[Suggestion] Hybrid Motion Tracker

During the first Infinite flight, many people complained about the way the motion tracker (radar) was functioning, where enemies would only be visible while sprinting. Now, during this weekend’s flight, many people are making the complaint that the range of the radar is too short at 18m. The solution I’m putting forth is an attempt to address both of these points of contention without drastically altering radar usability and player experience and expectation.

I propose splitting the radar into two regions that function slightly differently:

  • Inner Zone: Displays all enemies except those that are crouched. (Classic) - Outer Zone: Displays sprinting enemies only. (Modern)This change would allow the maximum range of the radar to be set to something more familiar to long time Halo fans, while restoring radar functionality to something similar to classic Halo and retaining the gameplay nuance that is exists when sprinting poses a risk to the player.

In addition to the maximum range, another consideration is the range of the inner zone, and how the demarcation point between inner and outer zone is displayed. In case of any confusion, when I refer to the range of the outer zone I am also referring to the maximum range of the radar (they are the same thing). Here are two examples:

  • 15m inner zone with a 25m outer zone would place the division between zones on the radar at 60% the length of the radius. - 10m inner zone with a 30m outer would place the division at 30%.The radar’s UI element would need to be updated to reflect this functionality. It might also make sense to slightly increase the radar’s size overall to help with readability in the case of a small inner zone.

Overall, I am really enjoying the Tech Previews and 343’s open communication with the community about development. If the game is to truly have a 10 year lifespan, dialog amongst players and between players and 343 will be essential. I welcome all criticisms, critiques, alternative and supplementary ideas, so please let me hear everyone’s thoughts on this. Cheers!

what’s the difference between the maximum range and the outer zone’s range? how many ranges are there?

> 2535432179314992;2:
> what’s the difference between the maximum range and the outer zone’s range? how many ranges are there?

They are the same thing. Apologies, I should have made my language consistent through the post. There are only two range elements, inner and outer. Outer = maximum range.

Updated original post with a line to make it more clear.

Or just remove crouched radar hiding
Arena-Shooters revolve around being constantly on the move, and the existence of pickups and power weapons and equipment is designed to draw the players to it to create areas of confrontation. All of this just gives incentive to camp and play Halo like a twitch shooter. Coupled with the TTK, Halo Infinite may as well be CSGO/Valorant.

Crouch-hiding from radar gives too much power to ambush tactics in games like Slayer where you are attempting to kill to score.
If you don’t over expose yourself, you die less and you win by default if your enemy gets impatient and comes looking for you.

Games like Slayer doesn’t even have any sort of anti-camping mechanic (like an objective) so this allows people to camp in close quarters maps like Recharge, making your dual radar system moot since the enemy team can just camp near power items and the BR/Commando and just suppress your team’s actions.

The only way I can see this working is if AI scanner becomes an integral gameplay mechanic, where when you activate it, it detects any enemy which is within your inner radar radius. Just one blip on the motion tracker and gone. Then at least you know there’s some goon round the corner.

I like this idea, many have complained about the radar range being too short so that would certainly help without making the radar too overpowered.

I’m fine either way personally, have no issue with the 18m radius. I’ve been caught out a bunch of times because of that, but that’s my fault not the radars. I could have plugged in my headset to listen for footsteps or had a greater awareness of what’s going on around me.

Ultimately most the game modes I usually enjoy and play don’t have radar.

> 2535439803298950;4:
> Or just remove crouched radar hiding
> Arena-Shooters revolve around being constantly on the move, and the existence of pickups and power weapons and equipment is designed to draw the players to it to create areas of confrontation. All of this just gives incentive to camp and play Halo like a twitch shooter. Coupled with the TTK, Halo Infinite may as well be CSGO/Valorant.
>
> Crouch-hiding from radar gives too much power to ambush tactics in games like Slayer where you are attempting to kill to score.
> If you don’t over expose yourself, you die less and you win by default if your enemy gets impatient and comes looking for you.
>
> Games like Slayer doesn’t even have any sort of anti-camping mechanic (like an objective) so this allows people to camp in close quarters maps like Recharge, making your dual radar system moot since the enemy team can just camp near power items and the BR/Commando and just suppress your team’s actions.
>
> The only way I can see this working is if AI scanner becomes an integral gameplay mechanic, where when you activate it, it detects any enemy which is within your inner radar radius. Just one blip on the motion tracker and gone. Then at least you know there’s some goon round the corner.

I appreciate your input, but this seems like an argument against camping more than a response to the specific changes I’m proposing. Both versions of the radar hide crouched players, and like you said, would have no effect on them.

I agree that camping is problematic, though I think crouch walking is a strategic element that shouldn’t be removed from the game entirely. The AI scanner idea has merit and is worthy of discussion, though it goes a bit beyond the scope of radar function. Perhaps a standalone topic detailing these issues would be better than here? Regardless, thank you for your thoughts. :slight_smile:

> 2535439803298950;4:
> Or just remove crouched radar hiding
> Arena-Shooters revolve around being constantly on the move, and the existence of pickups and power weapons and equipment is designed to draw the players to it to create areas of confrontation. All of this just gives incentive to camp and play Halo like a twitch shooter. Coupled with the TTK, Halo Infinite may as well be CSGO/Valorant.
>
> Crouch-hiding from radar gives too much power to ambush tactics in games like Slayer where you are attempting to kill to score.
> If you don’t over expose yourself, you die less and you win by default if your enemy gets impatient and comes looking for you.
>
> Games like Slayer doesn’t even have any sort of anti-camping mechanic (like an objective) so this allows people to camp in close quarters maps like Recharge, making your dual radar system moot since the enemy team can just camp near power items and the BR/Commando and just suppress your team’s actions.
>
> The only way I can see this working is if AI scanner becomes an integral gameplay mechanic, where when you activate it, it detects any enemy which is within your inner radar radius. Just one blip on the motion tracker and gone. Then at least you know there’s some goon round the corner.

How removing crouched radar hiding will prevent campers? If anything it will incentive even more campers… Because as of now you can flank campers with crouch without them knowing you are coming, if you remove that, they will just stay there in their corner and know everytime anyone is coming even crouched people, so it will be way easier for campers to defend their spot…

Honestly people rely way too much on the radar in Halo and its got to go. They should make the radar 25m and only show players on it that are sprinting, shooting or using abilities. You should not have to constantly crouch around the map to hide on radar to players who are hiding around the corner with their ARs out. It just slows the game up way too much and makes the games generally a snoozefest.

Arena should be played without having to constatly worry you are turning up on radar.

> 2533274812735572;8:
> Honestly people rely way too much on the radar in Halo and its got to go. They should make the radar 25m and only show players on it that are sprinting, shooting or using abilities. You should not have to constantly crouch around the map to hide on radar to players who are hiding around the corner with their ARs out. It just slows the game up way too much and makes the games generally a snoozefest.
>
> Arena should be played without having to constatly worry you are turning up on radar.

Your arguement is akin to telling RTS and MobA players to not rely on their minimap to track allies and enemy locations.
Radar should always detect players based on proximity to you no matter what so you always know where the fight is, and as such you can run to and from fights.
In fact, compared to other Shooters, Halo is a game which relies much more on positioning and radar because we do not have a map to pull up as and when we like.
We are given our guns, whatever we see before us, and a radar to know the positions of allies and enemies, and we fight.

We literally had no Radar problems for over 10 years and Halo Infinite suddenly introducing a dumb radar change which resulted in alot of people having issues with it. It’s obviously the Radar change which is the problem and it shouldn’t have happened.

> 2535439803298950;9:
> > 2533274812735572;8:
> > Honestly people rely way too much on the radar in Halo and its got to go. They should make the radar 25m and only show players on it that are sprinting, shooting or using abilities. You should not have to constantly crouch around the map to hide on radar to players who are hiding around the corner with their ARs out. It just slows the game up way too much and makes the games generally a snoozefest.
> >
> > Arena should be played without having to constatly worry you are turning up on radar.
>
> Your arguement is akin to telling RTS and MobA players to not rely on their minimap to track allies and enemy locations.
> Radar should always detect players based on proximity to you no matter what so you always know where the fight is, and as such you can run to and from fights.
> In fact, compared to other Shooters, Halo is a game which relies much more on positioning and radar because we do not have a map to pull up as and when we like.
> We are given our guns, whatever we see before us, and a radar to know the positions of allies and enemies, and we fight.
>
> We literally had no Radar problems for over 10 years and Halo Infinite suddenly introducing a dumb radar change which resulted in alot of people having issues with it. It’s obviously the Radar change which is the problem and it shouldn’t have happened.

You are comparing Apples and Oranges there. RTS and Arena shooters are nothing alike. Halo and Starcraft are nothing alike, they are two seperate games, yes not having a minimap in an RTS would be straight up bad. In Halo the main thing that seperates good and bad players is having awareness. Radar removes that skill entirely by just showing when people are close to you are removes so much potenially for outplayers your opponent because they can just sit crouched round the corner with an AR.

When you say you need the Radar to find fights, it just tells me you are unaware of whats going on in the game, if you actually need the radar to tell you where people are on the map what are you actively doing during the game when no one is on your radar? Can you not hear gunshots, can you not see when your teammates are fighting? Do you not understand if you kill them all in one part of the map they are probably not going to spawn there so you go take map control and get ready for the spawns?

If you remove Radar in Halo is makes the game way more skillful, thats the reason most competitive settings in past Halo games have had no radar, or reduced radar. Removing the radar actually makes you think and not just have the game do it for you. You have to control the map and call out with your team to find the fights. Radar makes the game a campfest and slows the pace of the game right down because you are rewarded for hiding in corners with an AR.

> 2533274812735572;10:
> > 2535439803298950;9:
> > > 2533274812735572;8:
> > > Honestly people rely way too much on the radar in Halo and its got to go. They should make the radar 25m and only show players on it that are sprinting, shooting or using abilities. You should not have to constantly crouch around the map to hide on radar to players who are hiding around the corner with their ARs out. It just slows the game up way too much and makes the games generally a snoozefest.
> > >
> > > Arena should be played without having to constatly worry you are turning up on radar.
> >
> > Your arguement is akin to telling RTS and MobA players to not rely on their minimap to track allies and enemy locations.
> > Radar should always detect players based on proximity to you no matter what so you always know where the fight is, and as such you can run to and from fights.
> > In fact, compared to other Shooters, Halo is a game which relies much more on positioning and radar because we do not have a map to pull up as and when we like.
> > We are given our guns, whatever we see before us, and a radar to know the positions of allies and enemies, and we fight.
> >
> > We literally had no Radar problems for over 10 years and Halo Infinite suddenly introducing a dumb radar change which resulted in alot of people having issues with it. It’s obviously the Radar change which is the problem and it shouldn’t have happened.
>
> You are comparing Apples and Oranges there. RTS and Arena shooters are nothing alike. Halo and Starcraft are nothing alike, they are two seperate games, yes not having a minimap in an RTS would be straight up bad. In Halo the main thing that seperates good and bad players is having awareness. Radar removes that skill entirely by just showing when people are close to you are removes so much potenially for outplayers your opponent because they can just sit crouched round the corner with an AR.

This is straight up -Yoink- and you know it.
How do you think people pull off ninjas? They magically know someone is behind them or they are paying attention to their motion tracker?
Radar is also a huge part of awareness and counterplay, if you are getting flanked due to not paying attention to it, you’re a bad player too.

Awareness can only get you so far in fights, especially in BTB. Radar is also part of the kit of a Halo player and denouncing it as “lol Radar bad, no skill” is just cheapening the entire Halo experience.

This is Halo, not a twitch shooter like CoD, CSGO and Valorant.
We are playing as Spartans with battlesuits which give us our abilities.
We got better at a game with over 10 years of history with literally no radar issues and now they wanna nerf the radar to make us play Halo like a twitch shooter with lower TTK and I’m surprised people are okay with this.

repost

> 2535439803298950;9:
> > 2533274812735572;8:
> > Honestly people rely way too much on the radar in Halo and its got to go. They should make the radar 25m and only show players on it that are sprinting, shooting or using abilities. You should not have to constantly crouch around the map to hide on radar to players who are hiding around the corner with their ARs out. It just slows the game up way too much and makes the games generally a snoozefest.
> >
> > Arena should be played without having to constatly worry you are turning up on radar.
>
> Your arguement is akin to telling RTS and MobA players to not rely on their minimap to track allies and enemy locations.
> Radar should always detect players based on proximity to you no matter what so you always know where the fight is, and as such you can run to and from fights.
> In fact, compared to other Shooters, Halo is a game which relies much more on positioning and radar because we do not have a map to pull up as and when we like.
> We are given our guns, whatever we see before us, and a radar to know the positions of allies and enemies, and we fight.
>
> We literally had no Radar problems for over 10 years and Halo Infinite suddenly introducing a dumb radar change which resulted in alot of people having issues with it. It’s obviously the Radar change which is the problem and it shouldn’t have happened.

Well, not quite. The problem already started with Halo 5. In the Halo 5 beta, the radar was still classic. But when the game came out, they lowered the range.
That is probably one of the reasons why so many people are attached to the MCC.

> 2535439803298950;11:
> > 2533274812735572;10:
> > > 2535439803298950;9:
> > > > 2533274812735572;8:
> > > > Honestly people rely way too much on the radar in Halo and its got to go. They should make the radar 25m and only show players on it that are sprinting, shooting or using abilities. You should not have to constantly crouch around the map to hide on radar to players who are hiding around the corner with their ARs out. It just slows the game up way too much and makes the games generally a snoozefest.
> > > >
> > > > Arena should be played without having to constatly worry you are turning up on radar.
> > >
> > > Your arguement is akin to telling RTS and MobA players to not rely on their minimap to track allies and enemy locations.
> > > Radar should always detect players based on proximity to you no matter what so you always know where the fight is, and as such you can run to and from fights.
> > > In fact, compared to other Shooters, Halo is a game which relies much more on positioning and radar because we do not have a map to pull up as and when we like.
> > > We are given our guns, whatever we see before us, and a radar to know the positions of allies and enemies, and we fight.
> > >
> > > We literally had no Radar problems for over 10 years and Halo Infinite suddenly introducing a dumb radar change which resulted in alot of people having issues with it. It’s obviously the Radar change which is the problem and it shouldn’t have happened.
> >
> > You are comparing Apples and Oranges there. RTS and Arena shooters are nothing alike. Halo and Starcraft are nothing alike, they are two seperate games, yes not having a minimap in an RTS would be straight up bad. In Halo the main thing that seperates good and bad players is having awareness. Radar removes that skill entirely by just showing when people are close to you are removes so much potenially for outplayers your opponent because they can just sit crouched round the corner with an AR.
>
> This is straight up -Yoink- and you know it.
> How do you think people pull off ninjas? They magically know someone is behind them or they are paying attention to their motion tracker?
> Radar is also a huge part of awareness and counterplay, if you are getting flanked due to not paying attention to it, you’re a bad player too.
>
> Awareness can only get you so far in fights, especially in BTB. Radar is also part of the kit of a Halo player and denouncing it as “lol Radar bad, no skill” is just cheapening the entire Halo experience.
>
> This is Halo, not a twitch shooter like CoD, CSGO and Valorant.
> We are playing as Spartans with battlesuits which give us our abilities.
> We got better at a game with over 10 years of history with literally no radar issues and now they wanna nerf the radar to make us play Halo like a twitch shooter with lower TTK and I’m surprised people are okay with this.

Its not though… people pull off ninjas without radar? are you trying to tell me that no pro players has ever pulled off a ninja? I’ve ninja’d players with no radar? Just because someone isnt on my radar doesnt mean I dont know they are there? When people shoot you unless you are literally braindead and need the radar to tell you where they are you should have a pretty good idea due to the sound and visual queues. Radar actually does the opposite to what you are saying, there is no counterplay to radar. If someone has rockets on Bazaar and is sitting in one of the rifle rooms, how do we exactly outplay him if he is just looking at the radar? We have to crouch and work are way all the way around him, in which time he has probably moved, but if there was no radar you could actually outplay them because you dont have to move at a snails pace to avoid being shown on the radar.

Halo at its highest level has been played without radar for years and years, and removing radar will only make the players better but the skill level of the games better as well. Stop relying on having a noob friendly mechanic show you were the players are and start thinking for yourself and get better at the game. ‘Awareness can only get you so far’ is just rubbish because the game is played at the highest level without radar, and those players do just fine. The skill ceiling is way higher without radar and that promotes better games. Yeah you are right Halo is not like CoD, CS or Valorant, because Halo is an arena shooter, one which works and plays a lot better when people dont hide in corners staring at their radar for cheap kllls. Halo will never be a twitch shooter because the TTK is still way too high.

Not a bad idea, but unnecessarily overly complicated. The simple answer is this.

Social = radar as is now.

Competitive (ranked)

  • HCS = modified radar. Only popping up on radar when you sprint, shoot, or use equipment
  • FFA, swat, 2v2 = Radar off

Players that are actually really competitive like these settings and social players high dislike competitive settings. This causes its own filter affect which helps keep social feeling social by default alongside weapon starts, available equipment pick ups (and max usage) and weapon pads being set for comp playlists while social keeps a bit of variation to its mix. Available maps also change of course as well.

I believe this is the simplest route. Otherwise the game would need some form of in depth explanation of the radar…and that’s just overkill when all someone wants to do is hop on and fire their guns for awhile.

> 2533274842046585;15:
> Not a bad idea, but unnecessarily overly complicated. The simple answer is this.
>
> Social = radar as is now.
>
> Competitive (ranked)
> - HCS = modified radar. Only popping up on radar when you sprint, shoot, or use equipment
> - FFA, swat, 2v2 = Radar off
>
> Players that are actually really competitive like these settings and social players high dislike competitive settings. This causes its own filter affect which helps keep social feeling social by default alongside weapon starts, available equipment pick ups (and max usage) and weapon pads being set for comp playlists while social keeps a bit of variation to its mix. Available maps also change of course as well.
>
> I believe this is the simplest route. Otherwise the game would need some form of in depth explanation of the radar…and that’s just overkill when all someone wants to do is hop on and fire their guns for awhile.

This guy gets it, totally agree with everything you say here.

I agree. I’m used to not looking around a room as I’m entering because I glance at the radar. Obviously someone could be camping, but I know if someone’s moving. Now there’s basically no reason to even have a radar. It’s useless.

> 2533274812735572;16:
> > 2533274842046585;15:
> > Not a bad idea, but unnecessarily overly complicated. The simple answer is this.
> >
> > Social = radar as is now.
> >
> > Competitive (ranked)
> > - HCS = modified radar. Only popping up on radar when you sprint, shoot, or use equipment
> > - FFA, swat, 2v2 = Radar off
> >
> > Players that are actually really competitive like these settings and social players high dislike competitive settings. This causes its own filter affect which helps keep social feeling social by default alongside weapon starts, available equipment pick ups (and max usage) and weapon pads being set for comp playlists while social keeps a bit of variation to its mix. Available maps also change of course as well.
> >
> > I believe this is the simplest route. Otherwise the game would need some form of in depth explanation of the radar…and that’s just overkill when all someone wants to do is hop on and fire their guns for awhile.
>
> This guy gets it, totally agree with everything you say here.

thanks. Dude I made a dope thread with all the settings for each individual playlist that I felt would really work for the game, (aiming issues as well) fix any faults the social player felt in 1 or that the comp player felt, and it got drowned out by the “why can’t I look -Yoink!-” threads about gender options…legit wasted a good chunk of time brain storming and got 0 replies. I don’t get waypoint sometimes man. Thanks for reading mines here though.

> 2533274842046585;18:
> > 2533274812735572;16:
> > > 2533274842046585;15:
> > > Not a bad idea, but unnecessarily overly complicated. The simple answer is this.
> > >
> > > Social = radar as is now.
> > >
> > > Competitive (ranked)
> > > - HCS = modified radar. Only popping up on radar when you sprint, shoot, or use equipment
> > > - FFA, swat, 2v2 = Radar off
> > >
> > > Players that are actually really competitive like these settings and social players high dislike competitive settings. This causes its own filter affect which helps keep social feeling social by default alongside weapon starts, available equipment pick ups (and max usage) and weapon pads being set for comp playlists while social keeps a bit of variation to its mix. Available maps also change of course as well.
> > >
> > > I believe this is the simplest route. Otherwise the game would need some form of in depth explanation of the radar…and that’s just overkill when all someone wants to do is hop on and fire their guns for awhile.
> >
> > This guy gets it, totally agree with everything you say here.
>
> thanks. Dude I made a dope thread with all the settings for each individual playlist that I felt would really work for the game, (aiming issues as well) fix any faults the social player felt in 1 or that the comp player felt, and it got drowned out by the “why can’t I look -Yoink!-” threads about gender options…legit wasted a good chunk of time brain storming and got 0 replies. I don’t get waypoint sometimes man. Thanks for reading mines here though.

Yeah the problem with Waypoint a lot of the time is the majority of people that use it just dont understand the game because they arent good, its not being mean its just true. Some of the suggestions I see on here are straight whack and 99% of the time I know their stats on previous halo games will be terrible, and surprise surprise they are, Im gunna go back and check out your thread now and give it a read :slight_smile:

> 2533274812735572;14:
> > 2535439803298950;11:
> > > 2533274812735572;10:
> > > > 2535439803298950;9:
> > > > > 2533274812735572;8:
> > > > > Honestly people rely way too much on the radar in Halo and its got to go. They should make the radar 25m and only show players on it that are sprinting, shooting or using abilities. You should not have to constantly crouch around the map to hide on radar to players who are hiding around the corner with their ARs out. It just slows the game up way too much and makes the games generally a snoozefest.
> > > > >
> > > > > Arena should be played without having to constatly worry you are turning up on radar.
> > > >
> > > > Your arguement is akin to telling RTS and MobA players to not rely on their minimap to track allies and enemy locations.
> > > > Radar should always detect players based on proximity to you no matter what so you always know where the fight is, and as such you can run to and from fights.
> > > > In fact, compared to other Shooters, Halo is a game which relies much more on positioning and radar because we do not have a map to pull up as and when we like.
> > > > We are given our guns, whatever we see before us, and a radar to know the positions of allies and enemies, and we fight.
> > > >
> > > > We literally had no Radar problems for over 10 years and Halo Infinite suddenly introducing a dumb radar change which resulted in alot of people having issues with it. It’s obviously the Radar change which is the problem and it shouldn’t have happened.
> > >
> > > You are comparing Apples and Oranges there. RTS and Arena shooters are nothing alike. Halo and Starcraft are nothing alike, they are two seperate games, yes not having a minimap in an RTS would be straight up bad. In Halo the main thing that seperates good and bad players is having awareness. Radar removes that skill entirely by just showing when people are close to you are removes so much potenially for outplayers your opponent because they can just sit crouched round the corner with an AR.
> >
> > This is straight up -Yoink- and you know it.
> > How do you think people pull off ninjas? They magically know someone is behind them or they are paying attention to their motion tracker?
> > Radar is also a huge part of awareness and counterplay, if you are getting flanked due to not paying attention to it, you’re a bad player too.
> >
> > Awareness can only get you so far in fights, especially in BTB. Radar is also part of the kit of a Halo player and denouncing it as “lol Radar bad, no skill” is just cheapening the entire Halo experience.
> >
> > This is Halo, not a twitch shooter like CoD, CSGO and Valorant.
> > We are playing as Spartans with battlesuits which give us our abilities.
> > We got better at a game with over 10 years of history with literally no radar issues and now they wanna nerf the radar to make us play Halo like a twitch shooter with lower TTK and I’m surprised people are okay with this.
>
> Its not though… people pull off ninjas without radar? are you trying to tell me that no pro players has ever pulled off a ninja? I’ve ninja’d players with no radar? Just because someone isnt on my radar doesnt mean I dont know they are there? When people shoot you unless you are literally braindead and need the radar to tell you where they are you should have a pretty good idea due to the sound and visual queues. Radar actually does the opposite to what you are saying, there is no counterplay to radar. If someone has rockets on Bazaar and is sitting in one of the rifle rooms, how do we exactly outplay him if he is just looking at the radar? We have to crouch and work are way all the way around him, in which time he has probably moved, but if there was no radar you could actually outplay them because you dont have to move at a snails pace to avoid being shown on the radar.
>
> Halo at its highest level has been played without radar for years and years, and removing radar will only make the players better but the skill level of the games better as well. Stop relying on having a noob friendly mechanic show you were the players are and start thinking for yourself and get better at the game. ‘Awareness can only get you so far’ is just rubbish because the game is played at the highest level without radar, and those players do just fine. The skill ceiling is way higher without radar and that promotes better games. Yeah you are right Halo is not like CoD, CS or Valorant, because Halo is an arena shooter, one which works and plays a lot better when people dont hide in corners staring at their radar for cheap kllls. Halo will never be a twitch shooter because the TTK is still way too high.

You make valid points about playing Halo at its highest level/ceiling without radar, and I agree. I also agree, somewhat, with your assertion that radar is a “noob friendly” mechanic. If you’re simply talking about keeping no radar for competitive settings, I 1000% agree with you there.

However, if you’re talking about removing the radar from Halo entirely, even from BTB/social games, I have to heartily disagree with you. And this is coming from someone who prefers competitive/no radar settings. Unless you’re playing Halo like CS or Valorant, try reacting to a ghost or warthog rushing in from behind you without radar. Like I said, unless you’re tweaking like crazy, good luck having the awareness to turn around and react before you get destroyed. Even on 4v4 arena maps, you have to leave it in place for social. Myself and others who have been playing Halo for years will absolutely pubstomp players in social if you remove the radar. You can’t alienate the casual player base like that, especially in a game like Halo which has always been easily an accessible shooter and the longer TTK times contribute to an overall less hyper intense environment than others in the genre (IMO).

Also, to your point about the skill ceiling, I think Infinite strikes the best balance on the skill gap/ceiling than it has been since Halo 3 or Reach. Certainly much much better than Halo 4 and 5.