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Increase “player collision.” Very often, close-range/melee combat feels wonky, silly, and bad, because we’re always phasing through each other. Even if teammate collision also has to be increased, I would gladly take that over the current balance of the two (I’m way more often and face to face with enemies than friendlies.) If anyone knows why this was changed for Infinite, please let me know, I can’t guess what “problem” this current change was meant to fix, that was worse for general gameplay than what I think this does.
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Bring in the feature from Halo 5, where if you’re sprinting, your shield-recharge stops/pauses until you stop sprinting. This was such a simple yet impactful addition 343 made in 5, that I think was really clever and very beneficial to gameplay. It’s not that it “made the player weaker,” but instead allowed another series of choices to be made, weighing the pro/con of either increasing distance, or increasing resiliency. In Infinite, way too often it seems, people end up getting around a corner before being finished off, only to continue sprinting around another few corners before I can catch up before their shields are back up (especially in FFA like Last Spartan Standing.)