I sorely miss the Thrusters

I really miss the thrusters from Halo 5. It was great for getting out of fights. In Halo Infinite after I kill someone I am constantly at the mercy of a 2nd enemy that pops up because I have to reload my weapon and recharge my shields so my chances of winning that 2nd fight are close to zero. In Halo 5 I could quickly get to cover with my thrusters and at least reload my weapon and have some of my shield back before I fight the 2nd dude.

I hope they bring it back, at least as equipment.

Update:
Apparently it’s actually in the game as equipment haha. People on PC seem to have discovered and unlocked it in custom games! There’s videos on Youtube.
Good to hear that it’s back!

Thrusters are one of the few things introduced in Halo 5 I wouldn’t have minded staying. It was tactical and helped balance the gameplay.

Instead we get clamber again, which I dislike, because in classic Halo you had to know how to time your crouches when jumping to reach areas. It was satisfying to nail.

Thrusters do seem to be back as equipment. It was a binding for PC when 343i showed off the first tech preview.

Sounds like your complaint has much to do with other game mechanics like shield/body damage, rate of fire, clip size, starting weapon, sprint that allows enemies to gang up on players quicker, and grenade effectiveness that has always been the foundation of fighting multiple enemies at once.

Atleast you have the double melee that can potentially save you from a double team.

(I’m not a fan of the thrust and how it added an element of randomness to player interactions)

> I hope they bring it back, at least as equipment.

Pretty sure this is exactly the case. Someone will have to correct me here if I’m wrong, but pretty sure you could see this as an equipment in the custom game lobby options.

> 2533274796513846;5:
> > I hope they bring it back, at least as equipment.
>
> Pretty sure this is exactly the case. Someone will have to correct me here if I’m wrong, but pretty sure you could see this as an equipment in the custom game lobby options.

I just looked it up on youtube, I did not know this! Great news!

> 2533274965385565;6:
> > 2533274796513846;5:
> > > I hope they bring it back, at least as equipment.
> >
> > Pretty sure this is exactly the case. Someone will have to correct me here if I’m wrong, but pretty sure you could see this as an equipment in the custom game lobby options.
>
> I just looked it up on youtube, I did not know this! Great news!

To me the only downside is that. (A) it’s a pickup… (B) it’s only got 3 thrusts on one pickup.

Aside from the dropshield which for obvious reasons you want to limit. I think they should really re-think the amount of uses they give per pickup

I never liked thrusters. But I relate to the issue of getting randomly shot by someone and having 0 chance to try to save yourself. I think this is an issue from a combination of other issues.
I would increase motion tracker range, increase sprint speed, decrease killtimes and improve re-spawn locations.
I am more than fine with thrusters as an equipment though, in fact I think it’s a great thing. The only issue I had with H5’s thrusters was that they were a core mechanic, now they’re not so I like it.

> 2535470524887292;2:
> Thrusters are one of the few things introduced in Halo 5 I wouldn’t have minded staying. It was tactical and helped balance the gameplay.
>
> Instead we get clamber again, which I dislike, because in classic Halo you had to know how to time your crouches when jumping to reach areas. It was satisfying to nail.

Actually, Thrusters were already introduced in Halo 4.

I’m a big fan of the equipment mechanics. I never liked the excessive mobility options you had in Halo 5. Equipment puts everybody on a fair playing ground while slowing gameplay a tad down.

> 2533274843659398;9:
> > 2535470524887292;2:
> > Thrusters are one of the few things introduced in Halo 5 I wouldn’t have minded staying. It was tactical and helped balance the gameplay.
> >
> > Instead we get clamber again, which I dislike, because in classic Halo you had to know how to time your crouches when jumping to reach areas. It was satisfying to nail.
>
> Actually, Thrusters were already introduced in Halo 4.
>
> I’m a big fan of the equipment mechanics. I never liked the excessive mobility options you had in Halo 5. Equipment puts everybody on a fair playing ground while slowing gameplay a tad down.

Oh right, I forgot about that. Hardly used those ones.

> 2533274947805189;8:
> I never liked thrusters. But I relate to the issue of getting randomly shot by someone and having 0 chance to try to save yourself. I think this is an issue from a combination of other issue.
> I would increase motion tracker range, increase sprint speed, decrease killtimes and improve re-spawn locations.
> I am more than fine with thrusters as an equipment though, in fact I think it’s a great thing. The only issue I had with H5’s thrusters was that they were a core mechanic, now they’re not so I like it.

Increasing radar range and sprint speed helps attackers as much if not more. It allows them to quickly get in position to team-shoot an opponent. If you are constantly being double-teamed, the reason is most likely cause of the sprint. And, if you find cover, sprint allows your opponent to quickly burst into your area before you can react with nades at the entrance.

> 2760465307323250;11:
> > 2533274947805189;8:
> > I never liked thrusters. But I relate to the issue of getting randomly shot by someone and having 0 chance to try to save yourself. I think this is an issue from a combination of other issue.
> > I would increase motion tracker range, increase sprint speed, decrease killtimes and improve re-spawn locations.
> > I am more than fine with thrusters as an equipment though, in fact I think it’s a great thing. The only issue I had with H5’s thrusters was that they were a core mechanic, now they’re not so I like it.
>
> Increasing radar range and sprint speed helps attackers as much if not more. It allows them to quickly get in position to team-shoot an opponent. If you are constantly being double-teamed, the reason is most likely cause of the sprint. And, if you find cover, sprint allows your opponent to quickly burst into your area before you can react with nades at the entrance.

Motion tracker range increase benefits the attacker and attacked equally, but helps prepare the attacked before they start getting shot, balances the encounter, and lowers the element of luck.

Blaming these issues on the sprint is just bias. The timesave for spinting from one edge of Behemoth to the other is 2 seconds. Shorter distances (and you more or less always run shorter distances) only saves you milliseconds which is basically pointless and gives you 0 benefit in 99% of the cases. People will get “in position” basically equally fast/slow when sprinting and when not sprinting.
The “didn’t see them coming” issue wasn’t in H4, and that game had 50% sprint increase, compared to this game’s 10%. The reason is that h4 has a long ranged motion tracker and a more polished respawn-location system.
On to your other argument. You do have time to throw nades, this is just a matter of practise and getting used to the faster pase.
If my enemy is in cover in Infinite and I know their shields are low, it would be dumb for me to sprint, in speed it would only save me a few milliseconds which won’t make any difference on the state of their shield when I get there, and it would strip me of the reticle and preparation.
Sprint helps the attacked more than it helps the attacker (not in infinite). If the attacker wants to keep up they have to stop shooting, which gives the underdog a chance, balances the game in the sense that just because you saw that person first it’s not a free kill. In Infinite the attacker does not need to put down the gun to keep up, which makes sprinting again pointless.
If you try to sprint away from getting killed in Infinite you will be punished for trying.
Infinite’s sprint is literally an illusion that asks you to sacrifice reticle and which direction you wanna face, but it doesn’t actually give you any benefits in return, extremely unbalanced trade. Best way to play infinite is “never sprint unless you wanna slide”. So it’s pointless to even keep it in the game if they’re not gonna increase the speed at least a little.
Better to just not have sprint than to not have spint but disguise it as if there is.
Whether someone finds sprint useful or not in this game, or like sprint in Halo or not is whatever, but claiming that getting shredded from nowhere is because of sprint is just absurd considering how near non-existent it is.

> 2533274820483063;3:
> Thrusters do seem to be back as equipment. It was a binding for PC when 343i showed off the first tech preview.

That is true.

Thrusters were key to the pace of Halo 5, but for all intents and purposes, sorely disrupted the original gameplay triangle. Being able to dodge grenades and generally increase your movement speed made the game significantly faster and more competitive. For that reason, Halo Infinite- which is by design a “return to form”- would have 0 chance of integrating thrusters, but there’s always a chance they could be an equipment. Wouldn’t be the craziest thing I’ve ever heard.

I too miss thrusters. They felt to me like a natural evolution of the Halo formula. Spartan charge and ground pound were themselves gimmicky and unnecessary, but the the thrust felt right; it fit better into Halo than assassinations ever did (imo).

But hey, if any of y’all Guardians fans wanted to start a post-launch custom game nights with limitless thruster spawns and no equipment on map, I’m down. Even better if there is such a social matchmaking playlist.

> 2533274796513846;5:
> > I hope they bring it back, at least as equipment.
>
> Pretty sure this is exactly the case. Someone will have to correct me here if I’m wrong, but pretty sure you could see this as an equipment in the custom game lobby options.

What custom game lobbies? Never did see that last weekend as an option.

That’s good to hear it’s back as equipment. I’m all for that. I’d even support it going to 5 uses. It was definitely the right decision to leave it out as a default movement option though, imo.

I thought I did, but no

I find this is more an issue with the ease of use of the AR than it is with anything else.

In most of the older Halo games, the difference between a skilled player and an average one left a lot of room for you to win a gun fight without taking nearly as much damage. However, with Infinite’s AR being as powerful and easy to maximize efficiency with as it is in Infinite, you can score a perfect kill with your Sidekick or Commando and the AR will have shreded you within an inch of your life.

I don’t think this will be as big an issue when playing BR or Commando starts matches as it is with AR starts, and it certainly won’t if the AR gets it’s consistency or it’s damage nerfed. But with current balancing that’s just how AR starts is gonna go.