Infinity slayer is the perfect slayer

I don’t know anyone here who’s “unwilling to adapt.” Many of us have been with Halo since CE. The BR was added and the pistol was nerfed, and we adapted. Dual-wielding was added and we adapted. Vehicle boarding was added and we adapted. Players who were holding the objective moved slower and no longer could drive vehicles and we adapted. Vehicles became destructable and we adapted. Interactive maps were added and we adapted. Man cannons were added and we adapted. Equipment was added and we adapted. We adapted because even though new features were added, the game played more or less the same.

Do you really think that the only way that Halo can adapt from Halo 3 is with Infinity settings? Of course not. I want new features and mechanics just like everyone else, but I want the core of the game to remain the same.

Perks don’t necessarily introduce imbalance to the game, since they are pretty well balanced in Halo 4. The problem is unpredictability. My opponent could have any combination of faster shield recharge, unlimited sprint, an extra grenade, extra vehicle health, faster AA recharge time, increased motion sensor range, motion sensor while scoped, faster reload, wider grenade explosions with resistance to my grenades, longer machine gun firing time, faster Ordnance drops, reduced flinch, reduced footstep noise and visibility in Promethean Vision, or the ability to automatically eject from his vehicle when it’s destroyed. How could I possibly know which perks my opponent is using? How can I plan for what I don’t know? How can I strategize for what I can’t plan?

Perhaps a player tried to sneak up on a Sniper, not knowing that he had Awareness. Perhaps a player who was 2-shot went up against a retreating opponent who was 1-shot, not knowing that Recharge caused his shields to already partially regenerate. Perhaps a player moves into a position after two grenades are thrown, not knowing that his opponent has a third because of Grenadier. Perhaps a player attempted to flank, but was detected long before he thought he would’ve because his opponent had Sensor. Don’t you see how unpredictability can make the game more frustrating than interesting, and more chance-based than ever before?

The problem with PODs is that it is entirely possible that through random chance, my opponent may get a better or more appropriate POD than I will. Perhaps in Ragnarok, he will get a Sniper Rifle while I will get a Sticky Denotator, or he will get Plasma Grenades while I get Pulse Grenades. In either case, my opponent gets a weapon that, though balanced with my weapon, is more appropriate to the map or gametype we are playing. I will have to work harder to get kills with my POD than he will with his. Who gets what advantage is decided by nothing except the game itself. The players have no say in what weapons they get in their POD, so I never had any ability at all to gain a Sniper Rifle or Plasma Grenades. Thus, it is entirely possible for a team to win because overall, through the game’s intervention and not by skill or ability alone, they had more appropriate weapons than their opponents and therefore their kills were made easier.

Another problem with PODs is that they eliminate the on-map pickup metagame. It used to be that teams had to fight over a particular area to gain a power weapon, and whoever gained that power weapon gained an edge in the game. This added an extra layer of depth to the game: though the primary objective may have been to capture the flag, hold an area, or simply eliminate the enemy players, controlling the power weapons was like a secondary objective that made the primary objective easier to accomplish.

With PODs, there is no secondary objective. Players focus solely on the objective and power weapons will come to them without any teamwork or extra thought necessary. The only intelligence involved is deciding when and where to obtain their power weapon handout. Not nearly as much strategy, teamwork, or thinking involved.

Thus, while Infinity settings can be fun sometimes, they are dumbed-down versions of the previous Halo games and are not competitive. Players like me enjoy competitive and strategic gametypes, so of course we won’t enjoy noncompetitive and less-strategic gametypes such as Infinity or Fiesta as much. If you like Infinity and think it’s fun and interesting, great! But your style of gameplay is not better than mine, just like mine is not better than yours. And just because I don’t like certain new features doesn’t mean I don’t want any new features ever.

> Is there not strategy involved in choosing when to drop your ordnance? Is there not strategy involved in choosing a binary rifle vs. a rocket launcher, depending on the situation? Or is your complaint that you cannot make A + B = C on the battlefield anymore? The fact that Ordnance drops may nullify strategies that would have worked in previous iterations of Halo does not ‘completely throw it out’. At least not for those of us who can adapt.

Perhaps I should clarify.

When I say that strategy is completly thrown out the window, I mean that as much as you can pull out strategies out of your sleeves, they can always be countered by guesses on the enemy team and an ordnance drop that suits their situation. Given that it’s on a level playing field.

Examples would be the numerous times players have been able to break spawn traps when getting a lucky sniper on Ragnarok. Or taking down the scorpion tank with a laser in their ordnance, or mantis these days.

Why should I get into a strong vehicle when the only thing the opponent need is to stay in their base, get a laser and destroy me?

I can counter anything with a drop that suits my situation, the same goes with my opponent, any advantage I can fight myself into with my team, it’s easily broken with a situationally good drop on their behalf, and then turn the game, happened on numerous occasions, both for and against me.

> Since you’re obviously stuck on my use of the words evolution and adapt, let me offer an analogy. Halo 3… you were a dinosaur. Halo 4 brought the meteor. Now the mammals, who are capable of adapting, evolve into the dominant species. All of this does not mean that Earth is no longer Earth. Evolution has nothing to do with the fittest species surviving, and if you don’t want to take my word for it, take Darwin’s:

I’d say you took it way to far now.

But one thing is certain, the “meteor” surely brought an abrupt decline to the population.

Being fit for survival is being able to adapt.

> I need only make one argument: before the switch to BTB, BTIS and IS consistently held 90% of the current online population at any given time. BTB has just taken BTIS’s place, and even though there are a number of players unhappy with this change, they seem to be ‘adapting’ pretty well, considering that BTB has done a pretty decent job of maintaining the numbers that BTIS did.
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> The numbers don’t lie. One only need to look where the players are playing to see what the favored game-type is… and IS wins hands-down (and before you make the argument that the IS playlist is dead, we all know this is due to required DLC… before the change IS was the second-most populated list the majority of the time, right behind BTIS).

I do love it when people try to pull up population to support their argument that IS is the prefered gamemode.

The problem with that logic is that they disregard the overall true population. What’s the overall true population then? Well it’s the population that has touched Halo 4.

Now I’ve seen that you blame lag, crappy MM and hosting as the main reasons for the population decreasing. Since when? I’d really like to see the “consencus” for this. Well I could imagine that it’s a reasons for later months as population decreased. However, when population was good the amount of threads about those aspects were minimal, compared to the ones about gameplay.

The problem with your argument that IS is the most played game mode is first and foremost that slayer gametypes have always been played the most in all Halo titles. Second is that while you think only the remaining population is relevant, which it is not. Do you honestly believe that the population would be much larger if lag wasn’t an issue? From personal experience, when playing at low populated times, I experienced little to no lag. Anyhow, that’s beside the point.

Here’s my question. Would you say that the population desires Action Sack if it was the most played playlist with a peak population of 1000 if the overall population had gone from 400k to 10k?

It is exactly what you are doing with the argument you are using. You are disregarding the overall population.

A lot of those who “adapted” but doesn’t like it can tolerate it.However, most of those who tried Halo 4 at launch did quit, when the game had a healthy MM population. Most tried playlists were IS and BTIS, both lost the largest percentage of population, if I remember correctly.

Do you think I’m struggling to do good in Halo 4? Do you think those complaining about Halo 4’s IS are struggling? Our stats are here for you to look up.

Anyone can get into a new game, anyone can “adapt” to it. However if the gameplay isn’t good, then the disc in the tray is swapped for another game with better gameplay. Oh excuse me, Halo 4 isn’t a bad game, it’s just that there happens to be several other games out there that a large chunk of the XBL population feels have better gameplay than Halo 4.

Lag, crappy MM and the hosting didn’t turn away the true silent majority of the population, the gameplay did.

It’s just too unbalanced. Like many people have said I could get a rocket launcher or IC and someone on the other team could a needler or grenades.

Personal Ordnance doesn’t make sense, people say it’s like CoD but in CoD you have to get a high killstreak to get the good stuff. In Halo 4 you can go 10-9 and get ordnance. If 343i are going to keep it in, at least change it to getting a running riot or something.

To be honest Personal Ordnance should just be taken out of Halo 5 and beyond and I think it will. I think a lot of things will be taken out/changed/improved.

While we wait for Halo 5 I think we need to move away from moaning about Halo 4 as it’s almost a month away from it’s 1 year anniversary. Let’s just keep letting them know that we don’t what the same crap to happen with the next title.

> 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.

Look, an opinion is an opinion, I understand but…but this is easily one of the dumbest things I’ve heard on Halo Waypoint.

Halo 4 is better rounded than the original trilogy?

Because the Boltshot is more balanced than Halo 2’s multiplayer, personal ordinance is more balanced then Halo 3’s equipment, because spawning with a Plasma Pistol is more balanced than finding it on the map, and the DMR, what with its map-killing range, is a far more balanced weapon than the Battle Rifle, because Speed Boost and Damage Boost are good ideas, and because Overshield and Active Camo as map spawns was a silly idea back then. Right guys? Right?

> This post has been edited by a moderator. Please refrain from making non-constructive posts.
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> *Original post. Click at your own discretion.
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> Infinity Slayer is incredibly dumbed-down and stripped of raw skill. Couple that with Halo 4 mechanics and you have a poor game.
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> (This is why 95% (making this percentage up) have left).
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This sums everything up.

Infinity slayer is not bad. But it’s only perfect in the casual play sense. Many settings in the standard IS add randomness. Some of which you can’t out due by playing better.

You can’t become a better player to overcome the randomness POD brings. No matter how skillful i play that’s not going to change what my enemy earns. Which is why infinity is “bad.” In past halo games most if not all random elements could be over come if you became more skilled. But random elements out of a players control detracts from skillful play.

343 did a good job at supporting their idea. Tons of people love these new changes me included. But they didn’t really do a good job with anything else. Customs are severely lacking in options and some aspects of forge need to be fixed (AKA the lighting system for one.) Also the “competitive” simplify the competitive game play for more casual play. But when you have a game like halo 4 where casual play is the top there are issues. You can make something competitive casual but you can’t make casual competitive.

Halo 4 Still could have had casual play be the front AND have it worked if they didn’t mess up the custom settings (for the competitive types to make their game) and had a classic playlist or 2 at launch. But i am going off track.

TLDR: Infinity slayer is not bad and some of the elements can be tweaked to work for competitive settings. Infinity slayer can only be bad from a competitive standpoint. Game play wise is opnions. But when someone tells you infinity is bad they are speaking from a skill level and at it’s base infinity slayer adds too much randomness to skillfully overcome and thus is bad from a competitive standpoint.

I don’t really like Infinity Slayer, but the maps were designed around the sprint option so playing Legendary on them isn’t that fun or balanced. I’m just not a fan off AA, sprint or ordinance drops.