What do you guys think of the focus on equipment in infinite? Equipment was known to slow down fights in halo 3 but lots of players like it.
In general, the concept of equipment as “things you pick off the map” is a very good way to introduce new mechanics, because it gives much more freedom than designing new base abilities, and is much less likely to cause controversy.
In Halo 3, the equipment was always a bit of hit and miss. I always thought it showed its best side in BTB: a social, kind of chaotic, playlist with large maps and vehicles. Things like Trip Mines and Power Drains were very well suited for taking down vehicles. Bubble Shields an Regenerators made sense on large open maps where covers could be sparse and vehicles were a threat.
However, in the traditonal 4v4, or FFA on small maps, equipment often seemed quite useless at best, and a total drag at worst. Like, for example, the Bubble Shield and Regenerator really just slow the game down. Then there were things like Flare and Radar Jammer, which never saw any use because they were just not fun or interesting.
It’s hard to say how Halo Infinite will turn out because we’ve seen so little of its equipment. It could really go either way. But the best thing about equipment is that it’s low risk. If something doesn’t work out, you can just phase it out. If something is too useful, at least there is only one player with it at any moment. It’s really hard to do something really controversial with equipment.
> 2533274825830455;2:
> In general, the concept of equipment as “things you pick off the map” is a very good way to introduce new mechanics, because it gives much more freedom than designing new base abilities, and is much less likely to cause controversy.
>
> In Halo 3, the equipment was always a bit of hit and miss. I always thought it showed its best side in BTB: a social, kind of chaotic, playlist with large maps and vehicles. Things like Trip Mines and Power Drains were very well suited for taking down vehicles. Bubble Shields an Regenerators made sense on large open maps where covers could be sparse and vehicles were a threat.
>
> However, in the traditonal 4v4, or FFA on small maps, equipment often seemed quite useless at best, and a total drag at worst. Like, for example, the Bubble Shield and Regenerator really just slow the game down. Then there were things like Flare and Radar Jammer, which never saw any use because they were just not fun or interesting.
>
> It’s hard to say how Halo Infinite will turn out because we’ve seen so little of its equipment. It could really go either way. But the best thing about equipment is that it’s low risk. If something doesn’t work out, you can just phase it out. If something is too useful, at least there is only one player with it at any moment. It’s really hard to do something really controversial with equipment.
I’m personally hoping that the equipment is made in such a way that you can create combos from using multiple different types of equipment. Not really sure of any specific combos but it really depends on what equipment we can use and like you mentioned whether or not an equipment will slow you down or speed you up.
As long as there’s a comp playlist without equipment I’m fine with the mechanic. I like it in campaign but not a big fan in mp.
> 2533274825830455;2:
> In general, the concept of equipment as “things you pick off the map” is a very good way to introduce new mechanics, because it gives much more freedom than designing new base abilities, and is much less likely to cause controversy.
>
> In Halo 3, the equipment was always a bit of hit and miss. I always thought it showed its best side in BTB: a social, kind of chaotic, playlist with large maps and vehicles. Things like Trip Mines and Power Drains were very well suited for taking down vehicles. Bubble Shields an Regenerators made sense on large open maps where covers could be sparse and vehicles were a threat.
>
> However, in the traditonal 4v4, or FFA on small maps, equipment often seemed quite useless at best, and a total drag at worst. Like, for example, the Bubble Shield and Regenerator really just slow the game down. Then there were things like Flare and Radar Jammer, which never saw any use because they were just not fun or interesting.
>
> It’s hard to say how Halo Infinite will turn out because we’ve seen so little of its equipment. It could really go either way. But the best thing about equipment is that it’s low risk. If something doesn’t work out, you can just phase it out. If something is too useful, at least there is only one player with it at any moment. It’s really hard to do something really controversial with equipment.
The flare and radar jammer never saw use because they were removed from matchmaking due to an exploit. They’re easily used to double jump anywhere, and this caused tons of map exploits.
I always saw Bungie’s unwillingness to patch this so they could be used in MM as one of their biggest failures with H3. I always thought the concepts of the radar jammer and flare would be super fun tools during a match.
That being said, I’m pumped that equipment is returning. It just lends more to my theory that Infinite gameplay is going to fall between H5 and H3, which would be perfect.
> 2614366390849210;5:
> The flare and radar jammer never saw use because they were removed from matchmaking due to an exploit. They’re easily used to double jump anywhere, and this caused tons of map exploits.
>
> I always saw Bungie’s unwillingness to patch this so they could be used in MM as one of their biggest failures with H3. I always thought the concepts of the radar jammer and flare would be super fun tools during a match.
There are plenty of maps where there is really no benefit of that trick. Bungie didn’t have to remove them from the entirity of matchmaking. To be clear, when I say they were not interesting or fun, I’m obviously speaking from personal perspective. But I do think that Bungie’s lack of patching or having them on maps where it doesn’t matter reflects a lack of enthusiasm for these equipment.
> 2533274825830455;6:
> > 2614366390849210;5:
> > The flare and radar jammer never saw use because they were removed from matchmaking due to an exploit. They’re easily used to double jump anywhere, and this caused tons of map exploits.
> >
> > I always saw Bungie’s unwillingness to patch this so they could be used in MM as one of their biggest failures with H3. I always thought the concepts of the radar jammer and flare would be super fun tools during a match.
>
> There are plenty of maps where there is really no benefit of that trick. Bungie didn’t have to remove them from the entirity of matchmaking. To be clear, when I say they were not interesting or fun, I’m obviously speaking from personal perspective. But I do think that Bungie’s lack of patching or having them on maps where it doesn’t matter reflects a lack of enthusiasm for these equipment.
I disagree with this. I remember back in the day watching YouTube videos of using those to exploit the map in some way on EVERY map they were placed on. And maybe a spot seems like it wouldn’t matter in one game type, but had a huge impact in others.
The easiest example is how there are plenty of spots that aren’t very effective in slayer, but are pretty OP in CTF or KotH.
I’ll try and look up the videos, but they’re almost 15 years old at this point, and I have no idea if their titles or description will let them easily surface in a YouTube search.
> 2614366390849210;7:
> > 2533274825830455;6:
> > > 2614366390849210;5:
> > > The flare and radar jammer never saw use because they were removed from matchmaking due to an exploit. They’re easily used to double jump anywhere, and this caused tons of map exploits.
> > >
> > > I always saw Bungie’s unwillingness to patch this so they could be used in MM as one of their biggest failures with H3. I always thought the concepts of the radar jammer and flare would be super fun tools during a match.
> >
> > There are plenty of maps where there is really no benefit of that trick. Bungie didn’t have to remove them from the entirity of matchmaking. To be clear, when I say they were not interesting or fun, I’m obviously speaking from personal perspective. But I do think that Bungie’s lack of patching or having them on maps where it doesn’t matter reflects a lack of enthusiasm for these equipment.
>
> I disagree with this. I remember back in the day watching YouTube videos of using those to exploit the map in some way on EVERY map they were placed on. And maybe a spot seems like it wouldn’t matter in one game type, but had a huge impact in others.
>
> The easiest example is how there are plenty of spots that aren’t very effective in slayer, but are pretty OP in CTF or KotH.
>
> I’ll try and look up the videos, but they’re almost 15 years old at this point, and I have no idea if their titles or description will let them easily surface in a YouTube search.
What I mean is, I find it very difficult to imagine game breaking spots on, say, Standoff, or Sandtrap, or Valhalla, Isolation, Snowbound. Like, there are definitely maps where you could place them if you really believed they were amazing. Not on every map, maybe not even most maps, but on some maps.
I think it’s actually really good. The Spartan abilities from Halo 5 are gone [thanks god] except sprint [a discusssion for itself] and this is totally fine.
There might be some balancing problems at the beginning but it will fit good into Halo again - except the grabbel hock… I’m just not a fan of that.
I wish theyd do a hybrid system instead of 1 or the other. For example, Grapple, dropshield, mines, etc… be map pickups. While Promethean vision, thruster/evade, jetpack as equipment you spawn with and have unlimited uses with cooldown.