TTK Seems Very Quick

After watching the full match gameplay a few times, I’ve come to notice that TTK is a LOT faster than something like Halo Reach. What does everyone think of this? I personally think longer TTKs are essential for the Halo formula

The ttk does seem a bit quicker, I definitely like it longer but it seems fine, it could be better. This could change considering that the build is three months old and all.

I made a post on reddit and people crucified me. It’s just an opinion some people like call of duty and some don’t. I personally hate call of duty and Halo was a great alternative to it.

It’s ridiculous I personally wanted Halo 3.5 I’m pretty disappointed. But I’ll have to test it myself before I decide to quit Halo. I hope it’s not as bad as I think it looks.

The TTK looks more inline with 4 and 5, faster then old halo games but not to fast. You have a chance to counter an ambush but only if you are a lot more skilled.

I will note that we did see higher level play so more accurate shots, where as in a normal match you can expect less accuracy form most players so about a second or two more before going down.

First impression in terms of TTKs looked promising with the exception of the BR which looked genuinely awful unless it was all down to user error(which is entirely possible.).

Halo has been needing a faster TTK longer TTK should be the result of a high skill gap of aiming and player movement not because all your guns are peashooters. Reach’s TTK was particularly terrible and felt awful in comparison to pretty every other Halo game outside of Halo 4’s pre-patch BR. Even then the slower TTK of games like Halo 3 are not something I remember fondly. I enjoyed those games in spite of their needlessly slow TTK, not because of them.

We are likely not even talking about unprecedented TTK here(CE says hi), just faster than the average has been. This is only a good thing in my book, provided the skill gap is wider than usual as well.

> 2535448497705415;2:
> The ttk does seem a bit quicker, I definitely like it longer but it seems fine, it could be better. This could change considering that the build is three months old and all.

I believe they said the build was 2 months old on the live stream.

TTK for me seemed natural. It probably is a little bit faster however that isn’t necessarily a bad thing.

It did seem a little fast, especially when someone doesn’t miss with the VK, but also it looked quite difficult to hit all your shots with the VK.

I’ve always been a big supporter of a slightly slower TTK giving Halo it’s unique feel - that said, lately going back to MCC and how good everyone is on there, you can die PRETTY -Yoinking!- FAST.

TTK is more about how it feels rather than how it looks, won’t really be able to judge it properly until we get our hands on it.

TTK looks within the 4-5 range, However weapons look to be about as accurate in 4-5 too, so that plays a significant factor. (People forget H3 had some pretty complicated weapon physics so TTK varied excessively. A pro player would see TTK very similar to 4-5) I’d say get a good feel for it and you will see balance changes further down the road after Data is gathered.

Also, do not get confused about “the 2 month old build and the final product” The final gameplay build they showed was not confirmed to be the 2 month old build (as far as I know) and Gameplay balance that isn’t egregiously bad will take a long time to gather data from. So I doubt dps changes that are not already planned will be in the Launch Build.

Best thing with a shorter TTK compared to say Halo 3, you can survive more 2v1 - 3v1 situations providing you’re superior in skill. Pro games 1v1s are a hard, let alone 2v1 - 3v1 with a higher TTK.
So by shorting the TTK ever so slightly a skill gap will set in quite quickly for ranked play and the academy system provides the opportunity to get better to close off those skill gaps. Best thing about shorter TTKs is simply creating the gap between good + bad players, not getting lucky because you have zero shields and a silver player took you down because they shot you twice missed 4 times in the process while you’re working on their shields with near perfect shots in a causal setting.

I am a fan of this shorter TTK by the looks of things, Halo Infinite simply looks bloody amazing, cannot wait for a release date to pre order its campaign.

> 2533274819446242;5:
> First impression in terms of TTKs looked promising with the exception of the BR which looked genuinely awful unless it was all down to user error(which is entirely possible.).
>
> Halo has been needing a faster TTK longer TTK should be the result of a high skill gap of aiming and player movement not because all your guns are peashooters. Reach’s TTK was particularly terrible and felt awful in comparison to pretty every other Halo game outside of Halo 4’s pre-patch BR. Even then the slower TTK of games like Halo 3 are not something I remember fondly. I enjoyed those games in spite of their needlessly slow TTK, not because of them.
>
> We are likely not even talking about unprecedented TTK here(CE says hi), just faster than the average has been. This is only a good thing in my book, provided the skill gap is wider than usual as well.

CE pistol was a ,5s 3 head shot optimal TTK
It’s body shot 1,7s 7 Shot TTK
Low aa and bullet mag .

H5 magmum optimal 5 shot 1.2 s
Body shot 1.7s
High AA and bullet mag

Reach dmr 1.65s-2.35s
Bloom .
H3 BR ( 12 headshot) 1.36s-2.98s ( 20 bodyshot)
Leading your shots

If your a high skilled player the ce magnum allows you to go from gunfight to gunfight stringIng together multi-kills however it’s near impossible to do the same with the h5 ma if pkaying even half decent opponents if you can win 2 gunfights back to back your doing well

Conversely h5 movement abilities allowed you to.pick and choose your engagements and an escape plan whereas ce movement didnt allow such freedom .
Reach very long TTK and tried to widen the skill gap using bloom mechanic which seems to be universally disliked because of its random nature

It’s an interesting subject but I don’t think halo will ever be accused of the average .4’s cod twitch shooter TTK anytime ever .

watching them kill the guy with the BR looked a lot like Halo 3s TTK maybe even more like Halo 5s, so I dont think its too short at all really

I think it was a decent blend. Wasnt fast like CoD(which im now getting into as well) bit not long like reach.

Ill wait and see how it feels though before i make a judgement on it

> 2533274888249304;12:
> watching them kill the guy with the BR looked a lot like Halo 3s TTK maybe even more like Halo 5s, so I dont think its too short at all really

I noticed that the BR in Infinite looks to be 5 shots to kill. Which seems normal compared to the other titles.

However that AR… That AR looks powerful AF even from range.

> 2533274916243280;14:
> > 2533274888249304;12:
> > watching them kill the guy with the BR looked a lot like Halo 3s TTK maybe even more like Halo 5s, so I dont think its too short at all really
>
> I noticed that the BR in Infinite looks to be 5 shots to kill. Which seems normal compared to the other titles.
>
> However that AR… That AR looks powerful AF even from range.

The AR looks to hurt real bad lol

I think lower TTK increases the skill ceiling and allows this Halo to better appeal at the Esports level. Being a big CS:GO and CoD player during my time away from Halo (basically the years after the release of Halo 5 all the way until now), I have come to realize lowering TTK allows for all weapons in the arsenal to be productive. Here’s why: when TTK is lowered, strategy still plays a part, but the pace of the combat speeds up, making even the most casual player a little bit more skilled with each game. In Counter Strike, your average Casual player can easily take down 1-2 average CoD players without breaking a sweat. At least in my experience.

Will lower TTK turn away casual players? I think that as long as all the powerups and weapons properly and fairly serve their purpose, people will adapt to lower TTK. The other primary reason for lowering TTK is faster progression. Lower TTK means less time spent taking down one person which means finishing more matches per hour and gaining more experience while still maintaining that element of strategy in Halo. This is also good because the faster we can progress and the more games we can play, the more attainable those Battle Pass items will be when we stumble on something we really want.

Lower TTK is wonderful for flighting, in theory, because it means we can finish games faster and thereby play a lot of games before the flight is over. Emphasis on “in theory” because if one weapon is too powerful or a map’s weapon assortment isn’t balanced for both teams, this lower TTK can become an issue. If I had to rate the decision to lower TTK in the Halo franchise, I’d give it an 8/10. Subtracting two because of how lower TTK allows certain playstyles like camping to prosper (I’m generally against casual playstyles because in Counter-Strike, you’re either holding an angle or advancing, not sitting in a corner missing all the action.)

In conclusion, I don’t think it will make or break this Halo. In fact, lower TTK might even make the game flow better especially for people who are getting into the Halo franchise for the first time.

these are all of my pre-flight thoughts. Once I play a flight, I’ll be able to comment on how the decision affects the gameplay rather than what I think the decision will do in general.

> 2533274888249304;15:
> > 2533274916243280;14:
> > > 2533274888249304;12:
> > > watching them kill the guy with the BR looked a lot like Halo 3s TTK maybe even more like Halo 5s, so I dont think its too short at all really
> >
> > I noticed that the BR in Infinite looks to be 5 shots to kill. Which seems normal compared to the other titles.
> >
> > However that AR… That AR looks powerful AF even from range.
>
> The AR looks to hurt real bad lol

I’m wondering if there’s a potential range nerf to the AR on the horizon. The VK78 seems to have a very high damage for an automatic weapon, maybe this one too.

Keep in mind, the main reason the TTK seems slower in Halo 3 is because players miss shots a lot more in those games. A really good player can reliably 5 shot, with a few lucky 4 bursts. But a LOT of people don’t properly lead or account for spread and end up with long 6-8 shot kills instead.

> 2535470151445745;17:
> > 2533274888249304;15:
> > > 2533274916243280;14:
> > > > 2533274888249304;12:
> > > > watching them kill the guy with the BR looked a lot like Halo 3s TTK maybe even more like Halo 5s, so I dont think its too short at all really
> > >
> > > I noticed that the BR in Infinite looks to be 5 shots to kill. Which seems normal compared to the other titles.
> > >
> > > However that AR… That AR looks powerful AF even from range.
> >
> > The AR looks to hurt real bad lol
>
> I’m wondering if there’s a potential range nerf to the AR on the horizon. The VK78 seems to have a very high damage for an automatic weapon, maybe this one too.

It may all seem balanced with the lower TTK though. Making all weapons more viable. As opposed to strictly only using a BR, or DMR, like last titles

> 2535470151445745;1:
> After watching the full match gameplay a few times, I’ve come to notice that TTK is a LOT faster than something like Halo Reach. What does everyone think of this? I personally think longer TTKs are essential for the Halo formula

I think you mean longer average TTK’s are essential to Halo. Just because a weapon is capable of killing quickly does not mean it will always kill quickly. That’s where a shooting skill gap comes into play.