Marine AI's in halo infinite and their use

Can we get marines who are actually usefull in higher difficulties instead of the dumb dumbs we got in halo 5 who were just there to revive you. Fighting alongside the marines was one of the most integral part of the original trilogy. But halo 5 took a totally wrong step backwards. Knthe original trilogy you got marines for a short period of time and if given the proper weapons they were actually good . A marine used to make short work of an elite with a sniper in halo 2 but in halo 5 i go down and i see my squad -Yoinking!- destroyed by a mere soldier. :man_facepalming: we dont need squad mechanics just get us good marine sections.

Designing intelligent friendly marines isn’t as easy as it sounds, although it’s admittedly a badly neglected component of Halo games. Reach was the biggest offender by far, I highly doubt Halo Infinite could go lower than that. Bungie deliberately sabotaged the friendly marines for no reason at all; the marines were beyond dumbed down with their slow turning speed, general unresponsiveness/standing in place doing nothing productive, delay in entering vehicles, and a tendency to self-destruct with rockets and bad driving. Noble Team were limited in firing range (excepting Jorge and Jun) and most members had the worst accuracy I had ever seen (excepting Kat, although she was a bad driver). Emile was a joke (using shotgun as a sniper).
Devs could try a lot of things to make marines last longer (more health, accuracy and damage boost, more strafing/diving, longer bursts and firing distances, more marines spawning with power weapons) but it still wouldn’t be enough to cover for their abysmal performance.

Marines simply lack the numbers to deal with the overwhelming Covie/Promethean forces. If they were given the opportunity to spawn in larger numbers, they would probably carry the player. It’s better to make those power weapons available throughout the map for the player to give to them. I.e. there’s at least 11 fuel rods available on Covie, although marines aren’t available by the time you reach the last batch of fuel rods. You can juggle a bunch of rockets past the scarab section on Storm to give to later marines/workers (but there’s a risk of the rockets despawning plus there’s very little remaining for them to do much with those).

I think a gradual boost to their numbers might do the trick. There should be plenty of opportunities to save/assist marines and then have the survivors follow you further into the mission rather than just hanging back doing nothing productive. For instance, you could get up to 16 marines/workers following you to the end of Storm and around 11 marines on AotCR (16 via bridge jump trick). So players who bothered to save marines like on 343GS (which was rather pointless since they never left the room they spawned in) could be rewarded for it. With a lot of hard work, you could get around 23 marines on Tsavo (they follow up to the Wraith section). In this case, they actually kick -Yoink-. I once saw an enemy Chopper get sent flying by their ARs (Cowbell was on).

At this point in the series, a single marine should be able to hold his own against a small group of Grunts and even an Elite Minor or two, but have some trouble going toe-to-toe with an Elite Major and above. 5-7 marines should be able to deal with at least a medium group of Grunts and Jackals led by an Elite Minor/Major. 10-12 marines should be enough to dispatch 1 Hunter and do some decent damage to a Hunter pair. 14-16 marines should steamroll through most normal encounters.

> 2535469197642915;2:
> Designing intelligent friendly marines isn’t as easy as it sounds, although it’s admittedly a badly neglected component of Halo games. Reach was the biggest offender by far, I highly doubt Halo Infinite could go lower than that. Bungie deliberately sabotaged the friendly marines for no reason at all; the marines were beyond dumbed down with their slow turning speed, general unresponsiveness/standing in place doing nothing productive, delay in entering vehicles, and a tendency to self-destruct with rockets and bad driving. Noble Team were limited in firing range (excepting Jorge and Jun) and most members had the worst accuracy I had ever seen (excepting Kat, although she was a bad driver). Emile was a joke (using shotgun as a sniper).
> Devs could try a lot of things to make marines last longer (more health, accuracy and damage boost, more strafing/diving, longer bursts and firing distances, more marines spawning with power weapons) but it still wouldn’t be enough to cover for their abysmal performance.
>
> Marines simply lack the numbers to deal with the overwhelming Covie/Promethean forces. If they were given the opportunity to spawn in larger numbers, they would probably carry the player. It’s better to make those power weapons available throughout the map for the player to give to them. I.e. there’s at least 11 fuel rods available on Covie, although marines aren’t available by the time you reach the last batch of fuel rods. You can juggle a bunch of rockets past the scarab section on Storm to give to later marines/workers (but there’s a risk of the rockets despawning plus there’s very little remaining for them to do much with those).
>
> I think a gradual boost to their numbers might do the trick. There should be plenty of opportunities to save/assist marines and then have the survivors follow you further into the mission rather than just hanging back doing nothing productive. For instance, you could get up to 16 marines/workers following you to the end of Storm and around 11 marines on AotCR (16 via bridge jump trick). So players who bothered to save marines like on 343GS (which was rather pointless since they never left the room they spawned in) could be rewarded for it. With a lot of hard work, you could get around 23 marines on Tsavo (they follow up to the Wraith section). In this case, they actually kick -Yoink-. I once saw an enemy Chopper get sent flying by their ARs (Cowbell was on).
>
> At this point in the series, a single marine should be able to hold his own against a small group of Grunts and even an Elite Minor or two, but have some trouble going toe-to-toe with an Elite Major and above. 5-7 marines should be able to deal with at least a medium group of Grunts and Jackals led by an Elite Minor/Major. 10-12 marines should be enough to dispatch 1 Hunter and do some decent damage to a Hunter pair. 14-16 marines should steamroll through most normal encounters.

Agreed with that reach part. The marine and other spartans were useless unless they were on your passenger seat with a power weapon. But i kind of get why they did that in halo 5 because 3 spartans with kind of a good ai would make it too easy . But however not so much toned down that a single jackal wipes 3 of them out with ease. It was a mistake to bring this squad based mechanic into the campaign , clearly it was done to bring more players to play coop campaign which in turn surely lead to the kind of a bad level design and a grindy campaign with way too many enemies spawning at times like it was meant to be a coop campaign. Especially the prometheans are a pain in the -Yoink- and not fun. Lets not talk about tsavo highway man that level was dope . Marines with fuel rods make short work of everything… but a passenger warthog with 3 fuel rods thats just so much fun. Same with the storm … The vehicular battles alongside the dig site was so much fun. Even halo 2 especially in levels like regret the marines are actually very very useful … And in truth and reconciliation you can have 2 squads of marines if you are quick enough once you clear out the area before the grav lift area if you are quick enough cortana calls for reinforcements and i dnt care what anyone says but halo ce marines were actually pretty good.

> 2535469197642915;2:
> Designing intelligent friendly marines isn’t as easy as it sounds, although it’s admittedly a badly neglected component of Halo games. Reach was the biggest offender by far, I highly doubt Halo Infinite could go lower than that. Bungie deliberately sabotaged the friendly marines for no reason at all; the marines were beyond dumbed down with their slow turning speed, general unresponsiveness/standing in place doing nothing productive, delay in entering vehicles, and a tendency to self-destruct with rockets and bad driving. Noble Team were limited in firing range (excepting Jorge and Jun) and most members had the worst accuracy I had ever seen (excepting Kat, although she was a bad driver). Emile was a joke (using shotgun as a sniper).
> Devs could try a lot of things to make marines last longer (more health, accuracy and damage boost, more strafing/diving, longer bursts and firing distances, more marines spawning with power weapons) but it still wouldn’t be enough to cover for their abysmal performance.
>
> Marines simply lack the numbers to deal with the overwhelming Covie/Promethean forces. If they were given the opportunity to spawn in larger numbers, they would probably carry the player. It’s better to make those power weapons available throughout the map for the player to give to them. I.e. there’s at least 11 fuel rods available on Covie, although marines aren’t available by the time you reach the last batch of fuel rods. You can juggle a bunch of rockets past the scarab section on Storm to give to later marines/workers (but there’s a risk of the rockets despawning plus there’s very little remaining for them to do much with those).
>
> I think a gradual boost to their numbers might do the trick. There should be plenty of opportunities to save/assist marines and then have the survivors follow you further into the mission rather than just hanging back doing nothing productive. For instance, you could get up to 16 marines/workers following you to the end of Storm and around 11 marines on AotCR (16 via bridge jump trick). So players who bothered to save marines like on 343GS (which was rather pointless since they never left the room they spawned in) could be rewarded for it. With a lot of hard work, you could get around 23 marines on Tsavo (they follow up to the Wraith section). In this case, they actually kick -Yoink-. I once saw an enemy Chopper get sent flying by their ARs (Cowbell was on).
>
> At this point in the series, a single marine should be able to hold his own against a small group of Grunts and even an Elite Minor or two, but have some trouble going toe-to-toe with an Elite Major and above. 5-7 marines should be able to deal with at least a medium group of Grunts and Jackals led by an Elite Minor/Major. 10-12 marines should be enough to dispatch 1 Hunter and do some decent damage to a Hunter pair. 14-16 marines should steamroll through most normal encounters.

And lets not forget the ark. A marine with sniper on one side and rocket launcher on another in a prowler and the gradual upgrade to a tank with two roxket launcher and 2 fuel rods. Made the game so much fun. And the same thing in the covenant but this time i try to get an elite with me with a spartan laser in the hornet. Infinite neexs some good vehicular battle sections. Guardians dropped a ball on that :man_facepalming:

Yeah, I hope marines have a better survivability at least in Legendary. I always feel bad when I can’t protect the marines.

> 2533274842309062;5:
> Yeah, I hope marines have a better survivability at least in Legendary. I always feel bad when I can’t protect the marines.

For that we need to have some good marine squad sections. Like halo ce had. We all tried sacong the marines on 343 guty spark inside the structure as well as the ones outside the structure. We had marines on gondolas in halo 2 how fun was that? In halo 3 there were multiple missions with this same level design. But halo 5 was terrible with it and to make it worse the campaign is just some big areas with enemies spawning in just to shoot at. the innovation is missing. Halo 3 had lesser enemies but the encounters were fun. Same with halo 2. Halo 2 while being hard was enjoyable but 5 was just a grind.

> 2533274955494882;3:
>

Was that Jackal using an overcharged shot? Judging strictly by your account, it seems devs didn’t learn from Spartan Ops, which was also geared towards coop.

Oh I forgot about loading up the Troop Transport Hog with rocket/frg marines, you’re right, that was crazy fun. The Prowler was also a good substitute. If only it were easy to get the TT hog on top of the Hornet and keep it on there, it’d be a heavy aerial assault vehicle.

Yea I know about the TnR marines. Agreed, CE marines were great in large numbers.

> 2535469197642915;7:
> > 2533274955494882;3:
> >
>
> Was that Jackal using an overcharged shot? Judging strictly by your account, it seems devs didn’t learn from Spartan Ops, which was also geared towards coop.
>
> Oh I forgot about loading up the Troop Transport Hog with rocket/frg marines, you’re right, that was crazy fun. The Prowler was also a good substitute. If only it were easy to get the TT hog on top of the Hornet and keep it on there, it’d be a heavy aerial assault vehicle.
>
> Yea I know about the TnR marines. Agreed, CE marines were great in large numbers.

He took 4 of us out in a matters of seconds. And the main thing that baffles me is how can you not create a good campaign when you have a source material that includes halo ce ,2,3, odst and reach all of them had great campaigns 4 was ok it suffered with level design problems but 5 actually made me lose ny faith in 343 :man_facepalming: We all were so hyped after all that advert. Hunt the truth , the chief/ locke trailer with infinity burning in the background. And then they came up with that story and campaign :man_facepalming: And i am not sure if i am the only one but the grenades just dont feel that useful anymore in the campaign anymore like they used to in all the other games. And the enemies werent fun to fight especially the prometheans :man_facepalming: I mean look at halo 2 you had actual fun fighting all those different enemies. The brute difficulty wasnt even an issue because the game was actually fun… Halo 3 did the campaign level designs so right and fun that you never get tired in any level except cortana. But halo 5 is something entirely different ths levels are bad real bad and the story isnt good either.

> 2533274955494882;8:
> > 2535469197642915;7:
> > > 2533274955494882;3:
> > >
> >
> > Was that Jackal using an overcharged shot? Judging strictly by your account, it seems devs didn’t learn from Spartan Ops, which was also geared towards coop.
> >
> > Oh I forgot about loading up the Troop Transport Hog with rocket/frg marines, you’re right, that was crazy fun. The Prowler was also a good substitute. If only it were easy to get the TT hog on top of the Hornet and keep it on there, it’d be a heavy aerial assault vehicle.
> >
> > Yea I know about the TnR marines. Agreed, CE marines were great in large numbers.
>
> He took 4 of us out in a matters of seconds.
>
> And the enemies werent fun to fight especially the prometheans :man_facepalming: I mean look at halo 2 you had actual fun fighting all those different enemies. The brute difficulty wasnt even an issue because the game was actually fun… Halo 3 did the campaign level designs so right and fun that you never get tired in any level except cortana. But halo 5 is something entirely different ths levels are bad real bad and the story isnt good either.

But was it with just standard bolts or did he overcharge them first? Did his gun overheat or did it have bottomless clip? Did his shield block all of their shots? In any case, that sounds pretty absurd.

I consider the Prometheans to be a lesser evil compared to the Flood, which were severely dumbed down by the time H3 arrived on the scene, Combat Forms were by and large uninteresting while Pure Forms were pure damage sponges. I suppose Promethean Soldiers and Knights are comparable. Maybe the appeal of the Flood to the fanbase can be chalked down to them actually interacting with the player via Gravemind’s telepathy, which was a welcome innovation.

Yes, H2 excelled due to it’s enemy variety/diverse pallette. H3 neglected to bring back a dozen Elite variants and most Brutes were distinguished only by their armor color and health/shield rather than appearance and functionality. Reach made the Elite armor variable again, although a bit too uniform for my taste. H3 Elites spawned with armor in darker/brighter shades while HCE Elites had a chance to spawn with a different helmet.

I personally find that H3 Floodgate wasn’t really enjoyable from a normal playthrough standpoint. Elites were useless, marines were difficult or almost impossible to save, Ranged Forms bogged down the latter part of the level. H3 last mission Halo was basically a short firefight map combined with a Hog run section. There wasn’t much to do besides fighting/driving. By modern standards, it’d be DLC. Either Bungie ran out of time or they were got very lazy after Ark/Covie.