A few days ago I finished my ultimate weekly challenge and realized there wasn’t much incentive to keep playing, with a paltry reward of just 50 XP per match. So I decided to re-install MCC and play it some. I will be comparing my experiences playing the various games in MCC against my experience playing Infinite so far, to see which areas Infinite is already strong in, and which areas need improvement.
(Note that almost all of my MCC playtime was from the original 2014 release when the servers were complete jank garbage, so playing MCC again feels pretty much like a totally new experience to me, as they have added seasonal battlepasses, challenges, and alot more since I used to play.)
Movement
- I’ve got to give the edge to Halo Infinite on this one. Movement in 1-3 feels downright lethargic, and sprint in Reach has a time limit, is super loud for the enemy to hear, and is one of several spartan ability choices. Jumping feels super floaty and weird in Halo 3 to me now going back to it after so many years, like the whole game is set on like 70 or 80% of earth’s gravity, even on the maps set on Earth, it’s so weird. Add in clamber, slide, and grappleshot and Infinite easily has better movement than any game in MCC.
Radar/Motion Tracker
- Halo 3 and Halo Reach take the win on this one. Halo 3 and Reach have the radar range set at 25m which is the perfect amount imo. Halo 1 claims to have 15m radar, but that is apparently a bug, as the range is clearly at least 30m if you look at the actual range compared to other games in the series, too large imo. Halo Infinite has just 18m and Halo 2 feels like it’s also about 18m, but Infinite has sprinting and grappleshot speed which Halo 2 lacks, so Infinite’s radar feels like the worst in the series to date. Enemies will just blind side you out of nowhere in Infinite, it drives me crazy.
Weapon Balance
- I have got to say that Infinite might have the best weapon balance in the series to date, especially so early into it’s lifecycle. While the current balance is far from perfect, almost every gun feels like it has a place in the sandbox, and there is currently only 1 gun that feels like it’s not even worth picking up, the Ravager, which was good ion the flighting but got nerfed into the ground for this open beta. From what I’ve played of past games in MCC so far, I have been reminded that every past Halo game had at least 1 weapon that was too weak for the entire duration of the game’s existence, and since MCC never touched weapon balance on legacy titles, those games still have guns that are too weak.
- That being said, there are some aspects of weapons in previous games that I prefer. I like the faster hammer swings in Halo 3, I like the AR balance in Halo 3 better than this AR in Infinite which feels too powerful for a full auto starting weapon. Needlers in 4, Reach (and I believe 5 as well, though this thread isn’t about 5) are better than the current Infinite needler I think, though I’m not sure if the stats back that up.
Equipment/Spartan Abilities
- I think Infinite is the best here. While Halo 3 had some cool equipment, the balance was a mess, some pieces of equipment weren’t very good while others were so good they could allow a whole teamwipe. I never liked the Spartan Abilities in Halo 4 or Reach, so I definitely think that equipment in Infinite is better. Each piece of equipment feels useful at times, nothing too powerful or too weak.
Vehicle Balance
- I think Infinite really suffers here. The only vehicle that actually feels pretty powerful is ironically the ghost, one of the weakest vehicles in past games, it’s durability is next level now, it can tank damage for ages, especially from standard UNSC bullets and frag grenades. Everything else feels like it gets destroyed too easily, and the shock weapons and grenades disable vehicles too easily and leave them disabled for too long. Couple all of that with the slow vehicle respawning and the once per match power vehicle spawns, and the vehicles just don’t feel fun in Halo Infinite. Past games really did vehicles better.
Playlists
- Infinite gets absolutely obliterated on this one, it’s no contest. We got just 4 playlists so far (5 if you include the limited time Fiesta). Most past games had at least twice as many playlists on release, some of them had like 3x as many playlists. Infinite is missing Ranked Team Slayer, Ranked Team Objective, Team SWAT, Infection, Team Snipers, Free For All, Team Doubles, Social Slayer, Social Objective, and more currently.
Maps
- On the plus side, Halo Infinite has some of the best maps of any Halo game. There is no map currently in the game that I actively dislike, which might be a first for the series for me. On the downside, launching with just 10 maps puts it’s map count towards the bottom of the pack for the series in terms of launch map count. Hopefully the missing 3 maps that were datamined are added on the Dec 8th full launch.
Aiming
- Aiming just doesn’t feel right in Halo Infinite on controller. Playing the legacy games in Halo MCC feels as smooth as butter, my reticle goes right where I want it to go, no strange acceleration in certain directions that I don’t want, no herky jerky movements past my intended target. Something is wrong with aiming in Infinite and I just don’t know if it’s something that the devs need to fix or if it’s something I can fix on my end through the settings (I’m scared to experiment for fear of making things even worse).
Progression
- Infinite gets absolutely demolished here in my opinion. Not only did each individual game in MCC have better progression on it’s original release, but MCC itself has better progression with the way the seasonal battlepasses work. I like how completing challenges gives you points you can use to unlock items in each tier in any order you like, including past season battlepasses. I like that there is a career progression system in MCC in addition to the seasonal one. Why in the world did 343 design such a good progression system in Halo MCC only to drop it entirely for Infinite? It just doesn’t make any sense. Infinite needs alot of work here before it is even close to being good.
- Infinite has got no career progression system, with level based unlocks or lifetime challenge based unlocks. It has no way for free players to earn store credits, locking free players off from 95% of the cosmetics in the games. Color combos and armor pieces only work on a single armor core, which is super limiting and feels like it was designed solely to bilk players.