Some things in HI don't feel like things from Halo

First of all, I am not a hater, I love Halo series, I like Halo Infinite, I hope this game will not fail in terms of campaign.
BUT!!!
This game, in some cases, does not feel like Halo. Well, currently we are at the point where there is no classic announcer in some game modes. We have CoD-like ads, luckily without any bonus (like is was in H5), also there are no Magnum or Shotgun. Why they changed them, they could have used classic design and names. Weapon spawns are weird, they are like H2, 'cause power weapons won’t respawn until it will run out of ammo, but their icons and timer could be seen through walls or by AI scan(most useless thing possible, I’ll definitely prefer voice chat on d-pad down button), this one prevents players from learning weapon timings and spawns. Another thing about weapons is that there is only one power weapon on the map, back in H3 we could have Sniper Rifle, Rocket Launcher, Sword an Overshield on the same map in the same match at the same time (I love the Pit). And the last one is that they deleted Spartan Laser, BUT!!!@ 343 added Skewer, which doesn’t have a charge between shots, can one-shot players and vehicles.
And my minor concern is that there are no frendly-fire.
Again, I am not a hater, those are my concerns, it could be changed in a better way or for worse. Also, you can correct me, if I’m wrong or try to convince me.

Why would you want friendly fire? And this game is a new game, not a rehashed halo 3, you need to see it as a new page in the halo franchise

> 2535448659594032;2:
> Why would you want friendly fire? And this game is a new game, not a rehashed halo 3, you need to see it as a new page in the halo franchise

I need frendly fire to kill my friends in co-op after they killed me :slight_smile:

> 2535448659594032;2:
> Why would you want friendly fire? And this game is a new game, not a rehashed halo 3, you need to see it as a new page in the halo franchise

Friendly fire forces players to think more instead of just spamming. It brings tactical awareness to the battlefield, which is a staple of Halo imo.

I’d love for friendly-fire to be enabled just so that I can kill my friends in BTB without having to use a throwable.
I think also AI scan is pretty useful if you’ve forgotten where a weapon spawn is or are on a new map, but past that I can see how useless it quickly becomes.
Also to my knowledge the classic shotgun and magnum aren’t in the game because they couldn’t balance them in time for release. Personally I think it allows for 343 to get more creative with shotguns like Heatwave.

With friends fire, you can betray your teammate in CTF to score, or take their rocket and sniper, or break their shields intentionally, right?

With friendly fire you have to be more careful with your nades, grav ham, rockets etc. It’s just worse for competitive play, fingers crossed it’s on for ranked. At some point though there will be so much ranked play wants / needs that isn’t the case in social it will create more separation, which may make both feel a little alien.

> 2535422142018812;4:
> > 2535448659594032;2:
> > Why would you want friendly fire? And this game is a new game, not a rehashed halo 3, you need to see it as a new page in the halo franchise
>
> Friendly fire forces players to think more instead of just spamming. It brings tactical awareness to the battlefield, which is a staple of Halo imo.

You’re way overselling it. It doesn’t do that at all, outside of hardcore play. In most cases, it’s only led to two terrible and common outcomes:

  1. A friendly player killing you to steal a power weapon you picked up
  2. A friendly player killing a friendly player or two on accident and getting booted for it.

The “tactical” argument is a flat out lie. It’s never a consideration in a typical match. Just go play MCC and you’ll see for yourself.

Friendly fire should stay as dead as quit bans.

> 2535448659594032;2:
> Why would you want friendly fire? And this game is a new game, not a rehashed halo 3, you need to see it as a new page in the halo franchise

I actually love that friendly fire is gone, But I hope it returns in Campaign Co-op that would be fun. I just hate the Grenade Spamming of team mates and dying to them in multiplayer.

> 2535422142018812;4:
> > 2535448659594032;2:
> > Why would you want friendly fire? And this game is a new game, not a rehashed halo 3, you need to see it as a new page in the halo franchise
>
> Friendly fire forces players to think more instead of just spamming. It brings tactical awareness to the battlefield, which is a staple of Halo imo.

I have noticed that grenade spamming is a thing now and I really don’t like that but if you want to talk about tactical awareness the damn radar is trash in infinite and I am sick of not knowing what level an opponent is on and dying because i am looking down when they are up high.

I couldn’t care less if friendly fire stays off in social playlists but in ranked, it NEEDS to be there. As of right now, there is just no consequence for spamming nades or lobbing careless rockets.

I kinda get them not wanting to encourage toxic behavior, like team killing for power weapons and so on but at the same time it did add that extra level of depth to combat. You had to think about where you threw a grenade or shot off a rocket. I’m still mostly okay with it not being a feature in most playlists, I mostly just want player collision back. I want to -Yoink!- my buddies head while using them as a sniper perch, that’s what Halo is truly about.

> 2533274804805205;11:
> I couldn’t care less if friendly fire stays off in social playlists but in ranked, it NEEDS to be there. As of right now, there is just no consequence for spamming nades or lobbing careless rockets.

I think this is the right middle ground. Social is laid back with less consequences while ranked forces you to think more about what you are doing.

> 2587559250209290;8:
> > 2535422142018812;4:
> > > 2535448659594032;2:
> > > Why would you want friendly fire? And this game is a new game, not a rehashed halo 3, you need to see it as a new page in the halo franchise
> >
> > Friendly fire forces players to think more instead of just spamming. It brings tactical awareness to the battlefield, which is a staple of Halo imo.
>
> You’re way overselling it. It doesn’t do that at all, outside of hardcore play. In most cases, it’s only led to two terrible and common outcomes:
>
> 1. A friendly player killing you to steal a power weapon you picked up
> 2. A friendly player killing a friendly player or two on accident and getting booted for it.
>
> The “tactical” argument is a flat out lie. It’s never a consideration in a typical match. Just go play MCC and you’ll see for yourself.
>
> Friendly fire should stay as dead as quit bans.

I understand the concern for your two points. I like to think I can clearly differentiate between intentional and unintentional betrayals, and I give the benefit of the doubt to people at first. Obviously cant say the same for others. I play tactical or at least try to, whether I’m in social or ranked.

Boots for bans are a thing, cant say it’s perfect but at least it’s there. Guess im just so used to H2 and H3. So, in this give or take, I’m assuming youd rather have rampant grenade spam and disregard for teammates if it means no betrayals because of your 2 points? That’s fair, but I guess we’ll just have to agree to disagree on this one.

Edit: like someone else mentioned, I think the middle ground of having FF on for ranked and competitive is fair tbh. I can see why people would like it off in social. I get it.

> 2535422142018812;14:
> > 2587559250209290;8:
> > > 2535422142018812;4:
> > > > 2535448659594032;2:
> > > > Why would you want friendly fire? And this game is a new game, not a rehashed halo 3, you need to see it as a new page in the halo franchise
> > >
> > > Friendly fire forces players to think more instead of just spamming. It brings tactical awareness to the battlefield, which is a staple of Halo imo.
> >
> > You’re way overselling it. It doesn’t do that at all, outside of hardcore play. In most cases, it’s only led to two terrible and common outcomes:
> >
> > 1. A friendly player killing you to steal a power weapon you picked up
> > 2. A friendly player killing a friendly player or two on accident and getting booted for it.
> >
> > The “tactical” argument is a flat out lie. It’s never a consideration in a typical match. Just go play MCC and you’ll see for yourself.
> >
> > Friendly fire should stay as dead as quit bans.
>
> I understand the concern for your two points. I like to think I can clearly differentiate between intentional and unintentional betrayals, and I give the benefit of the doubt to people at first. Obviously cant say the same for others. I play tactical or at least try to, whether I’m in social or ranked.
>
> Boots for bans are a thing, cant say it’s perfect but at least it’s there. Guess im just so used to H2 and H3. So, in this give or take, I’m assuming youd rather have rampant grenade spam and disregard for teammates if it means no betrayals because of your 2 points? That’s fair, but I guess we’ll just have to agree to disagree on this one.
>
> Edit: like someone else mentioned, I think the middle ground of having FF on for ranked and competitive is fair tbh. I can see why people would like it off in social. I get it.

I honestly think the grenade spam in Infinite is unrelated to friendly fire. Its because of the map layouts (more tight corridors than most H3/Reach maps) the speed the grenades move and the speed you can throw them. The throw animation is too short, and the grenades travel extremely far and bounce around corners too well. Add that to having close range options at spawn instead of a precision weapon like you do in most games, that’s a perfect cocktail for grenade spam. If FF was on I think you’d see just as much grenade spam, you’d just be killed by your teammates more.

> 2533274855648543;15:
> > 2535422142018812;14:
> > > 2587559250209290;8:
> > > > 2535422142018812;4:
> > > > > 2535448659594032;2:
> > > > > Why would you want friendly fire? And this game is a new game, not a rehashed halo 3, you need to see it as a new page in the halo franchise
> > > >
> > > > Friendly fire forces players to think more instead of just spamming. It brings tactical awareness to the battlefield, which is a staple of Halo imo.
> > >
> > > You’re way overselling it. It doesn’t do that at all, outside of hardcore play. In most cases, it’s only led to two terrible and common outcomes:
> > >
> > > 1. A friendly player killing you to steal a power weapon you picked up
> > > 2. A friendly player killing a friendly player or two on accident and getting booted for it.
> > >
> > > The “tactical” argument is a flat out lie. It’s never a consideration in a typical match. Just go play MCC and you’ll see for yourself.
> > >
> > > Friendly fire should stay as dead as quit bans.
> >
> > I understand the concern for your two points. I like to think I can clearly differentiate between intentional and unintentional betrayals, and I give the benefit of the doubt to people at first. Obviously cant say the same for others. I play tactical or at least try to, whether I’m in social or ranked.
> >
> > Boots for bans are a thing, cant say it’s perfect but at least it’s there. Guess im just so used to H2 and H3. So, in this give or take, I’m assuming youd rather have rampant grenade spam and disregard for teammates if it means no betrayals because of your 2 points? That’s fair, but I guess we’ll just have to agree to disagree on this one.
> >
> > Edit: like someone else mentioned, I think the middle ground of having FF on for ranked and competitive is fair tbh. I can see why people would like it off in social. I get it.
>
> I honestly think the grenade spam in Infinite is unrelated to friendly fire. Its because of the map layouts (more tight corridors than most H3/Reach maps) the speed the grenades move and the speed you can throw them. The throw animation is too short, and the grenades travel extremely far and bounce around corners too well. Add that to having close range options at spawn instead of a precision weapon like you do in most games, that’s a perfect cocktail for grenade spam. If FF was on I think you’d see just as much grenade spam, you’d just be killed by your teammates more.

That’s The point to stop people from doing it

> 2533274929353755;16:
> > 2533274855648543;15:
> > > 2535422142018812;14:
> > > > 2587559250209290;8:
> > > > > 2535422142018812;4:
> > > > > > 2535448659594032;2:
> > > > > > Why would you want friendly fire? And this game is a new game, not a rehashed halo 3, you need to see it as a new page in the halo franchise
> > > > >
> > > > > Friendly fire forces players to think more instead of just spamming. It brings tactical awareness to the battlefield, which is a staple of Halo imo.
> > > >
> > > > You’re way overselling it. It doesn’t do that at all, outside of hardcore play. In most cases, it’s only led to two terrible and common outcomes:
> > > >
> > > > 1. A friendly player killing you to steal a power weapon you picked up
> > > > 2. A friendly player killing a friendly player or two on accident and getting booted for it.
> > > >
> > > > The “tactical” argument is a flat out lie. It’s never a consideration in a typical match. Just go play MCC and you’ll see for yourself.
> > > >
> > > > Friendly fire should stay as dead as quit bans.
> > >
> > > I understand the concern for your two points. I like to think I can clearly differentiate between intentional and unintentional betrayals, and I give the benefit of the doubt to people at first. Obviously cant say the same for others. I play tactical or at least try to, whether I’m in social or ranked.
> > >
> > > Boots for bans are a thing, cant say it’s perfect but at least it’s there. Guess im just so used to H2 and H3. So, in this give or take, I’m assuming youd rather have rampant grenade spam and disregard for teammates if it means no betrayals because of your 2 points? That’s fair, but I guess we’ll just have to agree to disagree on this one.
> > >
> > > Edit: like someone else mentioned, I think the middle ground of having FF on for ranked and competitive is fair tbh. I can see why people would like it off in social. I get it.
> >
> > I honestly think the grenade spam in Infinite is unrelated to friendly fire. Its because of the map layouts (more tight corridors than most H3/Reach maps) the speed the grenades move and the speed you can throw them. The throw animation is too short, and the grenades travel extremely far and bounce around corners too well. Add that to having close range options at spawn instead of a precision weapon like you do in most games, that’s a perfect cocktail for grenade spam. If FF was on I think you’d see just as much grenade spam, you’d just be killed by your teammates more.
>
> That’s The point to stop people from doing it

I’m saying I don’t think it will, grenades are being thrown more because of Infinites mechanics. I don’t think FF ever made people think much in social, half the players I’m matched with in MCC actually want to kill me, let alone doing it by accident. If FF was on in MCC I think we’d see tons of betrayals, not people being more careful with grenades.

Nothing wrong with concerns though I would say most of the things described are not what make Halo… well… Halo. They are def little things that can effect an experiance but I dont think any of it makes a game less Halo. Just to go over some of your points (I agree and disagree with parts of each point so its a mixed bag lol)

Its ADS is def not COD like given how it functions. Its not an actual ADS on anything but precision weapons and even then, the aiming functions similary to pre H5 Halos. It differs for non precision in that its no just binocs but it functions as a 1.4x zoom (which is small) and as you mentioned, has no effect on the accuracy of the weapon (outside of making it easier for you to micro adjust). These are not COD like aiming systems.

I can understand the complaint about weapon timers, but lets be 100% honest, no one payed any attention to any timers that were not power weapons or power ups. All other timers were essentially ignored given you could never really tell when a gun was picked up in prior Halo games besides the beginning of a match and given all the timers you would have to keep track of, it would make no sense to really keep track of tier 2 weapon spawns. Currently the system streamlines that system and keeps the set 2 min timer for power weapons and power ups. Anything more is unnecessary and was never really used in the first place (aka nothing is really lost).

As for the power ups on the map, this is def gonna vary on map. Behemoth for example had 2 snipers/2skewer spawns plus camo/os. It also had plenty of tier 2 weapons throughout the map. Smaller maps will have let power weapons given the nature of their size. The thing about why prior games had more was because some of their sub categories of weapons were power weapons inherently. So they essentially had tiers of power weapons on top of tiers of base weapons (tier 2 power weps being rockets, snipe etc and tier 1 being shotgun, sword etc). Infinite took to some fo those form tier one and moved them to the tier 2 base weapon. The shotgun for example is no longer a one shot power weapon. Given that, it doesnt feel like a power weapon (as its not). So while their are less tier 1 weapons on the map, the amount of tier 2 weapons remains low as before and the number will vary on the map itself.

As for designs, I kind of touched on this but mainly its game balance and removing redundencies. The shotgun, while powerful, was annoying to fight against and really pushed for a camping playstyle. The bulldog, while still can be used for campaign, plays well with a more on the move playstyle that Halo generally thrives in. That being said, I think there is 100% room for the pump shotgun from old to be added back but as a power weapon like before. As for the sidekick, lets be honest, the magnum was only worth a damn in 2 games (ce and 5) and in both of those it overperformed for what a pistol should do. 343 decided to take a step back and made a sidekick act like a what its name entails. They then also added the mangler which really is a tier 2 pistol that similar to the magnum (though slower firing and is more powerful). I think there is def room for a magnum to be added. What form? no idea but im thinking a 5 shot pistol is a good middle ground between the sidekick and the mangler. Anyway, all these weapons can be added later and I know the argument can be made that they should all be there at launch, I dont think that would be the healthiest option at launch. You wanted a refined and streamlined sandbox at launch. It makes it easier to balance out the gate and a healthy balance to start increases the longevity of the game. They can start added other weapons to the sandbox as time goes and make tweaks so not to mess up that balance.

The spartan laser was also the worst gun to ever be added to the game given it destroyed vehicle combat. I think the skewer is a bit overtuned in its damage to vehicles. It should 2 shot all non tank vehicles in my opinion (outside of the mongoose) given its knockback. This would increase vehicle counterplay while also giving the weapon great anti vehicle power (knocked a wasp or banshee off course without an instant kill just seems more enjoyable to me).

Magnum and Shotgun are replaced by the Sidekick and Bulldog respectively at least for now

The Magnum has a legacy to live up to, H5 Magnum is god-tier along with the OG Halo CE Magnum. These are weapons that aren’t suited for starter weapons because they feel powerful and interfere with the rest of the weapon sandbox. In order to have a balanced Magnum that you can start with, you kinda need to change it and balance it accordingly otherwise people expect the Magnum to be hella good, or trashing on it because it sucks like how people hated the H2 and H3 Magnum when they expect it to be like the Halo CE magnum. With the Sidekick, it frames the pistol as a side weapon rather than a primary like how the CE magnum was. Although 343i is may be potentially looking into adding legacy Magnum in the future in its former glory.

Bulldog is kind of 343i’s way of making the Shotgun less OP without tarnishing its legacy. Bulldog is weaker requiring at least 2 shots, or 1 + melee, making it more risky to use but it still excels at short range due to its faster firing rate. The Shotgun can insta-kill which removes the fun part of the Halo dance between two combatants (Bulldog can still kill fast but there is at least some more counterplay that is possible from the defender). Again, this can still leave some room for the OG Shotgun to come back as a high-tier power weapon while leaving the Bulldog as a lower tier, more common pickup weapon

> 2535422142018812;4:
> > 2535448659594032;2:
> > Why would you want friendly fire? And this game is a new game, not a rehashed halo 3, you need to see it as a new page in the halo franchise
>
> Friendly fire forces players to think more instead of just spamming. It brings tactical awareness to the battlefield, which is a staple of Halo imo.

Friendly fire is not the sole thing that brings tactical awareness to a game. What a load of rubbish that is.