Infinity slayer is the perfect slayer

Personal Ordinance are not balanced. Your first ordinance could be really awesome. I could do the same amount of work, and my ordinance can be complete crap.

The current loadout system gives too much power in the hands of players thanks to Secondary Weapon selection and Grenade selection alone. For Example:

These 2 single-handedly made vehicle combat almost pointless if you are not in a vehicle that can be a 1-shot kill. Every vehicle that isn’t is having to deal with a much harder situation. Before, there were powerweapons, 2 plasma pistols max, and frag grenades that flip vehicles to worry about. Now, with everyone capable of having plasma grenades and plasma pistol on spawn, it feels like I am having my controller taken away from me so they can kill me. If this is called balanced, then I am sure you do not mind me pulling the plug on your Xbox off the outlet.

Infinity slayer is the good example of over-doing ideas. If they left some things alone (Magnums and Frags only. All other secondary weapons and grenades stay on the ground. Frags flip vehicles again!), had some restraint on some ideas (Loadouts), we’d probably be having alot of fun. Instead, they went overboard and the gameplay suffered. It’s like burning a chicken. You can call it “Blackened Chicken” all you want, it’s still burnt, and we didn’t want it that way.

In Halo 4, Infinity Slayer should be a less common gametype option.
Team Slayer with corrected loadouts should be the primary gametype setting.

In Halo Xbox One, Infinity should be restrained to a single playlist.
So Halo can finally make true progress for the first time in years.

Get rid of POD.

Keep loadouts but take out AA. AA are now map drops.

I love infinity slayer.

(I still like it and have fun but if it was like this it would be awesome. I love picking my (balanced, start) rifles / automatics.

When there are more power weapons being used than loadout weapons, it is far from perfect.

Also, what is well rounded about the game giving me a Needler on Ragnarok, and giving my enemy a Binary Rifle?

Nothing.

> > WHY do so many of the people here have an issue with it?
>
> It prioritizes random and casual mechanics so that thumbless kids feel like winners rather than giving a blunt and stern “you’re bad. Practice more” because that might discourage those thumbless kids. Lately, the entire FPS industry has moved towards the idea that “everyone needs to be a winner” = $$$
>
> This is due to custom loadouts (featuring sticky grenades, plasma pistols, boltshots, etc…), armor abilities, perks, random/personal ordnance, extreme aim assist and bullet magnetism, etc… If you want a detailed description of why these cripple balance, it’s all over the Internet; you don’t have to look far.
>
>
>
> > I have not had this much fun playing halo in years, <mark>not since halo 2 have I felt this good playing a video game</mark> kill or be killed game type against other players. <mark>It’s perfectly balanced and fast paced.</mark> And all the personal load outs and perks make for fun gameplay. Plus no team killing.
>
> That’s exactly it. The game focuses on making people feel good rather than actually being good (not saying that you’re bad, just that the game prioritizes one thing more than the other). Team killing is a hit or miss, they both have their pros and cons: one forces you to actually be careful with your weapons, the other stops immature kids from spreading their lack of brain cells onto their teammates (sorta).
>
> It’s not balanced and it’s in no way consistent, and that’s what a lot of people have problems with.
>
>
>
> > I see a lot of people asking to remove those features to make Halo resemble older titles, which were slower and not as fun, or well rounded for that matter.
>
> Slower kill times/no sprint doesn’t necessarily mean it’s a slower game: Halo 2 was incredibly fast paced at high level gameplay. Halo Reach was incredibly slow, but some of the fastest gametypes were the ones that stripped it of all of the inconsistent features like bloom, armor abilities, etc… (Zero Bloom gametypes and MLG)
>
> Having people spawn incin cannons 2 ft from them and turn invisible on the spot, however, makes the game a fraction of the speed that it once was.

How the hell did no one like this mans post???

Well said sir.

> No, not the biggest fan of ordinance. On map is better.

> Personal Ordinance are not balanced. Your first ordinance could be really awesome. I could do the same amount of work, and my ordinance can be complete crap.
>
> The current loadout system gives too much power in the hands of players thanks to Secondary Weapon selection and Grenade selection alone. For Example:
>
> These 2 single-handedly made vehicle combat almost pointless if you are not in a vehicle that can be a 1-shot kill. Every vehicle that isn’t is having to deal with a much harder situation. Before, there were powerweapons, 2 plasma pistols max, and frag grenades that flip vehicles to worry about. Now, with everyone capable of having plasma grenades and plasma pistol on spawn, it feels like I am having my controller taken away from me so they can kill me. If this is called balanced, then I am sure you do not mind me pulling the plug on your Xbox off the outlet.
>
>
> Infinity slayer is the good example of over-doing ideas. If they left some things alone (Magnums and Frags only. All other secondary weapons and grenades stay on the ground. Frags flip vehicles again!), had some restraint on some ideas (Loadouts), we’d probably be having alot of fun. Instead, they went overboard and the gameplay suffered. It’s like burning a chicken. You can call it “Blackened Chicken” all you want, it’s still burnt, and we didn’t want it that way.

Ordnance, not Ordinance.
But you are right. It is annoying when, for all your killing sprees you get…a sticky det. or needler.

> Let me ask the community a question about infinity slayer,
>
> WHY do so many of the people here have an issue with it?

This is so incredibly simple, you may as well have asked me what 1 + 1 is.

In general, players are mostly attracted to a game because of its core gameplay. They can all disagree on the features outside of that core gameplay, but the core is what holds it all in place, creates a unique experience and sets the game apart from other franchises.
In a nutshell, it is the one thing which is likely to be appealing to most, if not all of the fan base.

After all, how many people play Halo simply because it has Needlers in it? Probably very few, if any.
How many people would stop playing Halo if Needlers were taken out? Probably very few, if any.
The reason the answer is very few, is because our beloved Needler is not a defining part of the gameplay experience, it is simply something additional which goes on top of the core gameplay.
However, what would happen if the ability to jump was taken out of Halo? The answer is that it would change the gameplay itself dramatically, even though it is one thing that is being taken out.

What makes the difference between the importance of the Needler, and the importance of the ability to jump?
It is that the core gameplay experience would be the same with the former and drastically changed with the latter.

Now, with that in mind, let’s consider Infinity.

Infinity has changed so many aspects of the core gameplay from the original Halo games, that it almost feels like a replacement, which is exactly why people say “it doesn’t feel like Halo”.
Sure, the Needler is still there, so it bears some resemblance to the original trilogy, but that is of no importance when the core gameplay itself has shifted.
Imagine putting a Needler in Call of Duty; it would resemble Halo more than without the Needler, but it still wouldn’t be identifiable as a Halo game.

That’s exactly what Infinity does, but not quite to the same extreme as putting a Needler in Call of Duty.
And that’s exactly why people have an issue with it. If you still don’t understand after reading all of this, then you never will and probably are wasting your time trying to.

> I have not had this much fun playing halo in years, not since halo 2 have I felt this good playing a video game kill or be killed game type against other players. It’s perfectly balanced and fast paced. And all the personal load outs and perks make for fun gameplay. Plus no team killing.

As I often point out to people on here, the fact that you enjoy the game is purely incidental and is not indicative of whether or not the core gameplay has remained intact.
You can’t use the fact that you just happen to enjoy Infinity, as evidence that those who don’t are somehow wrong, or that their disappointment is misplaced.

> I see a lot of people asking to remove those features to make Halo resemble older titles, which were slower and not as fun, or well rounded for that matter.

Right, if you didn’t appreciate Halo as it was, then it simply wasn’t for you. There’s no need for a game to change right down to the core gameplay mechanics just to please the people who didn’t happen to appreciate it the way it was.
If you don’t appreciate a game the way it is, that’s fine, but it’s far easier to put that game down and find a game you do like, than it is to sit and wait for that game to change into something which just happens to appeal to you.

What you see as improvements, others see as a changing from what they once loved, into something unidentifiable.

> > Let me ask the community a question about infinity slayer,
> >
> > WHY do so many of the people here have an issue with it?
>
> This is so incredibly simple, you may as well have asked me what 1 + 1 is.
>
> In general, players are mostly attracted to a game because of its core gameplay. They can all disagree on the features outside of that core gameplay, but the core is what holds it all in place, creates a unique experience and sets the game apart from other franchises.
> In a nutshell, it is the one thing which is likely to be appealing to most, if not all of the fan base.
>
> After all, how many people play Halo simply because it has Needlers in it? Probably very few, if any.
> How many people would stop playing Halo if Needlers were taken out? Probably very few if any.
> The reason the answer is very few, is because our beloved Needler is not a defining part of the gameplay experience, it is simply something additional which goes on top of the core gameplay.
> However, what would happen if the ability to jump was taken out of Halo? The answer is that it would change the gameplay itself dramatically, even though it is one thing that is being taken out.
>
> What makes the difference between the importance of the Needler, and the importance of the ability to jump?
> It is that the core gameplay experience would be the same with the former and drastically changed with the latter.
>
> Now, with that in mind, let’s consider Infinity.
>
> Infinity has changed so many aspects of the core gameplay from the original Halo games, that it almost feels like a replacement, which is exactly why people say “it doesn’t feel like Halo”.
> Sure, the Needler is still there, so it bears some resemblance to the original trilogy, but that is of no importance when the core gameplay itself has shifted.
> Imagine putting a Needler in Call of Duty; it would resemble Halo more than without the Needler, but it still wouldn’t be identifiable as a Halo game.
>
> That’s exactly what Infinity does, but not quite to the same extreme as putting a Needler in Call of Duty.
> And that’s exactly why people have an issue with it. If you still don’t understand after reading all of this, then you never will and probably are wasting your time trying to.
>
>
>
> > I have not had this much fun playing halo in years, not since halo 2 have I felt this good playing a video game kill or be killed game type against other players. It’s perfectly balanced and fast paced. And all the personal load outs and perks make for fun gameplay. Plus no team killing.
>
> As I often point out to people on here, the fact that you enjoy the game is purely incidental and is not indicative of whether or not the core gameplay has remained intact.
> You can’t use the fact that you just happen to enjoy Infinity, as evidence that those who don’t are somehow wrong, or that their disappointment is misplaced.
>
>
>
> > I see a lot of people asking to remove those features to make Halo resemble older titles, which were slower and not as fun, or well rounded for that matter.
>
> Right, if you didn’t appreciate Halo as it was, then it simply wasn’t for you. There’s no need for a game to change right down to the core gameplay mechiniscs just to please the people who didn’t happen to appreciate it the way it was.
> If you don’t appreciate a game the way it is, that’s fine, but it’s far easier to put that game down and find a game you do like, than it is to sit and wait for that game to change into something which just happens to appeal to you.
>
> What you see as improvements, others see as a changing from what they once loved, into something unidentifiable.

This is a brilliant post. I couldn’t have said it any better.

> I do like Infinity, <mark>but imo Personal Ordnance does not work well, why should someone be able to get a Rocket Launcher while I get a Needler? Then Plasma Pistols, Boltshots and Plasma Grenades are just bad ideas for us to spawn with. Some (not all) AA’s are gamebreaking, like Jetpack, Active Camo and Promethean Vision,</mark> they should be Campaign exclusive abilities
>
> As I said, I like it but it is flawed a bit, however Team Slayer (H4 Version) is a fun alternative.
> <mark>I like Loadouts, why should I be forced to spawn with a BR and not a Carbine?</mark>

This (the highlighted parts).

I love IS, it’s a great game, but it’s not perfectly balanced, it does have it’s issues.

I’ve played Halo since the very beginning and I’ve adapted to each one. They are all great and flawed in there own way. People must learn to adapt or things will be very tough on them. Lots of people are just stuck in the past and/or are haters.

I will say though, that for those that liked the old school Slayer Pro settings, those guys really got shafted by H4.

> > Let me ask the community a question about infinity slayer,
> >
> > WHY do so many of the people here have an issue with it?
> >
> > I have not had this much fun playing halo in years, not since halo 2 have I felt this good playing a video game kill or be killed game type against other players. <mark>It’s perfectly balanced</mark> and fast paced. And all the personal load outs and perks make for fun gameplay. Plus no team killing.
> >
> > I see a lot of people asking to remove those features to make Halo resemble older titles, which were slower and not as fun, or well rounded for that matter.
>
> Because having a rocket launcher dropped to your feet, for getting 70 points is “fair”.
>
> Also, how where old titles not well rounded? Everyone had an equal chance, and an equal start.

This.

Its ok for casuals and cool if they enjoy it. But for the competitive community its nothing good.

This post has been edited by a moderator. Please refrain from making non-constructive posts.

*Original post. Click at your own discretion.

Infinity Slayer is incredibly dumbed-down and stripped of raw skill. Couple that with Halo 4 mechanics and you have a poor game.

(This is why 95% (making this percentage up) have left).

> I just prefer simple basic even arena gameplay. I prefer fighting players I can see clearly. I prefer not seeing through walls. I prefer not flying around. I prefer people not running away when they get owned. You can obviously see where I’m going here. I don’t hate Infinity, I just can’t stand it as the core gameplay for Halo. The Halo I love is dead and gone and it is what it is. It’s probably because I’m old and grew up with simple straight to the point games without flashy gimmicks and get out of jail free buttons. Hell, when I was a kid there was only 1 button.

This is EXACTLY how I feel.

Infinity is fun in the way any non-competitive game is fun. But it isn’t skill-based, and it drives me insane, especially when you combine the other problems the game has, namely terrible lag/netcode. When the lag is bad Infinity is unplayable. Un. Playable.

So when you get owned by another team in Infinity, you get OWNED. The other team picks up oodles of power weapons and try competing against a host with a SAW, rocket launcher, or sword. Now add terrible lag and some host from Chile. It’s a total rage quit atmosphere.

Ranks are well and fine, but guess what? There’s no competitive landscape anymore. You lost your hardcore players, the guys who bought Halo for arena shooting. Sure you had the H4 Championship and awarded some guys some cash but that’s it. MLG didn’t pick you up. You’ve got old Halo Pros switching over to Call of Duty, not because they want to but because no one is paying money to Halo players anymore.

The best thing 343 has done is Ricochet. It’s a great game AND potentially competitive. People generally love it. I know I love it. I love it so much I think with some improvements it could replace CTF or Oddball as a competitive game. (Grifball never worked for me because of ping time to host.)

I like Infinity slayer in the sense it’s so broke I know how to manipulate it to win against my opponents 99% of the time. If the mode was actually balanced like previous Halo games then this wouldn’t happen but oh well. If the game is going to offer me a mode where I can drop a weapon or powerup at my feet any time I want then lets do this. I just hold onto my ordnance drops until I really need them and then drop them to get maximum kills which is cheap in every sense since a player shouldn’t be allowed to have overshield or a rocket in their back pocket for 5 mins and then decide to drop it when it’s best convenient for them.

But hey, the game mode exists so abuse the system I will until they decide one day to fix it or remove it and go back to the better traditional Arena Slayer modes.

A+

> > Let me ask the community a question about infinity slayer,
> >
> > WHY do so many of the people here have an issue with it?
>
> This is so incredibly simple, you may as well have asked me what 1 + 1 is.
>
> In general, players are mostly attracted to a game because of its core gameplay. They can all disagree on the features outside of that core gameplay, but the core is what holds it all in place, creates a unique experience and sets the game apart from other franchises.
> In a nutshell, it is the one thing which is likely to be appealing to most, if not all of the fan base.
>
> After all, how many people play Halo simply because it has Needlers in it? Probably very few, if any.
> How many people would stop playing Halo if Needlers were taken out? Probably very few, if any.
> The reason the answer is very few, is because our beloved Needler is not a defining part of the gameplay experience, it is simply something additional which goes on top of the core gameplay.
> However, what would happen if the ability to jump was taken out of Halo? The answer is that it would change the gameplay itself dramatically, even though it is one thing that is being taken out.
>
> What makes the difference between the importance of the Needler, and the importance of the ability to jump?
> It is that the core gameplay experience would be the same with the former and drastically changed with the latter.
>
> Now, with that in mind, let’s consider Infinity.
>
> Infinity has changed so many aspects of the core gameplay from the original Halo games, that it almost feels like a replacement, which is exactly why people say “it doesn’t feel like Halo”.
> Sure, the Needler is still there, so it bears some resemblance to the original trilogy, but that is of no importance when the core gameplay itself has shifted.
> Imagine putting a Needler in Call of Duty; it would resemble Halo more than without the Needler, but it still wouldn’t be identifiable as a Halo game.
>
> That’s exactly what Infinity does, but not quite to the same extreme as putting a Needler in Call of Duty.
> And that’s exactly why people have an issue with it. If you still don’t understand after reading all of this, then you never will and probably are wasting your time trying to.
>
>
>
> > I have not had this much fun playing halo in years, not since halo 2 have I felt this good playing a video game kill or be killed game type against other players. It’s perfectly balanced and fast paced. And all the personal load outs and perks make for fun gameplay. Plus no team killing.
>
> As I often point out to people on here, the fact that you enjoy the game is purely incidental and is not indicative of whether or not the core gameplay has remained intact.
> You can’t use the fact that you just happen to enjoy Infinity, as evidence that those who don’t are somehow wrong, or that their disappointment is misplaced.
>
>
>
> > I see a lot of people asking to remove those features to make Halo resemble older titles, which were slower and not as fun, or well rounded for that matter.
>
> Right, if you didn’t appreciate Halo as it was, then it simply wasn’t for you. There’s no need for a game to change right down to the core gameplay mechanics just to please the people who didn’t happen to appreciate it the way it was.
> If you don’t appreciate a game the way it is, that’s fine, but it’s far easier to put that game down and find a game you do like, than it is to sit and wait for that game to change into something which just happens to appeal to you.
>
> What you see as improvements, others see as a changing from what they once loved, into something unidentifiable.

> I like Infinity slayer in the sense it’s so broke I know how to manipulate it to win against my opponents 99% of the time. If the mode was actually balanced like previous Halo games then this wouldn’t happen but oh well.

Absolutely agree. I perform much better in Infinity Slayer than in Legendary Slayer BRs for example because I know how to abuse the system to gain advantages over my opponents. It’s so imbalanced.

Previous Halo games were all about strategy, experience and aim. Infinity Slayer literally tips this on it’s side, because it adds something that really hasn’t existed in Halo before… randomness.

Players will complain about this randomness because they don’t have experience with it, and therefore their experience with previous Halo titles gets scrambled at times… case and point, you use a DMR on a player across the map from you, and they duck behind a rock. Unbeknownst to you, they were sitting on a sniper ordnance, and the next time you peek your head out you’re dead. It used to be that you could see what weapon they had slung over their shoulder (or at the very least, tell if it was a sniper or not) and use strategy to take them down… with slayer this goes out the window. You have no idea what they can call down, what they have called down, or even if they have an ordnance ready and waiting. It used to be that with skill only earned from experience with the maps, you could hole up with your team over the sniper spawn and rest assured that the other team wasn’t going to come up with one… again, infinity slayer ruins this for them.

I love Infinity Slayer, for several reasons. It’s Halo, but with randomness, and if you ask me randomness is a big part of any video game. They’ll claim that the randomness makes it a skill-less GT, but I don’t agree whatsoever. Part of the strategy that comes with slayer is loadouts, ordnances, etc. Everyone gets ordnances, and everyone’s is random, which seems pretty balanced to me, but they use the “one person gets a sniper and the other gets a needler” argument. In the right hands a needler can take out a sniper just as easily as the other way around. They’ll say vehicles get taken down too fast with plasma pistols and plasma grenades with spawns, and I say it’s about damn time. God forbid it require skill to stay alive in a vehicle rather than having the same guy be able to pwn you repeatedly by camping spawn points with vehicles… now when you spawn you have a damn good chance to be able to take them down after spawning. Somehow this is unfair, even though the vehicle still has the upper-hand.

It all comes down to the same thing… experienced players are finding it more difficult to not die in slayer because the strategies for previous Halo’s are no longer working, and god forbid they have to adapt. Why do you think Ragnarok gets picked CONSTANTLY in BTIS… it’s been in just about every Halo game (with different names) since the first. The sniper is available without risk of dying immediately, and the vets can sit back and drop noob after noob as they run to the middle of the battlefield… and that’s what vets do, they pwn noobs who don’t know what they’re doing so they can feel like a Pro. They won’t complain when during their sniper-spree they get a sniper ordnance, but if someone calls down a binary rifle and end’s their spree, they are here on the forums bashing the randomness.

If you ask me, there is plenty of skill involved in picking your loadout combinations, especially since you get 5… you can’t exactly have the perfect loadout for every single situation, but you can cover the one’s that matter most to you personally. There’s even more skill involved when you have to consider ordnances. No longer can you go after a recently spawned player and know what weapons they have and that you absolutely have them out-gunned. This is what peeves a lot of vets. What they refer to as strategy is most often just repetition, and that doesn’t work the way it used to. The fact that IS was the only matchmaking type available at launch is obviously something they will never stop referring to, I can only guess due to their love for repetition.

Anyone complaining about IS, in my opinion, should be focusing on what is really ruining this game, and that is the absolutely terrible matchmaking. It’s so bad that I now play Reach, where lag is not even an issue. I was pretty miffed at the changes made to Halo 4 when it was released as well (it’s the same reason that, until recently, I refused to play Reach. I played H3 up until H4’s release), but after I opened up to the changes, I realized that the randomness made it more fun, and less of the same thing every match. Pulse grenades, a needler, and plasma grenades for ordnance options? And I already have my 'nades maxed out? And there’s a sniper just waiting for me to show myself? WTF? But you adapt, and that’s why I’m ranked in the top 100 with the needler. And I know that there are a ton of different ways that I can improve my game in IS beyond how I already have, and only about half of that to-do list is things I can take in from previous Halo’s.

And I’ll be pumped to continue getting better at H4 just as soon as the terrible matchmaking is fixed. Now, commence the rage-filled responses!!

I love Infinity Slayer… But the Personal/Random Ordnance RUINS it!

Being able to cater to my own playing styles (I love the Carbine) is something that I thoroughly enjoy about IS, but all of the fun involved with it is shattered by the complete lack of order/balance introduced by PODs.

There have been games where one team has had a significant advantage in skill than the other, they mastered the map, mastered movement, and had all communicated together via game-chat and all used teamwork with with elegance. However, despite their well-deserved victory that was approaching them, something awful happened… The other team soon went from unskilled camo-campers and suicide stickers to a team full of power weapons. Some of them had Energy Swords, and another had a Beam Rifle and a Fuel Rod Cannon. The victory that the first team had achieved so well and with so much skill was put to the torch as their opponent was being fed power-weapons from the sky. Ordnance ruined the game for them, and when their defeat finally came - they never played Halo 4 again…

This is what Personal Ordnance and Random Ordnance has done to games like Infinity Slayer. They have destroyed all skill/fun involved in a promising gametype, and rendered it into a hostile hellhole that secures victory through merely the roll of a dice.

> I love Infinity Slayer… But the Personal/Random Ordnance RUINS it!
>
> Being able to cater to my own playing styles (I love the Carbine) is something that I thoroughly enjoy about IS, but all of the fun involved with it is shattered by the complete lack of order/balance introduced by PODs.
>
> There have been games where one team has had a significant advantage in skill than the other, they mastered the map, mastered movement, and had all communicated together via game-chat and all used teamwork with with elegance. However, despite their well-deserved victory that was approaching them, something awful happened… The other team soon went from unskilled camo-campers and suicide stickers to a team full of power weapons. Some of them had Energy Swords, and another had a Beam Rifle and a Fuel Rod Cannon. The victory that the first team had achieved so well and with so much skill was put to the torch as their opponent was being fed power-weapons from the sky. Ordnance ruined the game for them, and when their defeat finally came - they never played Halo 4 again…
>
> This is what Personal Ordnance and Random Ordnance has done to games like Infinity Slayer. They have destroyed all skill/fun involved in a promising gametype, and rendered it into a hostile hellhole that secures victory through merely the roll of a dice.

If you have a well coordinated team, and the other team calling in some power weapons is all it takes to destroy “all skill/fun involved”, then I’d venture to say that your victory was not “well-deserved”. Two teammates, even up against someone with a Saw at close range, should be able to have one survivor in the battle, leaving one to pickup the Saw and turn the tide. There are countless other scenarios and strategies that I could post here on how to take down a team of power-weapon-wielding “less-skilled” players with an organized team… I could even venture solutions to do so as a lone-wolf. Is it more difficult? Yes it is. Could your team continue to simply destroy the other team if it were Halo 3? Yep. But this isn’t Halo 3, and this is the IS playlist. Adapt, or run the risk of losing your “well-deserved” wins… perhaps it’s this quasi-arrogant “deserved” win mentality that is the cause of you losing in the first place.

> In the right hands a needler can take out a sniper just as easily as the other way around.

Hah. Only if that player isn’t any good with the Sniper Rifle.