My concerns and critique of halo infinite so far

Let me preface and say that I’m really hyped for halo infinite and what we’ve seen so far and I know that I have to wait for a hands-on experience and see much more of the game before I form an actual opinion on the game, but these are just some of the criticisms, concerns, and questions I have from what I’ve seen so far.

  • the grapple shot is said to be equipment, but we saw it be used twice by the same player in pretty quick succession. So is it going to have limited charges or will it be a cooldown system? Also, will all other equipment also follow this system or will it be unique to the grapple shot? I personally hope it is just a limited amount of uses and that its multiple-use feature is unique to the grapple shot. - All the equipment apart from the bubble wall, and perhaps the proximity dart (still unsure if it will affect teammates), seems to be for self-use. So will we see equipment, preferably on launch, that is more team-focused or global use much like the equipment in Halo 3 was? seeing as halo has historically been very team-focused I’d really like to see this. - Before I say this point I’d like to point out that the shield recharge effect on the HUD is so much better than the effect we saw at the 2020 E3 trailer. However, in my opinion, the shield break effect looks a bit much. The player character is simply just enveloped in yellow and it just looks goofy. I’d like to see something a little more subtle, more akin to something like the Halo 4 or Halo 5 shield break effect. - Through some analysis of the trailer and overview, there seems to be some evidence that players can stow the flag, and perhaps other objectives on their back and have use of their weapons. I really hope this isn’t the case, and at the very least disable the feature for ranked and competitive play. - We saw the return of the gravity hammer and it looks great and seems powerful. However, we also saw that the bodies just dropped after dying. Please give the gravity hammer a gravity effect that launches the bodies, much like we saw from the oddball. - I’m positive this one will be addressed if it hasn’t already, but the clamber animation looked off and strange as if it was unfinished. - We saw in the trailer that the player was instructed to press X to pick up the spike grenade. Was this a glitch or are we only able to hold two types of grenades at a time or will we have to interact with grenades to pick them up? I hope it was just a glitch and that there’s no limit to the types of grenades that we hold.Now I will go over some points that will more than likely be answered in time, but that I’m still curious about.

  • We saw some cool new weapons, but will we be seeing any returning favorites on launch like the brute shot, carbine, plasma rifle, rail gun, or the Promethean weapons? I know we won’t see the traditional magnum or the original shotgun at launch as of a quote from 343 in 2020, but we haven’t heard or seen anything about other weapons. - There are rumors and speculation that’s mostly thrown around by YouTubers that forge is being developed by an outside party. Is it going to launch with the game and will it be an upgrade from 5 or will it go in a different direction. Seems like a silly question, but I’m worried about the quality of it from being developed by a third party. - Will the $60 purchase of the campaign come with any additional features or will all additional features such as forge, firefight (if there is going to be firefight), and all other features be a part of the multiplayer portion of the game? - Recent news brought to light that 343 is trying for larger lobbies in MCC (rumors say 40-60 players), will this also be attempted for infinite, even if only for customs? - How will the ranking and XP levels work? Are we going to see the Bronze-Champion ranks and the simple numbered XP levels again, or will we see, what a lot of us have asked for over the years, and see a return to the 1-50 ranks and the military XP levels, like in Halo 3? I’m not asking that it behaves the same as it did back then because as anyone who played Halo 3 and Halo 2 back in the day can attest to, the ranking system definitely had its issues. However, the Bronze-Champion ranks and the numbered levels are simply just generic. The military levels and 1-50 ranks add to the atmosphere of the game and helps give the game an identity.

These are some valid points. I guess we’ll have to wait and see.

> - Sources say that forge is being developed by an outside party. Is it going to launch with the game and will it be an upgrade from 5 or will it go in a different direction. Seems like a silly question, but I’m worried about the quality of it from being developed by a third party.

What sources? I don’t remember seeing 343 say anything along those lines

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> > - Sources say that forge is being developed by an outside party. Is it going to launch with the game and will it be an upgrade from 5 or will it go in a different direction. Seems like a silly question, but I’m worried about the quality of it from being developed by a third party.
>
> What sources? I don’t remember seeing 343 say anything along those lines

It’s something I’ve seen on videos from multiple YouTubers, but you’re correct that I can’t actually find an official source of 343 saying this. It’s why I tried phrasing it in a more skeptical tone. I apologize for any confusion. I could’ve probably worded it better. I’ll try editing for clarification

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> These are some valid points. I guess we’ll have to wait and see.

yes, just bringing up some thoughts for discussion and my own opinions.

the clamber animation is a result of the window being smaller to trigger in. Basically there is an invisible box that your model needs to land in to be able to trigger it. The clamber we saw in the demo actually stutters cause the player over shot the jump so they were too high. As such, they hit the top and fell into the box in which they could clamber. There are ways around this, timing your jump better, running into the wall then jumping or jumping high and falling into it earlier. Its not a result of a janky animation but a failed jump and a smaller window for success.

As for the flag, I think thats just a moment in which the flag is getting grabbed or captured. Basically the animation throws it on the players back in which the charcater then grabs it and carries it. We can see you can use the grapple with the skull, but I find it unlikely we can stow the falg (its possible we can but that we a really bad decision imo).

I also disagree with the grenade limit critique. There should 100% be a limit on how many nades we can hold and how many of a certain type we can (at least in multiplayer). Being able to cary every type of nade makes things messy when ti comes to counter play.

Overall though, ya, I think a lot of your questions are fair ones and ones we need to wait and see on.

A very first things about Halo Infinite that I hope :

  • Please enhance or fix respawn algorism, because “respawn in front of enemy and been killed immediately” was happened in Halo5 all the time and in all kind of online match.Seriously, when it happen continued 3 or 4 times, it will make any game not fun.

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> A very first things about Halo Infinite that I hope :
> - Please enhance or fix respawn algorism, because “respawn in front of enemy and been killed immediately” was happened in Halo5 all the time and in all kind of online match.Seriously, when it happen continued 3 or 4 times, it will make any game not fun.

I loved being able to force spawns back in classic however it ages extremely poorly.

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> the clamber animation is a result of the window being smaller to trigger in. Basically there is an invisible box that your model needs to land in to be able to trigger it. The clamber we saw in the demo actually stutters cause the player over shot the jump so they were too high. As such, they hit the top and fell into the box in which they could clamber. There are ways around this, timing your jump better, running into the wall then jumping or jumping high and falling into it earlier. Its not a result of a janky animation but a failed jump and a smaller window for success.
>
> As for the flag, I think thats just a moment in which the flag is getting grabbed or captured. Basically the animation throws it on the players back in which the charcater then grabs it and carries it. We can see you can use the grapple with the skull, but I find it unlikely we can stow the falg (its possible we can but that we a really bad decision imo).
>
> I also disagree with the grenade limit critique. There should 100% be a limit on how many nades we can hold and how many of a certain type we can (at least in multiplayer). Being able to cary every type of nade makes things messy when ti comes to counter play.
>
> Overall though, ya, I think a lot of your questions are fair ones and ones we need to wait and see on.

I can understand that point with the clamber, I was thinking the same thing. However, I was trying to suggest the animation should be updated to anticipate for jumps that are over or undershot.

See, if that one frame where it was holstered for a second when he picked up the flag was the only evidence then I’d agree with you that it was just part of the animation. However, at around 3:25 in the multiplayer overview, you can see a red trail above the player’s head just like the trail left behind by the flag. I know it’s a huge assumption, but this is a feature I can’t see being good in gameplay, which is why I brought it up even if it’s a long shot that it’s actually there.

After thinking about your point on the grenades I kind of agree. A limit would definitely be beneficial, especially for ranked play. However, I’d like the option to turn off the limit in customs and even perhaps remove the limit from social.

Yellow shields need to be less obnoxious and bright.

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> > 2533274840624875;6:
> > the clamber animation is a result of the window being smaller to trigger in. Basically there is an invisible box that your model needs to land in to be able to trigger it. The clamber we saw in the demo actually stutters cause the player over shot the jump so they were too high. As such, they hit the top and fell into the box in which they could clamber. There are ways around this, timing your jump better, running into the wall then jumping or jumping high and falling into it earlier. Its not a result of a janky animation but a failed jump and a smaller window for success.
> >
> > As for the flag, I think thats just a moment in which the flag is getting grabbed or captured. Basically the animation throws it on the players back in which the charcater then grabs it and carries it. We can see you can use the grapple with the skull, but I find it unlikely we can stow the falg (its possible we can but that we a really bad decision imo).
> >
> > I also disagree with the grenade limit critique. There should 100% be a limit on how many nades we can hold and how many of a certain type we can (at least in multiplayer). Being able to cary every type of nade makes things messy when ti comes to counter play.
> >
> > Overall though, ya, I think a lot of your questions are fair ones and ones we need to wait and see on.
>
> I can understand that point with the clamber, I was thinking the same thing. However, I was trying to suggest the animation should be updated to anticipate for jumps that are over or undershot.
>
> See, if that one frame where it was holstered for a second when he picked up the flag was the only evidence then I’d agree with you that it was just part of the animation. However, at around 3:25 in the multiplayer overview, you can see a red trail above the player’s head just like the trail left behind by the flag. I know it’s a huge assumption, but this is a feature I can’t see being good in gameplay, which is why I brought it up even if it’s a long shot that it’s actually there.
>
> After thinking about your point on the grenades I kind of agree. A limit would definitely be beneficial, especially for ranked play. However, I’d like the option to turn off the limit in customs and even perhaps remove the limit from social.

I’m not sure what you mean in regards to anticipation, or more specifically, how it would animate that. If you were to mis jump, it catching like that is more of the punishment. I guess they could do more visual feedback in the arms or something? Not sure.

That’s fair. We also know though the flag trail is actually pretty long which could indicate that’s not the player in that clip. Who knows though, it’s entirely possible and if it exists is worse than the flagnum design they made in past games.

Yep, options in customs are always beneficial. Disagree with the variation on social. The only way would be if it was mode-specific imo. Once the arena starts to function differentially mechanically between ranked and social, it makes the game confusing (this is for modes that exist in both so slayer, ctf etc).

One thing is certain, after 5.5 years, this close to launch, they still havent adressed forge, theater, MTX etc. And thats not a good sign

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> One thing is certain, after 5.5 years, this close to launch, they still havent adressed forge, theater, MTX etc. And thats not a good sign

You have to remember, these aren’t what brings the player to halo, it’s what keeps them there. So it makes sense that we’d hear more about them closer to release. Say August or so. That’s when I think we’ll get more in-depth details.