entirely different movement, maps, cadences, and rewards game sense and knowledge over the sandbox as opposed to CS rewarding aim and map knowledge and timing. They’re both great games, they both have huge skill gaps, and they both play entirely differently. Does Overwatch have a higher skill gap then CS or Halo? I mean you could argue yes or no, but all three games are so different and focus on different aspects of the games that you’d really be arguing in circles about which game has more skill. It’s also important to note that Halo is incredibly accessible and easy to pick up. That’s like it’s whole shtick. CS is not easy to pick up, it’s got a steep learning curve, and the skill floor is pretty high. Halo’s isn’t and that’s fine.
> The halo community is so elitist, always talking about skill like they are gods but the game basically holds your hand, strong aim assist, strong bullets magnetism that rewards bad aim ( but I guess hitting someone without having the crosshair on them with magic curving bullets is down to skill ) and you have a radar that basically points out where enemies are when you are close to them ( I guess paying attention to your surrounding or sound is overated )
For someone bemoaning how Halo isn’t very skillful, you don’t seem to know much about the halo sweat/pro scene. Particularly how radar is disabled? There are certainly elitist players, but the overall community isnt that way, I think you just don’t understand what you’re talking about in regard to Halo and how it plays. Halo does have aim assist, because it’s a console shooter, and console shooters without aim assist, at least the popular ones, have instant TTK to reward better aim, but like I said, Halo doesn’t focus solely on Aim, because there are other aspects of the game to master that take a higher priority over aim (and that’s not to say that aim isn’t important. Aim is incredibly important, especially leading targets in Halo CE and 3). Even with those “magic bullets”, good aim is still rewarded, especially knowing when to aim where. Halo’s shields blocking precision damage make players shift their aim. If you’re aiming for the head the entire time, you’re likely to miss shots and raise that TTK, as opposed to three to the chest, one to the head for the ideal 4-shot. And besides, Aim assist only helps you so far in a game featuring slower moving projectiles, where that precise aim is really rewarded because you can use the weapons outside of their effective range. We don’t really know much about the Halo Infinite BR yet, but I’m crossing my fingers for at least a little bit of reduced projectile speed because it makes the gunfights more interesting.
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> > > > I feel like I’ve noticed in the infinite videos that the time to kill the enemy Spartan has decreased greatly compared to the older halos. Im not sure if this is a bad thing or a good thing but I feel like having longer TTK would show off the skill of the player more. I still think infinite looks great but What do you guys think?
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> The excuse of the “ I see you first” type of games doesn’t always work that way, every game is like that. With high ttk and vs a decent player that hits most of the shots you are still dead, you might be able to turn on him and make some dmg but you will still die. CS has extremely fast time to kill but you can still turn around and kill someone who saw you first. The difference is that shooting is harder in CS and it rewards good aim which should be the focus on a FPS game.
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> Now don’t get me wrong, I don’t want ttk that is similar to battlefield or cod but having been playing MCC it just feels too high and I think it would be a better game if ttk was lower. If you make the shooting mechanics harder that what it is now and you lower ttk It should balance it out.
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> Headshots are not rewarded enough, on top of it depending on the halo and weapon they won’t do more damage than body shots as far as I’ve seen
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> The excuse of the “ I see you first” type of games doesn’t always work that way, every game is like that. With high ttk and vs a decent player that hits most of the shots you are still dead, you might be able to turn on him and make some dmg but you will still die. CS has extremely fast time to kill but you can still turn around and kill someone who saw you first. The difference is that shooting is harder in CS and it rewards good aim which should be the focus on a FPS game.
CS is an MnK game first and foremost, so quick 180’s are pretty common and reacting to players quickly isn’t as problematic as say, turning on a low sensitivity, which some very good players do run lower sensitivities. Also, if you’re being shot from behind, instead of turning around and returning fire immediately, you can always try and get near some cover, because 1v1’s are only in a coverless vacuum in Octagon. By using game sense and map knowledge, you can use a grenade or melee to quickly get the advantage on an aggressor, or if they’re sloppy enough, just ninja them without ever turning around. What should be the “focus” of an FPS game depends entirely on the game. Is Aim the sole focus of Overwatch? Not really, it’s mainly focused on team composition/positioning/objective play, and it’s an FPS. Siege has instant TTKs but the main focus isn’t on Aim, it’s on positioning!
> Now don’t get me wrong, I don’t want ttk that is similar to battlefield or cod but having been playing MCC it just feels too high and I think it would be a better game if ttk was lower. If you make the shooting mechanics harder that what it is now and you lower ttk It should balance it out.
Which games in MCC exactly? There are pretty substantial differences between shooting mechanics and the general TTKs between each Halo game. CE has pretty low TTK if you can use the magnum well, which sadly is a little bit scuffed in the Gearbox port of CE. Halo 3 has more emphasis on leading shots, so it’s TTK feels pretty long if you miss, and again, it’s not just about four-shotting each other with the BR, grenades and melee (equipment too, in the case of Halo 3) are used extensively to cut down on kill-times.
> Headshots are not rewarded enough, on top of it depending on the halo and weapon they won’t do more damage than body shots as far as I’ve seen
Yes. Like I said, shields block precision damage (except for snipers of course, that’s their whole shtick). This is because Halo doesn’t focus entirely on Aim. Headshots are important, they’re just not the whole game. That’s a unique quirk of Halo, and without falling into the discussion of Halo’s identity being watered down to chase trends, it’s something that is entirely tied to the identity and feel of the games. It just seems that the Halo you want, it’s really that much of a Halo game at all, or at least, changes so much about its cadence, mechanics, and sandbox that it wouldn’t really feel like a Halo game.