How should Infinite shooting mechanics be handled?

The shooting mechanics for the halo games have varied throughout the series history and infinite could see a shift from the mechanics present in 343’s halo 4 and 5. Personally I think it would be interesting if the shooting mechanics were all projectile based like halo 2 and 3 but also had the addition of bullet drop. This would mean that players would have to approximate bullet trajectory when firing their gun across long distances. By no means am i advocating for drastic changes in bullet velocity, I am simply believe that it should be a factor on longer distances such as BTB maps and the such a it adds to the realism of the game and raises the skill cap. It may be more difficult to shoot targets across the map but it will help define mid-range guns as being mid-range instead of being able to cross-map someone. The long range precision weapons such as the sniper and beam rifle would still be one hits anyways. But if the advanced movement system that halo 5 uses is present in the game it may become too difficult to shoot longer distances.

Time will tell what we get. I do know that Halo 4 had a couple of weapons that were projectile, Gauss Cannon was one, cannot remember the other. I like projectile weapons. Leading with your shots and allowing for gravity etc is more fun imo, but it never seemed too realistic or evident in Halo, certainly not in relation to the likes of Battlefield imo. However, my biggest like about projectile has nothing to do with matchmaking. It was theatre, I spent hours looking at and creating screenshots in Halo 3. Projectile rounds were incredibly well done. More of that would be amazing imo.

I don’t mind projectile over scan, as long as it’s not too drastic.
Think Halo 3 had a good balance for it.

If it starts heading the direction of adjusting for gravity and aiming way ahead of people I’ll be a bit irritated. Part of what makes Halo Halo is that it’s not a super complex shooter. It needs to retain that feel above anything else

Heh, the bullet drop made me think.

Halo usually takes place on multiple worlds, which I would doubt all have identical gravity conditions at the surface. Imagine the pain of having to correct for multiple variants of bullet trajectories based on the map/world you’re on.

> 2533274865778947;3:
> I don’t mind projectile over scan, as long as it’s not too drastic.
> Think Halo 3 had a good balance for it.
>
> If it starts heading the direction of adjusting for gravity and aiming way ahead of people I’ll be a bit irritated. Part of what makes Halo Halo is that it’s not a super complex shooter. It needs to retain that feel above anything else

Meh, as long as the shots are fast enough that would only be true in BTB maps. In those cases however projectiles are the better solution imho.

It’s a scifi shooter and, like previously stated, zero gravity has zero bulletdrop.
Even the aim assist makes sense based upon the scifi premise.
Basically, it’s a jerky metal exo suit. I’d love it if the suit evolved in the future of Halo… It would be cool if the mechanics led to more fluid gameplay.
I’ll save how to do it post infinite release so that the time is right.

:v:

Honestly there isn’t much you can do to improve it beyond Halo 5. But I have absolutely no idea how the gameplay is going to be handled. This whole nostalgia pandering thing could mean the game essentially reverts back to Halo 2 gameplay, or it could be using the nostalgia as a means of placating old fans while introducing wild new mechanics.

If we’ve got big open worlds in campaign, I can imagine they’re going to have to do something to balance the long ranged combat. One way is with bullet travel time like in Halo 3, another is damage drop-off.

Halo is a sci-fi shooter set in the 26th century.

If you attempt to apply hardcore physics simulation to projectile weapons (human weapons), then you’re indirectly buffing Promethean weapons like the light rifle. A light rifle, by definition, is a hitscan weapon because it’s shooting literal light and thus the travel time is effectively zero.

Large maps, such as BTB or Warzone, would become dominated by these weapons because long-range shooting would be so much easier with them.

Do we even know what the ballistics of a battle rifle even are? Like, what’s the muzzle velocity of a battle rifle round? Presumably, a weapon 500 years from now would have far superior ballistics and could have bullet velocity so high that it would be close to “hitscan” type speeds anyway.