Spartan Abilities

So as we all know the old art style for Halo is returning or at least a form of it. But what I’m curious of is if the old mechanics will return. Or if we’ll at least get to keep Spartan abilities. So what I want to know is if you guys and gals want Spartan abilities to return in Halo Infinite or not. And if so which ones do you want?

I think regular thrusters are a great addition and add depth to the combat and allow for cool dodging and strafing. Stabilisers are also quite neat. But that’s where it end for me personally. Sprint and all mechanics that stem from it segregate the movement and the combat, which subtracts the “guns up” nature of halos 1, 2 and 3. Spartan charge is so incredibly annoying I’d rather see double melee trades return. Clamber negates the need for skill jumping with grenades and crouch, and ground pound means no fall damage (I like fall damage as a balancing tool e.g. think of spire).
I would much rather see dual wielding return before any new abilities were added tbh.

EDIT: I forgot to mention smart scope (glorified ADS). It feels very awkward and I think most of us would prefer zoom to return. It’s also very clearly a COD-inspired thing. I don’t want halo 4 flashbacks.

Really hope the classic gameplay returns. I’ve been really wanting a NEW classic gameplay halo game

I think Sparan Abilities are mostly poorly thought out, and wouldn’t really want any of them to return in their current form. The main mistake with them was giving the player too many new abilities. Designing one good, new core mechanic, ensuring that it serves a meaningful purpose, meshes with the existing gameplay, and integrates to the level design is already difficult enough. Spartan Abilities miss the mark by creating lots of complexity while being mostly used for making trivial tasks easier.

Moving forward, I think Halo Infinite should take a more classic approach to the core mechanics. However, I’m not opposed to putting effort into one new movement ability if it can add a significant layer of depth and is really well integrated. But this really means it should be carefully conisdered what type of ability can be more than a gimmick or a one trick pony, and can truly be as integral and create as much variety as jumping. Most importantly, it means designing maps that encourage creativity and trial and error, and guide the player to explore their limited movement capabilties and become better at making the most of them.

I dont think i would miss ground pound or spartan charge.

The thrusters arent as bad as the abilities above but they just make it ridiculously easy to plant grenades on enemy vehicles granted you know what you are doing. Also, few other minor things about it.

Im not sure if sprint, clambering or ADS mechanics belong to this category but i mention them just in case.
Sprint is just an animation that hinders the reaction time that it takes to shoot, i would prefer increased movement speed given it improves situational awareness and it makes the game seem actually faster as long as level designs are good.
The clambering, another animation. Cant be cancelled annd locks you out of combat for a time that could get you killed. I would prefer alterations to jumping height which would make for more flowing gameplay and crouch jumping would be more relevant again. Not that it would be useless with new mechanics but it would be more important.
And ADS mechanics, not that bad as the 2 above but its still another animation i could live without in Halo.

Abilities like Sprint and Clamber have really thrown off Halos ‘limitless’ feel. For something coined as ‘advanced movement,’ they sure restrict the player to locking into a single direction and animation.

Halo, at least until 3, always built around the sandbox, rather than the player. This is the way 343 should be innovating with Halo: Infinite.

But if 343 must bring back SAs then the ones I would choose would be; Thrusters, Stabalizers and Smart Scope. And that’s it. Ground Pount could be moved onto the Gravity Hammer, but that’s about it.

They need to scrap all of them and start over. Design exactly one new mechanic that adds real depth, and you can even do it in a way that allows players to do most actions granted by Spartan Abilities.

For instance if you take something like Evade from Reach, it’s literally Thruster, Slide, and Sprint all in one. It’s… one ability. You can greatly boost speed with it, you can dodge with it, you can duck some attacks with it. If you tweaked it a little so it has some usage midair and causes the player to do a flip in any direction, this will also increase jump height slightly to clear higher ledges, like Clamber.

Shooting or using melee at any point during the flip animation will cancel it, and this will be a lot less buggy in addition to making more sense than being able to shoot during Clamber or Thrust (which would never benefit the player whatsoever).

I’ve just made every major Spartan Ability obsolete and condensed them into a single concept, using an existing concept.

Can we please just forget about spartan abilities? There was nothing wrong with classic Halo. STOP TRYING TO FIX WHAT ISN’T BROKEN.

Spartan abilities? No thank you

> 2535460843083983;7:
> For instance if you take something like Evade from Reach, it’s literally Thruster, Slide, and Sprint all in one. It’s… one ability. You can greatly boost speed with it, you can dodge with it, you can duck some attacks with it. If you tweaked it a little so it has some usage midair and causes the player to do a flip in any direction, this will also increase jump height slightly to clear higher ledges, like Clamber.

I don’t see what we gain from being able to activate it in mid-air. Unless you’re of course just demonstrating how to cram as many features of Spartan Abilities into one mechanic as possible. But, for example, the thing about clearing higher ledges is that it doesn’t really add anything. If a ledge is too high to jump normally, then it’s only so because it’s not intended to be jumped normally. If the ledge needs to be a certain height due to map design constraints, then a piece of geometry can always be used to make it possible. Then there are ledges that need something special, like a grenade, to jump over.

In the case of this mechanic, you already have a horizontal speed boost anyway, which can be translated to vertical speed with an appropriately curved piece of map geometry. So, if you really wanted to integrate this mechanic to getting up a ledge, you could just have an appropriately shaped wall to get up. That’s certainly more interesting than just flipping mid-air.

> 2535460843083983;7:
> Shooting or using melee at any point during the flip animation will cancel it, and this will be a lot less buggy in addition to making more sense than being able to shoot during Clamber or Thrust (which would never benefit the player whatsoever).

So, I can just cancel it immediately without ever haing to see the animation, but still get the speed boost? I’ve always thought cancels as an interesting way to make certain mechanics more varied, but I think there needs to be some element of timing in the canceling process or else canceling becomes the norm. The idea I kind of like is that if you have a roll, like Evade, then there’s a single frame before the animation during which you still retain all speed, but can perform actions to cancel the animation.

I’m not really completely against making players endure short animations. With sprint the issue is that the animation lasts as long as the player is moving at top speed. With Clamber the issue is that it’s so necessary and so often performed that it’s a hindrance, and the slowness leaves you vulnerable (and really, the ledge didn’t have to be that tall). With Evade I always found it a less of an issue, because it wasn’t just a pointless gimmick like Clamber, it didn’t last as long as sprint, and it didn’t need to be used too frequently.

But if you’re going to allow players to cancel the animation at will without any difficulty, then you might as well allow the player to perform actions during the animation.

No abilities any more!!!¡!!!

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Clamber,slide,thrusters,sprint,ground pound --all abilities are cheap tricks that allow players with less skill to win gun battles.

Halo 3 you made a mistake by moving out of cover or jumping without thinking BOOM!! Your dead now take halo 5 you move out of cover here’s a bunch of CHEAP abilities you can thruster away slide clamber and NOW you won?!?!This makes everybody having a chance. removing tactics .

That’s why everybody including myself stopped playing halo these abilities which reward stupid\reckless behavior instead punishing them like in halo 3 and halo 2 .

Abilities in halo infinite will kill it period if want more detailed explanation watch fayvn on YouTube.

Please 343i no more cheap abilities on your spartan NO MORE ABILITIES, NO MORE SPRINT, NO MORE ABILITIES, NO MORE SPRINT!!!

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*Original post. Click at your own discretion.

We’ve been waiting since 2010 for classic gameplay to return… Can halo infinite please just stop trying to duplicate other fps games.For h5 fans can you guys just watch fayvn on YouTube he’ll change your mind trust me–SPRINT and ABILITIES DON’T BELONG in HALO!!!

If I had to choose between absolutely no abilities or all of them I would choose for them not to return. If we can pick and choose I’d say maybe keep thrust and clamber, MAYBE.

They should get rid of spartan abilities and return to the classic Halo gameplay. It worked perfectly and many players enjoyed it so much that Halo 3 was in the top played games on Xbox LIVE for 5 years. Don’t fix something that isn’t broken.

Everybody is so salty. I like both styles, so I don’t mind which one we get. Each game in the series has a unique feel, but the core gameplay always feels the same to me, which is fine.

So whatever Infinite has, I’m probably gonna be okay with it.

> 2533274830420921;13:
> This post has been edited by a moderator. Please do not bump.*Original post. Click at your own discretion. We’ve been waiting since 2010 for classic gameplay to return… Can halo infinite please just stop trying to duplicate other fps games.For h5 fans can you guys just watch fayvn on YouTube he’ll change your mind trust me–SPRINT and ABILITIES DON’T BELONG in HALO!!!

But as a genetically modified human shouldn’t sprint be very important. I mean when the Spartans went through augmentation they became faster and stronger. But honestly from Halo 1-3 I didn’t feel that much like a super soldier. I felt like a strong dude in a suit. Sprint and thrusters make me feel like a legendary super soldier. The rest of abilities like ground pound and charge can go away but I want the rest to stay. Halo needs to evolve from its past or it will die.

> 2535416198868046;15:
> They should get rid of spartan abilities and return to the classic Halo gameplay. It worked perfectly and many players enjoyed it so much that Halo 3 was in the top played games on Xbox LIVE for 5 years. Don’t fix something that isn’t broken.

I’m sorry but I gotta disagree. I enjoyed custom games from Halo 3 but I hated its multiplayer. Even know when I try to play the anniversary throwback on Halo 5 I still hate it. Halo 3 was too slow and boring for me. I like more fast paced gaming like Guardians. And I’ve been playing since CE.

> 2535447940912902;8:
> Can we please just forget about spartan abilities? There was nothing wrong with classic Halo. STOP TRYING TO FIX WHAT ISN’T BROKEN.

They’re not fixing, they’re improving. For some Halo 5 had the best multiplayer to date. For those who don’t care for 343I or Halo 5 stay with Halo 3. Halo needs to improve so that it doesn’t become stale. I could do without ground pound and charge but things like sprint and thrusters imo need to stay.

> 2533274825830455;10:
> I don’t see what we gain from being able to activate it in mid-air. Unless you’re of course just demonstrating how to cram as many features of Spartan Abilities into one mechanic as possible. But, for example, the thing about clearing higher ledges is that it doesn’t really add anything. If a ledge is too high to jump normally, then it’s only so because it’s not intended to be jumped normally. If the ledge needs to be a certain height due to map design constraints, then a piece of geometry can always be used to make it possible. Then there are ledges that need something special, like a grenade, to jump over.

The goal is to make Spartan Abilities not clutter the control scheme, first and foremost, then tweak the new mechanic such that it doesn’t always need to be operated/operates in much less centralizing ways. Hopefully that answers the concerns that the player would be forced to use it to jump higher. Definitely do not want to replicate Clamber’s issues here again…

Like, ideally there would be no Spartan Abilities… but there will be. This is still a 343 game at the end of the day. I’m gonna suggest ways the concept could be improved, since the likelihood of them shafting it or making real strides there is poor.

> 2533274825830455;10:
> So, I can just cancel it immediately without ever haing to see the animation, but still get the speed boost? I’ve always thought cancels as an interesting way to make certain mechanics more varied, but I think there needs to be some element of timing in the canceling process or else canceling becomes the norm. The idea I kind of like is that if you have a roll, like Evade, then there’s a single frame before the animation during which you still retain all speed, but can perform actions to cancel the animation.

Now that’s a pretty great idea. I hadn’t thought of the specifics of how it should work just yet, but that is the perfect way to go about grounding things so people don’t just cancel constantly. It also incentives not to cancel too often since you still used up a charge of your available Agility, and basically didn’t use it.

The idea behind ‘acrobatics’ initially is that doing a frontflip or backflip doesn’t require you face a certain direction like Clamber just in case you need to clear something a little higher, nor does it change direction as effectively as Thruster does, but the functionality for both is there somewhat so that players returning from Halo 5 don’t become confused or annoyed when nothing happens as they try to use Clamber or Thrust midair. Also a neat thing, it costs the same amount of Agility as dodging on the ground does.