People have been noticing the TTK has been sped up compared to older Halo titles. People have been complaining that the AR is too strong. It’s neither of these cases, it’s because our Shields are currently too weak.
I bothered to play the game with 1 v 1 against a bot and I noticed that the TTK is in fact, similar to older Halos if you play like this. But this is Halo, and getting shot by multiple players at once is commonplace. When you start fighting multiple players shooting at you, you start to realise just how fast your Shields deplete, which is considerably faster compared to other Halos.
Shields is a trademark feature of the Halo franchise, as it is a regenerating health pool which allows players to play more aggressively, play more strategically against multiple threats and play much more differently compared to other games which feature a HP and Damage Reduction Armor system. This is what leads to the “Halo dance” (dueling other players by strafe-firing) being conceived.
Our Shields right now being popped in less than a second of sustained fire from multiple sources is unacceptable in creating the same sort of gameplay feel enjoyed in past Halo titles. It makes Halo more akin to a twitch shooter. The radar changes in the 2nd Flight also further pushes players to play cautiously, camping corners, pushing slowly instead of contesting Weapon spawns and Equipment spawns like other Halos.
Furthermore, the Plasma Pistol, an Energy weapon designed since the conception of Halo to be the bane of Shields take the same amount of uncharged shots as using a Sidekick to break Shields, whereas weapons like Commando and AR just pop Shields entirely on their lonesome with 1/3rd of their magazine. This goes entirely against the whole Energy > Shields > Bullets > Health > Energy balance philosophy we have had since CE and in every single preceding Halo title.
(Energy weapons beat Shields, Shields resistant to Bullets, Bullets shred Health, Health resistant to Energy)
Please give our Shields their strength back. It is detrimental to giving us the same multiplayer feel we have enjoyed for so many years.
BR TTK is perfect, melee damage is the same, sniper damage is the same, and most other weapons feel fine. buffing shields would mean buffing a bunch of other weapons, which would be counter-intuitive. I think it’s definitely more of an assault rifle + sidekick issue.
Just to be clear: TTK with the AR is actually slower in Infinite than it was in Halo 2- by .15 seconds to be exact
If you land a “perfect” with the BR you will beat the AR every time
Pretty sure it’s about the weapons not the shields. BR is 3 shots for shield plus 1 headshot kill as usual, or 2 full bursts plus melee to kill like in 4-5. If they have nerfed the shields they’ve nerfed a ton of weapons too, which I doubt is the case.
If they buff the shield, they also have to buff more or less every weapon except AR, SK and commando. It’s easier to just tweak those three.
> 2535410017197749;3:
> Just to be clear: TTK with the AR is actually slower in Infinite than it was in Halo 2- by .15 seconds to be exact
>
> If you land a “perfect” with the BR you will beat the AR every time
None of this is true.
The perfect kill time with the AR in Infinite is 1 second ish. In H3 it was 1.40 ish, in H4 it was 1.20 ish.
The BR in Infinite has a perfect kill time of 1.40
> 2535410017197749;3:
> Just to be clear: TTK with the AR is actually slower in Infinite than it was in Halo 2- by .15 seconds to be exact
>
> If you land a “perfect” with the BR you will beat the AR every time
landing a perfect in infinite has been made a lot harder due to better strafes, while the AR is still pretty easy to use. infinite’s AR also has way more range which lowers its average TTK.
> 2533274953195665;5:
> > 2535410017197749;3:
> > Just to be clear: TTK with the AR is actually slower in Infinite than it was in Halo 2- by .15 seconds to be exact
> >
> > If you land a “perfect” with the BR you will beat the AR every time
>
> landing a perfect in infinite has been made a lot harder due to better strafes, while the AR is still pretty easy to use. infinite’s AR also has way more range which lowers its average TTK.
Yes, having a higher skill cap is a good thing.
> 2535410017197749;3:
> Just to be clear: TTK with the AR is actually slower in Infinite than it was in Halo 2- by .15 seconds to be exact
>
> If you land a “perfect” with the BR you will beat the AR every time
You mean BR? AR wasn’t in Halo 2. I saw tests on the first flight that but the BR at the exact same kill time as in Halo 3. AR was faster, as were the Commando and Sidekick.
> 2533274800772611;7:
> > 2535410017197749;3:
> > Just to be clear: TTK with the AR is actually slower in Infinite than it was in Halo 2- by .15 seconds to be exact
> >
> > If you land a “perfect” with the BR you will beat the AR every time
>
> You mean BR? AR wasn’t in Halo 2.
oops lmaooo
> 2535410017197749;8:
> > 2533274800772611;7:
> > > 2535410017197749;3:
> > > Just to be clear: TTK with the AR is actually slower in Infinite than it was in Halo 2- by .15 seconds to be exact
> > >
> > > If you land a “perfect” with the BR you will beat the AR every time
> >
> > You mean BR? AR wasn’t in Halo 2.
>
> ??? The assault rifle was definitely in Halo 2 lol
it was in halo 2 anniversary multiplayer, but halo 2 replaced the AR with the SMG.
I agree with the overall sentiment of this post. Human always were most effective against no-shields while Covenant against shields, and I feel that separation has decreased. The other issue is that it’s hard to tell when shields are low and the next thing is you’re dead before you know it… or you notice it as soon as someone starts firing causing you to have to constantly surrender to cover or suicide bomb.
> 2533274953195665;2:
> BR TTK is perfect, melee damage is the same, sniper damage is the same, and most other weapons feel fine. buffing shields would mean buffing a bunch of other weapons, which would be counter-intuitive. I think it’s definitely more of an assault rifle + sidekick issue.
It really feels like they made the Shield system less of a Damage vs Health balance but more of a TTK balance.
It feels like the entire Halo Infinite arsenal was designed with TTK in mind over damage vs health.
I just feel like it’s a very weird thing to do to a Halo game where every weapon in the sandbox is supposed to have a purpose, no matter how weak it is.
The Plasma Pistol is a clear example of this.
The fact that Pulse Carbine kills an unshielded Spartan in 1 burst is also very unnatural. 3 shots of Plasma shots never fried anyone ever, unless you were playing Halo 2 on Legendary or the 3 shots came from a Plasma Turret in other Halo games.
Unless Halo Infinite intends to reinvent the whole gameplay balance regarding Energy > Shields > Bullets > Health > Energy, this is a very bad system for Infinite to continue to run on.
If they do reinvent the system, then it doesn’t matter anymore I guess, but it also means Halo Infinite is even less of a Halo game than Halo 4.
My fear is 343 is designing the multiplayer around the casual COD player. A fast TTK is not Halo. I hope its updated to reflect past Halo games.
> 2533274953195665;9:
> > 2535410017197749;8:
> > > 2533274800772611;7:
> > > > 2535410017197749;3:
> > > > Just to be clear: TTK with the AR is actually slower in Infinite than it was in Halo 2- by .15 seconds to be exact
> > > >
> > > > If you land a “perfect” with the BR you will beat the AR every time
> > >
> > > You mean BR? AR wasn’t in Halo 2.
> >
> > ??? The assault rifle was definitely in Halo 2 lol
>
> it was in halo 2 anniversary multiplayer, but halo 2 replaced the AR with the SMG.
Yeah I was thinking of the anniversary
> 2582197822071767;12:
> My fear is 343 is designing the multiplayer around the casual COD player. A fast TTK is not Halo. I hope its updated to reflect past Halo games.
It’s very similar to previous Halo games.
> 2533274801036271;14:
> > 2582197822071767;12:
> > My fear is 343 is designing the multiplayer around the casual COD player. A fast TTK is not Halo. I hope its updated to reflect past Halo games.
>
> It’s very similar to previous Halo games.
People seem to mistaken TTK and perfect TTK.
Perfect TTK which is where you see those 1.40s 1.15s and such.
Those are OPTIMAL kill times achievable by few at a consistent level in any situation factoring in cover, player movement skill, player aiming skill and even lag in most cases. Even pros which can hit these kill times do not always achieve every kill with these times if you factor in that your target isn’t some braindead which strafes in a straight line for you to just gun down.
Halo Infinite undeniably has one of the shortest TTKs amongst the Halo games for weapons that we are accustomed with, in settings we are accustomed with. (For example in a 4v4 slayer where you have multiple players firing on each other)
A fast TTK is definitely not reflective of how Halo is traditionally experienced.
PS.
I am very well aware of CE Magnum being the god-weapon which just puts targets down in 1s or even sub 1s, but I’m mainly talking about weapons we are accustomed to using like AR, PP and even the BR, as well as new weapons in the sandbox which do not reflect the behavior expected out of them (aka. bullets shredding shields and energy shredding health)
> 2535410017197749;3:
> Just to be clear: TTK with the AR is actually slower in Infinite than it was in Halo 2- by .15 seconds to be exact
>
> If you land a “perfect” with the BR you will beat the AR every time
There no at in halo 2 unless ur talking anniversary