Infinity Slayer Pro Settings

I’ve been considering doing this for awhile, but the more I thought about it, the more I understood it required more than just a gametype settings change, but actually a custom map setup, so having woken up a good 4 hours earlier than I wanted to this morning, I decided to start work on this project. Both the map and gametype are currently version 1 as I have had no testing or feedback given as of yet.

The idea of this came a while back, but with the installation of Slayer Pro into Infinity I am under the belief that a middle ground game, and third option would allow for less bickering between the casual and competitive side and allow for a closer realization of what Halo 4 can be as opposed the two extremes it is now. We either have the choice of the fully competitive or fully casual gametypes. I would like to find somewhere in between and I believe this gametype realizes it. With set weapons spawns and loadouts, but also Personal Ordnance which more balanced.

I would appreciate any given feedback, but please play it before giving direct criticism.
The map and gametype need to be played together to get the full experience.

I decided to place this on Haven for the time being, as it is a relatively small map and has very close to symetrical setup in order to control map flow better through weapon placements.

Infinity Slayer Pro Gametype Settings V1.1

Haven Map Variant for Infinity Pro Settings and Style

Abandon Map Variant for Infinity Pro

Infinity Pro Settings:
Basic Options:
Score to Win: 600
Time Limit: 12 Minutes
Lives: Unlimited
Rounds: 1
Teams: Enabled

Infinity Slayer Pro Options:
Kill Points: 10
Nothing else gets points

General Settings:
Friendly Fire: Disabled
Betrayal Booting: Enabled
Team Changing: Not allowed
Map Loadouts: Disabled
Loadout Usage: Game Loadouts
-See section below on Loadouts
Vehicle Set: Default
Indestructable Vehicles: Disabled

Respawn Settings:
Respawn Time: 5 seconds
Death Cam: disabled
All other settings unchanged

Ordnance Settings:
Initial Ordnance: Enabled
Random Ordnance: Enabled
Infinity Settings: Max and Min set to 15 seconds (Edited to increase weapon spawns, too slow otherwise)
Personal Ordnance: Enabled
-See Ordnance specifics below
Point Requirement: 100
Point Increase Multiplier: 50% (Meaning Ordnance increases to 150 points, then 200)

Traits:
Base Player Movement speed increase to 110% in accordance with June 3rd update.

Map Specifics:
Initial and Random Ordnance changes:
Unlike current settings, Initial and Random Ordnance take place at the same locations. Each Drop is a specific weapon type or category. For instance, on the Haven Map created for this testing, Player Spawns at Red and Blue are given acccess immediately to a Plasma Pistol, Pulse Grenades, a Supressor and a DMR.

In these spawn positions, when the Random Ordance drops, Random weapons of the same class will spawn.

The DMR could be replaced with a Lightrifle, Carbine, Battle Rifle or still be a DMR.

The Pulse Grenades could be come any of the 3 grenade types.

The map also features power weapons, placed more toward middle ground areas of the map, as well as Armor Ability Spawners and a Overshield/Damage Boost/Speed boost location.

Where a weapon type spawns is where that weapon type will always spawn. However, because this is Infinity, the specific weapon of that type that spawns will be Random.

Personal Ordnance Specifics:
Left Options: (Suppport)
Level 9: Damage Boost, Speed Boost, Overshield
Level 8: Plasma Grenades, Frag Grenades, Pulse Grenades

Down Options: (Loadout Weapon Refill)
Level 10: Assault Rifle, Storm Rifle, Supressor
Level 8: DMR, Battle Rifle, Carbine, Light Rifle
Level 5: Boltshot

Right Options: (Armor Abilities)
Level 10: Regeneration Field, Hologram, Hardlight Shield, Thruster Pack
Level 8: Pro Vision, Actice Camo, Sentry, Jet Pack

Game Loadouts
All Loadouts use the Tactical/Support combo of Resupply and Ammo

Loadout 1:
Assault Rifle, Magnum, 2x Frag, Thruster Pack

Loadout 2:
Battle Rifle, Magnum, 2x Frag, Hardlight Shield

Loadout 3:
Carbine, Plasma Pistol, 2x Frag, Hologram

Loadout 4:
Light Rifle, Magnum, 1x Plasma, Regeneration

Testing items:
Please explain any problems in Map Flow, Balance, and feedback on Loadouts.
Please cite any changes to Ordnance drop locations and why.
Testing should be done under the assumption of a 2 Team Red vs Blue enviroment, no thought has yet been given for Multi Team testing.

I haven’t played these yet, because I can’t right now, But the settings look pretty good.

What thought have you put into power weapon spawns?
Are the spawns dynamic or static?

This looks good for symmetrical, arena style maps. But what about when abandon or complex gets voted in? That’s where I see problems arising in there is no way to balance “sides” of an asymmetrical open map, with few choke points.

Looks good though. Can’t wait to see some feedback.

Honestly I haven’t thought that far ahead, but I used to be pretty creative in Halo 3 with weapon placement that made some sort of sense in terms of the map itself.

Symmetry does play a part in my thinking, I’ve always prefered a base vs base map idea.

But I would hope atleast, if this becomes a thing, that someone better suited than me could work on map flow. :slight_smile:

Ok I created, due to Multichem’s suggestion, an Abandon map variant and will be adding it to the original post.

The few things I’ve noticed is that the Random Ordnance timing is still way too “random” which is expected but I think could be controlled better by making the ordnance happen more often.

I currently have the Infinity settings to every 2 minutes and originally I thought that would be good, but I working off old assumptions of Weapon respawn timers.

In truth, what I should be doing is shortening the timers down pretty far so that Every 40 seconds or so, a thing should hit the ground. But I haven’t tested that yet, and I think it also requires play testing.

The random nature of the gametype does still require that you won’t be able to know “when” a thing may respawn, but you will still know atleast what will be there.

Anyhoo, even if I’m not getting much response on this, I feel its worthwhile enough to keep at it and maybe get some attention later on.

Also, I feel it necessary to add the following list of how the Drops should be grouped if anyone feels the need to add maps of their own.

Rapid Fire Weapons:
Assault Rifle
Storm Rifle
Supressor

Precision Weapons:
DMR
Carbine
Light Rifle
Battle Rifle

Pistol:
Magnum
Plasma
Bolsthot

Grenades:
Pulse
Plasma
Frag

Melee Weapons:
Energy Sword
Gravity Hammer

Shotgun:
Shotgun
Scattershot
Boltshot (intentional copy)

Light Ordnance:
SAW
Concussion
Needler

Sniper:
Binary
Sniper Rifle
Beam

Heavy/Rocket:
Rocket Launcher
Spartan Laser
Fuel Rod
Incineration
Rail Gun

Also remember that it doesn’t matter which you put from the “Ordnance” you put as the Initial Drop, but in the Loadout weapons and Grenades, I always put the Supressor, DMR and Pulse grenades as the Initial Drop because they are not available in the Set Loadouts.

Till next time and update

Later.

Edit: Upon Testing, the timers do need to be reduced greatly, but I’m not sure that the Custom Games settings allow for where they really need to be. This maybe an issue that 343 needs to fix, adding an option to the Random Drop objects to add a direct respawn time to them.

The problem could be fixed with Inital Drop objects, but it then loses part of the game type with the option of choosing multiple weapons to go in one spot. More testing is required, and I still would like to hear some feedback on people who can get some teams together to play.

Second update of the night, but basically this is what I’ve figured out.

If I set the Random Timers to 15 seconds every drop, the entire map have doubled up weapons in 4 minutes. No spot recieved another drop before the others all recieved one, so there will be no chances of one spot recieving 3 hits in a row.

With a game time for 12 minutes that means that each spot will recieve 3 refills (with the last one dropping within the last 15 seconds of the game). That seems like a good time span. So I will update the game downloadable and people can update the ones they have already.

The original post will also be updated to reflect this.

I’m also going to look into changing the the respawn settings on the Initial Drops for the Grenades and Automatic Weapons, so that the Supressor, Pistols and Pulse grenades come back at multiple times during the match, no need to keep these from spawning.