Strafe acceleration and movement speed

Both of these needs a microscopic look taken to them, Halo infinite feels like it is by far the fastest Halo title released.

Strafe acceleration + the movement speed made me really hate close quarters play.

Especially when our Spartans phase through each other! All I can say to this is why is this a new thing? I don’t even want to try and melee anyone for fear of missing my melee and phasing through them. It absolutely killed it for me.

When all of this is added up it does not feel that great and if there is another flight please try adjusting those mechanics just to see if the more traditional game play might or might not be better.

I’ve been with Halo since the beginning and for me that is what is keeping Infinite from perfection.

I understand why they removed friendly fire for social (though I don’t agree), but really can’t see why they removed player collision. Halo isn’t like other shooters where melee combat is few and far between–its integral to the combat system.

While I don’t agree about slowing down the player, I think removing collision is an outright mistake that has more downside than upside.

Slowing down the strafe speed hinders the game. What becomes the point of even trying to strafe then?..

Player collision is weird. Idk why that was changed but I personally don’t really care much for it. I always thought it was funny when two people bump into each other. The melee lunge is really weird. I had some of those missed melee moments myself. Kinda frustrating.

melee magnetism in Infinite seems to have been slightly increased to compensate for faster strafes. outside of flight-related bugs, lag and hitreg issues, meleeing in infinite doesn’t seem to be noticeably more difficult.

though personally i’d be fine with a full CE-level revert to melee magnetism. we’re talking about an attack that instantly strips off half a spartan’s health, it shouldn’t be as easy as it is anyways.

> 2533274813782666;1:
> Both of these needs a microscopic look taken to them, Halo infinite feels like it is by far the fastest Halo title released.
>
> Strafe acceleration + the movement speed made me really hate close quarters play.
>
> Especially when our Spartans phase through each other! All I can say to this is why is this a new thing? I don’t even want to try and melee anyone for fear of missing my melee and phasing through them. It absolutely killed it for me.
>
> When all of this is added up it does not feel that great and if there is another flight please try adjusting those mechanics just to see if the more traditional game play might or might not be better.
>
> I’ve been with Halo since the beginning and for me that is what is keeping Infinite from perfection.

Coming from halo 4, this game feels very slow. The movement speed in halo Infinite is the same as halo 5 but with the lack of a fast sprint. The game makes me feel like like I’m a slug.

> 2533274813782666;1:
> Strafe acceleration

I very very much agree with this. There’s a lot of people complaining on both input types about aiming being difficult and I think the insane strafing ability is responsible.
It shouldn’t be slowed down to a crawl like the “classic” games but my ankles are getting broken in some of these firefights; a little less snappy would make me happy.

But maybe that’s just what we need to adjust to for this game’s skillgap.

> 2533274856169067;5:
> > 2533274813782666;1:
> > Both of these needs a microscopic look taken to them, Halo infinite feels like it is by far the fastest Halo title released.
> >
> > Strafe acceleration + the movement speed made me really hate close quarters play.
> >
> > Especially when our Spartans phase through each other! All I can say to this is why is this a new thing? I don’t even want to try and melee anyone for fear of missing my melee and phasing through them. It absolutely killed it for me.
> >
> > When all of this is added up it does not feel that great and if there is another flight please try adjusting those mechanics just to see if the more traditional game play might or might not be better.
> >
> > I’ve been with Halo since the beginning and for me that is what is keeping Infinite from perfection.
>
> Coming from halo 4, this game feels very slow. The movement speed in halo Infinite is the same as halo 5 but with the lack of a fast sprint. The game makes me feel like like I’m a slug.

That’s how I felt at first myself, but if you pay attention to how quickly you can get into the action etc. The actual traversal time is fast, but we’re just craving that kick up in speed.

While I do think, personally, strafe speed is slightly too fast (for controller players), the bigger issue (or maybe non-issue) is that the most commonly used weapons (AR and Sidekick) are effective enough that you don’t really need to nor want to rely on the Melee. In the past, AR engagements were pretty slow, so you end up with many players getting tunnel vision on the Melee finish - you could backpedal and get the finish with your weapon or go in for the trade-off, OR Halo 3 pre-patch, you could actually time your Melee and win if you had dealt more gun damage. In Infinite, you will die too fast much of the time to get that tunnel vision feeling.

BR starts could be another story, though, for better or worse (mostly better)

No strafe acceleration needs to start the way it is or else hitting your shots will be way to easy and it will only pin halo infinite to a game of positioning and map awareness.

> 2535431951485053;9:
> No strafe acceleration needs to start the way it is or else hitting your shots will be way to easy and it will only pin halo infinite to a game of positioning and map awareness.

Muzzle Velocity is tweaked to be directly dependant on strafe acceleration, and by extension, “speed”. If acceleration is added to Halo Infinite’s strafing as many people so far have
requested, the muzzle velocity of weapons will be slowed to a speed akin to Halo 3’s. You have disagreed under the pretense that the other factors at play, being projectile velocity, are set in stone and can’t change. These factors could change to compensate for acceleration if 343i would so choose to do so in the first place, if they would so choose to add acceleration. For those who don’t understand, I refer to the walk speed transition from walking in one direction, to walking in the opposite direction containing a stop, but maybe not quite a complete stop, in the process. A beloved feature absent from the flights thusfar.

> 2533274842046585;3:
> Slowing down the strafe speed hinders the game. What becomes the point of even trying to strafe then?..
>
> Player collision is weird. Idk why that was changed but I personally don’t really care much for it. I always thought it was funny when two people bump into each other. The melee lunge is really weird. I had some of those missed melee moments myself. Kinda frustrating.

Regarding your comment on strafe speed I find it quite the opposite. In the previous games you had to be very deliberate with your strafing to throw the opponent off.

I find it to have a higher skill ceiling than what we have now, the only major different is player collision needs fixed because all of it adds up to a weird CQB interaction. But honestly that’s just my interpretation of it.

Movement speed is fine, but the strafe acceleration was way too fast. It’s amazing how chaotic a fight can be with instant acceleration strafing, especially for MnK players whose brains don’t get a constant stream of position-tracking information in the form of aim assist. (Instant-to-instant information that helps bridge the ‘reaction-time gap’ for controller players during a duel, which entails a huge advantage for their ability to track strafing targets.)

Don’t get me wrong, I’m not the kind of PC player to whine about how “controllers shouldn’t have aim assist if pc players don’t have it”–AA is obviously necessary to make controllers usable. But when strafe accel is too fast, figuring out where one can expect an opponent to be standing from one instant to the next is a coin flip guessing game, especially without AA. Of course, the game shouldn’t be the polar opposite either; there should be a probability space out of which a player can roughly predict an opponent’s position in a fight (within reason). Having strafe accel as fast as it was during the flight does not facilitate that kind of crucial balance.

Strafe speed was the fastest thing about Halo Infinite. Too fast without enough momentum does makes it very hard to read people. Too slow and aim assist will just dominate. I would love to see a slight buff to sprint speed and for strafe acceleration to be slowed down slightly.

It did feel pretty fast and I wonder a lot of times if there’s something else at play. Some people seem to move faster than they should be able to. Is that because of connection, being able to run the game at higher fps, or something else?