True. And thus the Drop Wall is a far less selfish rendition of a deployable cover tool. It stops enemy fire and allows you and your team to be shielded while able to fire through the wall.
Your original statement that Halo Infinite equipment being selfish is quite flawed.
No, they donât. At extreme ranges, yes. But itâs no different than zooming in with the battle rifle from older halos. If youâre suggesting that ADS has changed the core gameplay and made it more like COD, where zero people hipfire in nearly all circumstances, then youâre full of crap.
Halo absolutely was designed around mobility, and the mobility has increased from game to game.
If youâre saying Halo Infinite feels even remotely the same as any of the other popular shooters out right now, Iâm calling bullcrap.
I said I want a breakdown of the TTK with some evidence. Should be easy to post a video or something from youtube that talks about the functional TTK instead of paper TTK, right? Especially if itâs significantly shorter like you said.
Projectile speed of kinetic weapons in the main Halo games was so fast that no one led their shots. People were convinced the BR was hitscan until someone went into the game files and actually changed the projectile speed of the weapon. I donât buy it for a second that Halo Infiniteâs BR is somehow a completely different experience from Halo 3âs BR because itâs hitscan now. Maybe at the most extreme ranges, but again. I donât buy it for a second.
Oh please. I keep asking for information and your source is just âtrust me bro.â
No. I think theyâre irrelevant to the core gameplay feeling like a generic shooter. Whether or not Forge was in the game doesnât help your argument that Halo Infinite feels like every other shooter now.
Weâre not talking about disappointment here. Stay on topic. Weâre talking about all these individual gameplay features and whether or not they make Halo feel too much like other popular shooters that are out right now.
Hey look. Someone who doesnât know anything about how making games works has very strong opinions on how people should make games.
Bonnie Ross said 343 considered that they had got Halo 5 multiplayer right but Halo 4 story right.
I know, I know, spin to imply that the porridge is going to be just right this time. But still they do tend to talk up Halo 5 multiplayer.
The retcon, sorry soft reboot, is really referring to the campaign whose consequences they have completely hand waved. Like, you know, the near total destruction of the UNSC and occupation of Earth by AI; totally minor story thread. Iam sure theyâll address it in Infinite or in some of the novels.
blame halo waypoint community. they insisted they couldnât see anything. many of the changes from beta to launch and worsening the weapons in the tune up are al because of the few whiners. they ruined it because they wanted another pitiful Halo 3
thats what they said about the current build⌠for the beta the pros complained because the dark lighting and gritty textures were âdistractingâ so then 343 down graded the visuals turning everything into plastic glow in the dark armor
the reasons halo 5s armor looks bad is because the undersuit is basic making most the armor flout off of it instead of being apart of it like the campaign armor sets you cant change the undersuit to be all black again making the armor look bad and then the textures and lighting further let it down
in the beta we only had 5 armor sets and in game they looked really good the visor actually popped because your metal armor contracted the glass visor
no i blame to design lead for not having any clear vision of what they wanted to game to be the dev team clearly did because we got the halo 5 beta
the bad armor is bad but the good armor is great if you think of it as cars your spartan 2 armors are like 10 second cars most are really nice looking and can be modified with kits
spartan 4 armor is like super cars highly specialized not too customisable the ulgy is ugly but the good is really good
the lambo started of simple almost like a kit car and then to gain relevance and set itself apart for competitors they progressed their design becoming more complicated and specialized with it being âspecializedâ means some people love it and some hate it
we can all agree most of the armor in halo 5 is ugly and has no right being in the game but the armor people actually love has a right to represented because it has fans
the armor itself realised heavily on the undersuit fitting the armor
the halo 5 recruit armor is one of my favourite sets and its because the undersuit is meant to be one that set if only we could have custom undersuit like in the MCC you could have a full black one
It functions nothing like the scope of the BR, ADS cannot be descoped
If Halo was always designed around mobility then why did Reach add sprint as a limited armor ability instead of as a default mechanic, why were maps designed around base movement speed, crouch jumping and power positions instead of just encouraging rotations like H5 and Infinite.
When your game shares a large number of mechanics and doesnât even try to make them functionally different then yea, the game feels generic
I donât need to do a breakdown when the difference speaks for itself, a projectile weapon versus a hitscan laser weapon.
Tell me youâve never played CE or 3 without telling me you never played CE or 3
Go play the old games : )
So Halo should be like COD and ignore all the unique features that Halo came out and fostered?
Halo should ignore infection, customs and forge because itâs not slayer.
And the individual gameplay mechanics arenât classic in the slightest, and what surrounds it isnât good
Halo 5 maps were done using forge tools, they looked bland and amateurish. Not to mention the hard on 343 has for containers and unsc designs.
When I look at a wall in Bazar or Streets its actually a wall, a door is a door, windows are windows and everything looks natural and organic. Like halo 2 and halo 3.