In the technical preview, I had a few thoughts on the gunplay. I like Halo Infinite overall, but part of my concern is that I’m just not used to the approach Halo takes:
- TTK seems quite long and I get that is part of the strategy behind Halo forcing you to tactically outplay your opponent.
- The lack of weapon variety and customization/differentiation. Only one kind of each flavor. Just not used to this kind of sandbox with limited differentiation in weapon choices.
- Weapon feedback doesn’t seem to exist at all. I loved the weapon feedback in Titanfall2 for example. Here it’s like each weapon is the same.
- No dodging seems to exist although there is a sort of sliding and movement feels somewhat cumbersome, like I’m driving a one-man tank.
- The HUD bothers me with the weapon always pointing off to the side.
Just more about I guess feel from playing the game and the style of play. Nothing wrong with that and all. Perfectly cool with that. Just wanted to share my perception.
> 2533275010157738;1:
> In the technical preview, I had a few thoughts on the gunplay. I like Halo Infinite overall, but part of my concern is that I’m just not used to the approach Halo takes:
> 1) TTK seems quite long and I get that is part of the strategy behind Halo forcing you to tactically outplay your opponent.
> 2) The lack of weapon variety and customization/differentiation. Only one kind of each flavor. Just not used to this kind of sandbox with limited differentiation in weapon choices.
> 3) Weapon feedback doesn’t seem to exist at all. I loved the weapon feedback in Titanfall2 for example. Here it’s like each weapon is the same.
> 4) No dodging seems to exist although there is a sort of sliding and movement feels somewhat cumbersome, like I’m driving a one-man tank.
> 5) The HUD bothers me with the weapon always pointing off to the side.
>
> Just more about I guess feel from playing the game and the style of play. Nothing wrong with that and all. Perfectly cool with that. Just wanted to share my perception.
I think it would be good for you to expand a bit.
For example, 2)seems self contradictory. There is HIGH weapon differentiation since every weapon fills a role with little overlap with others.
Customization could be cosmetic or stats. Custom weapon starts are against the fair starts arena philosophy of halo. Cosmetic customization for weapons does exist (although some are not a fan of the coating system).
-
you should probably expand. With the exception of gravity hammer, which was missing the shockwave effect, I felt like weapon feedback was very good. Armor flare was a lot clearer in the later flights to show where you were hitting enemies and the weapons sounded substantial.
-
I think you might want to expand here too about what you mean about dodging. There is crouch, jump, and strafe and then there are weapon pickups (repulsor and thrust in particular) to help you “dodge”. If you are trying to slide in the middle of a combat encounter, it’s too late (it was also imply that you are sprinting first - if you are sprinting in the middle of a combat encounter then chances are you will probably lose it).
-
totally agree with some issues with the HUD although not sure what you mean about weapons pointing to the side? Imo biggest issue was visibility about your secondary grenades and guns.