I think Infinite is redeemable.
Outside of the ping and desync issues. I think Infinite could change a few settings and be less sweaty and more broadly enjoyed.
I don’t know any exact percentages. Mostly because no one on my friends list plays or likes Infinite anymore but have played various previous Halos. I haven’t play tested any changes. However, I have gotten feedback on why they don’t like it. These people I would call, casual players even though they game nearly every day. They range from mid-twenties to mid-fifties.
The settings most agree are too high/fast. Are how fast the gun snaps into precise position during map traversals. For example; Spartan A has the high ground and Spartan B is clambering up in front of Spartan A. Spartan A can only get maybe one burst of the BR on Spartan B before Spartan B is on equal footing.
Slow Clamber 10-20%
Sliding seems to add a slight speed boost. Maybe just level that out.
Sprinting is a choice with risk and reward slow the time to first shot. Slightly. Melee should stay instant.
Melee lunge range could be reduced 20-40%.
Everyone I spoke to has played Halos before they all agree. If the Sidekick was in ODST instead of the silenced pistol it would have been too easy. Either decrease the damage or slow its rate of fire.
Make stealth map traversals viable, without Active Camo. With two radar “upgrades” since the first flight the radar is an OP tool. It somehow detects Sprinting outside its actual range but not gun fire? No wonder this game doesn’t make sense to the average gamer. The first flight radar was balanced and casually understandable.
The Grapple Shot is fun however most prefer jetpacks from Reach.
Most like objective games. Not really Fiesta. So maybe don’t use casual/social interchangeably with Fiesta style games. Objectives encourage team interaction. Slayer is where everyone wants to be Rambo’s and play solo with Rando’s.
None like the KotH changes. Mostly because they feel they waste any effort if they hold it 90% but the other team caps it and all that effort is lost. In the original every second in the hill reflected every players effort for the match.
Same with Oddball. Throwing was universally liked, as well.
Try one flag on Breaker 4v4 or 6v6. Where is Assault? Throw a ghost on Live Fire.
These are just some settings changes. There must be something that would encourage more casuals to not drop Halo. What do you think makes the most sense? I don’t think is just the SBMM or desync that keeps players away. It has to be partially the gameplay.
Edit: While watching some MW2 Beta gameplay it looks like they took away slide canceling and added back the dolphin dive. We can speculate they might have realized the pacing on CoD has gotten too high. I’d like to think they made this change to appeal to the casual/average gamer. I was also thinking, with the way most streamers/esports have trained to move so erratic it’s kind of hard to follow everything happening on the screen and I find it mostly annoying to watch. I’m fairly certain that’s a key reason for the outline system. I don’t think streamers/esports could function and keep the erratic pacing without glowing opponents to zero in on.