> With Halo Infinite, the investment we have made to our tools allows us to be more responsive to balance issues and opportunities (and of course we are also committed to keeping the game fresh via meta shifts, new weapons, vehicles, etc.). Halo Infinite truly is unlike any Halo before it when it comes to our support and commitment to the game and our players.
This part stood out to me because of the section in parentheses. Meta shifts, weapons, and vehicles sounds like the game we get on launch is going to be much different a year, three years, and five years down the line. This makes me hopeful that if a need in the sandbox isn’t met they can stretch a weapon or vehicles stats to meet that need or add new ones if the prior fix can’t be accomplished or like the post said just to keep things fresh. Meta shifts in particular get me excited. There are so many times I’m playing any of the previous Halo titles and I think, “Man, this weapon is good but maybe it’s a little too good.” Like the CE pistol or the Battle Rifle in most games. The ability for them to look at any particular weapon and go, “That one isn’t used as much as the other ones or isn’t as effective as it should be, let’s figure out why.” Is fantastic.
> The Tools of Engagement principle
> …
> (Fluid movement, accurate gunplay while on the move, clear roles for every weapon, vehicle, etc.)
> …
> one of our major goals was to remove redundancy in the sandbox.
> …
>
> - Player Goal: The player feels that they can stand alone and be effective without teammates or AI companions. - To abide by the Lone Wolf principle means that we must provide the player with the necessary items and features to empower them to be effective on their own. Teamwork will augment the experience, but we need to ensure that the player can feel powerful on their own. One way that we achieve this is by looking at designing, tuning, and balancing the starting loadout for players in multiplayer. The basic traits, tools, and weapons must allow the player to be effective from the moment they spawn without the need to scavenge for “good” weapons.
This part also stood out to me probably the most out of everything. Clear roles for weapons, redundancy reduction, effective starting loadouts. What do I think when you say starting loadout for a standard game of Halo? Assault Rifle and Pistol. There are so many times where I’m playing a match, I pick up my assault rifle, spray enough bullets to level a house and yet my enemy is still standing. Not only that, but they turn around while I’m reloading the ol’ bullet hose and pop me 4 times with any given weapon and I’m dead. Which leads me to wonder why any developer would include a weapon so hilariously underpowered in any starting loadout. What’s its use? Just to be garbage to throw away and that’s it? The weapon is made entirely redundant when presented with the fact that the pistol is more reliable, powerful, and easier to use. Given what I’ve said here, it’ll be like a breath of fresh air to start with 2 weapons both useful in their own right. No more peashooters for primaries.
> Players need to feel durable and strong when they have shields up. If we create a sandbox toy that violates that feeling, then we run into problems as we conflict with that foundational gameplay element. When that happens, we move away from that experiment and try something else.
In most Halo games but ESPECIALLY Halo 5 I feel like I’m made out of wet tissue paper 9/10 times. In previous Halos I know I can take 4 or 5 good shots before my time is up but in 5 it feels like in an instant I’m dead. As if I’m just an unarmored combatant. I’m eager to see how they’ll make the player feel tough in this iteration.
> expect to see some minor differences between multiplayer and campaign when it comes to acquiring equipment, the frequency in which they can be used, etc.
I’m eager to see equipment make a return and I figured equipment being balanced differently from campaign was a no-brainer.
> Equally important is how the equipment feels on the opponent’s end. Not only that it’s balanced, but that there’s engaging counterplay or clear telegraphing that give players on both sides an opportunity to display skill mastery.
This is interesting. In Halo 3 I found that a lot of equipment just kind of left the victim high and dry. Hawk a shield drain at someone and you get a free kill. What’s the target going to do other than slowly shuffle away from it in a vain attempt to survive? Even shooting it hardly changed anything. Never blew it up in time to make a difference. I wonder how they’ll implement this “counterplay”.
> …and this terrain is order of magnitude(s) more difficult. While this caused a significant re-tuning of the core vehicles that have been in every Halo, when you see the gorgeous environments of Infinite, I think it’s worth it.
I’m hoping this means that the land vehicles will be less floaty and slippery. I always imagined warthogs and mongooses to have more traction than the pitiful stuff we see in the games. Maybe have the classic Halo “drift” be bound to a separate button for offensive maneuvers?
> if the sandbox isn’t tuned correctly vehicles can become oppressive quickly. Specifically, what this means to me is that if the Golden Triangle doesn’t provide counters to vehicles – they will be dominant.
cough cough banshee on spire cough
> The Bulldog is an exciting new shotgun weapon that is fast-firing and fast-loading…
>
> We’ve found that there are a lot of players that want to be that “in-your-face CQC front-liner” but have never had a more readily available, less powerful, but still effective, shotgun that allowed them to play that role frequently across the multiplayer experience…
Its like they were talking about me specifically. The shotgun always lands in the top 3 of my most used and coveted weapons. I always memorize the shotgun spawn and to have one that’s more readily available and easier to use makes me super excited.
> It’s important to address that feedback at both a competitive pro level, and for more social players – equipment must be effective and empowering across all skill levels while being competitively viable.
I’ve seen too many games fail because the devs only catered to the competitive sweatlords and this bit put me at ease. The casual fanbase makes up the majority of most games.
That brings me to my issues I had with this, personally I would have liked more looks at armor or coatings or something like that. I don’t really care how the weapons look. A battle rifle will always just look like the battle rifle to me. They never really change the design much. I guess they looked pretty so that’s something. They were STILL silent on anything about the armor coatings and that’s something that a very vocal group of the community has big issues with. It would be nice to know how they’re gonna handle it. I have a looming feeling that even though they can talk a good game, they may have some issues delivering on what they’ve said here too. I guess we’ll see in time.
).