The return of classic movement mechanics?

> 2533274936074323;1841:
> We just gotta wait and see which fan base will hate Infinite gameplay/movement when 343i shows us the gameplay/movement

How long do you think they’ll wait until they actually show us gameplay? If they’re not actually going back to classic movement I feel like it would be in their best interest to wait as long as possible. On the other hand if they are bringing back classic movement you would think they’d want to show it early to get the hype train going. I know word of mouth would spread very fast in my friend group.

My guess is they’re sticking to what they believe is best (sprint + other such gimmicks) and we won’t see anything for a while.

I prefer the old art style and emphasis on use of vehicles, but I’m all for the clamber, thruster packs, and sprinting, too!

> 2779900484279609;1842:
> My guess is they’re sticking to what they believe is best (sprint + other such gimmicks) and we won’t see anything for a while.

My guess as well. A significant majority of the online Halo community has been consistently voicing their criticisms of sprint and movement mechanics for years, and 343i has stood by their position of basically “we don’t give a ****” because they are chasing customers outside their core community.

In other words, 343i has a proven track record of not caring what their core community wants. And that applies to a lot more issues than sprint/movement (radar in HCS anyone?). They are going to do what they want. And so far that’s gotten them nowhere but mediocrity.

These are the worst things ever to hit Halo (Bungie or 343i):

Armor Lock, Jetpack(DEFINITELY NOT), Charge, Ground Pound, etc.

The only thing that should come back is the H5 Thruster Pack, Sprint and Clamber. These were the winners in terms of movement and innovation.

H5 Thrusters: These are available to everyone, they aren’t over the top, they provide a nice movement dynamic.
Sprint: This was done cleanly, it does not need Spartan Charge tied to it. There is always a risk vs. reward factor to it (flanking potential, gap closing, etc), no need to give someone a freebie way to defend themselves because they got caught out due to poor map awareness.
Clamber: I thought this was done cleanly as well, no need to miss out on it this time around.
Armor Lock: No skill, keep it out - cheesy get out of danger button.
Jetpack: Ruins map design, requires unnecessary verticality - and you don’t have to watch everyone launch up into space the moment the match starts.
Spartan Charge: Why? Someone got caught sprinting so let’s give them a last-ditch effort to save themselves? If they decided to sprint, they assumed the risks with it.
Ground Pound: Lol, wut? Another cheesy ability that should not make it’s way back. Halo is about gun-play, not hiding on a ledge waiting to ground pound someone as they run by.

Just keep it to clean movement mechanics, keep it to strategy and map control, introduce new innovate modes (Team Trips, BR, etc) and you have a winner in my book.

I also believe the way H3 had deployable items (Bubble Shield, Armor Drain, Regen) would be a worthy addition to Halo Infinite. At least those items required some map control and strategy.

I’d consider myself a Halo 3 & 5 player and H3 is and always be my favorite game but I really enjoy the movement in Halo 5. It’s pretty smooth. Imo.

Halo 2 movement feeel with clamber, stasis aiming and trhuster should be perfect.
Stasis aiming can be turnt off and on on Halo 5, and getting total control of it is pretty damn satisfying. Clamber with a harder frame punish, but no necesary, so people that got to the point of not using could be able to traverse the map ala Halo 2 and win advantage over people who still relies on it on Higher Ranks (Diamond, Onix, Champion) Trhuster is well balanced on Halo 5, if you time it right you can save your life, traverse the map faster, and do some tricks like wall trhusting or trhust bumps, also trhust nade and snipe trhust, bad timing and you sure used it before a fight you need it or you end up putting yourself on an enemy sight or granade.

> 2533274812634029;1845:
> These are the worst things ever to hit Halo (Bungie or 343i):
>
> Armor Lock, Jetpack(DEFINITELY NOT), Charge, Ground Pound, etc.
>
> The only thing that should come back is the H5 Thruster Pack, Sprint and Clamber. These were the winners in terms of movement and innovation.
>
> H5 Thrusters: These are available to everyone, they aren’t over the top, they provide a nice movement dynamic.
> Sprint: This was done cleanly, it does not need Spartan Charge tied to it. There is always a risk vs. reward factor to it (flanking potential, gap closing, etc), no need to give someone a freebie way to defend themselves because they got caught out due to poor map awareness.
> Clamber: I thought this was done cleanly as well, no need to miss out on it this time around.
> Armor Lock: No skill, keep it out - cheesy get out of danger button.
> Jetpack: Ruins map design, requires unnecessary verticality - and you don’t have to watch everyone launch up into space the moment the match starts.
> Spartan Charge: Why? Someone got caught sprinting so let’s give them a last-ditch effort to save themselves? If they decided to sprint, they assumed the risks with it.
> Ground Pound: Lol, wut? Another cheesy ability that should not make it’s way back. Halo is about gun-play, not hiding on a ledge waiting to ground pound someone as they run by.
>
> Just keep it to clean movement mechanics, keep it to strategy and map control, introduce new innovate modes (Team Trips, BR, etc) and you have a winner in my book.
>
> I also believe the way H3 had deployable items (Bubble Shield, Armor Drain, Regen) would be a worthy addition to Halo Infinite. At least those items required some map control and strategy.

If you get rid of spartan charge but keep sprint, were gonna have the double melee problem from reach and 4 all over again. As many of us have suggested already, why not increase the base movement speed and give us a wider FoV or FoV slider?

If game plays like classic halo then I hope it doesn’t make it slow (I know the base movement is the same as Ce-2) as halo 3. The issues with halo 3 gameplay is that sometimes it’s random and majority of the game is ruled by the a gun with a very weird spread. Which if you suck at using or don’t like it you won’t have much fun since you will get destroyed at all ranges. While at the same time not using the other more accurate gun the carbine at all as a option so players didn’t have to use the BR 24/7. H2A MP gameplay/movement is the only time we seen 343i do a classic esk style and worked for what it was.

But hey Infinite might play like a halo 3 or play like a slower halo 5.

> 2533274936074323;1849:
> If game plays like classic halo then I hope it doesn’t make it slow (I know the base movement is the same as Ce-2) as halo 3. The issues with halo 3 gameplay is that sometimes it’s random and majority of the game is ruled by the a gun with a very weird spread. Which if you suck at using or don’t like it you won’t have much fun since you will get destroyed at all ranges. While at the same time not using the other more accurate gun the carbine at all as a option so players didn’t have to use the BR 24/7. H2A MP gameplay/movement is the only time we seen 343i do a classic esk style and worked for what it was.
>
> But hey Infinite might play like a halo 3 or play like a slower halo 5.

Halo 3 just has a god awful field of view that makes it feel that much slower. That combined with the slowest average TTK of the classic Halo games, and random spread of the main utility weapon are all contributing factors.

The Halo 3 BR doesn’t do anything all that different from other Halo precision weapons in terms of “dominating” the sandbox, though the spread is indeed terrible. If you don’t want the BR(or whatever precision weapon) to be used “24/7” then the sandbox needs to be filled with powerful and truly unique options to give players worthwhile pickup options. Switching to the Carbine or some other precision weapon of a similar class doesn’t actually change much beyond aesthetics. Sorry for the digression, its just a pet peeve of mine when people blame just one weapon for bad/uninspired sandbox design.

Halo 3 is definitely flawed, but I think worrying about a new classic Halo game being stuck with all of H3’s flaws is a little premature. Especially when most of its biggest flaws are pretty easy to fix and avoid.

> 2533274819446242;1850:
> > 2533274936074323;1849:
> > If game plays like classic halo then I hope it doesn’t make it slow (I know the base movement is the same as Ce-2) as halo 3. The issues with halo 3 gameplay is that sometimes it’s random and majority of the game is ruled by the a gun with a very weird spread. Which if you suck at using or don’t like it you won’t have much fun since you will get destroyed at all ranges. While at the same time not using the other more accurate gun the carbine at all as a option so players didn’t have to use the BR 24/7. H2A MP gameplay/movement is the only time we seen 343i do a classic esk style and worked for what it was.
> >
> > But hey Infinite might play like a halo 3 or play like a slower halo 5.
>
> Halo 3 just has a god awful field of view that makes it feel that much slower. That combined with the slowest average TTK of the classic Halo games, and random spread of the main utility weapon are all contributing factors.
>
> The Halo 3 BR doesn’t do anything all that different from other Halo precision weapons in terms of “dominating” the sandbox, though the spread is indeed terrible. If you don’t want the BR(or whatever precision weapon) to be used “24/7” then the sandbox needs to be filled with powerful and truly unique options to give players worthwhile pickup options. Switching to the Carbine or some other precision weapon of a similar class doesn’t actually change much beyond aesthetics. Sorry for the digression, its just a pet peeve of mine when people blame just one weapon for bad/uninspired sandbox design.
>
> Halo 3 is definitely flawed, but I think worrying about a new classic Halo game being stuck with all of H3’s flaws is a little premature. Especially when most of its biggest flaws are pretty easy to fix and avoid.

Well it’s a flaw to pretty much only have the BR as the only ranger weapon that isn’t a power weapon. I always believed if you can’t use the BR in halo 3 then why play. Halo has already had a issue of having the one go to weapon and Reach/4 kinda fixed that issue. But halo 5 basically brought the balance back to CE-3 balancing and has the one go to weapon which is basically better the majority of weapons in the game.

> 2533274894112092;1848:
> > 2533274812634029;1845:
> > These are the worst things ever to hit Halo (Bungie or 343i):
> >
> > Armor Lock, Jetpack(DEFINITELY NOT), Charge, Ground Pound, etc.
> >
> > The only thing that should come back is the H5 Thruster Pack, Sprint and Clamber. These were the winners in terms of movement and innovation.
> >
> > H5 Thrusters: These are available to everyone, they aren’t over the top, they provide a nice movement dynamic.
> > Sprint: This was done cleanly, it does not need Spartan Charge tied to it. There is always a risk vs. reward factor to it (flanking potential, gap closing, etc), no need to give someone a freebie way to defend themselves because they got caught out due to poor map awareness.
> > Clamber: I thought this was done cleanly as well, no need to miss out on it this time around.
> > Armor Lock: No skill, keep it out - cheesy get out of danger button.
> > Jetpack: Ruins map design, requires unnecessary verticality - and you don’t have to watch everyone launch up into space the moment the match starts.
> > Spartan Charge: Why? Someone got caught sprinting so let’s give them a last-ditch effort to save themselves? If they decided to sprint, they assumed the risks with it.
> > Ground Pound: Lol, wut? Another cheesy ability that should not make it’s way back. Halo is about gun-play, not hiding on a ledge waiting to ground pound someone as they run by.
> >
> > Just keep it to clean movement mechanics, keep it to strategy and map control, introduce new innovate modes (Team Trips, BR, etc) and you have a winner in my book.
> >
> > I also believe the way H3 had deployable items (Bubble Shield, Armor Drain, Regen) would be a worthy addition to Halo Infinite. At least those items required some map control and strategy.
>
> If you get rid of spartan charge but keep sprint, were gonna have the double melee problem from reach and 4 all over again. As many of us have suggested already, why not increase the base movement speed and give us a wider FoV or FoV slider?

I play ranked in h5 (where there is no spartan charge and ground pound) and I didnt notice that problem. Sprint in halo 5 works better than in halo 4.

> 2533274936074323;1851:
> > 2533274819446242;1850:
> > > 2533274936074323;1849:
> > > If game plays like classic halo then I hope it doesn’t make it slow (I know the base movement is the same as Ce-2) as halo 3. The issues with halo 3 gameplay is that sometimes it’s random and majority of the game is ruled by the a gun with a very weird spread. Which if you suck at using or don’t like it you won’t have much fun since you will get destroyed at all ranges. While at the same time not using the other more accurate gun the carbine at all as a option so players didn’t have to use the BR 24/7. H2A MP gameplay/movement is the only time we seen 343i do a classic esk style and worked for what it was.
> > >
> > > But hey Infinite might play like a halo 3 or play like a slower halo 5.
> >
> > Halo 3 just has a god awful field of view that makes it feel that much slower. That combined with the slowest average TTK of the classic Halo games, and random spread of the main utility weapon are all contributing factors.
> >
> > The Halo 3 BR doesn’t do anything all that different from other Halo precision weapons in terms of “dominating” the sandbox, though the spread is indeed terrible. If you don’t want the BR(or whatever precision weapon) to be used “24/7” then the sandbox needs to be filled with powerful and truly unique options to give players worthwhile pickup options. Switching to the Carbine or some other precision weapon of a similar class doesn’t actually change much beyond aesthetics. Sorry for the digression, its just a pet peeve of mine when people blame just one weapon for bad/uninspired sandbox design.
> >
> > Halo 3 is definitely flawed, but I think worrying about a new classic Halo game being stuck with all of H3’s flaws is a little premature. Especially when most of its biggest flaws are pretty easy to fix and avoid.
>
> Well it’s a flaw to pretty much only have the BR as the only ranger weapon that isn’t a power weapon. I always believed if you can’t use the BR in halo 3 then why play. Halo has already had a issue of having the one go to weapon and Reach/4 kinda fixed that issue. But halo 5 basically brought the balance back to CE-3 balancing and has the one go to weapon which is basically better the majority of weapons in the game.

I don’t know what version of Reach you played, because it was every bit as much a single primary weapon game as ce-3 or 5. The DMR was the bread and butter of the game.

Halo 4 did manage to get rid of the single primary weapon design, but only after balancing patches and at the expense of the overall game design (loadouts do not belong in 4v4 halo).

In any case, I agree that halo 3 could be greatly improved upon without adding movement abilities which don’t fit the core game design principles.

> 2535436974294570;1852:
> > 2533274894112092;1848:
> > > 2533274812634029;1845:
> > > These are the worst things ever to hit Halo (Bungie or 343i):
> > >
> > > Armor Lock, Jetpack(DEFINITELY NOT), Charge, Ground Pound, etc.
> > >
> > > The only thing that should come back is the H5 Thruster Pack, Sprint and Clamber. These were the winners in terms of movement and innovation.
> > >
> > > H5 Thrusters: These are available to everyone, they aren’t over the top, they provide a nice movement dynamic.
> > > Sprint: This was done cleanly, it does not need Spartan Charge tied to it. There is always a risk vs. reward factor to it (flanking potential, gap closing, etc), no need to give someone a freebie way to defend themselves because they got caught out due to poor map awareness.
> > > Clamber: I thought this was done cleanly as well, no need to miss out on it this time around.
> > > Armor Lock: No skill, keep it out - cheesy get out of danger button.
> > > Jetpack: Ruins map design, requires unnecessary verticality - and you don’t have to watch everyone launch up into space the moment the match starts.
> > > Spartan Charge: Why? Someone got caught sprinting so let’s give them a last-ditch effort to save themselves? If they decided to sprint, they assumed the risks with it.
> > > Ground Pound: Lol, wut? Another cheesy ability that should not make it’s way back. Halo is about gun-play, not hiding on a ledge waiting to ground pound someone as they run by.
> > >
> > > Just keep it to clean movement mechanics, keep it to strategy and map control, introduce new innovate modes (Team Trips, BR, etc) and you have a winner in my book.
> > >
> > > I also believe the way H3 had deployable items (Bubble Shield, Armor Drain, Regen) would be a worthy addition to Halo Infinite. At least those items required some map control and strategy.
> >
> > If you get rid of spartan charge but keep sprint, were gonna have the double melee problem from reach and 4 all over again. As many of us have suggested already, why not increase the base movement speed and give us a wider FoV or FoV slider?
>
> I play ranked in h5 (where there is no spartan charge and ground pound) and I didnt notice that problem. Sprint in halo 5 works better than in halo 4.

I’m pretty sure double melee was a glitch which was patched sometime in Halo 4. People will always melee you twice anyways.

> 2592250499807011;1853:
> > 2533274936074323;1851:
> > > 2533274819446242;1850:
> > > > 2533274936074323;1849:
> > > > If game plays like classic halo then I hope it doesn’t make it slow (I know the base movement is the same as Ce-2) as halo 3. The issues with halo 3 gameplay is that sometimes it’s random and majority of the game is ruled by the a gun with a very weird spread. Which if you suck at using or don’t like it you won’t have much fun since you will get destroyed at all ranges. While at the same time not using the other more accurate gun the carbine at all as a option so players didn’t have to use the BR 24/7. H2A MP gameplay/movement is the only time we seen 343i do a classic esk style and worked for what it was.
> > > >
> > > > But hey Infinite might play like a halo 3 or play like a slower halo 5.
> > >
> > > Halo 3 just has a god awful field of view that makes it feel that much slower. That combined with the slowest average TTK of the classic Halo games, and random spread of the main utility weapon are all contributing factors.
> > >
> > > The Halo 3 BR doesn’t do anything all that different from other Halo precision weapons in terms of “dominating” the sandbox, though the spread is indeed terrible. If you don’t want the BR(or whatever precision weapon) to be used “24/7” then the sandbox needs to be filled with powerful and truly unique options to give players worthwhile pickup options. Switching to the Carbine or some other precision weapon of a similar class doesn’t actually change much beyond aesthetics. Sorry for the digression, its just a pet peeve of mine when people blame just one weapon for bad/uninspired sandbox design.
> > >
> > > Halo 3 is definitely flawed, but I think worrying about a new classic Halo game being stuck with all of H3’s flaws is a little premature. Especially when most of its biggest flaws are pretty easy to fix and avoid.
> >
> > Well it’s a flaw to pretty much only have the BR as the only ranger weapon that isn’t a power weapon. I always believed if you can’t use the BR in halo 3 then why play. Halo has already had a issue of having the one go to weapon and Reach/4 kinda fixed that issue. But halo 5 basically brought the balance back to CE-3 balancing and has the one go to weapon which is basically better the majority of weapons in the game.
>
> I don’t know what version of Reach you played, because it was every bit as much a single primary weapon game as ce-3 or 5. The DMR was the bread and butter of the game.
>
> Halo 4 did manage to get rid of the single primary weapon design, but only after balancing patches and at the expense of the overall game design (loadouts do not belong in 4v4 halo).
>
> In any case, I agree that halo 3 could be greatly improved upon without adding movement abilities which don’t fit the core game design principles.

Well I guess I’m wrong

> 2533275001522797;1854:
> > 2535436974294570;1852:
> > > 2533274894112092;1848:
> > > > 2533274812634029;1845:
> > > > These are the worst things ever to hit Halo (Bungie or 343i):
> > > >
> > > > Armor Lock, Jetpack(DEFINITELY NOT), Charge, Ground Pound, etc.
> > > >
> > > > The only thing that should come back is the H5 Thruster Pack, Sprint and Clamber. These were the winners in terms of movement and innovation.
> > > >
> > > > H5 Thrusters: These are available to everyone, they aren’t over the top, they provide a nice movement dynamic.
> > > > Sprint: This was done cleanly, it does not need Spartan Charge tied to it. There is always a risk vs. reward factor to it (flanking potential, gap closing, etc), no need to give someone a freebie way to defend themselves because they got caught out due to poor map awareness.
> > > > Clamber: I thought this was done cleanly as well, no need to miss out on it this time around.
> > > > Armor Lock: No skill, keep it out - cheesy get out of danger button.
> > > > Jetpack: Ruins map design, requires unnecessary verticality - and you don’t have to watch everyone launch up into space the moment the match starts.
> > > > Spartan Charge: Why? Someone got caught sprinting so let’s give them a last-ditch effort to save themselves? If they decided to sprint, they assumed the risks with it.
> > > > Ground Pound: Lol, wut? Another cheesy ability that should not make it’s way back. Halo is about gun-play, not hiding on a ledge waiting to ground pound someone as they run by.
> > > >
> > > > Just keep it to clean movement mechanics, keep it to strategy and map control, introduce new innovate modes (Team Trips, BR, etc) and you have a winner in my book.
> > > >
> > > > I also believe the way H3 had deployable items (Bubble Shield, Armor Drain, Regen) would be a worthy addition to Halo Infinite. At least those items required some map control and strategy.
> > >
> > > If you get rid of spartan charge but keep sprint, were gonna have the double melee problem from reach and 4 all over again. As many of us have suggested already, why not increase the base movement speed and give us a wider FoV or FoV slider?
> >
> > I play ranked in h5 (where there is no spartan charge and ground pound) and I didnt notice that problem. Sprint in halo 5 works better than in halo 4.
>
> I’m pretty sure double melee was a glitch which was patched sometime in Halo 4. People will always melee you twice anyways.

The double melee problem was when people would sprint up to you and melee you twice before you know what’s going on. Spartan charge was created to counter this, although people clearly aren’t too happy about spartan charge either

<mark>This post has been edited by a moderator. Please do not post spam.</mark>
*Original post. Click at your own discretion.

Yeah

> 2533274894112092;1856:
> > 2533275001522797;1854:
> > > 2535436974294570;1852:
> > > > 2533274894112092;1848:
> > > > > 2533274812634029;1845:
> > > > > These are the worst things ever to hit Halo (Bungie or 343i):
> > > > >
> > > > > Armor Lock, Jetpack(DEFINITELY NOT), Charge, Ground Pound, etc.
> > > > >
> > > > > The only thing that should come back is the H5 Thruster Pack, Sprint and Clamber. These were the winners in terms of movement and innovation.
> > > > >
> > > > > H5 Thrusters: These are available to everyone, they aren’t over the top, they provide a nice movement dynamic.
> > > > > Sprint: This was done cleanly, it does not need Spartan Charge tied to it. There is always a risk vs. reward factor to it (flanking potential, gap closing, etc), no need to give someone a freebie way to defend themselves because they got caught out due to poor map awareness.
> > > > > Clamber: I thought this was done cleanly as well, no need to miss out on it this time around.
> > > > > Armor Lock: No skill, keep it out - cheesy get out of danger button.
> > > > > Jetpack: Ruins map design, requires unnecessary verticality - and you don’t have to watch everyone launch up into space the moment the match starts.
> > > > > Spartan Charge: Why? Someone got caught sprinting so let’s give them a last-ditch effort to save themselves? If they decided to sprint, they assumed the risks with it.
> > > > > Ground Pound: Lol, wut? Another cheesy ability that should not make it’s way back. Halo is about gun-play, not hiding on a ledge waiting to ground pound someone as they run by.
> > > > >
> > > > > Just keep it to clean movement mechanics, keep it to strategy and map control, introduce new innovate modes (Team Trips, BR, etc) and you have a winner in my book.
> > > > >
> > > > > I also believe the way H3 had deployable items (Bubble Shield, Armor Drain, Regen) would be a worthy addition to Halo Infinite. At least those items required some map control and strategy.
> > > >
> > > > If you get rid of spartan charge but keep sprint, were gonna have the double melee problem from reach and 4 all over again. As many of us have suggested already, why not increase the base movement speed and give us a wider FoV or FoV slider?
> > >
> > > I play ranked in h5 (where there is no spartan charge and ground pound) and I didnt notice that problem. Sprint in halo 5 works better than in halo 4.
> >
> > I’m pretty sure double melee was a glitch which was patched sometime in Halo 4. People will always melee you twice anyways.
>
> The double melee problem was when people would sprint up to you and melee you twice before you know what’s going on. Spartan charge was created to counter this, although people clearly aren’t too happy about spartan charge either

What? The only Halo game with a “double melee” problem is Reach and that is because Reach had no damage bleedthrough melee by default. It didn’t matter if a player has 1 point of shields left or 100, the melee attack would only break your shield. This was a problem in Reach because non-sprinting players would start laying into a charging player, but if they didn’t break their shields the sprinting player would still be on equal terms in a melee fight with said player that already destroyed 99% of their shields.

Spartan Charge in the meanwhile is in no way shape or form a “counter” to double melee as the whole premise of “double melee” relies on one player sprinting at another player who isn’t. If anything, Spartan charge is “double melee” codified into gameplay.

Spartan Charge has the exact same problem as “double melee” in terms of rewarding mindless charging with disproportionate levels of damage.

> 2533274819446242;1858:
> > 2533274894112092;1856:
> > > 2533275001522797;1854:
> > > > 2535436974294570;1852:
> > > > > 2533274894112092;1848:
> > > > > > 2533274812634029;1845:
> > > > > > These are the worst things ever to hit Halo (Bungie or 343i):
> > > > > >
> > > > > > Armor Lock, Jetpack(DEFINITELY NOT), Charge, Ground Pound, etc.
> > > > > >
> > > > > > The only thing that should come back is the H5 Thruster Pack, Sprint and Clamber. These were the winners in terms of movement and innovation.
> > > > > >
> > > > > > H5 Thrusters: These are available to everyone, they aren’t over the top, they provide a nice movement dynamic.
> > > > > > Sprint: This was done cleanly, it does not need Spartan Charge tied to it. There is always a risk vs. reward factor to it (flanking potential, gap closing, etc), no need to give someone a freebie way to defend themselves because they got caught out due to poor map awareness.
> > > > > > Clamber: I thought this was done cleanly as well, no need to miss out on it this time around.
> > > > > > Armor Lock: No skill, keep it out - cheesy get out of danger button.
> > > > > > Jetpack: Ruins map design, requires unnecessary verticality - and you don’t have to watch everyone launch up into space the moment the match starts.
> > > > > > Spartan Charge: Why? Someone got caught sprinting so let’s give them a last-ditch effort to save themselves? If they decided to sprint, they assumed the risks with it.
> > > > > > Ground Pound: Lol, wut? Another cheesy ability that should not make it’s way back. Halo is about gun-play, not hiding on a ledge waiting to ground pound someone as they run by.
> > > > > >
> > > > > > Just keep it to clean movement mechanics, keep it to strategy and map control, introduce new innovate modes (Team Trips, BR, etc) and you have a winner in my book.
> > > > > >
> > > > > > I also believe the way H3 had deployable items (Bubble Shield, Armor Drain, Regen) would be a worthy addition to Halo Infinite. At least those items required some map control and strategy.
> > > > >
> > > > > If you get rid of spartan charge but keep sprint, were gonna have the double melee problem from reach and 4 all over again. As many of us have suggested already, why not increase the base movement speed and give us a wider FoV or FoV slider?
> > > >
> > > > I play ranked in h5 (where there is no spartan charge and ground pound) and I didnt notice that problem. Sprint in halo 5 works better than in halo 4.
> > >
> > > I’m pretty sure double melee was a glitch which was patched sometime in Halo 4. People will always melee you twice anyways.
> >
> > The double melee problem was when people would sprint up to you and melee you twice before you know what’s going on. Spartan charge was created to counter this, although people clearly aren’t too happy about spartan charge either
>
> What? The only Halo game with a “double melee” problem is Reach and that is because Reach had no damage bleedthrough melee by default. It didn’t matter if a player has 1 point of shields left or 100, the melee attack would only break your shield. This was a problem in Reach because non-sprinting players would start laying into a charging player, but if they didn’t break their shields the sprinting player would still be on equal terms in a melee fight with said player that already destroyed 99% of their shields.
>
> Spartan Charge in the meanwhile is in no way shape or form a “counter” to double melee as the whole premise of “double melee” relies on one player sprinting at another player who isn’t. If anything, Spartan charge is “double melee” codified into gameplay.
>
> Spartan Charge has the exact same problem as “double melee” in terms of rewarding mindless charging with disproportionate levels of damage.

Just to be clear, I’m not defending Spartan charge. Maybe counter wasn’t the right word but I’m pretty sure the reason spartan charge was added was to prevent the double melee from happening because of the knock back. I think the mechanic is just as frustrating, I’m just saying why I think 343 added it, though I’m not sure if theres any source for that.

I noticed that majority of the community now wants classic halo to return for Infinite and up. So anyone defending modern halo mechanics now gets assaulted by many more anti-modern halo comments now. While I like both classic/modern halo I think the best way to please the most 343i can they should go modern classic. They did that once with H2A MP and it’s rather fun to play since it feels like modern halo with it guns, but moves like classic halo. I can’t defend my opinions well but no matter what I will still believe H2A MP is the best experience for classic and modern halo fans.

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> I noticed that majority of the community now wants classic halo to return for Infinite and up. So anyone defending modern halo mechanics now gets assaulted by many more anti-modern halo comments now. While I like both classic/modern halo I think the best way to please the most 343i can they should go modern classic. They did that once with H2A MP and it’s rather fun to play since it feels like modern halo with it guns, but moves like classic halo. I can’t defend my opinions well but no matter what I will still believe H2A MP is the best experience for classic and modern halo fans.

It’s more like the majority of this thread wants some level of classic Halo to return. It’s not really a huge representative of the forum speaking community, let alone the community who isn’t all that active. If I go to the Halo 4 forums on Waypoint, I’d probably find a lot of people who liked Halo 4.

And because there’s many people sharing similar opinions at one time (and are quick to respond), when we all say our opinions, it looks like 3+ people jumping on at the same time when we’re all representing our own opinions. I mean, it’s not like this website updates in real-time when you’re making a 5 paragraph essay.

H2A is basically all classic with a modern skin…which I loved. That’s why I always point to that when people say a game feels “dated” when we have both an older look and newer look of the same game.

But some people won’t share that opinion because despite it looking new, some modern fans will say that all the mechanics are stripped away, and is therefore not enjoyable.