Lets talk maps!

So, I know of a game that came out March 5, last year, so it’s been out for a year now (12 months) (roughly)

Halo Infinite has been out for 5 months (roughly)

This game I am talking about has 29 maps.

Infinite has 10 right now, and by the time a year has passed since launch, it will have

WOW, a whopping 16 maps! Half of what the other game has!

Btw, that other game, the maps are bigger and are a lot more diverse and unique than Infinite’s maps, lol.

4 Likes

Btw, that other game, the maps are bigger and are a lot more diverse and unique than Infinite’s maps, lol.

This is honestly one of the biggest issues with the MP imo.
All maps except Behemoth and Launch site are kinda the same type of tiny arena with nothing interesting going on. And because the maps are so small you basically spawn into combat for the entirety of the game and it just becomes mindless action.

I can still replay MCC after all this time because the game is fun even though im not playing “new content”. I just get tired of Infinite’s MP.

6 Likes

Never fear! More maps are inbound!

Wait. Only two maps are inbound!

4 Likes

I mean, 2-3 maps per season would be good if

    1. They hadn’t delayed S2
    1. They had more maps at launch.

I can’t quite remember, but I think that other game had like 15 or something at launch, so they have gained 14 since launch.

If Infinite had 2-3 maps released per season, they would have 8-12 released since launch

3 Likes

https://www.reddit.com/r/halo/comments/t4ekl0/calendar_visual_for_updates_made_to_halo_infinite/

Infinite, in 4 months, has had 11 updates/patches added to the game (counting campaign release)

This other anonymous game has had 91 updates, in a year, with 5 major updates and another one about to drop soon.
Each major update has also added way more to the game than S2 appears to add.

For example, I will provide the patch notes for this years updates (and dates) as well as the latest major update for this game.

Summary
  • Feb 22

  • Now custom settings in behavior and squad structure are displayed as icons above the squad information block and saved until further changes are made.

  • Now when the current soldier dies or when switching to another squad member, seriously wounded soldiers are skipped (if all remaining squad members are severely wounded, the next one will be selected).

  • AI-soldiers will now swap hammer and grenade for more appropriate handguns or edged weapons if you switch from them to the next soldier in the squad.

  • The menu for behavior and squad structure selection will now display a description of each type of behavior and structure.

Summary
  • Feb 17

A balance correction for the following missions:

  • Ministry Garden (Assault), Königsplatz East (Invasion), Lehrter Bahnhof North (Invasion), Le Bre West (Invasion), Le Bre East (Invasion), Al Har West (Invasion), Al Jabal Farm South (Invasion), Gorge (Invasion), Fortified district, Birch Grove (Invasion), Manor (Assault), Vysokovo Village (Assault), Vysokovo Village (Invasion) — increased the capture time on some strategic points.
  • Wilhelmstrasse, The Maisky Forestry North (Invasion) — reduced the capture time on some strategic points.
  • Pokrovskoe City (Assault), The Maisky Forestry North (Invasion), Fortified district, Birch Grove (Invasion), Monastery (Invasion), Quarry North (Invasion), Quarry South (Invasion), Vysokovo Village (Assault), Vysokovo Village (Invasion) — increased the capture time on some strategic points for the Allied team.
  • Omer North (Invasion), Omer South (Invasion), Gare de Saint-Lo (Invasion), Al Har West (Invasion), Al Jabal Farm South (Invasion), Fortress (Invasion), Oasis (Invasion), Gorge (Invasion) — increased the capture time on some strategic points for the Axis team.

Balance correction for the Lone Fighter mode:

  • Ministry Garden (Assault), Königsplatz East (Invasion), Moat East (Invasion), Lehrter Bahnhof North (Invasion), Lehrter Bahnhof West (Invasion), Le Bre East (Invasion), Le Bre West (Invasion), Ver-sur-Mer (Invasion), Al Har West (Invasion), Al Jabal Farm North (Invasion), Al Jabal Farm South (Invasion), Fortified district, Birch Grove (Invasion), Beloe Lake (Invasion), Monastery (Invasion), Quarry North (Invasion), Quarry South (Invasion), Vysokovo Village (Assault), Vysokovo Village (Invasion) — increased the capture time on some strategic points.
  • Königsplatz East (Invasion), Königsplatz West (Invasion), Kroll Opera House (Assault), Kroll Opera House (Invasion) — reduced the capture time on some strategic points.
  • Le Bre West (Invasion), Le Bre East (Invasion), Fortified district, Birch Grove (Invasion), Monastery (Invasion), Quarry North (Invasion), Vysokovo Village (Assault) — increased the capture time on some strategic points for the Allied team.
  • Omer (Destruction), Omer North (Invasion), Gare de Saint-Lo (Invasion), Al Har West (Invasion), Al Jabal Farm South (Invasion), Al Jabal Farm North (Invasion), Fortress (Invasion), Gorge (Destruction), Gorge (Invasion), Oasis (Invasion) — increased the capture time on some strategic points for the Axis team.
Summary
  • Feb 17

  • Added points per destroyed object (5 for forts, 45 for strategic buildings and 45 for weaponry).

  • Doubled points for capturing strategic points and destroying strategic objects (now 100 for capturing and 50 for assisting).

  • Significantly increased the range of anti-personnel mines.

  • Increased the resistance of mines to explosions, now they are more difficult to destroy with grenades.

  • Fixed a bug that caused Soviet and British anti-personnel mines to not do damage when detonated.

  • Added a slight delay for detonation of anti-personnel mines.

  • Once enemy anti-personnel mines are detonated, an icon is now displayed, similar to a grenade warning that it’s about to explode.

  • Reduced the time for setting anti-personnel and anti-tank mines.

  • Changed the direction of the default rally point view when building it, now the view faces forward — in the direction of the engineer’s eyes.

  • Reduced the punishment for partial damage of allied vehicles in the Lone Fighters mode in Custom Games.

  • Increased Engineers’ number of points for every use of their mobile rally point from 15 to 30 points.

Summary
  • Feb 14

  • Now multipliers for victory in battle, as well as multipliers for “Battle Hero” and boosters are applied to the reward only if at least 10 players participate in the battle, with at least 5 of them earning a minimum of 500 points each.

Summary
  • Feb 2

  • Reduced shotgun recoil by 50%.

  • Reduced shotgun buckshot angle by 25%.

  • Increased the amount of buckshot and, as a result, the shotgun damage from 12x2.4 (28.8) to 18x2.25 (40.5).

  • Significantly increased double-barreled gun ammo (from 14 to 24 shots).

  • Now after turning off the free view, the camera smoothly returns to its original state.

  • Added smooth camera movement to the soldier after respawning.

  • Fixed the disappearance of building elements after an explosion by aerial bombs.

Summary
  • Jan 26

  • As well as leaving vehicles as a whole squad, it is now possible for the controlled soldier only to exit from a vehicle by a separate button (by default - repair button). You can change the button in the settings.

  • Added resupply points in missions for armored vehicles in all game modes.

  • Added indicator that displays time until next resupply for armored vehicle resupply points.

  • Added short-term invulnerability of vehicles after spawn.

  • Added additional vehicle spawn points in missions Monastery (Invasion), Quarry (Invasion), Vysokovo Village (Invasion), The Manor (Assault), D-Day (Invasion), Airfield (Invasion), Le Bre (Invasion), Ver-sur-Mer (Invasion), Königsplatz (Invasion), Moat (Invasion), The Kroll Opera House (Invasion), The Kroll Opera House (Assault), Fortress (Invasion), Gorge (Invasion) and Oasis (Invasion).

  • Corrected the location of the battle area in the Omer (Invasion) mission.

  • Fixed a bug that could cause the wrong information about maximum speed in vehicle cards.

  • Anti Tank and anti aircraft guns now fall to the ground when the surface on which they were mounted is destroyed. The other engineer buildings are destroyed in similar cases.

  • One of the decorations for the top 25% in the Steel Fortress event has been updated to look more like the original version.

  • Fixed a bug that caused one of the name decorations received for the top 50% in the Steel Fortress event to be changed.

  • Fixed a bug that caused only one experience bonus to apply when using multiple experience bonuses.

Summary
  • Jan 20

ECONOMY

  • You will now receive Silver Orders for any accumulated experience in battles. For every 25 thousand experience — a silver order for a weapon. For every 50 thousand experience — a silver order for a soldier.

Weaponry and equipment

  • Added a new mechanic for weapon upgrading. Weapons are now upgraded using Bronze Weapon Orders instead of spare parts, and instead of disassembling a weapon, it can be sold for Bronze Weapon Orders. Workshop upgrades, that previously gave more parts for disassembling weapons and has made cheaper the cost of weapon upgrades in parts, now affect the cost of weapon upgrades in Bronze Orders and allow you to get more Bronze Orders for selling weapons. Our players’ available parts have been exchanged for Bronze Weapon Orders at a rate of 1 order per 10 parts.
  • Now the stream of a flamethrower can penetrate into much narrower crevices, for example, between the bars and planks of some fences.
  • Removed magnification in stationary machine gun sight.
  • Base ammunition size of PzB 39 has been reduced to a value typical to other anti-tank rifles and is 20 rounds instead of 50.
  • Corrected erroneous rate of fire of PTRS-41 from 240 to 75 rounds per minute.
  • Increased reload time of PPD, PPSh and PP Dolganov with massive drum magazines from 2.6 to 2.8 seconds to 3.8 to 4.0 seconds.
  • Decreased reload time of Beretta M38 from 2.6 to 2.4 seconds.
  • Panzerfaust 60 shell velocity increased from 25 to 45 m/s.
  • Panzerfaust 100 shell velocity increased from 40 to 62 m/s.
  • AVT-40 ammunition has been reduced by 1 round (15 shots) and now equals that of similar semi-automatic rifles.
  • In case of calling artillery with smoke shells on the map it is no longer marked the zone which is typical for the HE shells.
  • Added trench gear and flasks for British squads.
  • Soviet pilots in the Battle of Berlin campaign were given authentic uniforms.
  • Replaced the cape for the Soviet 54th Pionier Bataillon with an authentic 1943 model from the Battle of Berlin campaign.
  • Added gloves for Italian pilots.
  • Added correct equipment for the Italian squad of the 10th added
  • Added leather jackets and ammo gloves for the Armoured Regiment in the Battle of Tunisia campaign.

Locations and Missions

  • Added new mission Werbig station (Invasion) on Seelow Heights location in Battle of Berlin campaign.
  • Added new mission Al Har East (Invasion) to the Battle of Tunisia campaign.
  • Added new mission The Maisky Forestry North (Invasion) to the Battle for Moscow campaign.
  • Added new mission Omer South (Invasion) to Invasion of Normandy campaign.
  • Added new environmental sounds and fine detail in the Seelow Heights location mission.
  • Added respawn zones for motorcycles in Seelow Heights location for the Armored Train Escort mission.
  • Added shelters near respawn points in the Gare de Saint-Lo (Invasion) mission in the Invasion of Normandy campaign.
  • Updated some models of strategic objects in Destruction mode missions in Battle of Tunisia and Battle of Berlin campaigns.
  • Improved respawn point locations in Lehrter Bahnhof (Destruction) mission in Battle of Berlin campaign.
  • Improved respawn point locations and resized combat zones in Hermann Goering strasse (Invasion), Ministry Garden (Invasion), and Ministry Garden (Assault) missions of the Battle of Berlin campaign.
  • Improved the location of vehicles respawn points in the mission Königsplatz West (Invasion) in the Battle of Berlin campaign.

Gameplay and progress

  • Now when leaving vehicles on the move soldiers will take damage, up to complete death on high speed.

Vehicles

  • The MiG-3 fighter is replaced by an improved version with two 20mm ShVAK autocannon.
  • Improved camera behavior when using free view in planes.

Interface and Graphics

  • Added ability to sort room list by creator, mode and number of players in session.
  • Added new icons for Gerät 03, PPD 1929, VMP 1926 magazines.
  • Added hint about impossibility to train a soldier due to lack of appropriate squad for a player.
  • Added wound effects and blood splashes when shooting at the bodies of fallen allies.
  • Changed the size of the block with descriptions of the possible trophy types to increase the space for the list of items.
  • Now in the battle on the planes the total amount of ammo is displayed for all the same guns.
  • Added a tooltip indicating that all places in vehicles are occupied.
  • Added animation of unempty magazine reloading for VMP 1926 without cocking the bolt.
  • Fixed Global Illumination bugs.

AI-soldiers

  • AI-soldiers are now less likely to fall behind the commander on long marches.

Other changes

  • On the gamepad you can now toggle the rifle grenade launcher with the fire mode button.

FIXES

  • Fixed bug with desynchronization of turret rotation direction for different players.
  • Fixed the ability to build a machine gun point very close to the walls, which led to soldiers getting stuck in bags and in the walls.
  • Fixed incorrect display of smoke visible through previews of engineers’ constructions.
  • Fixed incorrect collision detection when building engineer structures.
  • Fixed a bug with invisible weapons in soldiers’ hands.
  • Hands of paratroopers no longer go through straps.
  • Fixed a bug in the description of Grb-39 upgrades, replacing the barrel does not affect the damage of the cumulative grenade.
  • Fixed a bug that caused a severely wounded player to be able to heal underwater.
  • Fixed a bug with unbreakable wooden carts.
  • Improved climbing on open platforms of armored train in the Seelow Heights (Armored Train Escort) mission.
  • Fixed bug with vehicles appearing inside other objects in Birch Grove (Invasion) mission in the Battle for Moscow campaign.
  • Fixed the bug of occasionally not displaying mine markers.
  • Fixed the image errors through a tank sight when DLSS is active.
  • Fixed a bug that caused holes to be displayed in the landscape when viewing through the tank sight.
  • Fixed a bug that could cause the ammo refill icon for planes to flicker.
  • Fixed a bug that would make it possible to enter a broken plane.
  • Fixed incorrect display of tree tops while flying a plane.
  • Fixed the incorrect display of the pilot’s position after his death.
  • Fixed the bug with awarding points for the damage of friendly vehicles for example with airbombs or missiles.
  • PzB 39 model now displays with two ammo boxes not only in the menu but in battle as well.
  • Fixed incorrect helmet color for germany 754th grenadier regiment.
  • Fixed bug with soviet tank helmet model, which was seen when interacting with equipment.
  • Fixed flickering shadows in aircraft cockpits with the shadow quality set to “Minimum”.
  • Improved display of shadows at the selected camera angle setting of 50°.
  • Fixed bug with levitating objects after demolition of surroundings by an air bomb.

Tutorial mode

  • The marker on the resupply crate will no longer disappear after you take grenades from it.
  • Fixed a bug causing AI-soldiers to keep moving after switching the soldier under control.
  • Fixed a bug causing some AI-soldiers to have no weapons readied and levitating a grenade in front of them instead.
Summary
  • Jan 4

  • We have fixed possible errors when crediting prizes earned in the Steel fortress event.

  • Fixed leaderboard rendering after the event was closed.

Major updates

Summary

The next Battle Pass season

The fourth season of Battle Pass begins, with new weekly Battle tasks that will earn you extra Battle Pass progress points.

New season rewards:

  • Universal banners (posters).
  • 8 unique soldiers (one for each army in the game), purchased for Battle Pass gold orders.
  • 5 unique models of weapons (one for each army in the game, and some models, as before, can be used by several armies at once), purchasable for the Battle Pass gold orders: The Hyde Model 35, ERMA EMP 44, 1929 model PPD, VMP 1926, BSA Model 1929 Thompson.
  • 8 vehicles with historical camouflages from among the vehicles already present in the game:
    • T-60 “Red Army”, Moscow
    • Pz.IV E “Gespensterdivision”, Moscow
    • A-20G-25 “La France Libre”, Normandy
    • Bf 110 G-2 “Herget”, Normandy
    • Yak-3 “12” Saveliy Nosov, Berlin
    • Me 410 B-1 “Aufklärungsgruppe”, Berlin
    • Grant MK I “Atlanta II”, Tunisia
    • Pz.III J “Strolch II”, Tunisia

Weaponry and equipment

  • Added bayonets for Moscow and Normandy Campaign weapons. A bayonet slot will become available for regular weapons received earlier. Bayonets themselves can be received by taking part in special game activities. For weapons received after the release of the update bayonets will be included. For the existing premium weapons owned by the players, such as: M/28 rifle, Arisaka carbine, Gewehr 41 rifle, AKT-40 rifle, trench Kar98k, Mosin infantry rifle - bayonets will be automatically added within a few days.
  • New weapons: Panzerfaust 100, M1 Garand with M7 Grenade Launcher, Kar98k with GGP/40 Grenade Launcher, Lee-Enfield No.4 MkI (T), Carcano M91 Sniper, MG-13 with Patronentrommel.
  • New weapons for premium squads: Berthier M16 carbine, San Marco dagger and Moroccan dagger, Dolganov PP (PPD 1944), Gerat 03, Moschetto M91.
  • Semi-automatic rifles under intermediate or handgun ammo are set to 320 rounds per minute for: VSTG 1-5, M1 Carbine, M1903 Springfield (Pedersen device).
  • Firing sounds now better match real shot counts for all tank machine guns, as well as for the following weapons: DP 27, DPM, AVS 36, FG 42, MG 42, M2.
  • Models of small and large axis bags in the Tunisian campaign have been replaced by Italian ones.
  • The MAS 36 rifle received a working fixed bayonet.

Changes in the Battle of Berlin campaign missions:

  • Added a new [Seelow Heights (Train escort) mission.
  • Added a new Lehrter Bahnhof (Destruction) mission.
  • Added a new Lehrter Bahnhof (Invasion) mission.
  • Added extra shelters in Lehrter Bahnhof missions.
  • Added a new Moat West (Invasion) mission.

Changes in the Battle for Moscow campaign missions:

  • Added a new [Birch Grove] (Invasion) mission.
  • Added extra shelters in «Birch Grove» missions.
  • Added a new Pokrovskoe City (Destruction) mission.
  • Added extra shelters in Pokrovskoe City missions.

Changes in the Invasion of Normandy campaign missions:

  • Added a new [Gare de Saint-Lo] (Invasion) mission.
  • Added a new Omer (Destruction) mission.

Changes in the Battle of Tunisia campaign missions:

  • Added a new [Oasis] (Destruction) mission.
  • Corrected the placement of the respawn points and battle zones in Al Jabal Farm North (Invasion) mission.

GAMEPLAY AND PROGRESS

New Year’ Eve temporary new options for radio operators (to call in the holiday fireworks) and for engineers (to build a Christmas tree).

  • Added [funnels] formed by aerial bombs.
  • Added [parachute mechanics]. If a pilot is equipped with a parachute, when jumping out of a plane he will be able to use it to land and continue fighting.
  • Anti-tank guns are now able [to hit multiple soldiers] through and through.
  • There is now an option [to cover a grenade with your body] to reduce its damage and impact radius of your comrades when it explodes.
  • Smoke grenades can now also be thrown away.
  • Bayonet damage increased - now a bayonet strike kills the enemy on the first attempt.
  • Radio operators of all campaigns got access to artillery with smoke ammunition (can be opened in the squad improvements).
  • Improved character interaction physics with vehicles, now you can move while sitting on the tank hull.
  • Improved aim punch due to hits on a character. Now when bullets of similar caliber hit, the following punches will be weaker than the first one.
  • Reduced delay of artillery call at the beginning of the battle because now the countdown is not from the moment of creating the session, but from the appearance of the first player in the battle.
  • Fixed the ability to transfer MP-40 and MP-28 to a campaign where the correct squads have not yet been opened.
  • Fixed that it was impossible to improve premium pilots in the Normandy Campaign.
  • Added a training mission for engineering squads to introduce players to the basic mechanics of this class.
  • Infantry training mission has been added to teach squad control and how to use first aid kits.
  • Improved feedback during training, and fixed a number of hint bugs.
  • Added transition to freefall state when a soldier falls from a great height.

AI-soldiers

  • Added two behavior patterns for AI-soldiers: passive and aggressive with switching between them via the scroll menu.
  • Increased leader’s distance from AI-soldiers, at which they remain in cover.
  • Reduced the number of movements of AI-soldiers during position defense; they will also try to cross the player’s line of sight more rarely.
  • The speed of the AI-soldier’s turn towards the detected danger and the speed of targeting were reduced to better match the capabilities of the real player.

Interface and graphics

  • Added [the ability to inspect armor] and internal modules (“X-Ray”) for tanks.
  • Fixed the position of bayonet knives on weapons in the menu.
  • Slightly changed the color of marks on enemies to improve their clarity.
  • Improved the strategic objects look in “Destruction” mode.
  • The vehicle description window now displays the maximum ammo per weapon type as a whole.
  • Increased the size of the icon (marker) in the “Training”.
  • Map window in the battle will now display the tasks of the ongoing events.
  • The screen of purchasing equipment for gold orders now shows a list of squads that can use it.
  • In the personal results of the debriefing table added a display of the number of infantry and vehicles destroyed by mines.
  • Added a short description of the item for the “Purchase” button in the premium reward window.
  • In the window for selecting new skills added recommendations skills.
  • Received for the participation in the events and premium weapons/equipment are now shown the proper icons by analogy with the premium soldiers.
  • Significant performance optimization in Battle of Berlin campaign locations.
  • Optimized performance of Battle for Moscow campaign locations.
  • Fixed blinking of distant shadows on the surface of the landscape.
  • Fixed a bug with disappearing objects when Temporal Super Resolution is enabled.
  • Improved reflections on water.

New squads and vehicles

The Invasion of Normandy

  • 4th Infantry division 12th Infantry Regiment | 33 level (Troopers III)

  • P-51D-5 | 34 level (Fighter)

  • Premium tank Churchill III

  • 243rd Infantry division 922nd Grenadier Regiment | 33 level (Troopers III)

  • Me.410 A1/U2 | 34 level (Assaulter)

  • Premium SPG StuG III G

The Battle for Moscow

  • 251st Infantry Division, 927th Infantry Regiment | 33 level (Flametroopers II)

  • T-28E (126th Tank Brigade 126th Tank Regiment) | 34 level (Tankers III)

  • Premium squads: 2nd Guards Infantry Corps 75th Marine Infantry Brigade | (Gunner)

  • 251st Infantry Division 459th Infantry Regiment | 33 level (Flametroopers II)

  • Pz.IV F1 (19th Panzer Division 27th Panzer Regiment) | 34 level (Tankers III)

  • 183rd Infantry Division 343rd Infantry Regiment | (Gunner)

The Battle of Tunisia

  • 78th Infantry Division 17th Field Regiment | 27 level (Snipers III)

  • Crusader III | 28 level (tank)

  • 3rd Infantry Division 30th infantry Regiment | 29 уровень (Gunners II)

  • Premium Hurricane Mk. IV | +100% Experience Bonus

  • Premium squad with unique edged weapons: 1st Moroccan March Division 1st Group of Moroccan Auxiliaries | +100% Experience Bonus! (Troopers)

  • 80th Infantry Division 125th Infantry Regiment | 27 level (Snipers III)

  • Pz.III J | 28 уровень (tank)

  • 90th Light Africa Division 200th Light Infantry Regiment | 29 level (Gunners II)

  • Premium Bf 110 C-6 | +100% Experience Bonus

  • Premium squad with unique edged weapons: 1st San Marco Regiment 3rd Battalion “Tobruk” | +100% Experience Bonus! (Troopers)

The Battle of Berlin

  • Tiger E | 31 level (tank)

  • Premium squads: 287th Infantry Division 870th Infantry Regiment | +100% experience bonus! (Assaulters)

  • IS-1 | 31 level (tank)

  • Premium squads: 18th Panzergrenadier Division 51st Grenadier Regiment | +100% experience bonus! (Troopers)

PlayStation and Xbox

  • Added a filter in the game’s settings to display players of the same platform in the leaderboards for PlayStation and Xbox.

FIXES

  • Fixed a bug with the camera position after death behind a stationary machine gun.
  • Fixed a bug that made the engineer’s construction turn arrow not disappear after his death.
  • Fixed the blinking light of the outline of the enemy who killed you.
  • Fixed a bug that caused grenade kills not to appear in the personal results of the mission completion window.
  • Fixed a few bugs that could cause loss of server connection.
  • Improved algorithm for determining the shortest route to the game server (to reduce server connection delays).
  • Fixed that it was impossible to destroy a built turret if it contained the body of a killed soldier.
  • Fixed a bug that made it impossible to destroy a vehicle in Tank training.
  • Fixed a bug that allowed destroying an allied rally point with a knife.
  • Fixed the movement of the soldier on bumpy terrain. Now the soldier will not drift sideways when running forward on rough terrain.
  • Fixed a bug which caused smoke grenades to fall underground.
  • Fixed a bug in the Spectator mode of the remaining players in combat when reconnecting to the game.
  • Fixed a bug where players could appear behind the battle zone in the Le Bre mission of Invasion of Normandy.
  • Fixed a bug where tanks could appear inside buildings in Invasion of Normandy’s Ver-sur-Mer mission.
  • Fixed a bug where tanks could appear inside buildings in the Fortified district mission of the Battle for Moscow campaign.
  • Fixed a default control device selection error when the game steering wheel is connected to the computer.
  • Improved ground vehicles damage model - changes affected some armor elements that were missing or rotated at wrong angle in the armor model.

You don’t like Halo Infinite’s tiny claustrophobic zero vertical elevation 3 lane with a middle split generic arena maps???

Darn these Bungie Halo fans wanting huge maps like Halo CE, 2, 3, Reach

-343 (probably)

Jokes aside, if the next few maps they add are just as generic and unfun to play, I’m going to keep only playing once a month until Forge. I might not even do the next Battle Pass and Fracture in all honesty. I don’t need 500 cores if I can only wear one at a time. Maybe I’ll just drop the game entirely until Forge.

3 Likes

1 arena and 1 big team.

Sadness.

1 Like

You don’t like Halo Infinite’s tiny claustrophobic zero vertical elevation 3 lane with a middle split generic arena maps. (snip) Maybe I’ll just drop the game entirely until Forge.

That’s pretty much exactly how I feel

zero vertical elevation

Game added a grapple btw, could make a great map around it, possibly something similar to Boarding Action from CE or something like Construct would be cool too.

4 Likes

All the Bungie games had huge elevation, especially Reach because of Jetpack. Grapple would work on almost every Bungie map

For some reason, 343 put out of bounds areas anywhere high up wants us to grapple the GROUND, which is the opposite of why grapple hooks were invented

2 Likes

“But it gives the people with grapplejacks an unfair advantage, waaah”
The game is catered to the pro community, 3 lane maps, out of bounds areas up high, ect.

4 Likes

More like it’s catered to the sweat community that use level playing ground and BRs as a crutch, refusing to play any mode other than Ranked. Arena maps should be Ranked 4v4 exclusive, and make classic Bungie maps for casual 5v5 again. Ranked players only want flat arena maps, BRs, no sprint, no radar, no pickups, they want BR office simulator. Let them have it. Don’t force the rest of us to only play those trash maps. Same way Smash Bros has tournament legal maps, no items, platform only, but Smash still has casual massive creative maps with items and map hazards. It’s not a hard concept 343.

Can’t wait for Forge to bring remakes of Bungie maps and prove how bad Infinite maps are

4 Likes

That’s…what I said

1 Like

The difference between Ranked and “Pro” is the same difference between NASCAR and stunt drivers. Being the best at turning left 100 times doesn’t make you a good driver. Being the best at camping corners with a BR doesn’t make you a good Halo player. Mint Blitz is more of a “Pro” than any HCS or typical Ranked BR player. Mint Blitz will smoke anyone with any weapon on any map. That’s a real Halo fan.

:joy::joy::joy::joy: most pros would wipe the floor with him. Lucid, renegade frosty etc.

1 Like

‘the maps are bad because of sprint waaah sprint is ruining halo’
Halo Reach had leagues better maps than infinite and Reach only had 1 year to be made between it and ODST :3

2 Likes

wait so we don’t get to know the name of the anonymous game?

Only 1 Map if you don’t like playing BtB!

Yeah I was excited when I heard that we’re getting new maps. Then when they said it was two maps I just laughed. They need at least double the maps. Every match I play, it feels like I have already played it a million billion times. The game is incredibly stale and doesn’t even feel like Halo anymore.

To add to your point of tiny maps creating an bad experience, the hyper-mobility in infinite, which allows you to cross the map in seconds, further exacerbates the problem.

the maps are bad because the core gameplay is stale which then makes maps stale. infiniite is like playing in a sandbox with sticks while other games have much cooler things happening in their sandbox. why do people like battle royales? because its a different experience everytime, its the ulltimate sandbox as long as it doesnt break the sandbox. that doesnt mean you have to be a battle royale. Everyone loved infiinite at first, but it got repetitive and the flaws started revealing themselves.

2 Likes