Shields and TTK

Feels like being shot twice from any weapon knocks your shields down by half and they take what feels like 2 to 3 seconds longer to recharge. Also you would have to run to cover by getting shot once if you want to stay alive. The only way you can get most of your kills is to get the drop on an unexpected enemy and even after one battle you will have no shields left at all, so one shot from across the map will take you out easy. I got a overkill on a map because all the enemys shileds were knocked! Overkill with…a…AR? Makes no sense. There are so many power weapons on the map too getting kills is quite easy at times but now and again you could put a full round plus a few shots from your secondary weapon and cant get a kill but you can be destroyed in what feels like 2 shots. Is this because 343 are always trying to have quick TTK when it comes to halo so that its like other FPS games out there. There were a few games where things felt OK but now I’m thinking that good auld SBMM is taking effect and now my games are complete nonsense. Could be because of latency due to SBMM putting my game onto a server further away from where I live. Gawd I miss local play so much. Shields and TTK need improvement. I miss the little battles you get in halo with one on one firefights and it was different, not be like all the other FPS out there were it doesn’t matter what gun you have you die way too quick.
Thoughts let me know and what experience have you dealt with so far and are you constantly waiting for your shields to recharge and are dying too quick.

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The TTK is fine in my opinion. The problem where this feels different from the older Halo games is that there’s less of a gap between the Perfect TTK (landing ALL shots, and even moreso landing ALL headshots) and the Average TTK. The skill ceiling has been lowered in Halo infinite because the reward for landing the perfect shots has been watered down. This causes an artificial gap-close between the skilled players and the casual players. In games like CS:GO , Valorant, and RB6 Siege there is a LARGE gap between the optimal TTK and the Average; literally being 0 seconds (headshot) up to like 0.5-0.8 seconds.

This is why it felt like the battles were longer in the older Halo games, because it was more punishing to miss bullets and more rewarding for landing them.

When you’re good at Halo infinite, it’s less rewarding. That’s why we feel like we die so quickly, because when we finish killing someone the next guy can swing over and finish us off while we are unable to do anything about it. If we had more agency over our damage, we could continue to outplay the next guy even if he got the jump on us. However, in this situation the TTK is too slow because there isn’t enough of a gap between skill level to matter; we took too much damage from the initial fight because the enemy didn’t die fast enough, and then we can’t kill Casual Carl fast enough to survive.

Halo 3: Battle rifle -1.55 seconds optimal TTK (4 bursts, headshots only) — 2.85 seconds (7 bursts, body)
Halo infinite: Battle rifle - 1.4 seconds optimal TTK (4 bursts, headshots) — 2.4 seconds (6 bursts, body)

Unfortunately I don’t have the numbers for other guns in the series on hand, but the scenario here shows the difference. For example Player A vs. Player B.

Halo 3: Player B (only shooting for the body) gets the jump on Player A. Player B needs to land 7 bursts to the body for the kill. This means that Player A can turn around and possibly win the fight with 4 perfect headshots. Player B would be one burst ahead of Player A, but Player B only lands bodyshots and still has 6 more shots to go for the kill versus Player A’s 4 shots to win.

Even if Player B gets a TWO burst lead, that means they still have to land 5 more for the kill vs. Player A’s 4 shots.

Halo Infinite: player B (again only bodyshots) gets the first shot on player A, needing only 5 more for the kill. Player A wins if they turn around and land 4 headshots. However, if player B gets a two burst advantage, the playing field is now even and both players only need to land 4 shots on each other respectively.

In summary,

I propose we feel this way because we know that its less likely that we will win a second engagement after taking some hits, so we feel forced to hide and recharge our shields. However, if we knew we could still possibly win another fight (granted, it would have to be perfect shots on our end) it wouldn’t feel like we were HAVING to wait for the shields to recharge so often.

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The main reason it feels like that is because you can be successfully peppered by the AR from anywhere on the map. Bullet spread at distance on the AR needs to be increased big time

Well anywhere on the map on the arena maps, on BTB maps the AR is a lot less useful ecept in Mid range or CQB fights.

that said yeah it needs more spread especially at long range. a guy with an AR should not be able to consistantly keep a sniper out of scope from the full length of a map. that is what the pistol is for.

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The average TTK is so fast because weapons like the Assault Rifle and Sidekick have rather quick kill times with low skill ceiling (meaning they are easy to use) compared to other weapons and I don’t think that it is balanced very well.

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