CODification is a new word that I just invented that means tendency to lower the quality of a game by making it more like Call Of Duty.
Let me explain. In Call Of Duty, the developers have a business model which is entirely focused on short-term monetary gain, and thus the long term benefit of making a great game is sacrificed. For example, time to kill is reduced to a minimum, in an attempt to lower the skill-gap and allow low-skill players to win duels. Fast kill times have the ability to prevent skilled players to react when ambushed. Random insta-kill opportunities present themselves in the form of kill-streaks (or point-streaks) to make matters worse.
Fast forward to now, the testing of Halo: Infinite. The MP-side of the game (the relevant part imo) is free to play, but comes with a season pass and other microtransaction-based content on the side. Much like COD, actually exactly like COD. Thus the game must recruit many new players continually to produce a steady flow of revenue.
Excuse me, but is this why the TTK’s on the newer weapons are so low?
One of the core aspects of Halo used to be the LONG kill times. This facilitated a high skill-gap and interresting duels. It actually mattered if you were good, and literally every bullet had to go in the other guy’s skull if you were to win. This game feels more like its a spray-and-pray free for all.
The BR is good as it is. It’s the normal Halo BR.
The plasma carbine has an extremely short TTK if all headshots, but lets face it that never happens so thats not really a problem child.
Sidekick pistol: Absolutely lethal at close- and mid-range. Please increase the amount of shots to kill (lower damage output to shields) or at least lower the ROF.
Commando Machine Gun: This is an LMG from COD Warzone, but with unlimited mobility and instant ADS-speed, right? Please consider lowering the rate of fire on this beast. This should also please some of the people complaining about the recoil.
Melee is the new sword: We’ve been over this. The lunge range of the melee atack is way too long.
These are my opinions. Thank you for your consideration.
I think the time to kill is only too low if multiple people shoot at you at the same time, but that’s always been the case. One thing you have to take into consideration with TTK is that it’s not only the guns that affect this but also the movement and the map. Let me give an example:
The map recharge. The one with the gravity hammer on the island above the coolant. Let’s go up to the “VK78 Commando” automatic weapon spawn. The one farthest away from the hammer spawn (but some of what I say can be applied to the other place). That door way that you can aim out of down to the map below is also a great source of cover. You can peep in and out and have a sort of duel with the person at the other VK78 Commando spawn. What I really want to talk about though is the path out that door and to the right. The one that leads down to the side room with boxes. I want to talk about you standing up on that path, closer to the door, as an enemy comes up those boxes.
Now, the first thing is that you will have less of a notice unless you are close because the radar distance has been nerfed. It’s possible for someone to get up there without appearing on your radar or only appearing very very briefly on your radar before they start shooting at you. Let’s assume that every bullet of whatever gun they have is going to damage you. The applied TTK in that situation creates dead zones where perfect play means that you always die. (This was a common problem with Reach because many maps had areas that were so wide open and plain that you could not retreat anywhere after being shot once.) However, that perfect play is not realistic. You both have options that can throw off an opponent or with certain weapons (grenades, etc.) one of you could still kill the other player first.
Part of my point here is that the map design also influences how much the TTK matters and I think the maps do a good job of this. There are many places on Recharge where you can get away from an opponent- but you can also nail a lot of those places with a grenade- but the grenade doesn’t have a big enough range to cover two of those places that are next to each other- but a player can’t flee in any direction without opening themselves up to getting shot in the back- but a fleeing player can take advantage of grenades to punish a predictable chasing player and turn the tables back on them.
As far as the microtransactions go my expectations are literally a paper on the ground. I just expect to not be able to customize my character how I want to without a terribly large time investment. I hope that in custom games and forge it will be possible to force players to look a certain way, within reason, for creativity’s sake.
yea not a fan of how fast the pistol can kill you from across the entire map. it’s halo 5 all over again, except the sidekick might actually have a faster TTK.
> 2535438388661507;1:
> CODification is a new word that I just invented that means *tendency to lower the quality of a game by making it more like Call Of Duty.*Let me explain. In Call Of Duty, the developers have a business model which is entirely focused on short-term monetary gain, and thus the long term benefit of making a great game is sacrificed. For example, time to kill is reduced to a minimum, in an attempt to lower the skill-gap and allow low-skill players to win duels. Fast kill times have the ability to prevent skilled players to react when ambushed. Random insta-kill opportunities present themselves in the form of kill-streaks (or point-streaks) to make matters worse.
>
> Fast forward to now, the testing of Halo: Infinite. The MP-side of the game (the relevant part imo) is free to play, but comes with a season pass and other microtransaction-based content on the side. Much like COD, actually exactly like COD. Thus the game must recruit many new players continually to produce a steady flow of revenue.
>
> Excuse me, but is this why the TTK’s on the newer weapons are so low?
>
> One of the core aspects of Halo used to be the LONG kill times. This facilitated a high skill-gap and interresting duels. It actually mattered if you were good, and literally every bullet had to go in the other guy’s skull if you were to win. This game feels more like its a spray-and-pray free for all.
>
> The BR is good as it is. It’s the normal Halo BR.
> The plasma carbine has an extremely short TTK if all headshots, but lets face it that never happens so thats not really a problem child.
> Sidekick pistol: Absolutely lethal at close- and mid-range. Please increase the amount of shots to kill (lower damage output to shields) or at least lower the ROF.
> Commando Machine Gun: This is an LMG from COD Warzone, but with unlimited mobility and instant ADS-speed, right? Please consider lowering the rate of fire on this beast. This should also please some of the people complaining about the recoil.
> Melee is the new sword: We’ve been over this. The lunge range of the melee atack is way too long.
>
> These are my opinions. Thank you for your consideration.
I find myself disagreeing with almost all of this. The Halo season pass is a lot more player friendly than any other I’ve seen. It doesn’t expire. It’s similar to MCC’s “battle pass” as far as how you can choose to advance a current or previous seasons’ battle pass. They initially said you can’t buy progress but I dunno now, as you can in the flighting with those credits.
I’m regularly getting shredded by AR in close-mid range with my sidekick in hand. The Commando feels more akin to a DMR than LMG to me. if you take it toe to toe with a AR or sidekick in close range you’re not going to win. It is surprisingly good for support at range, similar to the BR, though. That being said, I’d be interested to see how it’d handle with a lower rate of fire. I feel like that’d remove the challenge of wielding it and outshine the BR thoroughly. I think the weapons are pretty well balanced for the most part. Most of the faster killing weapons have some increase in requisite skill or you’ll get shown up. A proper escalation of risk/reward until the omnipotent Gravity Hammer enters the picture.
However, the maps are so small and intensely paced that the balance doesn’t get to really come through. I suspect that the weapon sandbox will feel a lot better in BTB. Arena currently seems to be most rewarding for managing your space and keeping teammates in a line of sight. With an alleged 23 maps or so at launch, I have high hopes that there’s more shooty shooty and vroom vroom based maps like Behemoth to come.