I can’t fathom why anyone was underwhelmed or disappointed by the multiplayer reveals. Please explain?
Different strokes for different folks I suppose. It is impossible to please everyone but from what I’ve seen it has been because it still didn’t “feel” like old Halo to them or they didn’t like the design/choices 343 went with. I think a lot were thinking there would be a massive overhaul after E3 last year.
Couldn’t honestly say though as I’m with you. I’m a Halo fan through and through since CE in '01 and I thought the showcase was great. I felt like it was a great blend of old and new. I don’t want a copy of H2/H3. Frankly I was playing MCC collection with a friend tonight and we both were talking about how dated and slow the games felt (even with maxed out FOV).
Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
> 2533274836669416;2:
> Different strokes for different folks I suppose. It is impossible to please everyone but from what I’ve seen it has been because it still didn’t “feel” like old Halo to them or they didn’t like the design/choices 343 went with. I think a lot were thinking there would be a massive overhaul after E3 last year.
>
> Couldn’t honestly say though as I’m with you. I’m a Halo fan through and through since CE in '01 and I thought the showcase was great. I felt like it was a great blend of old and new. I don’t want a copy of H2/H3. Frankly I was playing MCC collection with a friend tonight and we both were talking about how dated and slow the games felt (even with maxed out FOV).
Some people have preset their mind to never like a new Halo game. What was shown I think had the best compromises for classic and Halo 5 players while at the same time growing Halo overall. I believe the majority of people who didn’t like the direction of Halo changed their mind during this reveal and the video the next day. People however have personal opinions and we should respect those.
> 2533274857577417;3:
> Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
Most of the problems you stated though can be altered before launch and after launch. As a classic player clamber is completely fine for me, sprint has been slowed down and you can shoot out of it, and slide doesn’t have the thruster boost anymore. This game essentially is the next step from Halo 3 while adding clamber, sprint, and slide. All of my classic friends have done a complete 180 after watching the content provided to us with multiplayer.
> 2533274836669416;2:
> Different strokes for different folks I suppose. It is impossible to please everyone but from what I’ve seen it has been because it still didn’t “feel” like old Halo to them or they didn’t like the design/choices 343 went with. I think a lot were thinking there would be a massive overhaul after E3 last year.
>
> Couldn’t honestly say though as I’m with you. I’m a Halo fan through and through since CE in '01 and I thought the showcase was great. I felt like it was a great blend of old and new. I don’t want a copy of H2/H3. Frankly I was playing MCC collection with a friend tonight and we both were talking about how dated and slow the games felt (even with maxed out FOV).
Same. I’ve been with the franchise since CE and this has me so so excited.
> 2533274792737987;5:
> > 2533274857577417;3:
> > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
>
> Most of the problems you stated though can be altered before launch and after launch. As a classic player clamber is completely fine for me, sprint has been slowed down and you can shoot out of it, and slide doesn’t have the thruster boost anymore. This game essentially is the next step from Halo 3 while adding clamber, sprint, and slide. All of my classic friends have done a complete 180 after watching the content provided to us with multiplayer.
Clamber is basically a limited form of crouch jumping, because you need to face a ledge to climb up and you can’t shoot while doing it. I don’t know, I just don’t like how it killed skill jumps from the previous games. Check out the skill jumps in Halo 2 and 3, it’s really impressive how much thought was put into the map design for those games. The pacing of a pro match in Halo 3 compared to a match of casual players is night and day. Also, I find it a lot more fun in general.
If Infinite has maps with the level of detail as the original Halo games, then I’m all for it. But we’ve only seen glimpses of the maps, so I remain skeptical.
> 2533274857577417;7:
> > 2533274792737987;5:
> > > 2533274857577417;3:
> > > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
> >
> > Most of the problems you stated though can be altered before launch and after launch. As a classic player clamber is completely fine for me, sprint has been slowed down and you can shoot out of it, and slide doesn’t have the thruster boost anymore. This game essentially is the next step from Halo 3 while adding clamber, sprint, and slide. All of my classic friends have done a complete 180 after watching the content provided to us with multiplayer.
>
> Clamber is basically a limited form of crouch jumping, because you need to face a ledge to climb up and you can’t shoot while doing it. I don’t know, I just don’t like how it killed skill jumps from the previous games. Check out the skill jumps in Halo 2 and 3, it’s really impressive how much thought was put into the map design for those games. The pacing of a pro match in Halo 3 compared to a match of casual players is night and day. Also, I find it a lot more fun in general.
> If Infinite has maps with the level of detail as the original Halo games, then I’m all for it. But we’ve only seen glimpses of the maps, so I remain skeptical.
I know all about the skill jumps in classic games and then some. This doesn’t remove the ability of more skill based jumps existing and if you clamber then you are penalized for missing which makes the skill gap even broader.
> 2533274792737987;8:
> > 2533274857577417;7:
> > > 2533274792737987;5:
> > > > 2533274857577417;3:
> > > > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > > > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > > > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > > > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > > > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
>
> I know all about the skill jumps in classic games and then some. This doesn’t remove the ability of more skill based jumps existing and if you clamber then you are penalized for missing which makes the skill gap even broader.
And this is exactly what I’m hoping for. Again, we haven’t seen the new maps in detail and how they play, so that is why I am not hyped for this game just yet. But I just don’t see the return of crouch jumping. It seems like 343i thinks clamber is a good replacement so they will increase the height of ledges to necessitate clamber. Some of the maps shown have ledges that are clearly meant for players to clamber onto, and they look too tall for crouch jumps.
> 2533274857577417;9:
> > 2533274792737987;8:
> > > 2533274857577417;7:
> > > > 2533274792737987;5:
> > > > > 2533274857577417;3:
> > > > > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > > > > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > > > > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > > > > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > > > > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
> >
> > I know all about the skill jumps in classic games and then some. This doesn’t remove the ability of more skill based jumps existing and if you clamber then you are penalized for missing which makes the skill gap even broader.
>
> And this is exactly what I’m hoping for. Again, we haven’t seen the new maps in detail and how they play, so that is why I am not hyped for this game just yet. But I just don’t see the return of crouch jumping. It seems like 343i thinks clamber is a good replacement so they will increase the height of ledges to necessitate clamber. Some of the maps shown have ledges that are clearly meant for players to clamber onto, and they look too tall for crouch jumps.
The maps are already the best maps since Halo Reach in terms of design IMO (I didn’t like Reach just the map design). I see plenty of objects that are meant for jumping up on however we will have to see how map traversal actually is impacted. The maps are not as box oriented so it will probably have a lesser effect than Halo 5.
> 2533274857577417;7:
> > 2533274792737987;5:
> > > 2533274857577417;3:
> > > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
> >
> > Most of the problems you stated though can be altered before launch and after launch. As a classic player clamber is completely fine for me, sprint has been slowed down and you can shoot out of it, and slide doesn’t have the thruster boost anymore. This game essentially is the next step from Halo 3 while adding clamber, sprint, and slide. All of my classic friends have done a complete 180 after watching the content provided to us with multiplayer.
>
> Clamber is basically a limited form of crouch jumping, because you need to face a ledge to climb up and you can’t shoot while doing it. I don’t know, I just don’t like how it killed skill jumps from the previous games. Check out the skill jumps in Halo 2 and 3, it’s really impressive how much thought was put into the map design for those games. The pacing of a pro match in Halo 3 compared to a match of casual players is night and day. Also, I find it a lot more fun in general.
> If Infinite has maps with the level of detail as the original Halo games, then I’m all for it. But we’ve only seen glimpses of the maps, so I remain skeptical.
And yet there will be new skill jumps with the repulsor. They’re evolving the sandbox.
I think the biggest issue with H5 was the combo of sprint+jump+thrust. It made it extremely difficult to control the pace of the match with that. Thrusters in general we’re pretty egregious. While I didn’t despise them, they did seem like a bit much. I think they made the right compromises. And I could be wrong but I’m almost certain MLG matches in H2 and H3 were at 150% movement speed so yes, they’d be faster. But that’s with anything. Highly proficient players are going to be faster paced than casual. Just like an F1 driver is going to smoke you on a go kart track.
Im not saying H3 is bad or unplayable but it feels dated. Which is fine, it’s over 10 years old. But playing it tonight I was like man… The hit reg is off at times. No game is perfect. It my opinion. Just as you have yours.
I’m replying to both quotes. But I would disagree with a lot of what was said in the first quote. We have differing opinion and that’s fine. I’ll agree with the shield flare. But I’m fine with the rest of it as long as hit markers aren’t on grenades.
> 2533274836669416;11:
> > 2533274857577417;7:
> > > 2533274792737987;5:
> > > > 2533274857577417;3:
> > > > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > > > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > > > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > > > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > > > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
> > >
> > > Most of the problems you stated though can be altered before launch and after launch. As a classic player clamber is completely fine for me, sprint has been slowed down and you can shoot out of it, and slide doesn’t have the thruster boost anymore. This game essentially is the next step from Halo 3 while adding clamber, sprint, and slide. All of my classic friends have done a complete 180 after watching the content provided to us with multiplayer.
> >
> > Clamber is basically a limited form of crouch jumping, because you need to face a ledge to climb up and you can’t shoot while doing it. I don’t know, I just don’t like how it killed skill jumps from the previous games. Check out the skill jumps in Halo 2 and 3, it’s really impressive how much thought was put into the map design for those games. The pacing of a pro match in Halo 3 compared to a match of casual players is night and day. Also, I find it a lot more fun in general.
> > If Infinite has maps with the level of detail as the original Halo games, then I’m all for it. But we’ve only seen glimpses of the maps, so I remain skeptical.
>
> And yet there will be new skill jumps with the repulsor. They’re evolving the sandbox.
>
> I think the biggest issue with H5 was the combo of sprint+jump+thrust. It made it extremely difficult to control the pace of the match with that. Thrusters in general we’re pretty egregious. While I didn’t despise them, they did seem like a bit much. I think they made the right compromises. And I could be wrong but I’m almost certain MLG matches in H2 and H3 were at 150% movement speed so yes, they’d be faster. But that’s with anything. Highly proficient players are going to be faster paced than casual. Just like an F1 driver is going to smoke you on a go kart track.
>
> Im not saying H3 is bad or unplayable but it feels dated. Which is fine, it’s over 10 years old. But playing it tonight I was like man… The hit reg is off at times. No game is perfect. It my opinion. Just as you have yours.
>
> I’m replying to both quotes. But I would disagree with a lot of what was said in the first quote. We have differing opinion and that’s fine. I’ll agree with the shield flare. But I’m fine with the rest of it as long as hit markers aren’t on grenades.
The thruster made sprinting and sliding so outrageous when made a combo. The shield flare can be lowered 50% and I agree with the grenade markers. Those add certainty when pushing which ruins the natural flow of Halo IMO.
> 2533274792737987;12:
> > 2533274836669416;11:
> > > 2533274857577417;7:
> > > > 2533274792737987;5:
> > > > > 2533274857577417;3:
> > > > > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > > > > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > > > > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > > > > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > > > > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
> > > >
> > > > Most of the problems you stated though can be altered before launch and after launch. As a classic player clamber is completely fine for me, sprint has been slowed down and you can shoot out of it, and slide doesn’t have the thruster boost anymore. This game essentially is the next step from Halo 3 while adding clamber, sprint, and slide. All of my classic friends have done a complete 180 after watching the content provided to us with multiplayer.
> > >
> > > Clamber is basically a limited form of crouch jumping, because you need to face a ledge to climb up and you can’t shoot while doing it. I don’t know, I just don’t like how it killed skill jumps from the previous games. Check out the skill jumps in Halo 2 and 3, it’s really impressive how much thought was put into the map design for those games. The pacing of a pro match in Halo 3 compared to a match of casual players is night and day. Also, I find it a lot more fun in general.
> > > If Infinite has maps with the level of detail as the original Halo games, then I’m all for it. But we’ve only seen glimpses of the maps, so I remain skeptical.
> >
> > And yet there will be new skill jumps with the repulsor. They’re evolving the sandbox.
> >
> > I think the biggest issue with H5 was the combo of sprint+jump+thrust. It made it extremely difficult to control the pace of the match with that. Thrusters in general we’re pretty egregious. While I didn’t despise them, they did seem like a bit much. I think they made the right compromises. And I could be wrong but I’m almost certain MLG matches in H2 and H3 were at 150% movement speed so yes, they’d be faster. But that’s with anything. Highly proficient players are going to be faster paced than casual. Just like an F1 driver is going to smoke you on a go kart track.
> >
> > Im not saying H3 is bad or unplayable but it feels dated. Which is fine, it’s over 10 years old. But playing it tonight I was like man… The hit reg is off at times. No game is perfect. It my opinion. Just as you have yours.
> >
> > I’m replying to both quotes. But I would disagree with a lot of what was said in the first quote. We have differing opinion and that’s fine. I’ll agree with the shield flare. But I’m fine with the rest of it as long as hit markers aren’t on grenades.
>
> The thruster made sprinting and sliding so outrageous when made a combo. The shield flare can be lowered 50% and I agree with the grenade markers. Those add certainty when pushing which ruins the natural flow of Halo IMO.
Agreed. They act like mini UAVs allowing the thrower to check corners without penalty.
I will say I do like their seemingly new localized damage when shooting a shielded opponent and I don’t see many people talking about it. In the expanded MP video, it showed only the portions of shield lighting up that were actually getting hit. That gives real time feedback to the player on where your shots are hitting. I think it’ll help a lot with understanding gunfights and why you won or lost them.
> 2533274836669416;13:
> > 2533274792737987;12:
> > > 2533274836669416;11:
> > > > 2533274857577417;7:
> > > > > 2533274792737987;5:
> > > > > > 2533274857577417;3:
> > > > > > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > > > > > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > > > > > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > > > > > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > > > > > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
> > > > >
> > > > > Most of the problems you stated though can be altered before launch and after launch. As a classic player clamber is completely fine for me, sprint has been slowed down and you can shoot out of it, and slide doesn’t have the thruster boost anymore. This game essentially is the next step from Halo 3 while adding clamber, sprint, and slide. All of my classic friends have done a complete 180 after watching the content provided to us with multiplayer.
> > > >
> > > > Clamber is basically a limited form of crouch jumping, because you need to face a ledge to climb up and you can’t shoot while doing it. I don’t know, I just don’t like how it killed skill jumps from the previous games. Check out the skill jumps in Halo 2 and 3, it’s really impressive how much thought was put into the map design for those games. The pacing of a pro match in Halo 3 compared to a match of casual players is night and day. Also, I find it a lot more fun in general.
> > > > If Infinite has maps with the level of detail as the original Halo games, then I’m all for it. But we’ve only seen glimpses of the maps, so I remain skeptical.
> > >
> > > And yet there will be new skill jumps with the repulsor. They’re evolving the sandbox.
> > >
> > > I think the biggest issue with H5 was the combo of sprint+jump+thrust. It made it extremely difficult to control the pace of the match with that. Thrusters in general we’re pretty egregious. While I didn’t despise them, they did seem like a bit much. I think they made the right compromises. And I could be wrong but I’m almost certain MLG matches in H2 and H3 were at 150% movement speed so yes, they’d be faster. But that’s with anything. Highly proficient players are going to be faster paced than casual. Just like an F1 driver is going to smoke you on a go kart track.
> > >
> > > Im not saying H3 is bad or unplayable but it feels dated. Which is fine, it’s over 10 years old. But playing it tonight I was like man… The hit reg is off at times. No game is perfect. It my opinion. Just as you have yours.
> > >
> > > I’m replying to both quotes. But I would disagree with a lot of what was said in the first quote. We have differing opinion and that’s fine. I’ll agree with the shield flare. But I’m fine with the rest of it as long as hit markers aren’t on grenades.
> >
> > The thruster made sprinting and sliding so outrageous when made a combo. The shield flare can be lowered 50% and I agree with the grenade markers. Those add certainty when pushing which ruins the natural flow of Halo IMO.
>
> Agreed. They act like mini UAVs allowing the thrower to check corners without penalty.
>
> I will say I do like their seemingly new localized damage when shooting a shielded opponent and I don’t see many people talking about it. In the expanded MP video, it should only the portions of shield lighting up that were actually getting hit. That gives real time feedback to the player on where your shots are hitting. I think it’ll help a lot with understanding gunfights and why you won or lost them.
So looking back there were some article about how the Slipspace engine is going to be one of the best physics based engines possibly ever. Watching at 0.25 speed shows that may actually be true. Everything is interacting in real time. Guns are treated independently it seems like and needlers can get stuck into a gun, fall onto the ground, and then the needler explodes. This shows that the responsiveness for the entire game might actually be industry setting.
I’ve seen halo 5 pros do crazy skill jumps…like can people just admit they weren’t good enough to come of with new skill gaps.
> 2533274792737987;14:
> > 2533274836669416;13:
> > > 2533274792737987;12:
> > > > 2533274836669416;11:
> > > > > 2533274857577417;7:
> > > > > > 2533274792737987;5:
> > > > > > > 2533274857577417;3:
> > > > > > > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > > > > > > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > > > > > > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > > > > > > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > > > > > > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
> > > > > >
> > > > > > Most of the problems you stated though can be altered before launch and after launch. As a classic player clamber is completely fine for me, sprint has been slowed down and you can shoot out of it, and slide doesn’t have the thruster boost anymore. This game essentially is the next step from Halo 3 while adding clamber, sprint, and slide. All of my classic friends have done a complete 180 after watching the content provided to us with multiplayer.
> > > > >
> > > > > Clamber is basically a limited form of crouch jumping, because you need to face a ledge to climb up and you can’t shoot while doing it. I don’t know, I just don’t like how it killed skill jumps from the previous games. Check out the skill jumps in Halo 2 and 3, it’s really impressive how much thought was put into the map design for those games. The pacing of a pro match in Halo 3 compared to a match of casual players is night and day. Also, I find it a lot more fun in general.
> > > > > If Infinite has maps with the level of detail as the original Halo games, then I’m all for it. But we’ve only seen glimpses of the maps, so I remain skeptical.
> > > >
> > > > And yet there will be new skill jumps with the repulsor. They’re evolving the sandbox.
> > > >
> > > > I think the biggest issue with H5 was the combo of sprint+jump+thrust. It made it extremely difficult to control the pace of the match with that. Thrusters in general we’re pretty egregious. While I didn’t despise them, they did seem like a bit much. I think they made the right compromises. And I could be wrong but I’m almost certain MLG matches in H2 and H3 were at 150% movement speed so yes, they’d be faster. But that’s with anything. Highly proficient players are going to be faster paced than casual. Just like an F1 driver is going to smoke you on a go kart track.
> > > >
> > > > Im not saying H3 is bad or unplayable but it feels dated. Which is fine, it’s over 10 years old. But playing it tonight I was like man… The hit reg is off at times. No game is perfect. It my opinion. Just as you have yours.
> > > >
> > > > I’m replying to both quotes. But I would disagree with a lot of what was said in the first quote. We have differing opinion and that’s fine. I’ll agree with the shield flare. But I’m fine with the rest of it as long as hit markers aren’t on grenades.
> > >
> > > The thruster made sprinting and sliding so outrageous when made a combo. The shield flare can be lowered 50% and I agree with the grenade markers. Those add certainty when pushing which ruins the natural flow of Halo IMO.
> >
> > Agreed. They act like mini UAVs allowing the thrower to check corners without penalty.
> >
> > I will say I do like their seemingly new localized damage when shooting a shielded opponent and I don’t see many people talking about it. In the expanded MP video, it should only the portions of shield lighting up that were actually getting hit. That gives real time feedback to the player on where your shots are hitting. I think it’ll help a lot with understanding gunfights and why you won or lost them.
>
> So looking back there were some article about how the Slipspace engine is going to be one of the best physics based engines possibly ever. Watching at 0.25 speed shows that may actually be true. Everything is interacting in real time. Guns are treated independently it seems like and needlers can get stuck into a gun, fall onto the ground, and then the needler explodes. This shows that the responsiveness for the entire game might actually be industry setting.
Intriguing. I’ll have to go back and check it out. All in all, I’m excited for this game. At least more so than last year. Are there things I’m not wild about, yeah. But I really won’t know how it all fits and works til I play it. But I in no way think it’ll flop or just be bad. But it’s also not going to be perfect. I’m sure there will be things that I dislike and just learn to deal with but I think this new engine is going to unlock a ton of new possibilities that we’re possible before.
> 2533274836669416;11:
> > 2533274857577417;7:
> > > 2533274792737987;5:
> > > > 2533274857577417;3:
> > > > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > > > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > > > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > > > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > > > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
> >
> > Clamber is basically a limited form of crouch jumping, because you need to face a ledge to climb up and you can’t shoot while doing it. I don’t know, I just don’t like how it killed skill jumps from the previous games. Check out the skill jumps in Halo 2 and 3, it’s really impressive how much thought was put into the map design for those games. The pacing of a pro match in Halo 3 compared to a match of casual players is night and day. Also, I find it a lot more fun in general.
> > If Infinite has maps with the level of detail as the original Halo games, then I’m all for it. But we’ve only seen glimpses of the maps, so I remain skeptical.
>
> And yet there will be new skill jumps with the repulsor. They’re evolving the sandbox.
>
> I think the biggest issue with H5 was the combo of sprint+jump+thrust. It made it extremely difficult to control the pace of the match with that. Thrusters in general we’re pretty egregious. While I didn’t despise them, they did seem like a bit much. I think they made the right compromises. And I could be wrong but I’m almost certain MLG matches in H2 and H3 were at 150% movement speed so yes, they’d be faster. But that’s with anything. Highly proficient players are going to be faster paced than casual. Just like an F1 driver is going to smoke you on a go kart track.
>
> Im not saying H3 is bad or unplayable but it feels dated. Which is fine, it’s over 10 years old. But playing it tonight I was like man… The hit reg is off at times. No game is perfect. It my opinion. Just as you have yours.
>
> I’m replying to both quotes. But I would disagree with a lot of what was said in the first quote. We have differing opinion and that’s fine. I’ll agree with the shield flare. But I’m fine with the rest of it as long as hit markers aren’t on grenades.
There will be some skill jumps with the repulsor, but it is a single use equipment. I was referring to the standard player movement.
When I said pro matches, I was referring to Halo 3 matches played by a skilled player, not an official MLG map. It is faster paced, not because of a speed boost, but because the maps were designed around that set speed, allowing fluid map traversal. So I don’t understand how people can say Halo 3 feels slower than Halo 5. You move at top speed the entire time. Just because there is no sprint animation, it doesn’t mean you are moving slowly. In fact, you move pretty darn fast, and you jump high, too. The fact that 343i clearly nerfed sprint hard in Infinite shows that they understand the impact it has in map design. It’s kind of challenging designing a map to work around two different speeds.
Hit reg in Halo 3 is known to be wonky at times, indeed, but I was mostly referring to its movement mechanics, which I feel haven’t aged at all. It’s why it remains the most played Halo game in the MCC, 13 years after release.
Yeah, the criticism on the HUD clutter is entirely subjective. I’m sure some have no problem with it, but I hope it’s not too much to ask for a toggle.
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> > > > > 2533274836669416;11:
> > > > > > 2533274857577417;7:
> > > > > > > 2533274792737987;5:
> > > > > > > > 2533274857577417;3:
> > > > > > > > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > > > > > > > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > > > > > > > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > > > > > > > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > > > > > > > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
> > > > > > >
> > > > > > > Most of the problems you stated though can be altered before launch and after launch. As a classic player clamber is completely fine for me, sprint has been slowed down and you can shoot out of it, and slide doesn’t have the thruster boost anymore. This game essentially is the next step from Halo 3 while adding clamber, sprint, and slide. All of my classic friends have done a complete 180 after watching the content provided to us with multiplayer.
> > > > > >
> > > > > > Clamber is basically a limited form of crouch jumping, because you need to face a ledge to climb up and you can’t shoot while doing it. I don’t know, I just don’t like how it killed skill jumps from the previous games. Check out the skill jumps in Halo 2 and 3, it’s really impressive how much thought was put into the map design for those games. The pacing of a pro match in Halo 3 compared to a match of casual players is night and day. Also, I find it a lot more fun in general.
> > > > > > If Infinite has maps with the level of detail as the original Halo games, then I’m all for it. But we’ve only seen glimpses of the maps, so I remain skeptical.
> > > > >
> > > > > And yet there will be new skill jumps with the repulsor. They’re evolving the sandbox.
> > > > >
> > > > > I think the biggest issue with H5 was the combo of sprint+jump+thrust. It made it extremely difficult to control the pace of the match with that. Thrusters in general we’re pretty egregious. While I didn’t despise them, they did seem like a bit much. I think they made the right compromises. And I could be wrong but I’m almost certain MLG matches in H2 and H3 were at 150% movement speed so yes, they’d be faster. But that’s with anything. Highly proficient players are going to be faster paced than casual. Just like an F1 driver is going to smoke you on a go kart track.
> > > > >
> > > > > Im not saying H3 is bad or unplayable but it feels dated. Which is fine, it’s over 10 years old. But playing it tonight I was like man… The hit reg is off at times. No game is perfect. It my opinion. Just as you have yours.
> > > > >
> > > > > I’m replying to both quotes. But I would disagree with a lot of what was said in the first quote. We have differing opinion and that’s fine. I’ll agree with the shield flare. But I’m fine with the rest of it as long as hit markers aren’t on grenades.
> > > >
> > > > The thruster made sprinting and sliding so outrageous when made a combo. The shield flare can be lowered 50% and I agree with the grenade markers. Those add certainty when pushing which ruins the natural flow of Halo IMO.
> > >
> > > Agreed. They act like mini UAVs allowing the thrower to check corners without penalty.
> > >
> > > I will say I do like their seemingly new localized damage when shooting a shielded opponent and I don’t see many people talking about it. In the expanded MP video, it should only the portions of shield lighting up that were actually getting hit. That gives real time feedback to the player on where your shots are hitting. I think it’ll help a lot with understanding gunfights and why you won or lost them.
> >
> > So looking back there were some article about how the Slipspace engine is going to be one of the best physics based engines possibly ever. Watching at 0.25 speed shows that may actually be true. Everything is interacting in real time. Guns are treated independently it seems like and needlers can get stuck into a gun, fall onto the ground, and then the needler explodes. This shows that the responsiveness for the entire game might actually be industry setting.
>
> Intriguing. I’ll have to go back and check it out. All in all, I’m excited for this game. At least more so than last year. Are there things I’m not wild about, yeah. But I really won’t know how it all fits and works til I play it. But I in no way think it’ll flop or just be bad. But it’s also not going to be perfect. I’m sure there will be things that I dislike and just learn to deal with but I think this new engine is going to unlock a ton of new possibilities that we’re possible before.
The best moment is the 0:56 with the vehicle exploding for the Multiplayer Reveal Trailer. Go to 0.25 speed and watch how the individual components separate and then act individually from each other on a per item basis. This is a multiplayer game that is having CGI scene physics.
I liked a lot of what I saw gameplay-wise but I just do not like free-to-play monetization. All the cool armor that I’m going to want, or the colors you have to unlock now… just sucks because I’m not gonna get in to the game as much when I know I can’t unlock most of it without paying. Would have preferred a non free-to-play multiplayer tbh.
> 2533274857577417;17:
> > 2533274836669416;11:
> > > 2533274857577417;7:
> > > > 2533274792737987;5:
> > > > > 2533274857577417;3:
> > > > > Probably because 343i can’t let go of sprint, slide, and clamber. The criticisms for these mechanics have been done to death, as to how they change Halo’s formula and game flow. Halo 3’s gameplay hasn’t aged poorly, and actually feels faster paced compared to the newer Halo games like Halo 5 because the maps aren’t stretched out for sprint (Remember, classic Halo had guns up while moving at top speed, while sprint separated movement and combat, making combat feel slow in comparison). You can disagree with this, but people have already explained in detail as to how these mechanics hurt Halo’s gameplay. Check out the many YouTube videos. People often wave these critics away, claiming it’s just people being too nostalgic about the old games, but hey, Halo 3 remains as the most popular Halo game to date, so maybe the classic gameplay mechanics had something to do with its success.
> > > > > Aside from that, Halo Infinite’s demo is certainly not perfect, as many claim. The shield flare is far too bright, the hitmarkers, point notifications, and colored outlines add in too much noise on the HUD, and the maps don’t look remarkable (aside from that Valhalla remake. Again, these are my impressions). Also they haven’t covered the pricing model for the battlepasses and coatings yet, so there is that to worry about.
> > > > > My biggest worry is the maps. We don’t know how they will play, so we need more information on that. Only the Beta can help us get a sense of how Infinite plays.
> > > > > Side note: I was planning on making a thread questioning people why they think the demo we got was perfect, so it’s funny how I came across this thread. I don’t want to see people get hyped up over a new Halo game yet again only to be disappointed with release. This happened with Halo 5, and likely with Halo 4 seeing how long that game lasted.
> > > > > It’s important to temper expectations and not fall for this marketing hype train. Better to be pleasantly surprised than let down.
> > >
> > > Clamber is basically a limited form of crouch jumping, because you need to face a ledge to climb up and you can’t shoot while doing it. I don’t know, I just don’t like how it killed skill jumps from the previous games. Check out the skill jumps in Halo 2 and 3, it’s really impressive how much thought was put into the map design for those games. The pacing of a pro match in Halo 3 compared to a match of casual players is night and day. Also, I find it a lot more fun in general.
> > > If Infinite has maps with the level of detail as the original Halo games, then I’m all for it. But we’ve only seen glimpses of the maps, so I remain skeptical.
> >
> > And yet there will be new skill jumps with the repulsor. They’re evolving the sandbox.
> >
> > I think the biggest issue with H5 was the combo of sprint+jump+thrust. It made it extremely difficult to control the pace of the match with that. Thrusters in general we’re pretty egregious. While I didn’t despise them, they did seem like a bit much. I think they made the right compromises. And I could be wrong but I’m almost certain MLG matches in H2 and H3 were at 150% movement speed so yes, they’d be faster. But that’s with anything. Highly proficient players are going to be faster paced than casual. Just like an F1 driver is going to smoke you on a go kart track.
> >
> > Im not saying H3 is bad or unplayable but it feels dated. Which is fine, it’s over 10 years old. But playing it tonight I was like man… The hit reg is off at times. No game is perfect. It my opinion. Just as you have yours.
> >
> > I’m replying to both quotes. But I would disagree with a lot of what was said in the first quote. We have differing opinion and that’s fine. I’ll agree with the shield flare. But I’m fine with the rest of it as long as hit markers aren’t on grenades.
>
> There will be some skill jumps with the repulsor, but it is a single use equipment. I was referring to the standard player movement.
> When I said pro matches, I was referring to Halo 3 matches played by a skilled player, not an official MLG map. It is faster paced, not because of a speed boost, but because the maps were designed around that set speed, allowing fluid map traversal. So I don’t understand how people can say Halo 3 feels slower than Halo 5. You move at top speed the entire time. Just because there is no sprint animation, it doesn’t mean you are moving slowly. In fact, you move pretty darn fast, and you jump high, too. The fact that 343i clearly nerfed sprint hard in Infinite shows that they understand the impact it has in map design. It’s kind of challenging designing a map to work around two different speeds.
> Hit reg in Halo 3 is known to be wonky at times, indeed, but I was mostly referring to its movement mechanics, which I feel haven’t aged at all. It’s why it remains the most played Halo game in the MCC, 13 years after release.
> Yeah, the criticism on the HUD clutter is entirely subjective. I’m sure some have no problem with it, but I hope it’s not too much to ask for a toggle.
I feel like this needs to be tested (or maybe already has) but what is the difference in walk speed for H3 and H5. You mentioned earlier about map design and it being stretched to accommodate for sprint. And I agree, movement mechanics like that have to be taken into account when creating maps. But thinking about it, I don’t know if a single 343 made arena map in H5 was bigger than The Pit. So perhaps I’m not understanding exactly what you mean by stretching it.
I agree with you largely on the movement aging decently however, I still get those times where I hit the slightest slope off a jump that utterly destroys any momentum I have and that just feels off. And that’s clearly a skill thing as well, but I feel at a foundational level, it’s not the best mechanic.
I think some HUD elements will be a toggle. I could see them allowing you to remove kill points and such especially since there’s a kill feed (probably could also be toggled). I don’t think friend or foe outlines will be though in lieu of RvB like I’ve seen thrown around.