Halo Infinite cancel Advanced sports
everyone possible Squatting in the corner All day
Just like cod16 That way bored
because you Can’t escape
cod16 Have glide with Sprint
halo5 Have Thruster
Halo Infinite nothing there
Squatting in the corner of shooting game Very bored.
I can’t seem to precisely read your point. But I’ll try my best to interpret it.
Halo Infinite is a mixed bunch, taking snippets and bits from all the Halos. If I’m reading your post correctly, your concerned with Halo opening up and moving away from H5’s competitive nature. You also bring up COD within your post, and how Halo infinite strays away from the COD gameplay structure. The issue you may fail to see is that Halo has never existed as a copied shell of other games. Halo is a team based arena-shooter that is focused on its combat rhythm and sandbox. Each game adds its own taste and flavor to this rhythm. This makes Halo unique from other shooters. Everyone is on the same playing field, anyone can over take anyone if they work together or use the sandbox. Attempting to mimic COD in favor of a H5 competitive arena would harm Halo as a whole. It would indicate that 343 has chosen not to diversify the gameplay, but rather stick to H5’s style of gameplay. While this would be beneficial for e-sports and HCS as a whole, the damage it would have on the casual halo player base would be hard to ignore. The expected new combat rhythm and sandbox would remain static under the constraints of being strictly competitive focused. This would ultimately inherit H5’s horrible flaw of being to hard for casuals and new players to exist. Its just to competitive focused to be a casual experience.
Having a mixed experience is one that I have to agree with. The diverse experience that comes with mixing all the Halos is something that I’m hopeful in seeing.
> 2533274848400964;2:
> I can’t seem to precisely read your point. But I’ll try my best to interpret it.
>
> Halo Infinite is a mixed bunch, taking snippets and bits from all the Halos. If I’m reading your post correctly, your concerned with Halo opening up and moving away from H5’s competitive nature. You also bring up COD within your post, and how Halo infinite strays away from the COD gameplay structure. The issue you may fail to see is that Halo has never existed as a copied shell of other games. Halo is a team based arena-shooter that is focused on its combat rhythm and sandbox. Each game adds its own taste and flavor to this rhythm. This makes Halo unique from other shooters. Everyone is on the same playing field, anyone can over take anyone if they work together or use the sandbox. Attempting to mimic COD in favor of a H5 competitive arena would harm Halo as a whole. It would indicate that 343 has chosen not to diversify the gameplay, but rather stick to H5’s style of gameplay. While this would be beneficial for e-sports and HCS as a whole, the damage it would have on the casual halo player base would be hard to ignore. The expected new combat rhythm and sandbox would remain static under the constraints of being strictly competitive focused. This would ultimately inherit H5’s horrible flaw of being to hard for casuals and new players to exist. Its just to competitive focused to be a casual experience.
>
> Having a mixed experience is one that I have to agree with. The diverse experience that comes with mixing all the Halos is something that I’m hopeful in seeing.
Thank you
> 2533274848400964;2:
> I can’t seem to precisely read your point. But I’ll try my best to interpret it.
>
> Halo Infinite is a mixed bunch, taking snippets and bits from all the Halos. If I’m reading your post correctly, your concerned with Halo opening up and moving away from H5’s competitive nature. You also bring up COD within your post, and how Halo infinite strays away from the COD gameplay structure. The issue you may fail to see is that Halo has never existed as a copied shell of other games. Halo is a team based arena-shooter that is focused on its combat rhythm and sandbox. Each game adds its own taste and flavor to this rhythm. This makes Halo unique from other shooters. Everyone is on the same playing field, anyone can over take anyone if they work together or use the sandbox. Attempting to mimic COD in favor of a H5 competitive arena would harm Halo as a whole. It would indicate that 343 has chosen not to diversify the gameplay, but rather stick to H5’s style of gameplay. While this would be beneficial for e-sports and HCS as a whole, the damage it would have on the casual halo player base would be hard to ignore. The expected new combat rhythm and sandbox would remain static under the constraints of being strictly competitive focused. This would ultimately inherit H5’s horrible flaw of being to hard for casuals and new players to exist. Its just to competitive focused to be a casual experience.
>
> Having a mixed experience is one that I have to agree with. The diverse experience that comes with mixing all the Halos is something that I’m hopeful in seeing.
H5 was my first halo and i got along just fine, until i actually tried competetive mp. Never again.
Halo 5 has to be my favorite in terms of competitive play. The speed and feel of the competition really is exciting. However, the gameplay is the opposite for me. It resembles to much of COD, something that Halo shouldn’t be. Everything is incredibly effective at killing. An example of this is the AR in Halo 5. In this game it can reliably kill and mop up enemy players. However this doesn’t fill the role of the past Assault Rifles. In prior games the AR wasnt a kill machine, it was a suppression weapon that was used to pop shields and lead up to a melee or precision kill. This problem exist for nearly every gun, and it really doesn’t sit well with me when I play the game.
Dropping E-sports sounds nice, assuming I understood you correctly. 343i could then prioritize making the multiplayer fun rather than listening to sweats demanding they make functional mechanics convoluted so they have an edge over others.
If they want to sweat they can sweat, but I see no reason to continue bending over backwards to such ridiculous degrees just so the multiplayer dies faster all to feed their egos.
> 2533274975565198;6:
> Dropping E-sports sounds nice, assuming I understood you correctly. 343i could then prioritize making the multiplayer fun rather than listening to sweats demanding they make functional mechanics convoluted so they have an edge over others.
>
> If they want to sweat they can sweat, but I see no reason to continue bending over backwards to such ridiculous degrees just so the multiplayer dies faster all to feed their egos.
I agree. 343 should probably be looking on the waypoint for community input, not something else like twitter. There are quite a few community casual player instagram profiles I follow, and whenever a poll pops up asking if Infinite should favor working on competitive or casual, it almost always has 90% for casual (profile has 34k followers for numbers reference)
U good my guy??
> 2535433024916972;7:
> > 2533274975565198;6:
> > Dropping E-sports sounds nice, assuming I understood you correctly. 343i could then prioritize making the multiplayer fun rather than listening to sweats demanding they make functional mechanics convoluted so they have an edge over others.
> >
> > If they want to sweat they can sweat, but I see no reason to continue bending over backwards to such ridiculous degrees just so the multiplayer dies faster all to feed their egos.
>
> I agree. 343 should probably be looking on the waypoint for community input, not something else like twitter. There are quite a few community casual player instagram profiles I follow, and whenever a poll pops up asking if Infinite should favor working on competitive or casual, it almost always has 90% for casual (profile has 34k followers for numbers reference)
I actually disagree here quite strongly . I am far from a fan of the competitive scene, but I do believe a balance exists wherein you can design a fun and robust experience for all players which stands up well to both social and competitive gameplay. Competitive will always require specific balancing and potentially (but if done correctly, not necessarily) some features removed. From what we’ve heard so far with e.g. the Grappleshot being something you can fight over that’s a perfect example where if it’s balancec correctly for competitive play it becomes just like a powerweapon.
A game which is overly focused on fun and social can become incredibly imbalanced (example - dual wielding as a feature, Halo 4’s ordnance), whereas a game too focussed on competitive can just become overly sterile and boring (e.g. Halo 5’s magnum being used over even some power weapons).
Infinite is, from what we’ve seen so far, taking the right approach: features are considered and feedback given by the pro-team and balancing can then be tweaked accordingly. Remember: all competitive is trying to do is make games fairer.
> 2533274874872263;9:
> > 2535433024916972;7:
> > > 2533274975565198;6:
> > > -snip-
>
> Infinite is, from what we’ve seen so far, taking the right approach: features are considered and feedback given by the pro-team and balancing can then be tweaked accordingly. Remember: all competitive is trying to do is make games fairer.
I agree there certainly is a balance to be maintained; however, that’s never been what 343i has ever aimed for. I’d argue Halo 4 opted for fun with the loadout varieties.
Exclusively taking feedback from the “pro-team” is the fatal flaw. The sweats are a small audience, I see no reason to ignore everyone else feedback just for them. These are the people that pushed for the AR to be turned into a precision weapon despite the weapon fundamentally not being designed to be a precision weapon. These are people pushing to take functional mechanics and make them convoluted so only a few people can use them reliably. They aren’t trying to make it fair, they’re trying to make mechanics only benefit them.
The “pro-team” are the reason why the multiplayer population dropped so fast, because of their awful ideas that 343i takes as gospel.
> 2533274975565198;10:
> > 2533274874872263;9:
> > > 2535433024916972;7:
> > > > 2533274975565198;6:
> > > > -snip-
> >
> > Infinite is, from what we’ve seen so far, taking the right approach: features are considered and feedback given by the pro-team and balancing can then be tweaked accordingly. Remember: all competitive is trying to do is make games fairer.
>
> I agree there certainly is a balance to be maintained; however, that’s never been what 343i has ever aimed for. I’d argue Halo 4 opted for fun with the loadout varieties.
>
> Exclusively taking feedback from the “pro-team” is the fatal flaw. The sweats are a small audience, I see no reason to ignore everyone else feedback just for them. These are the people that pushed for the AR to be turned into a precision weapon despite the weapon fundamentally not being designed to be a precision weapon. These are people pushing to take functional mechanics and make them convoluted so only a few people can use them reliably. They aren’t trying to make it fair, they’re trying to make mechanics only benefit them.
>
> The “pro-team” are the reason why the multiplayer population dropped so fast, because of their awful ideas that 343i takes as gospel.
You’re missing the point: you design without the pro-team then optimise with them. If you get the pro team involced Halo 4 wouldn’t have had loadouts if they’d properly consulted pros - even starts are such an important part of Halo.
I love how the nonsense haiku sparked some kind of debate about balancing
I don’t think Halo Infinite will be a campfest, if that’s what you’re worried about.
> 2533274874872263;11:
> > 2533274975565198;10:
> > > 2533274874872263;9:
> > > > 2535433024916972;7:
> > > > > 2533274975565198;6:
> > > > > -snip-
> > >
> > > Infinite is, from what we’ve seen so far, taking the right approach: features are considered and feedback given by the pro-team and balancing can then be tweaked accordingly. Remember: all competitive is trying to do is make games fairer.
> >
> > I agree there certainly is a balance to be maintained; however, that’s never been what 343i has ever aimed for. I’d argue Halo 4 opted for fun with the loadout varieties.
> >
> > Exclusively taking feedback from the “pro-team” is the fatal flaw. The sweats are a small audience, I see no reason to ignore everyone else feedback just for them. These are the people that pushed for the AR to be turned into a precision weapon despite the weapon fundamentally not being designed to be a precision weapon. These are people pushing to take functional mechanics and make them convoluted so only a few people can use them reliably. They aren’t trying to make it fair, they’re trying to make mechanics only benefit them.
> >
> > The “pro-team” are the reason why the multiplayer population dropped so fast, because of their awful ideas that 343i takes as gospel.
>
> You’re missing the point: you design without the pro-team then optimise with them. If you get the pro team involced Halo 4 wouldn’t have had loadouts if they’d properly consulted pros - even starts are such an important part of Halo.
They could just take community feedback instead of only listening to a small group of people exclusively. E-sports didn’t exist in Halo 4 and it was for the better, it was designed for fun like a game should be. Loadouts aren’t something that absolutely must return but the variety they allowed was fun at least in my opinion.
The “pros” will just demand “moar precision weapons” when the sandbox is already flooded with them. Oh no a mechanic most players know how to use they’ll demand it be changed and made unnecessarily convoluted. Point being the “pros” bring nothing to the table.
I’ll be honest I have no idea what this thread is about. I think OP is referring to campers?
> 2533274975565198;14:
> > 2533274874872263;11:
> > > 2533274975565198;10:
> > > > 2533274874872263;9:
> > > > > 2535433024916972;7:
> > > > > > 2533274975565198;6:
> > > > > > -snip-
> > > >
> > > > Infinite is, from what we’ve seen so far, taking the right approach: features are considered and feedback given by the pro-team and balancing can then be tweaked accordingly. Remember: all competitive is trying to do is make games fairer.
> > >
> > > I agree there certainly is a balance to be maintained; however, that’s never been what 343i has ever aimed for. I’d argue Halo 4 opted for fun with the loadout varieties.
> > >
> > > Exclusively taking feedback from the “pro-team” is the fatal flaw. The sweats are a small audience, I see no reason to ignore everyone else feedback just for them. These are the people that pushed for the AR to be turned into a precision weapon despite the weapon fundamentally not being designed to be a precision weapon. These are people pushing to take functional mechanics and make them convoluted so only a few people can use them reliably. They aren’t trying to make it fair, they’re trying to make mechanics only benefit them.
> > >
> > > The “pro-team” are the reason why the multiplayer population dropped so fast, because of their awful ideas that 343i takes as gospel.
> >
> > You’re missing the point: you design without the pro-team then optimise with them. If you get the pro team involced Halo 4 wouldn’t have had loadouts if they’d properly consulted pros - even starts are such an important part of Halo.
>
> They could just take community feedback instead of only listening to a small group of people exclusively. E-sports didn’t exist in Halo 4 and it was for the better, it was designed for fun like a game should be. Loadouts aren’t something that absolutely must return but the variety they allowed was fun at least in my opinion.
>
> The “pros” will just demand “moar precision weapons” when the sandbox is already flooded with them. Oh no a mechanic most players know how to use they’ll demand it be changed and made unnecessarily convoluted. Point being the “pros” bring nothing to the table.
I entirely disagree and I’m truly not a competitive fan.
Entirely disagree on loadouts though: they just run so counter to Halo’s DNA. Even starts are where it’s at - Halo 5 returning to them was widely lauded and I cannot see them returning. You come off first spawn and you should be able to judge what weapons someone has based on where they approach you from. If they’ve passed a power weapon spawn, expect that, if not then standard starting. I’d approach a DMR player very differently to a Carbine for example.
Based on what we’ve seen already re-weapons I disagree - it’s hardly like we’re seeing an overrun of precision weapons and Quinn DelHoyo has made is very clear that separation of roles is hugely important to the sandbox. Halo 4 clearly lacked enough pro-team input and as a result it was an unbalanced mess, Halo 5 is a mixed bag: the magnum being overpowered I blame on pro-team, whereas Spartan Abilities (widely panned by players) are surely something which got by them. Both games’ sandboxes are bloated with too many overlapping weapons
I don’t think reducing advanced movement options will lead to a camping-style experience. Halo’s killtimes don’t support it.
If we look at Halo 3, which has the slowest overall movement in the series, we still see a game where players constantly push each other to get control of power weapons and vantage points that offer a huge view of the map.
There’s always the odd guy who will sit next to a door with a Shotgun or Sword ready. But maps are designed specifically to prevent that from being a winning strategy, with several other available routes to the same location.
I’m saving this as a copypasta for the first Infinite tournament.
> 2533274874872263;16:
> > 2533274975565198;14:
> > > 2533274874872263;11:
> > > > 2533274975565198;10:
> > > > > 2533274874872263;9:
> > > > > > 2535433024916972;7:
> > > > > > > 2533274975565198;6:
> > > > > > > -snip-
> > > > >
> > > > > Infinite is, from what we’ve seen so far, taking the right approach: features are considered and feedback given by the pro-team and balancing can then be tweaked accordingly. Remember: all competitive is trying to do is make games fairer.
> > > >
> > > > I agree there certainly is a balance to be maintained; however, that’s never been what 343i has ever aimed for. I’d argue Halo 4 opted for fun with the loadout varieties.
> > > >
> > > > Exclusively taking feedback from the “pro-team” is the fatal flaw. The sweats are a small audience, I see no reason to ignore everyone else feedback just for them. These are the people that pushed for the AR to be turned into a precision weapon despite the weapon fundamentally not being designed to be a precision weapon. These are people pushing to take functional mechanics and make them convoluted so only a few people can use them reliably. They aren’t trying to make it fair, they’re trying to make mechanics only benefit them.
> > > >
> > > > The “pro-team” are the reason why the multiplayer population dropped so fast, because of their awful ideas that 343i takes as gospel.
> > >
> > > You’re missing the point: you design without the pro-team then optimise with them. If you get the pro team involced Halo 4 wouldn’t have had loadouts if they’d properly consulted pros - even starts are such an important part of Halo.
> >
> > They could just take community feedback instead of only listening to a small group of people exclusively. E-sports didn’t exist in Halo 4 and it was for the better, it was designed for fun like a game should be. Loadouts aren’t something that absolutely must return but the variety they allowed was fun at least in my opinion.
> >
> > The “pros” will just demand “moar precision weapons” when the sandbox is already flooded with them. Oh no a mechanic most players know how to use they’ll demand it be changed and made unnecessarily convoluted. Point being the “pros” bring nothing to the table.
>
> I entirely disagree and I’m truly not a competitive fan.
>
> Entirely disagree on loadouts though: they just run so counter to Halo’s DNA. Even starts are where it’s at - Halo 5 returning to them was widely lauded and I cannot see them returning. You come off first spawn and you should be able to judge what weapons someone has based on where they approach you from. If they’ve passed a power weapon spawn, expect that, if not then standard starting. I’d approach a DMR player very differently to a Carbine for example.
>
> Based on what we’ve seen already re-weapons I disagree - it’s hardly like we’re seeing an overrun of precision weapons and Quinn DelHoyo has made is very clear that separation of roles is hugely important to the sandbox. Halo 4 clearly lacked enough pro-team input and as a result it was an unbalanced mess, Halo 5 is a mixed bag: the magnum being overpowered I blame on pro-team, whereas Spartan Abilities (widely panned by players) are surely something which got by them. Both games’ sandboxes are bloated with too many overlapping weapons
I don’t feel like writing a book but everything you’re saying is correct.
> 2535467727742598;12:
> I love how the nonsense haiku sparked some kind of debate about balancing
Not sure if English is the OPs first language lol…
I think he was more concerned about campers, which has been pretty rare in halo due to shotguns and snipers spawning far and few… even then lots of players still push hard with those. I also think there is a difference between holding a power position vs hiding behind a door waiting for bait.
Otherwise all the replies are a good novel