I mean really… It’s a ridiculous mechanic that makes no sense. How is that even explained “lore” wise? Granted lore shouldn’t be apart of multiplayer but 343 is the ones who started injecting lore into multiplayer… But even taking the lore aspect out of it it just shouldn’t be a thing. Granted player collision can be some what frustrating when it happens but know what will really help it to not occur to often… Bigger and better designed maps. When you makes Spartans faster and more mobile they need more room to maneuver… We can’t be all "go go power ranger’ when we have to fight in hallways and closet like spaces most of the time. A superb example is midship from H3, played awesome amd was great for H3… Then in H5 when Spartans had increased movement the remakes of midship… Truth and Regret both played great… Why make a mechanic that has been so game breaking when bigger better map design is the answer… I know for a fact I have "phased* through enemy players when I wasn’t supposed to, perhaps this phase stuff is leading to some of the melee issues. Instead of changing weapons perhaps not phasing is the answer… Something to consider, I am not a pro but I have played a lot of Halo for a lot of years.
This blog addresses phasing:
https://www.halowaypoint.com/news/season-1-outcomes-report
From the blog:
Specifically for melee, in Season 2 we will have improvements on melee you can look forward to that resolve some of the warping or phasing that happens when players melee each other. When players melee, there is a brief “rebound” window where they go airborne and bounce backwards, however players also have air control during this window. Since you generally hold forward while melee’ing, you end up moving forward during this window. Combine that with two players both holding forward, and you may see players phasing through each other.
“To help reduce these occurrences, we’re adjusting the melee rebound behavior, which should lower the possibility of overlapping positions while in close-quarter engagements. Another melee fix we have for Season 2 addresses the melee lunge accuracy. Aim should better snap towards your target on a successful melee lunge, helping keep your target in view for successive melees (reducing the need to spin around) and hopefully reduce instances of “whiffing”, which typically occurs when the target is towards the edge of your screen.”
Key words “it should” and “reduce”… So sounds like it can still happen. It shouldn’t happen at all. Phasing through other Spartans shouldn’t be a thing at all.
I find it a bit creepy. Moving through other players. I still move to side when a team-mate is coming at me to let them through.
I’d be a terrible ghost.
But what is the over-all criticism of the mechanic?
I like it at the beginning. When all 4 spartans spawn and go. There is no clunk.
And it probably works better when using the grapple shot.
And I do like stepping out from cover and then being able to step back without being blocked by a clumsy team-mate.
So where does it fall down?
Melee obviously - but they seem to be working to address that.
And then where else? I’ve seen people complain about targets they are shooting at stepping back and hiding behind a team-mate. Although I’m not sure who is the most aggrieved here? - the shooter, or the player who is now being used as a human shield.
Being able to stand on each other? Somewhat niche? Or is it really a widely used tactic.
Sorry. Genuinely intrigued.
I’ll go with the flow regardless, but whenever I hop back into MCC and get stuck in a tight space or can’t back through a door because my team mates had other plans my only thought is, “I don’t miss this.”
But these instances are precisely as rare as phasing causing a problem so… meh all around.
It’s whatevs to me.
You can have whatever you like. ![]()
https://forums.halowaypoint.com/t/343-blatantly-refuses-to-listen-to-feedback/510666
༼ づ ಠ_ಠ ༽づ Summon Collision
Is this more for Big Team Battle than Arena?
In my 600+ matches I don’t think I’ve ever had a shot blocked or stuck a grenade on a team-mate running through me.
Maybe it’s because I’m still a bit self conscious of my personal space. And while I’m all for sticking with my team-mates I never actually want to stand beside them. That’s just asking for grenade spam or a rocket splash multi-kill.
Or I could be lucky. Now that I think about it I have definitely shot a few people accidentally as they phased through me. But not to the point where it lead to their death or any inner-team anxieties. But it would only be a handful of times.
This is the one I’ve seen before. I’ve always wondered who is the most upset - the shooter who lost a potential kill or the new target who is suddenly exposed because someone is using him as a human shield.
I don’t see a lot of this at mid to high Platinum. Is it just something that happens naturally - or do higher skilled players exploit it?
Then you just aren’t paying attention. It happens in pretty much every match. It happens when you’re peeking around a corner or doorway and a teammate runs through you. It happens when you’re firing as you’re backing away and a teammate runs through you (or you back up through them).
Also, it won’t lead to their death unless you are playing ranked because there is no friendly fire. However, it can prevent you from killing your enemy because your shot is being blocked. It can also cause you to kill yourself if it is a rocket or grenade because it will cause it to explode right in front of you and your teammate won’t even realize it because, again, no friendly fire.
This happens less in BTB simply because it’s a larger area so teammates are less likely to run through you.
My experience is that the shooter is now an easy kill for the full health enemy that is shielding the other enemy. And again, if you’re not seeing it, then you just aren’t paying attention. It happens in most matches.
I have no idea whether it is actively being exploited. There are definitely times where a weak player is backing away and a teammate comes forward to take over the fight.
With collision on, this wouldn’t be possible in doorways, which is the way it should be. A player shouldn’t be able to back up to avoid death if their path is blocked by another player. Now, not only do they survive what should have been a kill for the other team but the full health player that is now shielding often has an easy kill for their team.
༼ づ ಠ_ಠ ༽づ Summon Collision
Before in previous Halo games with collision on, the previous problems (like player blocking, standing on heads etc) were very situational and uncommon… Now in Infinite, with collision turned off, the newer problems are STILL very situational and uncommon.
343 fixed nothing by removing player collision, as a matter of fact, they created newer problems including the Melee phasing issues they are dealing with now.
I imagine it’s more the way I play. I’ve always been conscious of where I am in regards to my team-mates. I make sure I’m with them but covering different corners / angles.
Good social distancing ![]()
If the way you play is more as a tightly knit squad moving as one, you would definitely expose yourself to phasing problems a lot more.
I honestly haven’t noticed.
I’ll definitely be looking out for it from here on.
Have to agree that the melee phasing is a big cross against the mechanic.
Notionally they fixed the initial scramble at the start of the match. I always hated the keystone kops type bumble that happens as everyone scrambles off spawn. And it will definitely be easier on map design to have teams spawn into relatively smaller spaces. But I guess they could also replicate that by just turning on phasing for the first 5 seconds of the match.
The big thing we need to try is the grapple hook without phasing. That could be the deal breaker one way or the other?
But again. A potential solution is just to allow the grappler some phasing ability.